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Donno what happened around april but the game became such a bug ridden shait pile that i just quit.
Parameter name: source
at Verse.GenCollection.RandomElement[T] (System.Collections.Generic.IEnumerable`1[T] source) [0x00003] in <95de19971c5d40878d8742747904cdcd>:0
at VFESecurity.Patch_PlaceArtilleryBlueprints+<Postfix>d__0.MoveNext () [0x00194] in <99a446955128468e9778122a20d4a38a>:0
at RimWorld.SiegeBlueprintPlacer+<PlaceBlueprints>d__8.MoveNext () [0x000ec] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.LordToil_Siege.Init () [0x001aa] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.AI.Group.Lord.GotoToil (Verse.AI.Group.LordToil newLordToil) [0x0008b] in <95de19971c5d40878d8742747904cdcd>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.AI.Group.Lord:GotoToil (Verse.AI.Group.LordToil)
(wrapper dynamic-method) Verse.AI.Group.Transition:Verse.AI.Group.Transition.Execute_Patch1 (Verse.AI.Group.Transition,Verse.AI.Group.Lord)
Verse.AI.Group.Transition:CheckSignal (Verse.AI.Group.Lord,Verse.AI.Group.TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal)
Verse.AI.Group.Lord:LordTick ()
Verse.AI.Group.LordManager:LordManagerTick ()
(wrapper dynamic-method) Verse.Map:Verse.Map.MapPostTick_Patch2 (Verse.Map)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch6 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch7 (Verse.Game)
Verse.Root_Play:Update ()
Half of the mod's buildings are bugged out and dont function, if not 75%
And this has been reported a year ago.
I love the dude and all my respect to the modding community, but if you cant be assed to do something about your shait, then at least write a "DISCONTINUED" onto it so ppl wont have to play guessing games with the mod and your sorry arse.
Have you ever tested this mod by removing the Artillery building with Cherry Picker before generating a world? I have had this very same problem very consistently in multiple games before. I thought it was referring to the Artillery mortar type from other mods, like that one Artillery mod, or maybe the Jurrets mod, or maybe Stuffable Vanilla Turrets did something. I never suspected it could be this mortar from this mod.
Judging from the first lines, there's a null value in the LordToil.Init file or section, which, if I understand this correctly from what I've heard before, is a system for commanding NPC factions to do stuff. I'm not sure whether it is restricted to actions on the player's map, or a map where the player has active pawns on, or if it runs in the background as well.
>VFESecurity.Patch_PlaceArtilleryBlueprints
It might also have to do something with the patches for Vanilla Factions Expanded.
But knowing that there is a System.ArgumentNullException: Value cannot be null error, they know that there is a null value or more in there, and the mod makers or some intrepid modder can go hunting for the null value and correct it.
CORRECTION for my above comment: It's not a patch for Vanilla Factions Expanded that's going haywire, but for Vanilla Furniture Expanded. Sorry, my bad. But the LordToil.Init file has probably something to do with it, maybe in the way in which the mortar blueprint is sourced, used, or its functions confusing the processing of the LordToil Siege NPC work type or behavior.
IDK, good luck, guys. I'm just gonna prevent the Artillery mortar building from being able to be built with Cherry Picker even before I generate my game world. This MIGHT fix things, preventing anyone from being able to build it. This might stop the LordToil system from trying to spawn this clearly bugged blueprint during sieges.
Like, at all. Until it's fixed, anyway. I know I won't.
Couldnt give half a f about fixing or updating his old stuff.