RimWorld

RimWorld

Reunion
Bug
in reference to what i put in the comments (this is a better place to put them)
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Showing 1-15 of 62 comments
original comment: i dont know what happened the mod was fine and now i cant load a save that was fine. i will debug and post more tomorrow in bug discussion its late rn. something to do with pawns not saving/asynchronous events. i do run a heavy modlist so ill try different things tomorrow but from going through the expanded logs im pretty sure its not a mod conflict (though it might be) the save had the reunion events trigger properly within it, it jsut seems to be an issue with loading the save. ill update tomorrow, dont sweat over it. just thought id put a comment.
so i removed all mods
and tested as vigorous as possible
adding mods one by one saving, spawning events , saving, closing to desktop, loading save.
well i added my modlist back 1 by 1 and could not replicate the issue which has baffled me
loading game from file New Arrivals1 with mods:
- brrainz.harmony
SaveableFromNode exception: System.NullReferenceException: Object reference not est to an instance of an object at MVCF.Utilities.PawnVerbUtility.SaveManager (Verse.Pawn p) [0x00001] in <4a7c18fc78d74048aacf5c9f83f3bc7c>:0"
Last edited by Asymptotic Wanderer; 31 Oct, 2022 @ 5:15am
i typed out a screenshot i took of part of a log this was repeated 7 times in the log output
if i could replicate it i would expand upon it.
another screenshot i took: this was only repeated once in the same output at the end
[Reunion] Next Event in 7.21 days
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at Kyrun.Reunion.Util.PrintAllyList() [0x0001b] in <*long string of letters and numbers*>:0
Last edited by Asymptotic Wanderer; 31 Oct, 2022 @ 5:18am
a couple things to note all times this happened last night the allys were all non baseliners they were all xenos of varying sorts,also perhaps vanilla events expanded compatibility could also be an issue as i do recall the log throwing up something with that the last couple days and i could see how that potentially might cause issues handling events. and one of the times this happened it was on a mod added faction from VE the new sauroids or w/e the lizard people are called. so maybe handling modded races is an issue. i was hoping to be able to replicate the issue and post more details. if it happens again later when i play for an extended period ill update here asap.
Kyrun  [developer] 31 Oct, 2022 @ 6:09am 
could I trouble you all to download this file:
https://github.com/kyrun/rimworld-reunion/blob/debugging/Release/1.4/Assemblies/Reunion.dll

and replace the one in:
<your steam installation>\steamapps\workshop\content\294100\1985186461\1.4\Assemblies\

I've added a bunch of checks that will output some more stuff to the debug log, and not throw errors. maybe that might help identify what is going on. let me know what appears in the debug log when it happens.

but thanks, Asymptotic Wanderer, every bit helps, even though I'm still not sure what's going on.
ye no problem dude, tbh i have no idea whats going on, i have a degree in comp sci and a masters in it apparently i learned nothing. im 99% sure its something to do with a mod compatibility where its not fully incompatible but under certain circumstances it creates a save/load error to do with pawn data and events and it doesnt seem to happen on "standard" pawns.
so i just created a new game, and immediately saved then opened the log and there was some yellow warning outputs:

Object with load ID Thing_Human265 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear ()
Verse.ScribeSaver:FinalizeSaving ()
Verse.SafeSaver:DoSave (string,string,System.Action)
Verse.SafeSaver:Save (string,string,System.Action,bool)
Verse.GameDataSaveLoader:SaveGame (string)
RimWorld.Dialog_SaveFileList_Save/<>c__DisplayClass3_0:<DoFileInteraction>b__0 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()

there is one of these for all the pawns that were generate in the character creation screen.

Object with load ID Thing_Human265 is referenced (xml node name: Pawn) but is not deep-saved. This will cause errors during loading.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear ()
Verse.ScribeSaver:FinalizeSaving ()
Verse.SafeSaver:DoSave (string,string,System.Action)
Verse.SafeSaver:Save (string,string,System.Action,bool)
Verse.GameDataSaveLoader:SaveGame (string)
RimWorld.Dialog_SaveFileList_Save/<>c__DisplayClass3_0:<DoFileInteraction>b__0 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()

half of them have a different XML node name
so when i was ingame i saved and then i could load the save, however i then quit to desktop
waited a couple minutes then booted rimworld again and tried to load the save and got the issue again.
Could not resolve reference to object with loadID Thing_Human265 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=WorkTab.PriorityManager curPathRelToParent=/Priorities/keys
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Pawn> (string)
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.List`1<Verse.Pawn>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.List`1<Verse.Pawn>&,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn, WorkTab.PawnPriorityTracker> (System.Collections.Generic.Dictionary`2<Verse.Pawn, WorkTab.PawnPriorityTracker>&,string,Verse.LookMode,Verse.LookMode,System.Collections.Generic.List`1<Verse.Pawn>&,System.Collections.Generic.List`1<WorkTab.PawnPriorityTracker>&,bool)
WorkTab.PriorityManager:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Exception getting object with thing id 150 of type Verse.Pawn. What we loaded was VAE_Apparel_MilitaryUniform150. Exception:
System.InvalidCastException: Specified cast is not valid.
at (wrapper castclass) System.Object.__castclass_with_cache(object,intptr,intptr)
at Verse.LoadedObjectDirectory.ObjectWithLoadID[T] (System.String loadID) [0x00100] in <f4c3e52a3fec4807a874d50b5e1c361f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRefList<Verse.Pawn> (string)
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.List`1<Verse.Pawn>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn> (System.Collections.Generic.List`1<Verse.Pawn>&,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Pawn, WorkTab.PawnPriorityTracker> (System.Collections.Generic.Dictionary`2<Verse.Pawn, WorkTab.PawnPriorityTracker>&,string,Verse.LookMode,Verse.LookMode,System.Collections.Generic.List`1<Verse.Pawn>&,System.Collections.Generic.List`1<WorkTab.PawnPriorityTracker>&,bool)
WorkTab.PriorityManager:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
i see its mentioning other mods and possessions the pawns generated might of started with? i could remove all my mods again and try to replicate it again? however when i did that earlier i was quiting to desktop and loading like i did just now :/
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