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and tested as vigorous as possible
adding mods one by one saving, spawning events , saving, closing to desktop, loading save.
- 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"
if i could replicate it i would expand upon it.
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
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.
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
waited a couple minutes then booted rimworld again and tried to load the save and got the issue again.
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 ()
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 ()