RimWorld

RimWorld

CryoRegenesis Caskets
Bug Reports
I figured that since this mod has a tendency to stop working about mid-save, a bug report should be made to make it easier on the dev of this specific mod
Last edited by Wolfram Müller; 18 Dec, 2021 @ 2:52am
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Wolfram Müller 18 Dec, 2021 @ 2:52am 
Exception ticking CryoRegenesisCasket806139 (at (101, 0, 188)): System.NullReferenceException: Object reference not set to an instance of an object
at CryoRegenesis.Building_CryoRegenesis.EjectContents () [0x0016b] in <2e6d3f6056f647c0975ea3e2057aab12>:0
at CryoRegenesis.Building_CryoRegenesis.Tick () [0x00106] in <2e6d3f6056f647c0975ea3e2057aab12>:0
at Verse.TickList.Tick () [0x0015c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
.:CHG:. Hope  [developer] 28 Jan, 2022 @ 6:18am 
So I’ve had this happen to me. It happens when there is a “transient” pawn, such as a raider, a visitor, anyone besides a Colonist that just poofs onto the map due to an event. They apparently don’t have full backstories, and thus aren’t “sticky”. Put them in the casket, and you can’t get them out!! You literally have to destroy the casket using the dev tool Destroy.

I am going to research how to prevent adding them to the casket. It should be possible...
Wolfram Müller 30 Jan, 2022 @ 7:11am 
the issue with this, it sometimes happens with some of my "more important" colonists, I.E. starter colonists, and then there becomes a certain point where the mod simply fails to work anymore
Last edited by Wolfram Müller; 30 Jan, 2022 @ 7:12am
.:CHG:. Hope  [developer] 22 May, 2023 @ 12:07am 
This is now fixed in version 3.0.0. I apologize that it took 15 months.
FPR 19 Nov, 2023 @ 1:19am 
I think this bug still happens with slaves added in the new expansion.
.:CHG:. Hope  [developer] 15 Mar, 2024 @ 1:09am 
This bug has been conclusively fixed in v3.1.0 that I just released.
Schultz 1 Dec, 2024 @ 1:36am 
Originally posted by .:CHG:. Hope:
This bug has been conclusively fixed in v3.1.0 that I just released.
Just using it now, i have a slave stuck on ice
I hope this is the right place to report this. I just had this happen to me, I have someone who is stuck in the casket. I can't get them out. This was someone who wandered in and joined my colony after my colony successful completed an Ideology event. Do I have to enable dev tools to delete the casket? Also, are there steps I can do in the future to prevent this? Thank you.

Update: I was able to deconstruct the casket and get them out. So that's good news :)
Last edited by IDreamofZombie; 8 Feb @ 11:05pm
.:CHG:. Hope  [developer] 15 Mar @ 2:01am 
I actually don't know how to make a slave. I guess it's one of the DLCs? I don't have any of hte DLCs... I'm trying like mad to get off of v1.2. I was stuck in A16 for *years* because of the lack of a Stargate port. Now I'm stuck cuz of the stupid dumb animals of v1.3+.
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