RimWorld

RimWorld

Westerado (Continued)
No amo for westerado raiders issue
So I have been gettin raids, but no sign of any ammo for the raiders...heres some of the errors I get when they try to shoot my pawns


Bullet_PercussionRevolver_Westerado104896 tried to de-register out of bounds at (-2147483648, 0, -2147483648)
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
Verse.ThingGrid:Verse.ThingGrid.DeregisterInCell_Patch1(ThingGrid, Thing, IntVec3)
Verse.ThingGrid:Deregister(Thing, Boolean)
Verse.Thing:Verse.Thing.DeSpawn_Patch1(Thing, DestroyMode)
Verse.ThingWithComps:DeSpawn(DestroyMode)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:Verse.ThingGrid.RegisterInCell_Patch1(ThingGrid, Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:Verse.Thing.set_Position_Patch2(Thing, IntVec3)
CombatExtended.ProjectileCE:set_ExactPosition(Vector3)
CombatExtended.ProjectileCE:TryCollideWith(Thing)
CombatExtended.ProjectileCE:ImpactSomething()
CombatExtended.ProjectileCE:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to get valid region out of bounds at (-2147483648, 0, -2147483648)
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
Verse.RegionGrid:GetValidRegionAt_NoRebuild(IntVec3)
Verse.Thing:Verse.Thing.DeSpawn_Patch1(Thing, DestroyMode)
Verse.ThingWithComps:DeSpawn(DestroyMode)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:Verse.ThingGrid.RegisterInCell_Patch1(ThingGrid, Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:Verse.Thing.set_Position_Patch2(Thing, IntVec3)
CombatExtended.ProjectileCE:set_ExactPosition(Vector3)
CombatExtended.ProjectileCE:TryCollideWith(Thing)
CombatExtended.ProjectileCE:ImpactSomething()
CombatExtended.ProjectileCE:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Bullet_PercussionRevolver_Westerado104897: System.InvalidCastException: Specified cast is not valid.
at CombatExtended.BulletCE.Impact (Verse.Thing hitThing) [0x000a6] in <f592e0fe3b5545c39314bc4c847517d9>:0
at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing thing) [0x001f3] in <f592e0fe3b5545c39314bc4c847517d9>:0
at CombatExtended.ProjectileCE.ImpactSomething () [0x00175] in <f592e0fe3b5545c39314bc4c847517d9>:0
at CombatExtended.ProjectileCE.Tick () [0x000ef] in <f592e0fe3b5545c39314bc4c847517d9>:0
at Verse.TickList.Tick () [0x0015c] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Ed (at (135, 0, 147)): System.InvalidCastException: Specified cast is not valid.
at (wrapper dynamic-method) Verse.Verb_LaunchProjectile.Verse.Verb_LaunchProjectile.TryCastShot_Patch2(Verse.Verb_LaunchProjectile)
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Verb.TryCastNextBurstShot () [0x00012] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) Verse.Verb.Verse.Verb.WarmupComplete_Patch1(Verse.Verb)
at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Verb_Shoot.WarmupComplete () [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Stance_Warmup.Expire () [0x0000a] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Stance_Busy.StanceTick () [0x00017] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) Verse.Stance_Warmup.Verse.Stance_Warmup.StanceTick_Patch1(Verse.Stance_Warmup)
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00018] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Pawn.Tick () [0x00067] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.TickList.Tick () [0x0015c] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


TryCollideWith out of bounds point from ShotLine: obj ChunkSlate97210, proj Bullet_PercussionRevolver_Westerado104898, dist -Infinity, point (NaN, NaN, NaN)
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
CombatExtended.ProjectileCE:TryCollideWith(Thing)
CombatExtended.ProjectileCE:ImpactSomething()
CombatExtended.ProjectileCE:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Bullet_PercussionRevolver_Westerado104898 tried to register out of bounds at (-2147483648, 0, -2147483648). Destroying.
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Verse.ThingGrid:Verse.ThingGrid.RegisterInCell_Patch1(ThingGrid, Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:Verse.Thing.set_Position_Patch2(Thing, IntVec3)
CombatExtended.ProjectileCE:set_ExactPosition(Vector3)
CombatExtended.ProjectileCE:TryCollideWith(Thing)
CombatExtended.ProjectileCE:ImpactSomething()
CombatExtended.ProjectileCE:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


And then the loop restarts....
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Showing 1-1 of 1 comments
ianmplinares 1 Oct, 2020 @ 4:03pm 
I just noticed CE changed versions today to 3.2, this may be interfering with a bunch of mods (even my early times bows are without amo)
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