RimWorld

RimWorld

Colonists' Deco
 This topic has been pinned, so it's probably important
IemandDieAbeHeet  [developer] 26 Jul, 2021 @ 12:17pm
[Bug reports]
Have you noticed any weird behaviour caused by Colonists' Deco? Report it in here!
Last edited by IemandDieAbeHeet; 27 Jul, 2021 @ 7:26am
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Showing 1-15 of 22 comments
MegaChrist 26 Jul, 2021 @ 10:35pm 
Bottles and books not rendering?

Last edited by MegaChrist; 26 Jul, 2021 @ 11:00pm
IemandDieAbeHeet  [developer] 27 Jul, 2021 @ 2:47am 
I've also noticed that issue, I'm currently working on a fix
IemandDieAbeHeet  [developer] 27 Jul, 2021 @ 6:56am 
The issue has been fixed!
MegaChrist 27 Jul, 2021 @ 9:11am 
Originally posted by IemandDieAbeHeet:
The issue has been fixed!
aye, it is. you're cool!
I sometimes get a red text with try.joygiver that seems to be trying to do decorating. The error doesn't actually do anything and one of the pawns will usually put up a decoration soon after the error. Will post the exact message next time it happens
IemandDieAbeHeet  [developer] 9 Aug, 2021 @ 1:52pm 
Do usually get the error when the pawn is trying to decorate the wall or the ceiling?
The exact error is:
Exception in RimWorld.ThinkNode_Priority_GetJoy TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at ColonistsDeco.JoyGiver_HangingCeilingDecoration.TryGiveJob (Verse.Pawn pawn) [0x00030] in <ae3fe560a6334d3abe2cb135219f7287>:0
at RimWorld.JobGiver_GetJoy.TryGiveJobFromJoyGiverDefDirect (RimWorld.JoyGiverDef def, Verse.Pawn pawn) [0x00006] in <1b9c4c73530448bcbb33283e1d4d7d05>:0
at (wrapper dynamic-method) RimWorld.JobGiver_GetJoy.RimWorld.JobGiver_GetJoy.TryGiveJob_Patch3(RimWorld.JobGiver_GetJoy,Verse.Pawn)
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <1b9c4c73530448bcbb33283e1d4d7d05>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch5 (Verse.AI.Pawn_JobTracker,Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
I am guessing ceiling from the beginning of the error - which reminds me that the only ceiling hanging decoration i've seen was the dreamcatcher
Kippy 9 Aug, 2021 @ 4:28pm 
I just installed this mod, haven't even tested it in-game yet, but I've encountered an error:

[BetterLoading] Exception occurred processing mod finalize events! Details: System.TypeInitializationException: The type initializer for 'ColonistsDeco.ColonistsDecoStartup' threw an exception. ---> System.MissingMethodException: void Verse.Log.Message(string)
at ColonistsDeco.ColonistsDecoStartup..cctor () [0x00001] in <be564b9afd6740589d2e3a9d2bc60f66>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
at BetterLoading.Stage.InitialLoad.StageRunStaticCctors+<StaticConstructAll>d__16.MoveNext () [0x00074] in <0db29cd9154f4d018b9bc84feb9aff6b>:0
Verse.Log:Error(String, Boolean)
BetterLoading.Stage.InitialLoad.<StaticConstructAll>d__16:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Edit: Doesn't seem to be terribly harmful, but I also haven't seen any decorations go up, despite researching them.
Last edited by Kippy; 9 Aug, 2021 @ 4:28pm
IemandDieAbeHeet  [developer] 10 Aug, 2021 @ 2:13am 
@dambuk1 What version of the game are you playing? Could you also maybe provide a mod list that you are using?
IemandDieAbeHeet  [developer] 10 Aug, 2021 @ 2:15am 
@Kippy I've also installed the mod BetterLoading and it does not seem to give me the same error. There is a cooldown for hanging decorations (about 1 day/night cycle) so you might have to wait for that to be over but if your colonists still don't hang up their decorations you might have to disable BetterLoading.
Originally posted by IemandDieAbeHeet:
@dambuk1 What version of the game are you playing? Could you also maybe provide a mod list that you are using?
I'm using 1.3.3080 - so up to date
and mod list... well... it always changes and it's terribly long but here is the newest list:
https://pastebin.com/e88YKv7P
colonist deco is on line 104
Dubious Duck 19 Aug, 2021 @ 2:57pm 
Not sure if this was already posted, i didnt see it. I get a red error when pawns attempt to hang wall decorations on rough stone. it allows them to do it but converts the rough stone to brick wall of the type the rough stone was and then hangs the decoration. at least it did a few times with the boar head decoration.
egoanditspwn 22 Aug, 2021 @ 6:28pm 
This error seems to occur when pawns are on the edge of the map https://pastebin.com/aQaeC5yD
Vinlic 26 Sep, 2021 @ 12:38pm 
Not sure if its a conflict with another mod but with the automatic rebuild option toggled on (believe this is a base game option, played modded so long I don't know anymore) when a decoration is destroyed pawns will go to rebuild the decoration but just stand there doing nothing. Doesn't throw any errors when it happens and the blueprint for the deco looks the same as the deco when its placed so only notice it when pawns are stuck standing around. Canceling the blueprint for the deco fixes it. I'm guessing since its not a normal constructed object that rebuilding it uses a different method from how they are placed so they can't do anything. Thanks for the neat mod.
MerlinCross 10 Oct, 2021 @ 6:44pm 
Could not load reference to Verse.JobDef named Deco_HangingWallDecoration
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ScribeExtractor:DefFromNode<Verse.JobDef> (System.Xml.XmlNode)
Verse.Scribe_Defs:Look<Verse.JobDef> (Verse.JobDef&,string)
Soyuz.JobSettings:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<Soyuz.JobSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Soyuz.JobSettings> (System.Collections.Generic.List`1<Soyuz.JobSettings>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Soyuz.JobSettings> (System.Collections.Generic.List`1<Soyuz.JobSettings>&,string,Verse.LookMode,object[])
Soyuz.SoyuzSettings:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<Soyuz.SoyuzSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<Soyuz.SoyuzSettings> (Soyuz.SoyuzSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<Soyuz.SoyuzSettings> (Soyuz.SoyuzSettings&,string,object[])
Soyuz.SoyuzSettingsUtility:OnScribe ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
RocketMan.FunctionsUtility/<>c__DisplayClass1_0`1<RocketMan.Main/OnScribe>:<GetActions>b__3 ()
RocketMan.RocketMod/RocketSettings:ScribeExtras ()
RocketMan.RocketMod/RocketSettings:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<RocketMan.RocketMod/RocketSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<RocketMan.RocketMod/RocketSettings> (RocketMan.RocketMod/RocketSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<RocketMan.RocketMod/RocketSettings> (RocketMan.RocketMod/RocketSettings&,string,object[])
RocketMan.RocketMod:LoadSettings ()
RocketMan.Main:DefsLoaded ()
RocketMan.RocketMod/<>c:<.ctor>b__3_0 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

Getting this error.

However I'm noticing this error tends to kick in with a few race mods, mainly Crystalloids. Testing a few others I have to see if it's a problem with races, as some don't seem to hang up certain decos(like the hanging dream catches and others).

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