Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Here, on a save loaded 7 seconds before a dryad was supposed to spawn and logged 3 seconds afterwards: https://gist.github.com/8a3cc321e12104f5db7b2ac04b4e5880
Here's also what my mod config looks like in case that matters. Last time I reported a bug with a mod it was config at fault, so just in case it matters: http://puu.sh/If6Nr/6e386b0bdf.jpg
Seems to be fixed now, at least the faction base next to me was able to restock properly after the countdown. Thanks!
here is my modlist from rimpy
https://rentry.co/82evq
-The immature dryad cocoon gets stuck at 0 seconds and repeatedly throws the following exeption:
=====
Exception ticking DryadCocoon579128 (at (121, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
at GauranlenTreeExpanded.CompTreeConnectionExpanded.ResetDryad (Verse.Pawn dryad) [0x000c0] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompTreeConnectionExpanded.GenerateNewDryad (Verse.PawnKindDef dryadCaste) [0x0002c] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadCocoonExpanded.Complete () [0x00053] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadHolderExpanded.CompTick () [0x00049] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadCocoonExpanded.CompTick () [0x00000] in <659e992fb601467284e1ebcf5b8740a1>:0
at Verse.ThingWithComps.Tick () [0x00024] in <e13bd2f1929544099ed2b58e66ece833>:0
at Verse.TickList.Tick () [0x0015c] in <e13bd2f1929544099ed2b58e66ece833>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
=====
Full HugsLib log: https://gist.github.com/HugsLibRecordKeeper/00260c411b4b0b2db27fe3b32fcce0e5
Edit: Thanks again for such a speedy hotfix. I've been waiting for bugfix from Torann for a month, lol.
It seems like the mod settings are resetting each time i restart the game
my modlist has changed in the meantime
https://rentry.co/wc7nb
But at least it says, that bug is not that easily reproducable and might not give too much trouble until I can finally upload it to steam.
Essentially, Alpha Animals is adding the "comps" field to patch in their "AlphaBehavioursAndEvents.CompProperties_GuaranlenGrassGraphicChanger" to allow the grass to be corrupted, which is important because they have an entire precept built around corruption the trees.
This mod is adding the comps field as well with GauranlenTreeExpanded.GauranlenMossExpandeDComp.
The simple fix is probably just to delete whichever one you don't want (for most users I presume the moss corruption from AB if they're using this mod), and the fancy fix is for at least one of the two mod developers to make a conditional patch to just add their Comp, instead of the entire Comps field, if the other mod is detected. That's assuming you even can put two comps on an object of course.