RimWorld

RimWorld

[RH2] Faction: The Rangers
TSense 29 Oct, 2022 @ 12:11pm
Bug Report
I was told by my game to post this here

RH2_Ingest_CanOpen sound is missing resolved grains and will not work properly. Report about it to [RH2] Faction: The Rangers devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch4 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch3 (Verse.Root)
Verse.Root_Entry:Update ()
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Showing 1-4 of 4 comments
Chicken Plucker  [developer] 12 Feb, 2023 @ 4:26am 
just posting that this bug has been long fixed for those who see this in the future. cheers
CrackaJack 7 Feb, 2024 @ 12:04am 
Could not resolve reference to object with loadID Faction_26 of type RimWorld.Faction. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=QuestPart_ReserveFaction (quest.id=23, index=0) curPathRelToParent=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<RimWorld.Faction> (string)
Verse.CrossRefHandler:TakeResolvedRef<RimWorld.Faction> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRef<RimWorld.Faction> (string)
Verse.Scribe_References:Look<RimWorld.Faction> (RimWorld.Faction&,string,bool)
RimWorld.QuestPart_ReserveFaction:ExposeData ()
(wrapper dynamic-method) Verse.CrossRefHandler:Verse.CrossRefHandler.ResolveAllCrossReferences_Patch0 (Verse.CrossRefHandler)
(wrapper dynamic-method) Verse.ScribeLoader:Verse.ScribeLoader.FinalizeLoading_Patch0 (Verse.ScribeLoader)
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch3 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch4 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.RunEventFromAnotherThread_Patch0 (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 ()
CrackaJack 7 Feb, 2024 @ 12:06am 
debug from the quest:
-----------------
Id: 23
State: NotYetAccepted
Data:
<saveable Class="Quest">
<id>23</id>
<name>Dark Craft</name>
<appearanceTick>2092740</appearanceTick>
<ticksUntilAcceptanceExpiry>80282</ticksUntilAcceptanceExpiry>
<acceptedBy>null</acceptedBy>
<challengeRating>-1</challengeRating>
<description>You have intercepted a distress signal! A hostile shuttle carrying a vampire master and 2 thralls is having trouble with its engines. You can use signals to draw it down to a crash near &lt;color=#00BCD8FF&gt;Black Bastion&lt;/color&gt;.

Once the ship has crashed, you can fight the vampire and his minions. If you can capture the master, you can force him to turn one of your colonists into a vampire.

(*Gray)About vampires: Vampires are ageless, deathless super-humans powered by archotech-created archites in the bloodstream. They are beautiful and extremely intelligent. They can heal any injury, and never suffer from disease or poison. In combat, they can launch deadly spines and heal injured friends. The price is that vampires must consume human blood to survive, and they must periodically enter torpor for long periods. They're easily destroyed by fire, and slowed down by UV light.(/Gray)</description>
<root>SanguophageShip</root>
<signalsReceivedDebug IsNull="True" />
<parts>
<li Class="QuestPart_ReserveFaction">
<faction>null</faction>
</li>
<li Class="QuestPart_SetFaction">
<inSignal>Quest23.Initiate</inSignal>
<faction>null</faction>
<things>
<li>Thing_ShuttleCrashed_Exitable91558</li>
</things>
</li>
<li Class="QuestPart_SetupTransportShip">
<inSignal>Quest23.Initiate</inSignal>
<transportShip>TransportShip_1</transportShip>
<items />
<pawns>
<li>Thing_Human91551</li>
</pawns>
</li>
<li Class="QuestPart_AddShipJob_WaitTime">
<inSignal>Quest23.Initiate</inSignal>
<shipJob IsNull="True" />
<shipJobDef>WaitTime</shipJobDef>
<transportShip>TransportShip_1</transportShip>
<sendAwayIfAllDespawned />
<sendAwayIfAnyDespawnedDownedOrDead />
<duration>60</duration>
</li>
<li Class="QuestPart_AddShipJob">
<inSignal>Quest23.Initiate</inSignal>
<shipJob IsNull="True" />
<shipJobDef>Unload</shipJobDef>
<transportShip>TransportShip_1</transportShip>
</li>
<li Class="QuestPart_Letter">
<inSignal>Quest23.OuterNodeCompleted</inSignal>
<letter Class="StandardLetter">
<ID>88</ID>
<def>NegativeEvent</def>
<label>Crashed shuttle</label>
<lookTargets>
<targets>
<li>null</li>
<li>null</li>
<li>Thing_Human91551</li>
</targets>
</lookTargets>
<relatedFaction>null</relatedFaction>
<text>A shuttle containing a vampire master and 2 thralls has crashed nearby. They will exit the crashed craft and prepare to fight.</text>
<quest>Quest_23</quest>
<hyperlinkThingDefs IsNull="True" />
<hyperlinkHediffDefs IsNull="True" />
</letter>
<useColonistsOnMap>null</useColonistsOnMap>
<colonistsFromSignal />
<visitors />
</li>
<li Class="QuestPart_AddShipJob_Arrive">
<inSignal>Quest23.OuterNodeCompleted</inSignal>
<shipJobStartMode>Force_DelayCurrent</shipJobStartMode>
<shipJob IsNull="True" />
<shipJobDef>Arrive</shipJobDef>
<transportShip>TransportShip_1</transportShip>
<cell>(57, 0, 104)</cell>
<mapParent>WorldObject_93</mapParent>
<mapOfPawn>null</mapOfPawn>
<factionForArrival>null</factionForArrival>
</li>
<li Class="QuestPart_DefendPoint">
<pawns>
<li>Thing_Human91551</li>
</pawns>
<inSignal>Quest23.OuterNodeCompleted</inSignal>
<faction>null</faction>
<mapParent>WorldObject_93</mapParent>
<mapOfPawn>null</mapOfPawn>
<point>(57, 0, 104)</point>
<wanderRadius>5</wanderRadius>
<addFleeToil>True</addFleeToil>
</li>
<li Class="QuestPart_Pass">
<state>Enabled</state>
<inSignal>Quest23.OuterNodeCompleted2</inSignal>
<outSignal>Quest23.shuttlePawns.TookDamageFromPlayer</outSignal>
</li>
<li Class="QuestPart_Delay">
<debugLabel>Assault delay</debugLabel>
<inSignalEnable>Quest23.OuterNodeCompleted</inSignalEnable>
<outSignalsCompleted>
<li>Quest23.OuterNodeCompleted2</li>
</outSignalsCompleted>
<delayTicks>5000</delayTicks>
<inspectStringTargets />
<alertCulprits />
</li>
<li Class="QuestPart_PassAny">
<inSignals>
<li>Quest23.shuttlePawns.TookDamageFromPlayer</li>
<li>Quest23.DefendTimeout</li>
</inSignals>
<outSignal>Quest23.BeginAssault</outSignal>
</li>
<li Class="QuestPart_AssaultColony">
<pawns>
<li>Thing_Human91551</li>
</pawns>
<inSignal>Quest23.OuterNodeCompleted4</inSignal>
<faction>null</faction>
<mapParent>WorldObject_93</mapParent>
<mapOfPawn>null</mapOfPawn>
<canTimeoutOrFlee>False</canTimeoutOrFlee>
<canKidnap>False</canKidnap>
<canSteal>False</canSteal>
</li>
<li Class="QuestPart_Letter">
<inSignal>Quest23.OuterNodeCompleted4</inSignal>
<letter Class="StandardLetter">
<ID>89</ID>
<def>ThreatSmall</def>
<label>Assault begun</label>
<lookTargets>
<targets>
<li>null</li>
<li>null</li>
<li>Thing_Human91551</li>
</targets>
</lookTargets>
<relatedFaction>null</relatedFaction>
<text>The hostile vampire master and his thralls have initiated an assault on the colony!</text>
<quest>Quest_23</quest>
<hyperlinkThingDefs IsNull="True" />
<hyperlinkHediffDefs IsNull="True" />
</letter>
<useColonistsOnMap>null</useColonistsOnMap>
<colonistsFromSignal />
<visitors />
</li>
<li Class="QuestPart_Filter_AnyPawnInCombatShape">
<inSignal>Quest23.OuterNodeCompleted3</inSignal>
<outSignal>Quest23.OuterNodeCompleted4</outSignal>
<pawns>
<li>Thing_Human91551</li>
</pawns>
</li>
<li Class="QuestPart_PassActivable">
<inSignalEnable>Quest23.OuterNodeCompleted</inSignalEnable>
<inSignalDisable>Quest23.AssaultBegan</inSignalDisable>
<outSignalsCompleted>
<li>Quest23.OuterNodeCompleted3</li>
</outSignalsCompleted>
<inSignal>Quest23.BeginAssault</inSignal>
</li>
<li Class="QuestPart_QuestEnd">
<inSignal>Quest23.OuterNodeCompleted5</inSignal>
<outcome>Success</outcome>
</li>
<li Class="QuestPart_Delay">
<debugLabel>End delay</debugLabel>
<inSignalEnable>Quest23.OuterNodeCompleted</inSignalEnable>
<outSignalsCompleted>
<li>Quest23.OuterNodeCompleted5</li>
</outSignalsCompleted>
<delayTicks>5240</delayTicks>
<inspectStringTargets />
<alertCulprits />
</li>
<li Class="QuestPart_Delay">
<debugLabel>Arrival delay</debugLabel>
<inSignalEnable>Quest23.Initiate</inSignalEnable>
<outSignalsCompleted>
<li>Quest23.OuterNodeCompleted</li>
</outSignalsCompleted>
<delayTicks>180</delayTicks>
<inspectStringTargets />
<alertCulprits />
</li>
</parts>
<tags />
<parent>null</parent>
</saveable>

Active QuestParts:
None
It seems that 2 bits of required apparel can't be worn together. I'm using "packs are not belts", so it might be that.

Config error in RH2_Rangers_Cloaker: required apparel can't be worn together (RHApparel_M56Webbing_Ranger, Apparel_SmokepopBelt)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.DefDatabase`1<Verse.PawnKindDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass17_0`1<object>:<ForWorker>b__1 ()
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:InnerInvokeWithArg (System.Threading.Tasks.Task)
System.Threading.Tasks.Task/<>c__DisplayClass178_0:<ExecuteSelfReplicating>b__0 (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (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.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
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Showing 1-4 of 4 comments
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