Rain World
Mouse Drag
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Maxi Mol  [desarrollador] 23 JUL 2023 a las 13:28
Bugs & Incompatibilities
If reporting a problem, it would be helpful to include the steps to recreate & the following file(s):
- "exceptionLog.txt" (C:\Program Files (x86)\Steam\steamapps\common\Rain World\exceptionLog.txt)
- "LogOutput.txt" (C:\Program Files (x86)\Steam\steamapps\common\Rain World\BepInEx\LogOutput.txt)
Última edición por Maxi Mol; 23 JUL 2023 a las 13:29
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Mostrando 1-15 de 50 comentarios
Conquest and Death 26 JUL 2023 a las 13:21 
Got a freeze softlock mentioning the mod.

NullReferenceException: Object reference not set to an instance of an object
MoreSlugcats.MSCRoomSpecificScript+SI_SAINTINTRO_tut.Update (System.Boolean eu) (at <1014ff9a5d9941ab9e645d4f5c9384a5>:0)
Room.Update () (at <1014ff9a5d9941ab9e645d4f5c9384a5>:0)
RainWorldGame.Update () (at <1014ff9a5d9941ab9e645d4f5c9384a5>:0)
DMD<>?68817152.Trampoline<RainWorldGame::Update>?-290194432 (RainWorldGame ) (at <20d668d2cf474f7d8c93f5acde38080e>:0)
CustomRegions.Mod.ModPriorities.RainWorldGame_Update (On.RainWorldGame+orig_Update orig, RainWorldGame self) (at <0457ff8165c24c91be88ca69c6b10aac>:0)
DMD<>?68817152.Hook<RainWorldGame::Update>?-1477829120 (RainWorldGame ) (at <8d290e4df78b4fffb7c1129880c7a44b>:0)
DMD<>?68817152.Trampoline<RainWorldGame::Update>?-1595760640 (RainWorldGame ) (at <c78f67dd2b734eebb4424e440647b53d>:0)
MouseDrag.Hooks.RainWorldGameUpdateHook (On.RainWorldGame+orig_Update orig, RainWorldGame self) (at <9c846900b6674d10bbb754c6008441b8>:0)
DMD<>?68817152.Hook<RainWorldGame::Update>?1418589696 (RainWorldGame ) (at <8368dbd86cfa4d3cbf6338fd40b57f45>:0)
DMD<RawUpdate>?68817152._MainLoopProcess::RawUpdate (MainLoopProcess this, System.Single dt) (at <8572d084b4fc407d881c1fe847cd0094>:0)
DMD<>?68817152.Trampoline<MainLoopProcess::RawUpdate>?-2119365120 (MainLoopProcess , System.Single ) (at <fac269e8ff7d4ab2b9ed8e2550953926>:0)
InventoryMod.MainLoopProcess_RawUpdate (On.MainLoopProcess+orig_RawUpdate orig, MainLoopProcess self, System.Single dt) (at <81a7aeb1fb9046b9a5d65024dfd5b5df>:0)
DMD<>?68817152.Hook<MainLoopProcess::RawUpdate>?-756558848 (MainLoopProcess , System.Single ) (at <d3befef90c954cf7b13338a51e244afd>:0)
RainWorldGame.RawUpdate (System.Single dt) (at <1014ff9a5d9941ab9e645d4f5c9384a5>:0)
DMD<>?68817152.Trampoline<RainWorldGame::RawUpdate>?275515392 (RainWorldGame , System.Single ) (at <83e05e7c07d0462a8d5f9b9932983edf>:0)
CrazyWeaponsPlugin.CrazyWeaponsMod.RawUpdatePatch (On.RainWorldGame+orig_RawUpdate orig, RainWorldGame self, System.Single dt) (at <742f51e28fee4114a0f6023ffc606bfb>:0)
DMD<>?68817152.Hook<RainWorldGame::RawUpdate>?139056640 (RainWorldGame , System.Single ) (at <1b3876c2c32b4b49acc8acacfefdc6b5>:0)
DMD<>?68817152.Trampoline<RainWorldGame::RawUpdate>?416233984 (RainWorldGame , System.Single ) (at <01db0edd82644a96a37062c3ba9527d1>:0)
MouseDrag.Hooks.RainWorldGameRawUpdateHook (On.RainWorldGame+orig_RawUpdate orig, RainWorldGame self, System.Single dt) (at <9c846900b6674d10bbb754c6008441b8>:0)
DMD<>?68817152.Hook<RainWorldGame::RawUpdate>?-168155648 (RainWorldGame , System.Single ) (at <4a8cd1881e84430786c81d408e1b9dc5>:0)
DMD<>?68817152.Trampoline<RainWorldGame::RawUpdate>?239737856 (RainWorldGame , System.Single ) (at <d68da737594a4813a079e0d472fc9687>:0)
Pom.Pom.RainWorldGameRawUpdate (On.RainWorldGame+orig_RawUpdate orig, RainWorldGame self, System.Single dt) (at D:/th8-files/code/Pom/Pom/Pom.InputHooks.cs:41)
DMD<>?68817152.Hook<RainWorldGame::RawUpdate>?1664336896 (RainWorldGame , System.Single ) (at <d1f0d1c2002f458bacbb12416f9a62ea>:0)
ProcessManager.Update (System.Single deltaTime) (at <1014ff9a5d9941ab9e645d4f5c9384a5>:0)
DMD<Update>?68817152._RainWorld::Update (RainWorld this) (at <52bfec9d31894c539878d9ba1f0e5061>:0)
DMD<>?68817152.Trampoline<RainWorld::Update>?-741119488 (RainWorld ) (at <698d5d24fcd04565b0926fb400d0ef18>:0)
RainWorldTryCatch.RainWorldTryCatchPlugin.<OnEnable>b__0_0 (On.RainWorld+orig_Update orig, RainWorld self) (at <532d00fc174848708ef7c04b6e6addad>:0)
UnityEngine.Debug:LogException(Exception)
RainWorldTryCatch.RainWorldTryCatchPlugin:<OnEnable>b__0_0(orig_Update, RainWorld)
DMD<>?68817152:Hook<RainWorld::Update>?2128024064(RainWorld)
DMD<>?68817152:Trampoline<RainWorld::Update>?557456384(RainWorld)
Guardian.LogHooks:RainWorld_Update(orig_Update, RainWorld) (at E:/RainWorldModding/Guardian/src/plugin/Hooks/LogHooks.cs:23)
DMD<>?68817152:Hook<RainWorld::Update>?-1633008640(RainWorld)
Maxi Mol  [desarrollador] 26 JUL 2023 a las 13:34 
@Conquest and Death
1. Were you using this mod? (actively dragging or using tools)
2. Is it repeatable?
3. Does it softlock without this mod?
4. What other mods could have caused this?
MouseDrag is hooked at RainWorldGame.RawUpdate, that's probably why it's in this exception log. I'm not sure what could have caused this.
Conquest and Death 26 JUL 2023 a las 14:21 
Publicado originalmente por Maxi Mol:
@Conquest and Death
1. Were you using this mod? (actively dragging or using tools)
2. Is it repeatable?
3. Does it softlock without this mod?
4. What other mods could have caused this?
MouseDrag is hooked at RainWorldGame.RawUpdate, that's probably why it's in this exception log. I'm not sure what could have caused this.
1. No, but I had the drag ability toggled on.
2. Probably. I think I got it twice.
3. Seems not to.
4. Unsure, maybe POM since the Log Output was going nuts.
Maxi Mol  [desarrollador] 26 JUL 2023 a las 14:53 
Publicado originalmente por Conquest and Death:
2. Probably. I think I got it twice.
3. Seems not to.
Which slugcat? Where did it happen? twice in saint intro?
Which mods do you have enabled? I'd like to try and recreate this.
Última edición por Maxi Mol; 26 JUL 2023 a las 14:53
Conquest and Death 26 JUL 2023 a las 16:19 
Publicado originalmente por Maxi Mol:
Publicado originalmente por Conquest and Death:
2. Probably. I think I got it twice.
3. Seems not to.
Which slugcat? Where did it happen? twice in saint intro?
Which mods do you have enabled? I'd like to try and recreate this.
Saint campaign yes, not specifically the intro though. I can send a mod list through imgur, one sec.
Conquest and Death 26 JUL 2023 a las 16:27 
Publicado originalmente por Maxi Mol:
Publicado originalmente por Conquest and Death:
2. Probably. I think I got it twice.
3. Seems not to.
Which slugcat? Where did it happen? twice in saint intro?
Which mods do you have enabled? I'd like to try and recreate this.


Mod List (Note it is normally half this size but I am trying to debug various region mods): https://imgur.com/a/a8Kjmr4
Maxi Mol  [desarrollador] 27 JUL 2023 a las 1:59 
Wow, that's a lot of mods.
Thanks for the helpful info.

I've tried the ones in the exception:
- CustomRegions
- MouseDrag
- InventoryMod
- CrazyWeaponsPlugin
- Pom
- RainWorldTryCatch
- Guardian
- (MSC as Saint)

The game did not freeze. If I look at the NullReferenceException again, it occurred in:
MoreSlugcats.MSCRoomSpecificScript+SI_SAINTINTRO_tut.Update

This mod does not use any room specific scripts, and does not delete any object from the game (because NullReferenceException) unless a keybind is used. If the exception occurred in this mod, the mod's name would be near the start.
If you find anything else to pinpoint the source, please let me know!
Conquest and Death 27 JUL 2023 a las 12:07 
Publicado originalmente por Maxi Mol:
Wow, that's a lot of mods.
Thanks for the helpful info.

I've tried the ones in the exception:
- CustomRegions
- MouseDrag
- InventoryMod
- CrazyWeaponsPlugin
- Pom
- RainWorldTryCatch
- Guardian
- (MSC as Saint)

The game did not freeze. If I look at the NullReferenceException again, it occurred in:
MoreSlugcats.MSCRoomSpecificScript+SI_SAINTINTRO_tut.Update

This mod does not use any room specific scripts, and does not delete any object from the game (because NullReferenceException) unless a keybind is used. If the exception occurred in this mod, the mod's name would be near the start.
If you find anything else to pinpoint the source, please let me know!
I will try. I suggest you try with all of them or more though since it's probably collection of mods.
Última edición por Conquest and Death; 27 JUL 2023 a las 12:08
IdleFire Guardian 29 JUL 2023 a las 12:07 
I only did this with Gravel Eater but while the revive works on all AI it also works on the player. All times I've revived myself it led to a crash. I don't have a log with it I've yet to check that.
Maxi Mol  [desarrollador] 29 JUL 2023 a las 12:23 
@IdleFire Guardian, oh I didn't test reviving players at all, so you might have to wait a week until i've figured out how to fix that.
Maxi Mol  [desarrollador] 31 JUL 2023 a las 6:00 
@IdleFire Guardian
I've got around and checking this. It's probably an incompatibility with Gravel-Eater, because that mod doesn't (and shouldn't have to) expect the player to revive after being dead. The vanilla scugs don't have a problem afaik, except for the pause menu being unavailable because of the death message.
IdleFire Guardian 31 JUL 2023 a las 8:30 
Publicado originalmente por Maxi Mol:
@IdleFire Guardian
I've got around and checking this. It's probably an incompatibility with Gravel-Eater, because that mod doesn't (and shouldn't have to) expect the player to revive after being dead. The vanilla scugs don't have a problem afaik, except for the pause menu being unavailable because of the death message.
I may have messed up, since both Moonlight and Gravel-Eater were crashing my game a lot. I guess I was under the assumption it was this mod itself, not the modded campaigns, I'm sorry about that.
By the way I did find a few actual bugs/issues when stress testing the mod a little bit.
The option to let creatures keep held objects when paused only applies to all in any room, if they enter the room the player is in it forces them to drop the items regardless of the settings. Same goes for grapple worms, once paused it ignores the settings and forces itself to un-cling from anything. Using the devtools to warp the player with this mod causes held centipedes to absolutely freak out and stretch. When pausing all creatures and proceeding to the main menu the pause is still active regardless of the campaign you are on or switch to.
Maxi Mol  [desarrollador] 31 JUL 2023 a las 8:33 
@IdleFire Guardian, Thanks for the report! I think I was a bit too early with releasing the newer version :)
I did find some exceptions with gravel-eater, so you did not mess up.
Última edición por Maxi Mol; 31 JUL 2023 a las 8:34
IdleFire Guardian 31 JUL 2023 a las 8:37 
@Maxi Mol, No problem. :)
When I sent that I saw it got updated, I was a little worried as most of the testing was done yesterday so those may or may not be relevant
Maxi Mol  [desarrollador] 31 JUL 2023 a las 11:03 
@IdleFire Guardian

Publicado originalmente por IdleFire Guardian:
The option to let creatures keep held objects when paused only applies to all in any room, if they enter the room the player is in it forces them to drop the items regardless of the settings.
The "Pause all creatures" option pauses any loaded creature in all loaded rooms. If "Pausing releases grasps" is checked, all these creatures will drop objects. When pausing a single creature, only that creature should drop it's objects, but no other creatures. Can you explain what was expected to happen?

Publicado originalmente por IdleFire Guardian:
Same goes for grapple worms, once paused it ignores the settings and forces itself to un-cling from anything.
I think it looks like they unclinged because the bodychunks are not updated, but behind the scenes the grab is still valid, and when unpaused they will update the tongue things to go to previously grabbed creatures if in-range.

Publicado originalmente por IdleFire Guardian:
Using the devtools to warp the player with this mod causes held centipedes to absolutely freak out and stretch.
If they are paused, it's expected because the bodychunks aren't updated. If not paused it's a serious bug.
How does one warp with a centipede (the small one i think)? I cannot get it to work using Warp Menu.

Publicado originalmente por IdleFire Guardian:
When pausing all creatures and proceeding to the main menu the pause is still active regardless of the campaign you are on or switch to.
Fixed this for next update, when campaign/arena is loaded the values are reset.

This is super helpful btw
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