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Error logs and descriptions would be helpful- but when I had that issue, it was because the Vanilla Vehicle Extended mod was out of date on Steam. Make sure yours is updated, or try the latest version off GitHub.
I appreciate that, I'll look into it. I haven't heard of that error before, so I'll see if I can recreate it. Did you happen to be doing anything unusual with the mech at the time?
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Vehicles.VehicleTurret.ReloadInternal (Verse.ThingDef ammo) [0x0026a] in <12bfb66b4f534704a837595fce7f2f0c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Vehicles.VehicleTurret:ReloadInternal (Verse.ThingDef)
Vehicles.VehicleTurret:ReloadCannon (Verse.ThingDef,bool)
Vehicles.VehicleTurret/<>c__DisplayClass233_0:<SubGizmo_ReloadFromInventory>b__2 ()
Vehicles.Command_CooldownAction:GizmoOnGUI (UnityEngine.Vector2,single,Verse.GizmoRenderParms)
Verse.GizmoGridDrawer:DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos ()
RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI ()
Verse.WindowStack:WindowStackOnGUI ()
(wrapper dynamic-method) RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch2 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
Potentially. To be safe, unsub and resub from Vehicle Framework, Vanilla Vehicles, and this mod. If the error persists, I'll see what I can do further. From what I can tell, for whatever reason, the reload script got jammed up. Hard to say for sure if its from the Framework or this mod. Is it just this particular mech or all mechs?
If not,
https://github.com/SmashPhil/Vehicle-Framework
https://github.com/juanosarg/VanillaVehiclesExpanded
RimWorld 1.4.3704 rev896
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()
[VanillaAchievementsExpanded] version 1.4.8315
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
AchievementsExpanded.AchievementHarmony:.cctor ()
AchievementsExpanded.AssemblyHandler:.ctor (Verse.ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke (object,object[])
System.Reflection.MonoCMethod:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MonoCMethod:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (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 ()
<color=orange>[VehicleFramework]</color> version 1.5.1356
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Vehicles.VehicleHarmony:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
MVCF successfully applied 0 patches
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
MVCF.Patch:PrintSummary ()
MVCF.MVCF/<>c:<CollectFeatureData>b__15_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
Initializing new game with mods:
- brrainz.harmony
- Ludeon.RimWorld
- Ludeon.RimWorld.Royalty
- Ludeon.RimWorld.Ideology
- Ludeon.RimWorld.Biotech
- SmashPhil.VehicleFramework
- OskarPotocki.VanillaFactionsExpanded.Core
- OskarPotocki.VanillaVehiclesExpanded
- KavaCaligula.VFClassicMechs
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
(wrapper dynamic-method) Verse.Game:Verse.Game.InitNewGame_Patch0 (Verse.Game)
Verse.Root_Play/<>c:<Start>b__1_2 ()
Verse.LongEventHandler:RunEventFromAnotherThread (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 ()
Exception thrown in SetRegionDirty. Null: False Room: True links: False weights: False
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Vehicles.VehicleRegionDirtyer:SetRegionDirty (Vehicles.VehicleRegion,bool)
Vehicles.VehicleRegionDirtyer:Notify_WalkabilityChanged (Verse.IntVec3)
Vehicles.VehiclePathGrid:RecalculatePerceivedPathCostAt (Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>)
Vehicles.PathingHelper:RecalculatePerceivedPathCostAtFor (Vehicles.VehicleMapping,Verse.IntVec3,System.Collections.Generic.List`1<Verse.Thing>)
Vehicles.PathingHelper/<>c__DisplayClass22_1:<RecalculatePerceivedPathCostAt>b__0 ()
SmashTools.Performance.DedicatedThread:Execute ()
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 ()
Exception thrown while executing <RecalculatePerceivedPathCostAt>b__0 on DedicatedThread #000.
Exception=System.NullReferenceException: Object reference not set to an instance of an object
at Vehicles.VehicleRegionDirtyer.SetRegionDirty (Vehicles.VehicleRegion region, System.Boolean addCellsToDirtyCells) [0x00126] in <12bfb66b4f534704a837595fce7f2f0c>:0
at Vehicles.VehicleRegionDirtyer.Notify_WalkabilityChanged (Verse.IntVec3 cell) [0x0006d] in <12bfb66b4f534704a837595fce7f2f0c>:0
at Vehicles.VehiclePathGrid.RecalculatePerceivedPathCostAt (Verse.IntVec3 cell, System.Collections.Generic.List`1[T] thingList) [0x00107] in <12bfb66b4f534704a837595fce7f2f0c>:0
at Vehicles.PathingHelper.RecalculatePerceivedPathCostAtFor (Vehicles.VehicleMapping mapping, Verse.IntVec3 cell, System.Collections.Generic.List`1[T] thingList) [0x00027] in <12bfb66b4f534704a837595fce7f2f0c>:0
at Vehicles.PathingHelper+<>c__DisplayClass22_1.<RecalculatePerceivedPathCostAt>b__0 () [0x00021] in <12bfb66b4f534704a837595fce7f2f0c>:0
at SmashTools.Performance.DedicatedThread.Execute () [0x0002b] in <68df748a735e42f99a30320b7ef99d1e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
SmashTools.Performance.DedicatedThread:Execute ()
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 ()
Unable to reload Cannon: 11412 on Pawn: HIGH-MACS V1 Gatling. Exception: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Vehicles.VehicleTurret.ReloadInternal (Verse.ThingDef ammo) [0x0026a] in <12bfb66b4f534704a837595fce7f2f0c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Vehicles.VehicleTurret:ReloadInternal (Verse.ThingDef)
Vehicles.VehicleTurret:ReloadCannon (Verse.ThingDef,bool)
Vehicles.VehicleTurret/<>c__DisplayClass233_0:<SubGizmo_ReloadFromInventory>b__2 ()
Vehicles.Command_CooldownAction:GizmoOnGUI (UnityEngine.Vector2,single,Verse.GizmoRenderParms)
Verse.GizmoGridDrawer:DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos ()
RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI ()
Verse.WindowStack:WindowStackOnGUI ()
(wrapper dynamic-method) RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (RimWorld.UIRoot_Play)
Verse.Root:OnGUI ()
So two things that might be the culprit. First, in regards to the modlist, the order -looks- fine, but your Vanilla Factions Expanded. Are you using https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2023507013 for the Core? If not, that might be causing the issue. Mostly because if it is the O.G. core mod, it might be throwing something in there that I didn't account for.
Next, if that checks out, try turning off the multithreading in the Vehicle Framework Mod. You'll need to save after you do it (just save as TEST or something) and load it so the change is made.
"Collection was modified; enumeration operation may not execute." is usually from a mod change or removal that causes some interference in the Savegame. In order to test this, I'd DevTest a World and spawn the GAU Mech and try to reload it there. Unfortunately if it -does- reload there, it means there's a likely a problem with the savegame more than anything else.There's a mod that can fix that potentially, but I don't remember what it's called. I might be able to check with something else but I'll need to check that with a better coder than I.
Let me know if that works. If it does or doesn't, should give me a pretty good idea of what we got going on and how to fix it. I'll need to investigate the results further either way if this doesn't immediately fix it.
Well if the DevTest didn't work we know it's not the Save Game, so thank you, that rules 1/3 out at least. No rush, let me know the results when you get the chance.