RimWorld

RimWorld

Vehicle Framework Expanded - Classic Mechs
Nasty Dog  [developer] 30 Aug, 2023 @ 11:48am
Bug Reports
If you have any, let me know and I'll get 'er done.
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Showing 1-15 of 30 comments
Nasty Dog  [developer] 31 Aug, 2023 @ 7:40am 
Discovered a bug with the jumppack, where the mech will fail to launch and become frozen and unselectable. Looking into it. Seems to be somewhat rare, just be advised when using the jump function.
DICK NUTS 1 Sep, 2023 @ 9:14am 
i cant even spawn it
Nasty Dog  [developer] 1 Sep, 2023 @ 10:29am 
Originally posted by ♥♥♥♥ NUTS:
i cant even spawn it

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logs and descriptions would be helpful- but when I had that issue, it was because the Vanilla Vehicle Extended mod was out of date on Steam.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.
theligit27 3 Sep, 2023 @ 5:28pm 
hey i had a problem reloading the HIGH-MACS GAU. it showed it allowed 200 bullets but when i reload it it only goes up to 75, or if theres enough steel completely use all the 400 steel. ill see if i can recreate the error but its an amazing mod and i look forward to what you make in the future
Nasty Dog  [developer] 3 Sep, 2023 @ 5:29pm 
Originally posted by theligit27:
hey i had a problem reloading the HIGH-MACS GAU. it showed it allowed 200 bullets but when i reload it it only goes up to 75, or if theres enough steel completely use all the 400 steel. ill see if i can recreate the error but its an amazing mod and i look forward to what you make in the future

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?
theligit27 4 Sep, 2023 @ 12:40am 
Unable to reload Cannon: 49627 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_Patch2 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
theligit27 4 Sep, 2023 @ 12:40am 
is there an error in my modpack?
Nasty Dog  [developer] 4 Sep, 2023 @ 12:50am 
Originally posted by theligit27:
is there an error in my modpack?

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?
DICK NUTS 4 Sep, 2023 @ 1:20pm 
how do i find the latest github
Nasty Dog  [developer] 4 Sep, 2023 @ 1:30pm 
Google search does it just fine. I'd recommend trying to unsubscribe and then subscribe from the Vanilla Vehicle mod and the Vehicle Framework Mod, and it should update anything that had been missed.

If not,
https://github.com/SmashPhil/Vehicle-Framework
https://github.com/juanosarg/VanillaVehiclesExpanded
Fake Sunbro 4 Sep, 2023 @ 2:47pm 
When setting up the mod entirely on its own with its dependenies this error is given upon trying to reload the autocannons on the gau mech.
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 ()
Fake Sunbro 4 Sep, 2023 @ 2:48pm 
The previous error is not present on the battle cannon mech in any form and reloading it worked perfectly fine.
Nasty Dog  [developer] 4 Sep, 2023 @ 4:21pm 
Appreciate it thank you.

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.
Last edited by Nasty Dog; 4 Sep, 2023 @ 4:32pm
Fake Sunbro 4 Sep, 2023 @ 4:51pm 
I specifically tried a dev test world with the empty modlist without checking either of the things you recommended so ill give those a shot once i get a chance.
Nasty Dog  [developer] 4 Sep, 2023 @ 5:09pm 
Originally posted by Fake Sunbro:
I specifically tried a dev test world with the empty modlist without checking either of the things you recommended so ill give those a shot once i get a chance.

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.
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