RimWorld

RimWorld

[SR]Factional War (fork)
Weird interaction error message
[SR.ModRimWorld.FactionalWar]strategy must be RaidStrategyWorkerFactionFirst
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
SR.ModRimWorld.FactionalWar.IncidentWorkerFactionWar:TryExecuteWorker (RimWorld.IncidentParms)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker.TryExecute_Patch3 (RimWorld.IncidentWorker,RimWorld.IncidentParms)
Verse.DebugActionsIncidents/<>c__DisplayClass6_1:<GetIncidentDebugAction>b__3 ()
LudeonTK.DebugActionNode:Enter (LudeonTK.Dialog_Debug)
LudeonTK.Dialog_Debug:DoButton (LudeonTK.DebugActionNode,single,bool)
LudeonTK.Dialog_Debug:DrawNode (LudeonTK.DebugActionNode,single,bool)
LudeonTK.DebugTabMenu:ListOptions (int,single)
LudeonTK.Dialog_Debug:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
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Showing 1-12 of 12 comments
llunak  [developer] 18 Jun @ 1:58pm 
I have never seen this. What are the steps to reproduce this? Can you reproduce this with just this mod?
unfortunantly only way I've got this error was in late game colonies. Don't know if it'll reproduce with just this mod
Last edited by kev675243; 18 Jun @ 8:19pm
llunak  [developer] 18 Jun @ 9:03pm 
That is insufficient information to reproduce the problem then.
llunak  [developer] 18 Jun @ 10:11pm 
Looking at the source, this should normally never happen. You presumably have a raid-altering mod that overrides the raid strategy. The latest versions include the type of the unexpected raid strategy in the log message, which may possibly help you to find out which mod it is.
kev675243 18 Jun @ 10:39pm 
It's weird too because I can do a dev quick test with the same mod list with no issues but somehow the save is. Notably when I see that error the two faction just leave the map
kev675243 19 Jun @ 10:35pm 
The only raid-altering mod that I can think of is sometimes raids go wrong
Im also getting that error or this one:
System.FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list. [Ref 1E26BFF2] at System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x000f9] in <51fded79cd284d4d911c5949aff4cb21>:0 at System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00023] in <51fded79cd284d4d911c5949aff4cb21>:0 at System.String.Format (System.String format, System.Object arg0, System.Object arg1) [0x00009] in <51fded79cd284d4d911c5949aff4cb21>:0 at RimWorld.IncidentWorker_RaidEnemy.GetLetterText (RimWorld.IncidentParms parms, System.Collections.Generic.List`1[T] pawns) [0x00031] in <1ab798b4f65f4bb4b3b55cea05127524>:0 at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x0001b] in <1ab798b4f65f4bb4b3b55cea05127524>:0 at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <1ab798b4f65f4bb4b3b55cea05127524>:0 at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00066] in <1ab798b4f65f4bb4b3b55cea05127524>:0 - PREFIX Fortified: Boolean Fortified.Patch_IncidentWork:Prefix(IncidentWorker __instance, IncidentParms parms) at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi, System.Boolean queued) [0x00023] in <1ab798b4f65f4bb4b3b55cea05127524>:0 at Rimatomics.RimatomicsResearch.IncidentQueueTick () [0x000ed] in <5211244a0304466485517e1055b0e2d6>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) Rimatomics.RimatomicsResearch:IncidentQueueTick () Rimatomics.RimatomicsResearch:WorldComponentTick () RimWorld.Planet.WorldComponentUtility:WorldComponentTick (RimWorld.Planet.World) RimWorld.Planet.World:WorldTick () Verse.TickManager:DoSingleTick () Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()

Either Raid never happens or Raiders instantly leave the map after spawning.

Modlist is pretty small and no other mod that alters raids as far as i know of.
  • Harmony
  • Core + DLCs
  • Fortified Features Framework
  • Better Explosions
  • Buyable Quest Reward
  • Dubs Rimatomics
  • Fortifications - Industrial
  • PawnTargetFix
  • Death Rattle Continued [1.2+]
  • Harvest Organs Post Mortem Continued
  • Realistic Rooms Rewritten
  • RT Fuse
  • [KR] Star Wars Blasters
  • [SR] Factional War (fork)
  • [JDS] StarWars - Phase I Clone Armor
  • [FSF] Filth Vanishes With Rain And Time
Last edited by [GnB]™13; 8 Jul @ 12:48pm
llunak  [developer] 8 Jul @ 7:27pm 
Try without Rimatomics.
Ah yeah i see, should have read the error more thoroughly. Will try a separate save without Rimatomics. Anything else i should disable?
llunak  [developer] 9 Jul @ 8:44am 
The ideal scenario is if you try first with just this mod, then test with only one other mod, until you find the one that is causing it. Yes, tedious.
And in case you're not aware, https://rimworldwiki.com/wiki/Development_mode can speed testing quite a lot. Enable, use "Dev quicktest", and use "Do incident (Map)" to trigger the specific event (Sr...something, presumably SrFactionWar). Here specifically you may need to use "Do incident w/ point (Map)" instead and specify sufficient points.
Ok so just running Faction War with no other mods except harmony on a Dev quicktest map and then triggering a "Do incident w/ point (Map)" sometimes results in a "cant find raid factions" error

[SR.ModRimWorld.FactionalWar]cant find raid factions UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Warning (string) SR.ModRimWorld.FactionalWar.IncidentWorkerFactionWar:TryExecuteWorker (RimWorld.IncidentParms) RimWorld.IncidentWorker:TryExecute (RimWorld.IncidentParms) Verse.DebugActionsIncidents/<>c__DisplayClass8_1:<GetIncidentWithPointsDebugAction>b__5 () LudeonTK.DebugActionNode:Enter (LudeonTK.Dialog_Debug) LudeonTK.Dialog_Debug:DoButton (LudeonTK.DebugActionNode,single,bool) LudeonTK.Dialog_Debug:DrawNode (LudeonTK.DebugActionNode,single,bool) LudeonTK.DebugTabMenu:ListOptions (int,single) LudeonTK.Dialog_Debug:DoWindowContents (UnityEngine.Rect) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Just to see what happens, i loaded up my now pretty much broken save and triggered it there and that results in the same error but there its every time i trigger it, not just sometimes.


Once Odyssey has dropped i had planed to create a new game anyways. So will try the mod out just by itself then and report back.
llunak  [developer] 9 Jul @ 4:58pm 
"cant find raid factions" means that your colony is too small for the event, that's why you need the w/points dev action to trigger it.
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