RimWorld

RimWorld

Vehicle Map Framework
Inability for vehicles to descend
As explained... for whatever reason, no matter what I do, my Marshal, from VVE will not descend, no matter what i do.
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Showing 1-11 of 11 comments
LS  [developer] 15 May @ 5:52am 
At least give me the HugsLib log.
Alrighty, I'll do that.
Is this it?

Message logging is now once again on.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.ResetMessageCount_Patch1 ()
Verse.Log:Clear ()
LudeonTK.EditWindow_Log/<>c:<DoWindowContents>b__33_0 ()
LudeonTK.EditWindow:DoRowButton (single&,single,string,string,System.Action)
LudeonTK.EditWindow_Log:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Vehicle Marshal pathing from (3, 0, 4) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_248) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()
Vehicle Marshal pathing from (3, 0, 4) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_442) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 4) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_464) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 4) to (2, 0, 7) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_478) A = (2, 0, 7) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()
Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_491) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_514) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_528) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_541) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_550) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_693) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()
Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_711) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 2) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_752) A = (3, 0, 2) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_784) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_832) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_851) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_906) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_976) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 9) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_1063) A = (3, 0, 9) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()
Vehicle Marshal pathing from (3, 0, 5) to (2, 0, 7) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_1080) A = (2, 0, 7) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (2, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_1124) A = (2, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (3, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_1147) A = (3, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

Vehicle Marshal pathing from (3, 0, 5) to (4, 0, 8) ran out of cells to process. Job=VMF_GotoAcrossMaps (Job_1183) A = (4, 0, 8) Giver = ThinkNode_QueuedJob [workGiverDef: null] Faction=PlayerColony
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch0 (string)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Verse.TraverseParms,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.VehiclePathFinder:FindVehiclePath (Verse.IntVec3,Verse.LocalTargetInfo,Vehicles.VehiclePawn,System.Threading.CancellationToken,Verse.AI.PathEndMode)
Vehicles.Vehicle_PathFollower:GenerateNewPath (System.Threading.CancellationToken)
Vehicles.Vehicle_PathFollower:TrySetNewPath_Delayed ()
Vehicles.AsyncPathFindAction:Invoke ()
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 ()

ROCKETMAN:[NOTROCKETMAN] RocketMan caught an error in StatWorker.GetValueUnfinalized. RocketMan doesn't modify the inners of this method. VEF_CosmeticBodySize_Multiplier VEF_CosmeticBodySize_Multiplier with error System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 50E37C12]
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.Thing.get_Map () [0x0001b] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at VanillaGenesExpanded.ConditionalStatAffecter_BelowZero.Applies (RimWorld.StatRequest req) [0x0002b] in <69e1a464a5984d248644c707c95ee55d>:0
at RimWorld.StatWorker.GetValueUnfinalized (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x004a9] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER OskarPotocki.VFECore: IEnumerable`1 VFECore.StatWorker_GetValueUnfinalized_Transpiler:Transpiler(IEnumerable`1 instructions)
- TRANSPILER vanillaexpanded.skills: IEnumerable`1 VSE.Expertise.ExpertisePatches:StatTranspiler(IEnumerable`1 instructions, ILGenerator generator)
- PREFIX vanillaexpanded.furniture.architect: Void VFEArchitect.ArchitectMod:StatIgnoreStuff(StatRequest& req, StatDef ___stat)
- POSTFIX Mlie.SuppressionMod: Void SuppressionMod.HarmonyPatches.StatWorker_GetValueUnfinalized:ApplySuppressionFactors(StatRequest req, Single& __result, StatDef ___stat)
at RocketMan.Optimizations.StatWorker_Patch.UpdateCache (System.Int32 key, RimWorld.StatWorker statWorker, RimWorld.StatRequest req, System.Boolean applyPostProcess, System.Int32 tick, System.Boolean storeExists) [0x00013] in <949351c33af947369af199f234821cd7>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
RocketMan.Logger:Debug (string,System.Exception,string)
RocketMan.Optimizations.StatWorker_Patch:UpdateCache (int,RimWorld.StatWorker,RimWorld.StatRequest,bool,int,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatWorker.GetValue_Patch0 (RimWorld.StatWorker,RimWorld.StatRequest,bool)
RimWorld.StatWorker:GetValue (Verse.Thing,bool,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool,int)
VFECore.CachedPawnData:RegenerateCache ()
VFECore.DictCache`2<Verse.Pawn, VFECore.CachedPawnData>:GetCache (Verse.Pawn,bool,bool)
VFECore.PawnDataCache:GetPawnDataCache (Verse.Pawn,bool,bool)
VFECore.CachedPawnDataSlowUpdate:GameComponentTick ()
Verse.GameComponentUtility:GameComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch0 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref 85CA747]
at RocketMan.Optimizations.StatWorker_Patch.UpdateCache (System.Int32 key, RimWorld.StatWorker statWorker, RimWorld.StatRequest req, System.Boolean applyPostProcess, System.Int32 tick, System.Boolean storeExists) [0x00068] in <949351c33af947369af199f234821cd7>:0
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x00053] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER Krkr.RocketMan: IEnumerable`1 RocketMan.Optimizations.StatWorker_Patch:Transpiler(IEnumerable`1 instructions, MethodBase original)
at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x00085] in <630e2863bc9a4a3493f2eff01e3a9556>:0
at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess, System.Int32 cacheStaleAfterTicks) [0x0000c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX OskarPotocki.VFECore: Void VFECore.StatExtension_GetStatValue_Patch:Postfix(Thing thing, StatDef stat, Boolean applyPostProcess, Single& __result)
at VFECore.CachedPawnData.RegenerateCache () [0x00223] in <69e1a464a5984d248644c707c95ee55d>:0
at VFECore.DictCache`2[T,V].GetCache (T key, System.Boolean forceRefresh, System.Boolean canRefresh) [0x0003a] in <69e1a464a5984d248644c707c95ee55d>:0
at VFECore.PawnDataCache.GetPawnDataCache (Verse.Pawn pawn, System.Boolean forceRefresh, System.Boolean canRefresh) [0x0001d] in <69e1a464a5984d248644c707c95ee55d>:0
at VFECore.CachedPawnDataSlowUpdate.GameComponentTick () [0x00092] in <69e1a464a5984d248644c707c95ee55d>:0
at Verse.GameComponentUtility.GameComponentTick () [0x00017] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.GameComponentUtility:GameComponentTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch0 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
Entire thing
LS  [developer] 15 May @ 5:38pm 
You can share the logs using the green button. Anyway, leaving that aside, I think the vehicle is stuck in a tight spot to the point of exit.
It's possible that you can do something about it in the VF setting. Or removing some of the surrounding walls or repositioning the ramp might solve the problem.
In any case, it's a matter of VF pathing in tight spaces.
Last edited by LS; 15 May @ 5:39pm
The issue is, it's an empty thing, nothing in the way
LS  [developer] 15 May @ 7:19pm 
Give me a screenshot
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