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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 ()
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 ()
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 ()
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 ()
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)
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.