RimWorld

RimWorld

Crash Landing
arcbeast 31 Dec, 2020 @ 8:10pm
Stuck Bullets / Weapons Deck problems with Combat Mods
Using a lot of mods but most likely to be relevant are: Yayo's Combat 3 (with ammo enabled), Simple Sidearms, Dual Wielding, Combat Update, Overcapped Accuracy, Suppression, Mortar Accuracy, Proper Shotguns.

When a weapons deck comes down bullets spray everywhere then get stuck. They stay there in the air after loading. The bullets hang in the air and probably keep constantly having the below errors based on how the CPU fans all kicked on.

Moving a pawn through the bullet doesn't seem to cause it to hit.

Log spams with a bazillion of these:
```
Exception ticking Bullet_Pistol_CrashLanding38440 (at (103, 0, 73)): System.NullReferenceException: Object reference not set to an instance of an object
at SuppressionMod.Patch_Bullet_Impact.BulletImpactStuff (Verse.Thing& hitThing, RimWorld.Bullet __instance) [0x000a9] in <4c7fff218ea14d0590f67d5e8fe6a79c>:0
at (wrapper dynamic-method) RimWorld.Bullet.RimWorld.Bullet.Impact_Patch1(RimWorld.Bullet,Verse.Thing)
at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.ImpactSomething_Patch0(Verse.Projectile)
at Verse.Projectile.Tick () [0x000ed] in <069e57a12a3f41bd86017630cd035414>:0
at Verse.TickList.Tick () [0x0015c] in <069e57a12a3f41bd86017630cd035414>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Update()
```

HugsLog: https://gist.github.com/HugsLibRecordKeeper/80f0f8f75f1a6a09dde445dd1d8bee0e
< >
Showing 1-3 of 3 comments
arcbeast 1 Jan, 2021 @ 7:21pm 
Also includes "Weapon Condition Matters, and so does Quality" 1734018911
arcbeast 1 Jan, 2021 @ 7:30pm 
I was able to repair the save by eliminating all the bullets using dev tools "T: Destroy"... which was quite a hunt, though disabling "Draw Things Printed" helped me find them. ...I don't think that is a reasonable thing to expect of most users.

Can you have the bullets expire if they live too long? Though maybe that code wouldn't run with an exception happening anyway.

An option to disable the bullet swarm on weapons deck impact would help with compatibility.
arcbeast 1 Jan, 2021 @ 7:36pm 
OK, well, I don't think I missed any, but the exceptions are still flowing.
< >
Showing 1-3 of 3 comments
Per page: 1530 50