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Exception ticking GiantLeaf127411: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.CellFinder.TryFindRandomCellNear (IntVec3 root, Verse.Map map, Int32 squareRadius, System.Predicate`1 validator, Verse.IntVec3& result) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryGetRandomSpawnCellNearCluster (CaveworldFlora.Cluster cluster, Verse.IntVec3& spawnCell) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryGrowCluster (CaveworldFlora.Cluster cluster) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in <filename unknown>:0
at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
@Flesh forge: the eclipse bug will be corrected. The "inside light" would be harder though... I will look into it.
@Po: could you give me more details please? I know that when you send a caravan to settle into the caves, they sometime appear in a fogged place. But starting a new world/colony works as intended (99% at least :-p ).
Update: second and third start attempts spawned in pawns just fine (a crash group and another tribe). I didn't change load order at all, so I suppose I just had a bit of bad luck on the first try
Was not easy to find out which of my 94 mods did this.