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(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
System.NullReferenceException: Object reference not set to an instance of an object
at CultOfCthulhu.MapComponent_LocalCultTracker.CanDoJob (Verse.JobDef job, Verse.Pawn pawn, Verse.Thing target, System.Boolean targetRequired) [0x00058] in <7d47cceeb83840198c28f5572a77973f>:0
at CultOfCthulhu.MapComponent_LocalCultTracker.CultSeedCheck () [0x000aa] in <7d47cceeb83840198c28f5572a77973f>:0
at CultOfCthulhu.MapComponent_LocalCultTracker.MapComponentTick () [0x00006] in <7d47cceeb83840198c28f5572a77973f>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <7927e938de4c4089b4add4215e58d5b1>:0
down to 0.1% of total World tick time, registering an average less than 0.001ms.
Slow Mods Google Sheet [docs.google.com]
is where I first checked after noticing the lag so early in the game, wonder if there's a way to make it stop trying to call Cthuhly.Utility.ChangeResearchProgress if it's not necessary
Dubs analyzer still show it taking up 93% of the world tick processing time.
a Deep dice shows it continues into Cthuhly.Utility.ChangeResearchProgress, before finally jumping off to Rimworld.ResearchManager:ReapplyAllMods, which is the first instance of a patch, being from TechAdvancing (another mod), after this deeper dives do have unusually high average MS, but less than half. I'm out of time this morning but might try investigating further to see if removing techadvancing fixes this.
Mile do you think you can change how that works so that doesn't happen?
getting 2.5ms average on CultOfCthuhlu.WorldComponent_cosmicDeities:RevealDeityCheck
I do would like to ask if you could make the bast cultist vestments (bast) and Make cultist hood (bast mask) stuffed like the others.
Atm you can only make those out of cloth while the others are ope to all fabrics and leathers.
Currently, I have Pawns choose Research enabled, it's been making setting up the research impossible, even with restore player control the pawns will start a research if none is selected, when the knowledge center is forbidden it greys out the research as it says you need a forbidden knowledge center to perform the research.
An alternative is to greatly reduce the research cost but give the table a research penalty as the researches should still only be possible on the forbidden knowledge center.
if i enable the research center the research doesn't ungrey fast enough. I'd rather not have to disable pawns choose research as i have a few compatability mods for it as well and it'd all just become a hassel.
only Cults mod is loaded.