RimWorld

RimWorld

Snap Out!
[Bug] Colonist starting 10 jobs in 1 tick
When a colonist of abnormal mental state goes to bed to sleep, Snap Out! attempts to assign colonists to calm down said sleeping colonist, who is un-interactable and therefore, the job fails.
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Weil  [utvecklare] 19 apr, 2019 @ 4:31 
Will be fixed in next update. Thank you.
SpaceGhost 20 apr, 2019 @ 11:51 
Took me awhile to figure this out, but I'm getting the same.

I'm glad you're looking into it. Otherwise, this mod is great and I really do love the interaction it provides. Would you mind making a post here when you've updated it? I'll subscribe to this discussion so I can get the update. I would greatly appreciate it!
SpaceGhost 20 apr, 2019 @ 12:05 
Oh, also, this one happens during a risk but not necessarily a full break. It's not a 10jobs in 1 tick, but it's a reference to a null value.

It was happening while teaching(teaching mod).

log here:

Sean threw exception in WorkGiver SnapOut_CalmPawnDownWorkgiver: System.NullReferenceException: Object reference not set to an instance of an object
at SnapOut.SnapUtils.canDo (Verse.Pawn) <0x00089>
at SnapOut.WorkGiver_CalmPawnDown.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x001e5>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at RimWorld.JobGiver_Work/<TryIssueJobPackage>c__AnonStorey1.<>m__0 (Verse.Thing) <0x0005e>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x0050f>
at ExpandedRoofing.ClosestThingReachableHelper.ClosestThingReachableWrapper (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x001b6>
at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0131b>

Verse.Log:Error(String, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch5(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Senast ändrad av SpaceGhost; 20 apr, 2019 @ 12:07
Anduin1357 20 apr, 2019 @ 19:08 
Ursprungligen skrivet av SpaceGhost:
Oh, also, this one happens during a risk but not necessarily a full break. It's not a 10jobs in 1 tick, but it's a reference to a null value.

-snip-
Pretty sure that no one tries to debug using these, everyone uses the debug log instead.
This one is more of the Unity side that Tynan would use to debug his assemblies or something.
Weil  [utvecklare] 21 apr, 2019 @ 12:09 
Busy with real life and the likes. Update >hopefully< coming this Friday.
Weil  [utvecklare] 26 apr, 2019 @ 11:17 
Update in about an hour.
SpaceGhost 26 apr, 2019 @ 11:23 
You're a boss!
Weil  [utvecklare] 26 apr, 2019 @ 12:21 
Updated.
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