Caves of Qud

Caves of Qud

Blink Mutation
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UnderDoug  [开发者] 7 月 6 日 下午 8:26
Find a Bug, Post a Bug
Dump your logs here.

If the issue is particularly strange, or you can reliably reproduce it, please

1. go into the debug settings in-game,
2. scroll near the bottom of the category till you find "Debug: Blink Mutation", and
3. turn the debug verbosity slider up to 4.
4. Reproduce the issue and dump the logs here.

Make sure you turn the slider back down before continuing to play, if there are too many blink-capable creatures in a zone at once, the excessively verbose logging can cause lagginess.
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If Gigantism Plus is not installed, I can't start a game and get this error in Player.log:

MODERROR [Blink Mutation (development)] - Failed 'Loading object blueprints' task with exception: System.NullReferenceException: Object reference not set to an instance of an object
at UD_Blink_Mutation.Harmony.GameObjectFactory_Patches.LoadBakedXML_MutationEntryIfSupplied_Postfix (XRL.World.GameObjectFactory& __instance, XRL.World.GameObjectBlueprint& __result, XRL.World.Loaders.ObjectBlueprintLoader+ObjectBlueprintXMLData node) [0x00000] in E:\Steam\steamapps\workshop\content\333640\3518250317\Harmony\GameObjectFactory_Patches.cs:31
at (wrapper dynamic-method) XRL.World.GameObjectFactory.XRL.World.GameObjectFactory.LoadBakedXML_Patch2(XRL.World.GameObjectFactory,XRL.World.Loaders.ObjectBlueprintLoader/ObjectBlueprintXMLData)
at XRL.World.GameObjectFactory.LoadBlueprints () [0x00024] in <cde1d5e5836a46da8690949494b3d578>:0
at XRL.World.GameObjectFactory.LoadFactory () [0x0000a] in <cde1d5e5836a46da8690949494b3d578>:0
at XRL.UI.Loading.LoadTask (System.String description, System.Action work, System.Boolean showToUser) [0x00009] in <cde1d5e5836a46da8690949494b3d578>:0
UnderDoug  [开发者] 7 月 7 日 下午 3:50 
引用自 avennelakanti
If Gigantism Plus is not installed, I can't start a game and get this error in Player.log:

MODERROR [Blink Mutation (development)] - Failed 'Loading object blueprints' task with exception: System.NullReferenceException: Object reference not set to an instance of an object
at UD_Blink_Mutation.Harmony.GameObjectFactory_Patches.LoadBakedXML_MutationEntryIfSupplied_Postfix (XRL.World.GameObjectFactory& __instance, XRL.World.GameObjectBlueprint& __result, XRL.World.Loaders.ObjectBlueprintLoader+ObjectBlueprintXMLData node) [0x00000] in E:\Steam\steamapps\workshop\content\333640\3518250317\Harmony\GameObjectFactory_Patches.cs:31
at (wrapper dynamic-method) XRL.World.GameObjectFactory.XRL.World.GameObjectFactory.LoadBakedXML_Patch2(XRL.World.GameObjectFactory,XRL.World.Loaders.ObjectBlueprintLoader/ObjectBlueprintXMLData)
at XRL.World.GameObjectFactory.LoadBlueprints () [0x00024] in <cde1d5e5836a46da8690949494b3d578>:0
at XRL.World.GameObjectFactory.LoadFactory () [0x0000a] in <cde1d5e5836a46da8690949494b3d578>:0
at XRL.UI.Loading.LoadTask (System.String description, System.Action work, System.Boolean showToUser) [0x00009] in <cde1d5e5836a46da8690949494b3d578>:0
Thank you. I've just pushed what I hope is a fix for that.

I was doing a check for whether GigantismPlus was enabled before running a specific piece of code, completely missing that that required it be installed. It should now treat it not being installed at all as the same as not being enabled and run successfully.
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