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Exception in JobDriver fixed tick for pawn Eve driver=JobDriver_LayDown (toilIndex=2) driver.job=(LayDown (Job_5255128) A = Thing_Crib446881)
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 37BB7D76]
at RimWorld.ThoughtUtility.NullifyingTrait (RimWorld.ThoughtDef def, Verse.Pawn pawn) [0x0000c] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.ThoughtUtility.ThoughtNullified (Verse.Pawn pawn, RimWorld.ThoughtDef def) [0x0000b] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Thought_Memory.MoodOffset () [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimTalk.Patch.PatchMemoryThoughtHandlerTryGainMemory.Postfix (RimWorld.Thought_Memory newThought, Verse.Pawn otherPawn) [0x0001b] in /Users/chris/RiderProjects/RimTalk/Source/Patch/ThoughtPatch.cs:78
at RimWorld.MemoryThoughtHandler.TryGainMemory (RimWorld.Thought_Memory newThought, Verse.Pawn otherPawn) [0x0029c] in <24d25868955f4df08b02c73b55f389fe>:0
- PREFIX rimworld.erdelf.alien_race.main: Boolean AlienRace.HarmonyPatches:TryGainMemoryPrefix(Thought_Memory& newThought, MemoryThoughtHandler __instance)
- PREFIX OskarPotocki.VanillaTraitsExpanded: Boolean VanillaTraitsExpanded.TryGainMemory_Patch:Prefix(MemoryThoughtHandler __instance, Thought_Memory& newThought, Pawn otherPawn)
- POSTFIX cj.rimtalk: Void RimTalk.Patch.PatchMemoryThoughtHandlerTryGainMemory:Postfix(Thought_Memory newThought, Pawn otherPawn)
- POSTFIX OskarPotocki.VEF: Void VEF.Pawns.VanillaExpandedFramework_MemoryThoughtHandler_TryGainMemory_Patch:Postfix(MemoryThoughtHandler __instance, Thought_Memory& newThought, Pawn otherPawn)
- POSTFIX OskarPotocki.VanillaTraitsExpanded: Void VanillaTraitsExpanded.TryGainMemory_Patch:Postfix(MemoryThoughtHandler __instance, Thought_Memory& newThought, Pawn otherPawn)
at Hospitality.Patches.Toils_LayDown_Patch+ApplyBedThoughts.Replacement (Verse.Pawn actor) [0x00323] in <403572094a0a485595cc5306f58fdccf>:0
at RimWorld.Toils_LayDown.ApplyBedThoughts (Verse.Pawn actor, RimWorld.Building_Bed bed) [0x0000f] in <24d25868955f4df08b02c73b55f389fe>:0
- PREFIX Orion.Hospitality: Boolean Hospitality.Patches.Toils_LayDown_Patch+ApplyBedThoughts:Replacement(Pawn actor)
- POSTFIX com.alphamemes: Void AlphaMemes.AlphaMemes_Toils_LayDown_ApplyBedThoughts_Patch:ApplyBarrackThoughts(Pawn actor, Building_Bed bed)
at RimWorld.Toils_LayDown.ApplyBedRelatedEffects (Verse.Pawn p, RimWorld.Building_Bed bed, System.Boolean asleep, System.Boolean gainRest, System.Int32 delta) [0x0016f] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Toils_LayDown+<>c__DisplayClass6_0.<LayDown>b__1 () [0x000a3] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.AI.JobDriver.DriverTick () [0x001ae] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER Orion.Hospitality: IEnumerable`1 Hospitality.Patches.JobDriver_Patch+DriverTick:Transpiler(IEnumerable`1 insts)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch1 (Verse.AI.JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
(Translated using software)
By the way, the latest update's semi-transparent dialog box is great, but I've noticed it sometimes fails to display the entire conversation—meaning I see multiple dialogs generated in the DEBUG screen, yet only a few lines appear in the semi-transparent dialog box.
Upon observation, I noticed: sometimes, likely due to delays, the system generates multiple characters' dialogue at once (at least multiple lines appear simultaneously in the DEBUG screen), while the semi-transparent dialogue box only shows the very first line generated within that group.
I'm not sure if that makes sense? Please let me know if you're confused.
Another case is when a nearby threat appears, the system will also cancel the rest of the conversation so they don’t keep chatting casually in an urgent situation.
If what you’re seeing doesn’t match what I described, or if it feels unnatural in some situations, please let me know. There might be an edge case or a bug I need to check.