Closed TheLoneTec closed 6 months ago
any other mod you used? look like some mod patch the map rendering.
So, this is actually the same issue as #5. It's just the map never loads if the scenario spawns with a modular weapon. The only way I loaded into a map, was to do a scenario without a modular weapon and then dev spawn one in which gives the error in issue #5. This happens with just vanilla rimworld and these mods as well.
also, to clarify im on Windows 10.
Ah, i may have found the issue. If you have rimworld using savedatafolder as anything other than the default, this error occurs. Even though in both the standard steam install and the one with a different savedatafolder, both were using the same workshop mods. But something must be screwing up the folder directory location. or perhaps due to the naming of the mod folder?
Ok, it seems definately related to folder naming and location. Manage to get it to load without error now by making sure everything is using the exact same name that is in the About.xml
Ok, it seems something else causes this too. If you spawn a temp map for a quest and there are Gibbit Cages and the bodies inside have WM weapons, it crashes when loading the map. Got the same error when this happens, but obviously its difficult to recreate as its a low chance.
though the error is slightly different it seems
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.MapDrawer.Verse.MapDrawer.SectionAt_Patch1(Verse.MapDrawer,Verse.IntVec3)
at Verse.MapDrawer.MapMeshDirty (Verse.IntVec3 loc, Verse.MapMeshFlag dirtyFlags, System.Boolean regenAdjacentCells, System.Boolean regenAdjacentSections) [0x00009] in
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I'm sorry for I don't watch this at once. It may beecaue rimworld section rendering. The weapon try to update section rendering state before the section init. I will fix that when I have free times.
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) Verse.MapDrawer.Verse.MapDrawer.SectionAt_Patch1(Verse.MapDrawer,Verse.IntVec3) at Verse.MapDrawer.MapMeshDirty (Verse.IntVec3 loc, Verse.MapMeshFlag dirtyFlags, System.Boolean regenAdjacentCells, System.Boolean regenAdjacentSections) [0x00009] in <95de19971c5d40878d8742747904cdcd>:0 at Verse.MapDrawer.MapMeshDirty (Verse.IntVec3 loc, Verse.MapMeshFlag dirtyFlags) [0x0000e] in <95de19971c5d40878d8742747904cdcd>:0 at Verse.Thing.DirtyMapMesh (Verse.Map map) [0x00027] in <95de19971c5d40878d8742747904cdcd>:0 at RW_NodeTree.CompChildNodeProccesser.ResetRenderedTexture () [0x0005c] in:0
at RW_NodeTree.CompChildNodeProccesser.ResetRenderedTexture () [0x0006c] in :0
at RW_NodeTree.NodeContainer.internal_UpdateNode (RW_NodeTree.CompChildNodeProccesser actionNode) [0x00451] in :0
at RW_NodeTree.NodeContainer.internal_UpdateNode (RW_NodeTree.CompChildNodeProccesser actionNode) [0x00345] in :0
at RW_NodeTree.NodeContainer.internal_UpdateNode (RW_NodeTree.CompChildNodeProccesser actionNode) [0x00031] in :0
at RW_NodeTree.CompChildNodeProccesser.UpdateNode () [0x0001a] in :0
at RW_ModularizationWeapon.CompModularizationWeapon.set_UsingTargetPart (System.Boolean value) [0x00021] in :0
at RW_ModularizationWeapon.CompModularizationWeapon.ApplyTargetPart (Verse.IntVec3 pos, Verse.Map map) [0x00164] in :0
at (wrapper dynamic-method) RW_ModularizationWeapon.CompModularizationWeapon.RW_ModularizationWeapon.CompModularizationWeapon.SetPartToRandom_Patch0(RW_ModularizationWeapon.CompModularizationWeapon)
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <95de19971c5d40878d8742747904cdcd>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
existing saves seem to load fine.