Closed sergiodinapoli closed 3 years ago
Not related to Speakup.... But I'll try to help. Except, once again, I can't tell when it happened! Can you explain? Also, please include the full game log (Ctrl+F12). Why are we talking in english? Thanks.
João Pedro
On Mon, Apr 19, 2021 at 2:42 PM sergiodinapoli @.***> wrote:
The same with LumberOak. WoodLog_Teak is reported twice.
I used a new, very different test scenario. I can't understand how is it possible that the game still looks for this special woods, when I took away all the wood-related mods.
Could not load reference to Verse.ThingDef named WoodLog_Teak Verse.Log:Error(String, Boolean) Verse.ScribeExtractor:DefFromNode(XmlNode) Verse.Scribe_Defs:Look(ThingDef&, String) RimWorld.ScenPart_ThingCount:ExposeData() Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[]) Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[]) RimWorld.Scenario:ExposeData() Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[]) Verse.Scribe_Deep:Look(Scenario&, String, Object[]) Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&) RimWorld.ScenarioFiles:RecacheData() RimWorld.ScenarioLister:RecacheData() RimWorld.ScenarioLister:RecacheIfDirty() RimWorld.d__1:MoveNext() System.Linq.Enumerable:TryGetFirst(IEnumerable1, Func2, Boolean&) System.Linq.Enumerable:FirstOrDefault(IEnumerable1, Func2) HugsLib.Quickstart.QuickstartController:TryGetScenarioByName(String) HugsLib.Quickstart.QuickstartController:PrepareMapGeneration() HugsLib.Quickstart.QuickstartController:InitateMapGeneration() HugsLib.Quickstart.QuickstartController:InitiateQuickstart() Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) Verse.LongEventHandler:LongEventsUpdate(Boolean&) Verse.Root:Verse.Root.Update_Patch1(Root) Verse.Root_Entry:Update()
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Acontece sempre que abro um novo jogo, um novo teste. Sempre. E vou te passar o F12 quanto antes. Inglês sei lá tava tudo em Ingles aqui fui no automatico. Mico bom!
Você já olhou se no cenário que vc tá usando tem alguma coisa feita de madeira?
On Mon, Apr 19, 2021 at 5:30 PM sergiodinapoli @.***> wrote:
Acontece sempre que abro um novo jogo, um novo teste. Sempre. E vou te passar o F12 quanto antes. Inglês sei lá tava tudo em Ingles aqui fui no automatico. Mico bom!
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Tive a brilhante idéia de abortar o QuickStart e gerar tudo do zero, ai deu certo.
The same with LumberOak. WoodLog_Teak is reported twice.
I used a new, very different test scenario. I can't understand how is it possible that the game still looks for this special woods, when I took away all the wood-related mods.
Could not load reference to Verse.ThingDef named WoodLog_Teak Verse.Log:Error(String, Boolean) Verse.ScribeExtractor:DefFromNode(XmlNode) Verse.Scribe_Defs:Look(ThingDef&, String) RimWorld.ScenPart_ThingCount:ExposeData() Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) Verse.Scribe_Collections:Look(Listd__1:MoveNext()
System.Linq.Enumerable:TryGetFirst(IEnumerable
1&, Boolean, String, LookMode, Object[]) Verse.Scribe_Collections:Look(List
1&, String, LookMode, Object[]) RimWorld.Scenario:ExposeData() Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) Verse.Scribe_Deep:Look(Scenario&, Boolean, String, Object[]) Verse.Scribe_Deep:Look(Scenario&, String, Object[]) Verse.GameDataSaveLoader:TryLoadScenario(String, ScenarioCategory, Scenario&) RimWorld.ScenarioFiles:RecacheData() RimWorld.ScenarioLister:RecacheData() RimWorld.ScenarioLister:RecacheIfDirty() RimWorld.1, Func
2, Boolean&) System.Linq.Enumerable:FirstOrDefault(IEnumerable1, Func
2) HugsLib.Quickstart.QuickstartController:TryGetScenarioByName(String) HugsLib.Quickstart.QuickstartController:PrepareMapGeneration() HugsLib.Quickstart.QuickstartController:InitateMapGeneration() HugsLib.Quickstart.QuickstartController:InitiateQuickstart() Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) Verse.LongEventHandler:LongEventsUpdate(Boolean&) Verse.Root:Verse.Root.Update_Patch1(Root) Verse.Root_Entry:Update()