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"Arthur?"
"Yes Nigel?"
"Andrey is homesick again. He wants to be home already. He's rather impatient about us building a ship..."
"QUIET! I NEED TO GET SERGEI!"
"No, Arthur!"
"QUIET, NIGEL! ANDREY SHALL GO TO PRISON!"
"Why exactly?"
"BECAUSE HE. IS. IMPATIENT!"
"*sigh*"
"SERGEI? SERGEI!"
"Yes?"
"STOP BINGING ON PSYCHITE, WE NEED TO GET ANDREY!"
"Fine. But the pekoe is so good, ja?"
"Yes, I know...! BUT ANDREY MUST GO!"
"Ja, ja, I'm coming..."
A couple of seconds later...
"Hey guys! wouldn't you like to be back home, with all the food we don't have to hunt, and..."
"FIRE!"
"Excuse m... OH! ARGH! EHH! URGH!"
"THAT'S WHAT YOU GET FOR BEING HOMESICK FOR 1 SECOND OF YOUR LIFE! HAHAHAR!"
"Now that I think about it, Arthur, I want to be back home too..."
"NO, SERGEI, YOU'VE BEEN INFECTED! I MUST KILL YOU!"
"ARTHUR!"
"FIRE!"
"Exception drawing Streufert: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch1 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00156>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00060>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()"
It may be a mod incompatibility but I'd still just prefer to disable the event since it's the only one I've seen causing this problem.
Could you put a note about it in the description so that others do not have to track down the issue?
Thanks for the responses.
ModList.xml: https://pastebin.com/MRjNJqVt
Startup debug: https://gist.github.com/bca548bfd48d78a22522ba7ad060026d
(xml errors listed from other mods)
(no additional errors or warnings produced during creation or play)
Unfortunately, the only information from the crash log, after generic loading, is:
Receiving unhandled NULL exception
#0 0x007ffc06315700 in _L_unlock_13
#1 0x007ffc06315c98 in (Unknown)
https://pastebin.com/X10f3sbu
I made a gist but idk if it'll be useful.
https://gist.github.com/Baguettedood/95be6f50497e77116a1a646381edd7c0
Thief: Colonists and pets may spot thieves attempting to sneak into your base and steal valuables. Once said thief is spotted, you will get an immediate notification; the thief will fight for a way out if possible. By the chance a thief steals valuables without being detected and slips out of the map, you will be notified...sucker!
Up to you man, but it prevents people from asking ditto questions later on like notifications and what not...
But i DID find a theif before that though. Luckily, she was unarmed even though she came from an extremely powerful faction and had next to nothing in armor. UNFORTUNETELY, we went a little too hard on "Subduing" the chick...
Shes dead now...
intransitive verb
1 : to go stealthily or furtively : slink snuck out early