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I encountered this error every time when i try to save the parking spot. Tried troubleshooting on my own but failed. My core game version is 1.5. could you help me out with that a little bit? Appreciated! @Rabiosus
I apologize for the state it was in for over 12 hours.
Vehicles.VehiclePawn:Destroy (Verse.DestroyMode) (at D:/SteamLibrary/steamapps/common/RimWorld/Mods/Vehicles/Source/Vehicles/Components/Vehicles/VehiclePawn/VehiclePawn_Health.cs:219)
VehicleAutoParking.Core.CompParkingSpot:<PostSpawnSetup>b__3_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Play:Update ()
Logs:[AutoParking] Vehicle Roadkill destroyed; removed 0 parking spots.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
VehicleAutoParking.Core.CompParkingController:PostDestroy (Verse.DestroyMode,Verse.Map)
Verse.ThingWithComps:Destroy (Verse.DestroyMode)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Destroy_Patch0
I feel this on a level I struggle to communicate.
Parking spots within the gravship are now preserved after the ship is moved.
Please note that due to significant changes in how parking positions are stored, any previously saved (old) parking positions have been deleted.
In the future, I plan to implement a system where, if a vehicle is parked inside the ship, its parking position will be automatically regenerated based on the ship's relative coordinates after the ship moves.
Oh yeah you could link that ruins mod in the description in case someone else is curious about the lines :)
I'll look into the cause.
You can now save parking positions on multiple maps.
When unloading pawns after parking, a condition has been added to only unload pawns from the vehicle if there are no drafted vehicles with engines running within an 18-cell radius.
If the pawns cannot be unloaded within three hours, they will be forcibly unloaded as a timeout.