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Exception drawing OutfitStandsPlus_MechanizedOutfitStand3454282:
System.NullReferenceException: Object reference not set to an instance of an object
at OdysseyPatch.OutfitStandBodyType.Patch_Building_OutfitStand_DrawAt.GetOutfitStandGraphic (RimWorld.Building_OutfitStand stand)
at RimWorld.Building_OutfitStand.DrawAt (...)
- TRANSPILER odysseypatch.1trickPwnyta
- POSTFIX OskarPotocki.VEF (Vanilla Expanded Framework)
OdysseyPatch.ShuttleFood.Patch_JobGiver_TakeDrugsForDrugPolicy_FindDrugFor:Postifx
is at the top of the list for frame time in analyzer.
Above is a HugsLib export taken just after starting a dev quicktest colony and searching the map.
This is a screenshot that shows that the search results not being improved by Improved Map Search. The search results are supposed to be displayed in collapsible groups, but they are not. https://imgur.com/a/5lIPclg
Load order does not seem to matter. I've tried with Improved Map Search loaded both before and after your mod. I've also tried with your map search option disabled and enabled. In all cases, Improved Map Search grouping does not work.
As for what part of Improved Map Search breaks - the core functionality? When this was installed, map search results were no longer grouped.
i also use this mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3547866455
and after adding this one the global mapsearch overriding by yours. i disabled only this mod from my big modlist and the problem is gone.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref E3A6BB3A]
at OdysseyPatch.ShuttleFood.Patch_Building_PassengerShuttle+<>c__DisplayClass0_0.<Postfix>b__0 () [0x0000b] in <b3286e5189f447c48319480a9c4c7099>:0
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1[T] gizmos, System.Single startX, Verse.Gizmo& mouseoverGizmo, System.Func`2[T,TResult] customActivatorFunc, System.Func`2[T,TResult] highlightFunc, System.Func`2[T,TResult] lowlightFunc, System.Boolean multipleSelected) [0x0025a] in
2. It was further found that when delivering food to mobile prisoners, the relevant personnel also stand idle and remain motionless.
3. When this function is disabled, only the scenario of "people eating food by themselves" works normally.
4. However, during "feeding others" or "delivering food to others", the relevant personnel will directly stand idle at the stage of "obtaining food".
5. When the "Drag Food on Shuttle" function is enabled, all the aforementioned issues disappear completely.
1. No one is attempting to feed infants on the map.
2. Eating food by themselves is normal; issues only occur when feeding patients or prisoners. (I suspect that feeding infants with food may also cause them to stand idle.)
3. The old save file has a modified shuttle, while the newly created test save file does not. However, the same issue still occurs in both.
4. I noticed the update and will test it as soon as I have time.
The issue of characters standing idle without being fed only happens when the "Drag Food on Shuttle" function is disabled. There are no problems at all when this function is enabled. If you fix the compatibility with other shuttle mods, I would be happy to keep this option enabled. However, I will first test whether the issue still occurs after disabling this function.
1. Is there a baby on the map somewhere that colonists might be trying to feed?
2. Are people able to eat food themselves and only can't feed others, or can nobody eat anything at all?
3. You said you have no vanilla shuttles on your map. Are there any modded ones?
4. I made an update today that may or may not be related. Did this resolve your issue by any chance?
If it's not too much to ask could you also make it so colonist with anti-toxic lungs can perform the swimming recreation activity in toxic lakes?
Sometimes I wonder if the devs actually play their games.
If there is a stand in a room that's full of items, and I select the stand, click 'Contents' and click the drop icon button next to a piece of apparel, without this mod it appears somewhere on the ground, even outside the room. With the mod, the item disappears, with this stacktrace: https://pastebin.com/Vi9wpqpP
2. I checked the JobGiver via the Dubs Performance Analyzer mod, and the idle-standing Pawns are executing the Autofeed task.
3. After enabling the feature "Pawns can grab food, medicine, and drugs from their parked shuttle just like they can from their pack animals" in the game settings, all the issues are resolved.
First of all, thank you. If it's troublesome to handle this issue, you don't have to worry about it—after all, using so many mods is always only done by a small number of people (like me).
1: There was no vanilla shuttle in my original save file.
2: When using the mod elimination process, I used the quick test function, and there was no shuttle at all in this process.
If this feature is disabled, it will cause all of the Pawns' feeding tasks to completely fail, and the Pawns will stand idle indefinitely. I have over 400 mods installed, and it took me a long time to identify this issue through the process of elimination.