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having the same issue with meditation need not getting filled even when pawn is meditating. Wasnt happening yesterday with same modlist.
https://gist.github.com/4230a2f9eaf30f3563ad55c62ba203ce
But I`m too having issues with the meditating gene. It`s just going down and not up, no matter how long my pawns are meditating.
I remember meditation stuff to be working yesterday, though not 100% sure on that ^^
Also have tried re-subscribing.
https://gist.github.com/9cc45b0f5d9b073c5c4a9424ce6f48f9
EDIT: turns out it`s working again - though had to not only re-subscribe (via main menu) but restart the whole game - sry my fault and thanks for fixing!
Disabling this + Integrated Xenotypes makes me able to open it normally.
https://gist.github.com/cd5bee3de535ce17cb4488f8bc2bd1ea
happens if you DON'T have Vanilla Psycasts Expanded installed
Well, still no matter what i am unable to replenish meditation need due to this glitch. :(
https://gist.github.com/HugsLibRecordKeeper/9d39edcbfc3cd7a0d271f63bbde37a16
There isn't much I can do without a log. See above for steps on submitting a log. Additionally, if you can provide any steps to reproduce the issue, that would also be greatly appreciated.
Since I couldn't reproduce the bug, I'm not 100% sure what was causing it. The previous version of the gene's code had methods that returned objects from VPE. Since these methods were never called without VPE enabled, it ran fine. My only guess is that some other mod is accessing these methods automatically and failing to recognize their signatures, which is causing the error.
In the newest version of the mod, I've split all of the VPE-compatible code into its own file, which the game won't even load without VPE installed.
Thank you all for your patience, I hope you have a nice day.
I suspect the issue had to do with the VE framework, as that plus the few VE mods I was running were the first things I turned off in order to test the issue. Turning those fixed the issue, and it wasn't til I took a deeper look and realized I had this mod! It's so seamless I though it's contents were Vanilla. Good work!
I don't know if it is something on your end or just my too much mods, so if there is something I hope it can b solved. :D
https://gist.github.com/HugsLibRecordKeeper/aaa5cd9d5c5853d1362fba596214ae87
Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.NullReferenceException: Object reference not set to an instance of an object
at IntegratedGenes.ThinkNode_Priority_GetMeditationGenetic.GetPriority (Verse.Pawn pawn) [0x0001f] in <ed1918cfb2e142ad9f61dca3f90b5e17>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x0006f] in <8c412d4a16f94d4cb337e846f2dee469>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.DetermineNextJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch7 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch9 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
https://gist.github.com/8dd78049508cb80a9894a78f076ef815
I'm not familiar with Rimworld code in any capacity whatsoever, but my layman's curiosity is whether or not the issue is that the game's desire to fulfill the need conflicts with the game's desire to do other jobs that are considered 'more important', and then they just get in a constant tug-of-war with each other?