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Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
System.NullReferenceException: Object reference not set to an instance of an object
at Building.set_Info (.BuildingInfo value) [0x00000] in <filename unknown>:0
at PloppableRICO.save.OnSaveData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnSaveData () [0x00000] in <filename unknown>:0
at SimulationManager+Data.Serialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Serialize (System.IO.Stream stream, Mode mode, UInt32 version, IDataContainer data) [0x00000] in <filename unknown>:0
at LoadingManager+<SaveSimulationData>c__Iterator61.MoveNext () [0x00000] in <filename unknown>:0
What assets are you subscribed too? All three?
I was getting this error with the Stuyvesant Town assets, but I thought I had fixed it. ;(
Did you subscribe to the asset, and then un sub?
Does this error occur on the first save attempt? or the second?
Thanks for taking time to test things.
Is your city at or near the building limit?
I may have made a dumb error that could cause things to crash every few hundred save attempts. Its a quick fix, and I hope this solves it.
The mod doesnt write anything to the save file, but it needs to run code when you save your city.
If you get a referance error on scene load, try pausing the game and deleting the plops. Ill reimburse you for the extra cost. ;)
crosses fingers that it should work
Object reference not set to an instance of an object [System.NullReferenceException]
Details:
No details
System.NullReferenceException: Object reference not set to an instance of an object
at Building.set_Info (.BuildingInfo value) [0x00000] in <filename unknown>:0
at PloppableRICO.save.OnSaveData () [0x00000] in <filename unknown>:0
at SerializableDataWrapper.OnSaveData () [0x00000] in <filename unknown>:0
at SimulationManager+Data.Serialize (ColossalFramework.IO.DataSerializer s) [0x00000] in <filename unknown>:0
at ColossalFramework.IO.DataSerializer.Serialize (System.IO.Stream stream, Mode mode, UInt32 version, IDataContainer data) [0x00000] in <filename unknown>:0
at LoadingManager+<SaveSimulationData>c__Iterator61.MoveNext () [0x00000] in <filename unknown>:0
Are you still having issues with the sub buildings being replaced with vanilla assets? That may have somthing to do with this.
Can you provide a list of the mods you use that change building behaviour? like level up control, themes mod, hardness mods...ect? Or maybe a screen grab of your content manager showing active mods?
Don't seem to have the issue with sub buildings being replaced anymore.
I don't think I have any level up control mods. I did have theme mods including "American Trailer Homes" but disabled it during the latest test.
Other mods I have activated:
-Unlimited $
-Unlock all
-Auto Buldoze
-25 spaces with the right price
-Larger footprints
-Multi Track Station
-Auto Line Color
-Traffic++
-Improved Public Transport
-Extra Train Station Tracks
-Sub Buildings Enabler
-No Pillars
-Fine Road Heights
-Network skins
-Road Anarchy
-Demand Master
-Network Extensions
-Traffic Manager Plus
-Skylines Overwatch
-Enhanced Garbage and Herse AI
I'm making some fundemental improvements related to saving and loading, so things should be more robust.
I've added a bunch of checks, so if things do go wrong, it will atleast allow you to load and save the scene without crashing.
Should be up later tonight.
Loading from main menu and loading from another scene should be ok. There are some differences between the two that I didnt account for.
So let me know if you need any additional info.
Did you try to save from a new scene, or an older save that had RICO plops? You may need to delete the old plops, and re plop like david had too. ;(
Is your mod list similar to Davids?
Thanks for reporting issues.