RimWorld
ED-Shields
Mephiston 15 OCT 2020 a las 14:53
Shield Bug in console
_Launcher Is NULL.
Verse.Log:Error(String, Boolean)
Jaxxa.EnhancedDevelopment.Shields.Patch.Patcher:LogNULL(Object, String, Boolean)
Jaxxa.EnhancedDevelopment.Shields.Shields.Comp_ShieldGenerator:WillProjectileBeBlocked(Projectile)
Jaxxa.EnhancedDevelopment.Shields.Shields.Building_Shield:WillProjectileBeBlocked(Projectile)
Jaxxa.EnhancedDevelopment.Shields.Shields.<>c__DisplayClass5_0:<WillProjectileBeBlocked>b__0(Building_Shield)
System.Linq.WhereEnumerableIterator`1:MoveNext()
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Building_Shield)
Verse.GenCollection:FirstOrFallback(IEnumerable`1, Func`2, Building_Shield)
Jaxxa.EnhancedDevelopment.Shields.Shields.ShieldManagerMapComp:WillProjectileBeBlocked(Projectile)
Jaxxa.EnhancedDevelopment.Shields.Patch.Patches.PatchProjectile:ProjectileTickPrefix(Projectile&)
Verse.Projectile:Verse.Projectile.Tick_Patch1(Projectile)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.<>c:<LoadGame>b__59_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Play:Update()


Not sure what's going on there, but as an aside the IFF / hostile drop pod feature has never worked. It lets in mortars, hostile drop pods and all kinds of projectiles into my settlement.

Also, it spams console until the filter kicks in.
Última edición por Mephiston; 15 OCT 2020 a las 14:54
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Mephiston 15 OCT 2020 a las 15:06 
Mod list:
- brrainz.harmony
- Ludeon.RimWorld
- UnlimitedHugs.HugsLib
- jecrell.jecstools
- Haplo.Miscellaneous.Core
- Jaxxa.EnhancedDevelopment.Core
- notfood.MendAndRecycle
- lanilor.simplerecycling
- telefonmast.graphicssettings
- ratys.rtfuse
- Mlie.FencesAndFloors
- Orion.XevaRimhair
- Bos.MilkableAnimals
- Mlie.LessArbitrarySurgery
- VanillaExpanded.VTEXE
- kikohi.cybernetic
- Ogliss.PerfectlyGenericItem
- VanillaExpanded.VFESpacer
- showhair.kv.rw
- VanillaExpanded.VAPPE
- Haplo.Miscellaneous.Robots
- GT.Sam.TilledSoil
- Haplo.Miscellaneous.MapGenerator
- spoonshortage.spoonshairmod
- PinoChemicali.MoreTradeShips
- PinoChemicali.CheaperComponents
- rimsenal.hair
- spoonshortage.nokumushrooms
- Haplo.Miscellaneous.TurretBaseAndObjects
- Taveron.IncreasedStack
- Atlas.AndroidTiers
- automatic.rimlaser
- syrchalis.setupcamp
- rimfridge.kv.rw
- tradingspot.kv.rw
- erdelf.HumanoidAlienRaces
- moretraitslots.kv.rw
- ratys.madskills
- ingamedefeditor.kv.rw
- ChrisBradel.OverheadCeilingLighting
- ChrisBradel.PlantableWildBerries
- paradox.morevanillaturrets
- Hanhinen.TablesPlus
- Linkolas.Stabilize
- fluffy.desirepaths
- Mlie.VariousSpaceShipChunk
- VanillaExpanded.VFECore
- VanillaExpanded.VARME
- NotooShabby.HomeMover
- Revolus.WhatsMissing
- stormknight.outdoorlighting
- Jaxxa.ED.CheatReactor
- Jaxxa.EnhancedDevelopment.LaserDrill
- NackbladInc.Rimhair
- factions.factionszzz
- DoctorVanGogh.MiningShaft
- DoctorVanGogh.ModSwitch
- Rah617.HardcoreHArmors
XplosiveAsh 30 OCT 2020 a las 4:31 
Publicado originalmente por Mephiston:
https://gtm.steamproxy.vip/ugc/1652217513717733225/C2164A13CDADED68A0ACBEB46A343D1FF8B5F759/ Screenshot of the debug log

So i've come across this before, it's not another mod's fault. if you take a close look within the shield's radius you may notice a "spark" or a yellowish dot. This happens when a fire within the shield radius tries and fails to spread by the looks of it.

The way i've found it best to fix it for now is by toggling "block direct" off and waiting for the spark to complete its animation and start a fire.

Hope it helps :btd6thumbsup:
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