Let's look at a stacktrace:Įxception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an objectĪt (Verse.Pawn) Īt (wrapper dynamic-method) _Patch1 (object,Verse.Pawn) Īt (Verse.Thing,Verse.ClamorDef) Īt Verse.GenClamor/c_AnonStorey0.m_0 (Verse.Region) Īt Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) Īt (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) Stacktraces are read from top to bottom, with the error first and all the methods that led up to it below. These forgotten null-checks can be tricky to find, but once found they're often easy to solve. Just like how 80% of all statistics are made up on the spot, 98% of reported errors in RimWorld are NullReferenceExceptions. What's often claimed as a mod conflict/incompatibility/load order issue is often just a bug. It helps to notify mod authors of errors! Note: This real-life example was immediately fixed after reporting it. Reload the game, then fix the next error (if any). Do not go chasing the other errors just yet. Find the first XML error, and fix that one. If one is missing its closing, none of the XML will be readable by the parser and you will be greeted by a wall of red errors. Behind the scenes, RimWorld combines all Defs inside one massive XML document. XML can only correspond to fields that are defined in C#. This could be caused by a simple typo, by putting the tag in the wrong node, by a missing dependency, as a result of earlier errors, or an outdated mod. This happens when the parentnode (in this case ThingDef) does not contain an entry for the costSt affCount tag. Context: SculptureSmallsmall sculptureAn artistic sculpture.MetallicWoodyStony50 Referencing a non-existing field XML error: 50 doesn't correspond to any field in type ThingDef. In practice, a missing (DLL) dependency, a (DLL) dependency which couldn't be loaded due to earlier errors, or an outdated mod. This happens when an XML mod refers to a type which isn't loaded. Missing a Type Could not find type named TurretExtensions.CompProperties_Upgradable from node This is a classic example of a mod conflict, and lack of defensive patching. Likely the result of two mods patching the same Def. In this example, there is a ThoughtDef with two stackLimit entries. This is a one-time error that's otherwise harmless.ĭefining the same field/tag twice XML RimWorld.ThoughtDef defines the same field twice: stackLimit. That means a mod that added an entry to the Learning Helper was added/removed. One special note about the above error: If it saysĬould not resolve cross-reference to RimWorld.ConceptDef named SomeName (wanter=knowledge) Where wanter=thingCategories is an optional addition, but it's the xml tag containing the misspelled "Bu ildingsPower". If the game can't find a cross-reference in a list, the error is slightly different:Ĭould not resolve cross-reference to Verse.ThingCategoryDef named BuldingsPower (wanter=thingCategories) In our earlier example, if there isn't a SoundDef with the Slurp defName, the game will log the following error:Ĭould not resolve cross-reference: No SoundDef named Slurp found to give to ThingDef SomeName. For instance: def A wants to use def B, but def B can't be found. Other common errors are related to resolving cross-references. Whitespace is just as evil, MyNamespace.M圜lass will leave you scratching your head forever as to why RimWorld can't find MyNamespace.M圜lass. compClass and CompClass are two different things. Syntax errors include capitalisation errors and errant whitespace. RimWorld will not warn you: at best it will overload you with errors, at worst it will refuse to start. Get a text editor (or plug-in) that highlights or warns for these basic issues. A missing bracket, unclosed tag, empty file - these can all be avoided by using the proper tools. Common (XML) errors Syntax įor beginning coders, the most common errors are formatting or syntax errors.
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