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Constant Red Error Logs/Pawn Standing issue caused by MVCF


RathAzu

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Posted (edited)

Hello all,

Looks like I quite thoroughly borked my copy of Rimworld. I know the old refrain for most issues like this is just to do a fresh reinstall of everything - but I'd really love to not have to redownload all of these mods. So I thought I'd see if anyone had any suggestions or technical advise, before I pull the trigger there.

 

Here's the situation: initially, it was limited to mechanoids - anytime a mechoid moved to attack something, it wouldn't, and it would throw up a red error in the log. That log is in the spoiler below: 
 

Spoiler

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.MissingMethodException: Verse.ModContentPack Verse.Thing.get_ContentSource()
  at (wrapper dynamic-method) MVCF.Utilities.PawnVerbUtility.MVCF.Utilities.PawnVerbUtility.BestVerbForTarget_Patch1(Verse.Pawn,Verse.LocalTargetInfo,System.Collections.Generic.IEnumerable`1<MVCF.ManagedVerb>,MVCF.VerbManager)
  at MVCF.Harmony.Pawn_TryGetAttackVerb.AttackVerb (Verse.Pawn pawn, Verse.Thing target, System.Boolean allowManualCastWeapons) [0x00362] in <b7564f8162f34ab79b49df8dc874f6a0>:0 
  at MVCF.Harmony.Pawn_TryGetAttackVerb.Prefix (Verse.Verb& __result, Verse.Pawn __instance, Verse.Thing target, System.Boolean& __state, System.Boolean allowManualCastWeapons) [0x00001] in <b7564f8162f34ab79b49df8dc874f6a0>:0 
  at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.TryGetAttackVerb_Patch3(Verse.Pawn,Verse.Thing,bool)
  at RimWorld.JobGiver_AIFightEnemy.TryGiveJob (Verse.Pawn pawn) [0x00036] in <f81f052e138344458cc870569c2ab66f>:0 
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00000] in <f81f052e138344458cc870569c2ab66f>:0 
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00022] in <f81f052e138344458cc870569c2ab66f>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
RimWorld.ThinkNode_Duty: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)
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.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

 

Inconvenient, sure, but I just started removing mechanoids from the map as soon as they spawned and it was functional. Now, though, I noticed that I have something similar when I set a pawn to hunt. At first I thought it might be because they were hunting modded-in beasts, but after some testing I confirmed that it's -any- animal I assign them to hunt. They can still be manually drafted and made to shoot stuff, but hunting breaks them. The error log is within the spoiler below: 

 

Spoiler

"JobDriver threw exception in initAction for pawn Luke driver=JobDriver_Hunt (toilIndex=1) driver.job=(Hunt (Job_4009207) A=Thing_Rat141787)
System.MissingMethodException: Verse.ModContentPack Verse.Thing.get_ContentSource()
  at (wrapper dynamic-method) MVCF.Utilities.PawnVerbUtility.MVCF.Utilities.PawnVerbUtility.BestVerbForTarget_Patch1(Verse.Pawn,Verse.LocalTargetInfo,System.Collections.Generic.IEnumerable`1<MVCF.ManagedVerb>,MVCF.VerbManager)
  at MVCF.Harmony.Hunting+<>c__DisplayClass2_0.<TrySetJobToUseAttackVerb>b__0 () [0x0006d] in <b7564f8162f34ab79b49df8dc874f6a0>:0 
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001de] in <f81f052e138344458cc870569c2ab66f>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Pawn_JobTracker:StartJob (Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()"

 

So, both of those related to MVCF in some way. I've tried reinstalling it, I've tried a version from six months ago and a version from last week, I've tried moving it to the top and the bottom of the load order, and no dice. I saw someone on Steam mention the installable patches the settings for Vanilla Framework Expanded and though I might find something in there, but the only thing in there is "All settings need a restart to be applied." Not sure what that means - I tried restarting and reloading a few times, with no luck. 

Potentially related: my info panel is now blank and empty. Anything I click on for more info gives no results. See example: 


 

Spoiler

image.png.c66893d3feaaedb0fc070740030c9593.png

 

 

I want to believe that all of this is related, and can be fixed via some simple method that I'm simply ignorant of or not seeing. I'm guessing that it's not, and that I'm about to get told that I'm foolish for asking, but hey - y'all are smart, here's hoping! Also, I've got so many horny mods, I didn't really want to post in the support thread for VFE itself.  I've included my load order as well - I don't know if there's something else I should be including, but let me know if so. 

 

Load Order:       
 

Spoiler

 <modIds>
            <li>brrainz.harmony</li>
            <li>ludeon.rimworld</li>
            <li>ludeon.rimworld.royalty</li>
            <li>ludeon.rimworld.ideology</li>
            <li>unlimitedhugs.hugslib</li>
            <li>dubwise.dubsbadhygiene</li>
            <li>void.charactereditor</li>
            <li>rim.job.world</li>
            <li>erdelf.humanoidalienraces</li>
            <li>c0ffee.rjw.ideologyaddons</li>
            <li>c0ffee.rjw.events</li>
            <li>rjw.sexperience</li>
            <li>oskarpotocki.vanillafactionsexpanded.core</li>
            <li>neronix17.toolbox</li>
            <li>neronix17.fr.compilation</li>
            <li>c0ffee.rimworld.animations</li>
            <li>tory187.rjwanimaddons.xtraanims</li>
            <li>tory187.rjwanimaddons.animalpatch</li>
            <li>jaxe.bubbles</li>
            <li>jpt.speakup</li>
            <li>rjw.dirtytalk</li>
            <li>vicaki.realsuppression</li>
            <li>tribeagle.simpleslaverycollars</li>
            <li>soulfulpumpkin.tabletoptrove</li>
            <li>knight.medicalivs</li>
            <li>crustypeanut.wce2.core</li>
            <li>balistafreak.standalonehotspring</li>
            <li>mlie.musicalinstruments</li>
            <li>meltup.polyamorybeds.vanilla</li>
            <li>tachyonite.pawnmorpherpublic</li>
            <li>vanillaexpanded.vfecore</li>
            <li>vanillaexpanded.vfesecurity</li>
            <li>vanillaexpanded.vfeproduction</li>
            <li>vanillaexpanded.vfefarming</li>
            <li>devdesigner.thrumboianrace</li>
            <li>quartzian.race.mod</li>
            <li>solidwires.pawnkindracediversification</li>
            <li>iluvsilicon.shadowrimraces</li>
            <li>odysseyscorpio.targetingmodes.20200317</li>
            <li>kompadt.warhammer.fimir</li>
            <li>bob.krogans</li>
            <li>brightsideguy.gerzeerace</li>
            <li>foggymorning.starwarsraces</li>
            <li>heymyteamrules.beastmantribes</li>
            <li>greiger.asperorace</li>
            <li>nugerumon.romancetweaksmoreoptions</li>
            <li>ogre.ogrestack</li>
            <li>murmur.walllight</li>
            <li>thegoofyone.tranquilizerturret</li>
            <li>configurablemaps.kv.rw</li>
            <li>calltradeships.kv.rw</li>
            <li>mlie.electricfencesandfloors</li>
            <li>spesscarp.electricigniter</li>
            <li>sarg.alphaanimals</li>
            <li>hc.animal.1</li>
            <li>hc.animal.2</li>
            <li>hc.animal.3</li>
            <li>hc.animal.4</li>
            <li>mlie.monstrouscompendium</li>
            <li>vanillaexpanded.vaecaves</li>
            <li>mooloh.dndmenagerie</li>
            <li>smuffle.harvestorganspostmortem</li>
            <li>jgh.mechanoidbench3</li>
            <li>mawy.craftable</li>

 



EDIT: Hugslib log just to be thorough. https://gist.github.com/HugsLibRecordKeeper/19ce71491ff47246510eb49a3c3ddc01

Edited by RathAzu
Posted (edited)

In what way? I've just been using the auto-sort button on the Mods screen in the Main Menu, and that's what it defaults too. 

Edit: I found a steam guide that had a general idea of how to order mods - pretty starkly different from what the auto-sort mods button generates. I attempted to follow this: 

 

  1. Harmony.
  2. Core/Royalty.
  3. JecsTools/Hugslib in any order.
  4. Humanoid Alien Races.
  5. EdB Prepare Carefully.
  6. Other "Core" mods aside from the Essentials.
  7. Mods affecting map/planet generation. This includes new biomes and rock types.
  8. Faction Mods. Note that this does NOT include mods that add new pawn types. If a pawn-adding mod also has a faction mod or two included, put said faction mod at the bottom instead, after the pawn mod.
  9. Trait/Name Mods.
  10. Medical Mods. New surgeries and prosthetics go here.
  11. "Ornery" Mods. Mods that are prone to conflicts such as Hospitality.
  12. Game Behavior/Pawn Behavior/Mechanics/UI altering Mods.
  13. Mods that add new storytellers.
  14. Mods that add new clothes, hair, buildings, vegetation, and craftables, no matter how minor. Medical Mods are placed before this category even if they add new workbenches.
  15. Mods that add new pawn types. New animals and aliens go here!
  16. Mods that affect how pawns are rendered. This includes a certain... indecent... mod (524a57), as well as any mod that allows children to be generated and/or born.
  17. Combat Extended.
  18. Any compatibility patches for the above, CE included.

 

And my load order now looks like this. Still getting the same issue. 

 

Spoiler

    <modIds>
            <li>brrainz.harmony</li>
            <li>ludeon.rimworld</li>
            <li>ludeon.rimworld.royalty</li>
            <li>ludeon.rimworld.ideology</li>
            <li>unlimitedhugs.hugslib</li>
            <li>erdelf.humanoidalienraces</li>
            <li>oskarpotocki.vanillafactionsexpanded.core</li>
            <li>dubwise.dubsbadhygiene</li>
            <li>void.charactereditor</li>
            <li>neronix17.toolbox</li>
            <li>crustypeanut.wce2.core</li>
            <li>solidwires.pawnkindracediversification</li>
            <li>configurablemaps.kv.rw</li>
            <li>calltradeships.kv.rw</li>
            <li>smuffle.harvestorganspostmortem</li>
            <li>jaxe.bubbles</li>
            <li>knight.medicalivs</li>
            <li>tachyonite.pawnmorpherpublic</li>
            <li>jpt.speakup</li>
            <li>rjw.dirtytalk</li>
            <li>vicaki.realsuppression</li>
            <li>nugerumon.romancetweaksmoreoptions</li>
            <li>ogre.ogrestack</li>
            <li>arl85.animalsagefilter</li>
            <li>fluffy.areaunlocker</li>
            <li>odysseyscorpio.targetingmodes.20200317</li>
            <li>mlie.electricfencesandfloors</li>
            <li>mawy.craftable</li>
            <li>soulfulpumpkin.tabletoptrove</li>
            <li>meltup.polyamorybeds.vanilla</li>
            <li>balistafreak.standalonehotspring</li>
            <li>mlie.musicalinstruments</li>
            <li>tribeagle.simpleslaverycollars</li>
            <li>vanillaexpanded.vfecore</li>
            <li>vanillaexpanded.vfesecurity</li>
            <li>vanillaexpanded.vfeproduction</li>
            <li>vanillaexpanded.vfefarming</li>
            <li>murmur.walllight</li>
            <li>thegoofyone.tranquilizerturret</li>
            <li>spesscarp.electricigniter</li>
            <li>jgh.mechanoidbench3</li>
            <li>devdesigner.thrumboianrace</li>
            <li>quartzian.race.mod</li>
            <li>iluvsilicon.shadowrimraces</li>
            <li>kompadt.warhammer.fimir</li>
            <li>bob.krogans</li>
            <li>brightsideguy.gerzeerace</li>
            <li>greiger.asperorace</li>
            <li>foggymorning.starwarsraces</li>
            <li>heymyteamrules.beastmantribes</li>
            <li>sarg.alphaanimals</li>
            <li>hc.animal.1</li>
            <li>hc.animal.2</li>
            <li>hc.animal.3</li>
            <li>hc.animal.4</li>
            <li>mlie.monstrouscompendium</li>
            <li>vanillaexpanded.vaecaves</li>
            <li>mooloh.dndmenagerie</li>
            <li>neronix17.fr.compilation</li>
            <li>vanillaexpanded.vaed</li>
            <li>rim.job.world</li>
            <li>rjw.sexperience.ideology</li>
            <li>c0ffee.rjw.events</li>
            <li>c0ffee.rjw.ideologyaddons</li>
            <li>c0ffee.rimworld.animations</li>
            <li>tory187.rjwanimaddons.xtraanims</li>

             <li>tory187.rjwanimaddons.animalpatch</li>


          

Edited by RathAzu
Posted
On 11/28/2022 at 12:31 AM, RathAzu said:

In what way? I've just been using the auto-sort button on the Mods screen in the Main Menu, and that's what it defaults too. 

Edit: I found a steam guide that had a general idea of how to order mods - pretty starkly different from what the auto-sort mods button generates. I attempted to follow this: 

 

  1. Harmony.
  2. Core/Royalty.
  3. JecsTools/Hugslib in any order.
  4. Humanoid Alien Races.
  5. EdB Prepare Carefully.
  6. Other "Core" mods aside from the Essentials.
  7. Mods affecting map/planet generation. This includes new biomes and rock types.
  8. Faction Mods. Note that this does NOT include mods that add new pawn types. If a pawn-adding mod also has a faction mod or two included, put said faction mod at the bottom instead, after the pawn mod.
  9. Trait/Name Mods.
  10. Medical Mods. New surgeries and prosthetics go here.
  11. "Ornery" Mods. Mods that are prone to conflicts such as Hospitality.
  12. Game Behavior/Pawn Behavior/Mechanics/UI altering Mods.
  13. Mods that add new storytellers.
  14. Mods that add new clothes, hair, buildings, vegetation, and craftables, no matter how minor. Medical Mods are placed before this category even if they add new workbenches.
  15. Mods that add new pawn types. New animals and aliens go here!
  16. Mods that affect how pawns are rendered. This includes a certain... indecent... mod (524a57), as well as any mod that allows children to be generated and/or born.
  17. Combat Extended.
  18. Any compatibility patches for the above, CE included.

 

And my load order now looks like this. Still getting the same issue. 

 

  Reveal hidden contents

    <modIds>
            <li>brrainz.harmony</li>
            <li>ludeon.rimworld</li>
            <li>ludeon.rimworld.royalty</li>
            <li>ludeon.rimworld.ideology</li>
            <li>unlimitedhugs.hugslib</li>
            <li>erdelf.humanoidalienraces</li>
            <li>oskarpotocki.vanillafactionsexpanded.core</li>
            <li>dubwise.dubsbadhygiene</li>
            <li>void.charactereditor</li>
            <li>neronix17.toolbox</li>
            <li>crustypeanut.wce2.core</li>
            <li>solidwires.pawnkindracediversification</li>
            <li>configurablemaps.kv.rw</li>
            <li>calltradeships.kv.rw</li>
            <li>smuffle.harvestorganspostmortem</li>
            <li>jaxe.bubbles</li>
            <li>knight.medicalivs</li>
            <li>tachyonite.pawnmorpherpublic</li>
            <li>jpt.speakup</li>
            <li>rjw.dirtytalk</li>
            <li>vicaki.realsuppression</li>
            <li>nugerumon.romancetweaksmoreoptions</li>
            <li>ogre.ogrestack</li>
            <li>arl85.animalsagefilter</li>
            <li>fluffy.areaunlocker</li>
            <li>odysseyscorpio.targetingmodes.20200317</li>
            <li>mlie.electricfencesandfloors</li>
            <li>mawy.craftable</li>
            <li>soulfulpumpkin.tabletoptrove</li>
            <li>meltup.polyamorybeds.vanilla</li>
            <li>balistafreak.standalonehotspring</li>
            <li>mlie.musicalinstruments</li>
            <li>tribeagle.simpleslaverycollars</li>
            <li>vanillaexpanded.vfecore</li>
            <li>vanillaexpanded.vfesecurity</li>
            <li>vanillaexpanded.vfeproduction</li>
            <li>vanillaexpanded.vfefarming</li>
            <li>murmur.walllight</li>
            <li>thegoofyone.tranquilizerturret</li>
            <li>spesscarp.electricigniter</li>
            <li>jgh.mechanoidbench3</li>
            <li>devdesigner.thrumboianrace</li>
            <li>quartzian.race.mod</li>
            <li>iluvsilicon.shadowrimraces</li>
            <li>kompadt.warhammer.fimir</li>
            <li>bob.krogans</li>
            <li>brightsideguy.gerzeerace</li>
            <li>greiger.asperorace</li>
            <li>foggymorning.starwarsraces</li>
            <li>heymyteamrules.beastmantribes</li>
            <li>sarg.alphaanimals</li>
            <li>hc.animal.1</li>
            <li>hc.animal.2</li>
            <li>hc.animal.3</li>
            <li>hc.animal.4</li>
            <li>mlie.monstrouscompendium</li>
            <li>vanillaexpanded.vaecaves</li>
            <li>mooloh.dndmenagerie</li>
            <li>neronix17.fr.compilation</li>
            <li>vanillaexpanded.vaed</li>
            <li>rim.job.world</li>
            <li>rjw.sexperience.ideology</li>
            <li>c0ffee.rjw.events</li>
            <li>c0ffee.rjw.ideologyaddons</li>
            <li>c0ffee.rimworld.animations</li>
            <li>tory187.rjwanimaddons.xtraanims</li>

             <li>tory187.rjwanimaddons.animalpatch</li>


          




Download Rimpy and download its database on  the workshop , open , setup it up if needed and tell it to sort your modlist 

Posted

You try to use mods for RimWorld 1.4 while you use RimWorld 1.3.

Unfortunately, not all mods stay backwards compatible when you update them.

 

Use 50/50 method to find mod(s) or mod combination(s) that cause errors.

 

Your HugsLog is quite inconvenient with all the hotspot analysis and execution times (do you even use them?), get rid of that and post new log.

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