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Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E689360B]
at AlteredCarbon.JobGiver_Reload_TryGiveJob_Patch.Postfix (Verse.AI.Job& __result, Verse.Pawn pawn) [0x0003b] in <941173b0d1d94c11b62f87d2d20eb1ac>:0
at RimWorld.JobGiver_Reload.TryGiveJob (Verse.Pawn pawn) [0x00089] in <46372f5dadbf4af8939e608076251180>:0
- POSTFIX Altered.Carbon: Void
full log: https://gist.github.com/HugsLibRecordKeeper/d095da5a1c983830b1e1d55667629c69
if Arthur beats john while needlecasting body A
will john hate arthur or body A?
i didn't get the starting quest. Is there any way to manually fire the event?
Also, how difficult would it be for a colonist/stacks to simultaneously control two or more sleeves? Like a hive mind.
I like your work! ^^
@Helixien: Since this is explicitly a new major version 2, couldn't you use a separate packageId?
Exception drawing 空白义体: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6542759] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch3 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Consider the Gestalt Engine (Continued) mod. Not exactly a mechanitor, but it'd work.
Super happy you're still with us, this game simply wouldn't be the same without your mods. I'm probably done with it when you are at this point tbh. The only major issue is the shield belt atm, and there's... some optimization stuff I don't fully understand tbh, but something is bogging down my FPS and I'm certain now it's tied to this mod. Not that I'm gonna disable it for anything, but I did a test run with it and without it and there's a pretty definitive FPS impact. But hey, this mod does A LOT.
But seriously don't take that as a complaint, I have nothing but love and respect for you and what you're doing. Keep up the amazing work, pretty please with a cherry on top!
As far as rebonding goes, I've had good results using the Character Editor mod to remove the hediff that records the broken bond, along with the social connection between the colonists, then selecting one and right-clicking on the other to romance them again. You may also need to remove the negative memory of the bond breaking.