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Fuffys worktab + mod with special systems #156

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Aviuz opened this issue Jan 11, 2020 · 3 comments
Open

Fuffys worktab + mod with special systems #156

Aviuz opened this issue Jan 11, 2020 · 3 comments
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@Aviuz
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Aviuz commented Jan 11, 2020

theres a bug when i use this with fluffys worktab and mods that have specail systems too convert prisoners. sometimes, when i convert a prisoner (either via a VX-0 surrogate neural chip from androids++ or nerve staple from qeustionable ethics enhanced) the work tab gets permanently bugged with the list ending at whatever new colonist i have (see: https://i.imgur.com/pWuHC2J.png) along with debug log error spam (hugslib log: https://gist.github.com/8729bba606ed476fa9a129fb6cefce09) . this time i had it with a QEE nerve staple, but its the exact same log error when doing it with a VX-0 surrogate. i dont know if this is on fluffys worktab's end or yours, but it seems too work if you recruit the pawn before doing the surgery via debug command. i think it might be how prison labor has compatiblity with worktab it breaks stuff that insta-converts a colonist, maybe? and sometimes it does work but idk why it does sometimes and doesnt othertimes

@Aviuz Aviuz added the bug label Jan 11, 2020
@Aviuz Aviuz changed the title Fuffys worktab + that have special systems Fuffys worktab + mod with special systems Jan 11, 2020
@rshackleton
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Have the same issue, only happens when I use the "Connect" option in Android Tiers++ to control a surrogate android - the error being output when the Work tab is open is this:

Exception filling window for PrisonLabor.CompatibilityPatches.MainTabWindow_WorkTabMod_Tweak: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.PawnColumnWorker_WorkType.DoCell (UnityEngine.Rect,Verse.Pawn,RimWorld.PawnTable) <0x0008e>
at WorkTab.PawnTable_PawnTableOnGUI.Prefix (RimWorld.PawnTable,UnityEngine.Vector2,RimWorld.PawnTableDef,UnityEngine.Vector2&) <0x0228a>
at (wrapper dynamic-method) RimWorld.PawnTable.PawnTableOnGUI_Patch1 (object,UnityEngine.Vector2) <0x000a1>
at RimWorld.MainTabWindow_PawnTable.DoWindowContents (UnityEngine.Rect) <0x00126>
at WorkTab.MainTabWindow_WorkTab.DoWindowContents (UnityEngine.Rect) <0x00057>
at PrisonLabor.CompatibilityPatches.MainTabWindow_WorkTabMod_Tweak.DoWindowContents (UnityEngine.Rect) <0x00409>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

@rshackleton
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Ok, closer inspection it's more likely a bug in Fluffy's work tab rather than this mod, it's just the fact you're wrapping the base work tab type so it's showing in the stack trace.

@rshackleton
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Have narrowed down the bug to be due to the pawn not having a workSettings instance; this is probably due to a bug in Android Tiers++ when it handles connecting to a surrogate or duplicating consciousness.

I'll log a bug with that mod and see if they manage to fix.

Note: I forked and amended the WorkTab mod code to create a new workSettings instance when the error occurs, I couldn't find an in-game way of fixing the issue.

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