1.5 Update
Update to 1.5
Remaining XML Issues:
- [x] Config error in PRFDrone: renderTree is null
- [x] Config error in PRF_SimplePuller_II_Side: impassable, player-buildable building that can be shot/seen over.
- [x] Config error in PRF_SimplePuller_II: impassable, player-buildable building that can be shot/seen over.
- [x] Config error in PRF_SimplePuller_I: impassable, player-buildable building that can be shot/seen over.
- [x] Config error in PRF_GrowzonePuller_I: impassable, player-buildable building that can be shot/seen over.
probably need to set a <renderTree>...</renderTree>
maybe even create a PawnRenderTreeDef
Belts Crash the Game
when carrying Items Crash Logs have no useful info, besides that it is drawing related
issue is in / caused by DrawCarried
It appears to be some form of an address error
0x00007FFBCA52AAC6 (UnityPlayer) UnityMain
0x00007FFBCA7163C7 (UnityPlayer) UnityMain
0x00007FFBCA716463 (UnityPlayer) UnityMain
0x00007FFBCA7188BC (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBCA4C751E)
0x00007FFBCA4C751E (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBCA4C627A)
0x00007FFBCA4C627A (UnityPlayer) (function-name not available)
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBCA4CA32C)
0x00007FFBCA4CA32C (UnityPlayer) (function-name not available)
0x00007FFBCA4CDE1B (UnityPlayer) UnityMain
ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF7AB1711F2)
0x00007FF7AB1711F2 (RimWorldWin64) (function-name not available)
0x00007FFCC85C257D (KERNEL32) BaseThreadInitThunk
0x00007FFCCA0AAA48 (ntdll) RtlUserThreadStart
in the following line https://github.com/zymex22/Project-RimFactory-Revived/pull/777/files#diff-02641f2867de46fad46efb0103978e1f12f56298eb6927741b4949e60675c357R385
drawCarried_GraphicDB.Draw(this.CarryPosition(), t.Rotation,t, 0f);
None of the parameters appear abnormally just before the crash
Always happens just as the second thing would be drawn. A singular Thing runs perfectly on a belt. But as soon as at least 2 Items would need to be drawn At the same time (on separate belts) the game dies
Seems to be related to drawing in the wrong DrawPhase
resolved
~~Storage Harmony patches appear to break Look everywhere & Take to best stockpile GUI~~
maybe we just need a additional def
public string GroupingLabel => def.building.groupingLabel;
somehow forgot to close that