3d cobblers error on move
Issue #12360
resolved
RunSegment: System.NullReferenceException: Object reference not set to an instance of an object
at XRL.World.Parts.IActivePart.ActivePartNeedsSubject () [0x0009e] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.IActivePart.GetActivePartStatusCore (System.Boolean UseCharge, System.Boolean IgnoreCharge, System.Boolean IgnoreLiquid, System.Boolean IgnoreBootSequence, System.Boolean IgnoreBreakage, System.Boolean IgnoreRust, System.Boolean IgnoreEMP, System.Boolean IgnoreRealityStabilization, System.Boolean IgnoreSubject, System.Boolean IgnoreLocallyDefinedFailure, System.Int32 MultipleCharge, System.Nullable`1[T] ChargeUse, System.Boolean UseChargeIfUnpowered, System.Int64 GridMask, System.Nullable`1[T] PowerLoadLevel) [0x00004] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.IActivePart.GetActivePartStatus (System.Boolean UseCharge, System.Boolean IgnoreCharge, System.Boolean IgnoreLiquid, System.Boolean IgnoreBootSequence, System.Boolean IgnoreBreakage, System.Boolean IgnoreRust, System.Boolean IgnoreEMP, System.Boolean IgnoreRealityStabilization, System.Boolean IgnoreSubject, System.Boolean IgnoreLocallyDefinedFailure, System.Int32 MultipleCharge, System.Nullable`1[T] ChargeUse, System.Boolean UseChargeIfUnpowered, System.Int64 GridMask, System.Nullable`1[T] PowerLoadLevel) [0x00039] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.IActivePart.IsDisabled (System.Boolean UseCharge, System.Boolean IgnoreCharge, System.Boolean IgnoreLiquid, System.Boolean IgnoreBootSequence, System.Boolean IgnoreBreakage, System.Boolean IgnoreRust, System.Boolean IgnoreEMP, System.Boolean IgnoreRealityStabilization, System.Boolean IgnoreSubject, System.Boolean IgnoreLocallyDefinedFailure, System.Int32 MultipleCharge, System.Nullable`1[T] ChargeUse, System.Boolean UseChargeIfUnpowered, System.Int64 GridMask, System.Nullable`1[T] PowerLoadLevel) [0x00000] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.IActivePart.IsReady (System.Boolean UseCharge, System.Boolean IgnoreCharge, System.Boolean IgnoreLiquid, System.Boolean IgnoreBootSequence, System.Boolean IgnoreBreakage, System.Boolean IgnoreRust, System.Boolean IgnoreEMP, System.Boolean IgnoreRealityStabilization, System.Boolean IgnoreSubject, System.Boolean IgnoreLocallyDefinedFailure, System.Int32 MultipleCharge, System.Nullable`1[T] ChargeUse, System.Boolean UseChargeIfUnpowered, System.Int64 GridMask, System.Nullable`1[T] PowerLoadLevel) [0x00000] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.StrideMason.IsReady (System.Boolean UseCharge) [0x0001f] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Parts.StrideMason.HandleEvent (XRL.World.LeftCellEvent E) [0x0000e] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.LeftCellEvent.Dispatch (XRL.IEventHandler Handler) [0x0000b] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.Collections.EventRegistry+List.DispatchRange (XRL.World.MinEvent E, System.Int32 Min, System.Int32 Max) [0x00045] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.HandleEventInner (XRL.World.MinEvent E) [0x00185] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.HandleEvent (XRL.World.MinEvent E) [0x00000] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.HandleEvent[T] (T E, XRL.World.IEvent ParentEvent) [0x00000] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.ProcessLeftCell (XRL.World.Cell DestinationCell, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.String Direction, System.String Type, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, XRL.World.IEvent ParentEvent) [0x00073] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.Cell.RemoveObject (XRL.World.GameObject Object, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean Silent, System.Boolean NoStack, System.Boolean Repaint, System.Boolean FlushTransient, System.String Direction, System.String Type, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, XRL.World.IEvent ParentEvent) [0x00045] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.Move (System.String Direction, XRL.World.GameObject& Blocking, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.Boolean AllowDashing, System.Boolean DoConfirmations, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, System.Boolean NearestAvailable, System.Nullable`1[T] EnergyCost, System.String Type, System.Nullable`1[T] MoveSpeed, System.Boolean Peaceful, System.Boolean IgnoreMobility, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, System.Int32 CallDepth) [0x00cbc] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.World.GameObject.Move (System.String Direction, System.Boolean Forced, System.Boolean System, System.Boolean IgnoreGravity, System.Boolean NoStack, System.Boolean AllowDashing, System.Boolean DoConfirmations, XRL.World.GameObject Dragging, XRL.World.GameObject Actor, System.Boolean NearestAvailable, System.Nullable`1[T] EnergyCost, System.String Type, System.Nullable`1[T] MoveSpeed, System.Boolean Peaceful, System.Boolean IgnoreMobility, XRL.World.GameObject ForceSwap, XRL.World.GameObject Ignore, System.Int32 CallDepth) [0x00000] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.Core.XRLCore.PlayerTurn () [0x02099] in <eadfc533ab99474f95cef26639cac068>:0
at XRL.Core.ActionManager.RunSegment () [0x01ddd] in <eadfc533ab99474f95cef26639cac068>:0
ERROR - ActionQueueInconsistency@Player object has no current cell, returning to active spawn cell
Comments (3)
-
reporter -
repo owner - changed version to 1.0
- changed milestone to small bugs
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assigned issue to
-
- changed status to resolved
Fixed in 207.87
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Looks like you have to unequip and reequip them on the save to get it to trigger, otherwise moving does nothing. Happens both from the default settings when you try to move with them as well as if you look at a wall to copy first