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While exploring a large ruin created by Real Ruins there were a large number of hostiles. They spammed this error continuously in the error logs, and I could also sometimes trigger it by right clicking:
Exception ticking Morison (at (92, 0, 9)): System.NullReferenceException: Object reference not set to an instance of an object
at LocksDoorsExpanded.LockUtility.PawnCanOpen (RimWorld.Building_Door,Verse.Pawn) <0x000de>
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at LocksDoorsExpanded.LockUtility.PawnCanOpen (RimWorld.Building_Door,Verse.Pawn) <0x000de>
PawnCanOpen() looks like it does a good job guarding against nulls. Possibly the respectedState.owners check on line 71?
The text was updated successfully, but these errors were encountered:
This actually affected my pawns too, and continued (though it seemed to get less severe) when I used the dev tools to destroy every door I could find on the map. It caused many pawns to freeze and not move, including some of my own.
While exploring a large ruin created by Real Ruins there were a large number of hostiles. They spammed this error continuously in the error logs, and I could also sometimes trigger it by right clicking:
Exception ticking Morison (at (92, 0, 9)): System.NullReferenceException: Object reference not set to an instance of an object
at LocksDoorsExpanded.LockUtility.PawnCanOpen (RimWorld.Building_Door,Verse.Pawn) <0x000de>
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at LocksDoorsExpanded.LockUtility.PawnCanOpen (RimWorld.Building_Door,Verse.Pawn) <0x000de>
PawnCanOpen() looks like it does a good job guarding against nulls. Possibly the respectedState.owners check on line 71?
The text was updated successfully, but these errors were encountered: