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Jugginator

Jugginator

Yeah. I can point to an issue though, had a few moments and took at look at the log. 

 

ArgumentException: Type cannot be null.
at (wrapper managed-to-native) UnityEngine.GameObject.GetComponent(UnityEngine.GameObject,System.Type)
at EModelBase.createAvatarController (EntityClass _ec) [0x000e0] in <d7dcfa4979674f179c13273f8b30b551>:0
at (wrapper dynamic-method) EModelBase.DMD<EModelBase::Init>(EModelBase,World,Entity)
at Entity.InitEModel () [0x00061] in <d7dcfa4979674f179c13273f8b30b551>:0
at Entity.Init (System.Int32 _entityClass) [0x0000d] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityEnemy.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityZombieCop.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x004c2] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName, System.Int32 _spawnById, System.String _spawnByName) [0x0001b] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos) [0x00014] in <d7dcfa4979674f179c13273f8b30b551>:0
at SpawnManagerBiomes.SpawnUpdate (System.String _spawnerName, System.Boolean _isSpawnEnemy, ChunkAreaBiomeSpawnData _chunkBiomeSpawnData) [0x0043f] in <d7dcfa4979674f179c13273f8b30b551>:0
at (wrapper dynamic-method) SpawnManagerBiomes.DMD<SpawnManagerBiomes::Update>(SpawnManagerBiomes,string,bool,object)
at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x001e6] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.UpdateTick () [0x00073] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.gmUpdate () [0x00331] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.Update () [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0

 

This is complaining about some value being null when it tried to create a zombie cop, in layman's terms. Not sure which mod does what, but I see a bloodmoon speed one. If you set a value that's outside the valid range, you'll get errors like that. You said you removed bloodmoons, maybe some mod referenced it or something. So, that's a general area to look for.

Jugginator

Jugginator

Yeah. I can point to an issue though, had a few moments and took at look at the log. 

 

ArgumentException: Type cannot be null.
at (wrapper managed-to-native) UnityEngine.GameObject.GetComponent(UnityEngine.GameObject,System.Type)
at EModelBase.createAvatarController (EntityClass _ec) [0x000e0] in <d7dcfa4979674f179c13273f8b30b551>:0
at (wrapper dynamic-method) EModelBase.DMD<EModelBase::Init>(EModelBase,World,Entity)
at Entity.InitEModel () [0x00061] in <d7dcfa4979674f179c13273f8b30b551>:0
at Entity.Init (System.Int32 _entityClass) [0x0000d] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityAlive.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityEnemy.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityZombieCop.Init (System.Int32 _entityClass) [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x004c2] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, ItemValue _itemValue, System.Int32 _count, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _transformRot, System.Single _lifetime, System.Int32 _playerId, System.String _skinName, System.Int32 _spawnById, System.String _spawnByName) [0x0001b] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, System.Int32 _id, UnityEngine.Vector3 _transformPos, UnityEngine.Vector3 _rotation) [0x0000c] in <d7dcfa4979674f179c13273f8b30b551>:0
at EntityFactory.CreateEntity (System.Int32 _et, UnityEngine.Vector3 _transformPos) [0x00014] in <d7dcfa4979674f179c13273f8b30b551>:0
at SpawnManagerBiomes.SpawnUpdate (System.String _spawnerName, System.Boolean _isSpawnEnemy, ChunkAreaBiomeSpawnData _chunkBiomeSpawnData) [0x0043f] in <d7dcfa4979674f179c13273f8b30b551>:0
at (wrapper dynamic-method) SpawnManagerBiomes.DMD<SpawnManagerBiomes::Update>(SpawnManagerBiomes,string,bool,object)
at World.OnUpdateTick (System.Single _partialTicks, System.ArraySegment`1[T] _activeChunks) [0x001e6] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.UpdateTick () [0x00073] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.gmUpdate () [0x00331] in <d7dcfa4979674f179c13273f8b30b551>:0
at GameManager.Update () [0x00000] in <d7dcfa4979674f179c13273f8b30b551>:0

 

This is complaining about some value being null when it tried to create a zombie cop, in layman's terms. Not sure which mod does what, but I see see a bloodmoon speed one. If you set a value that's outside the valid range, you'll get errors like that. You said you removed bloodmoons, maybe some mod referenced it or something. So, that's a general area to look for.

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