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Openai/696e303b-9f9c-8001-b1df-6fcfc3f35a2c
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=== Assistant: Yeah… this is the moment where RimWorld stops being “haunted” and starts being structurally unsound. === Yeah… this is the moment where RimWorld stops being “haunted” and starts being structurally unsound. The logs you pasted are all different screams from the same wound. Let’s translate what just happened, cleanly and without sugarcoating. ==== This line is the root cause again: ==== GenAdj.OccupiedRect(Thing t) → Thing t == null inside VFEInsectoids.InsectMapGenDef.DoMapGen Everything after that is collateral damage. Here’s the sequence in plain terms: # You try to generate or enter a map (world site, quest, whatever). # VFE Insectoids runs its map-generation hook. # It tries to spawn hive surroundings. # One of the Things it expects to exist does not (thanks to removed mods / missing defs). # Map generation partially completes, then crashes. # RimWorld now has a half-born map. # The engine tries to clean up. # Cleanup itself crashes because the map is internally inconsistent. # Fog of war, sections, drawers — all try to read arrays that were never initialized. # Every object on the map errors because the map itself is invalid. That’s why you’re seeing: * MapDrawer.Dispose() crashing * Fog of War exploding * Errors “for every single object” This is not many bugs. This is one bug poisoning the entire map lifecycle. ==== You cannot fix this with dev-mode deletes alone. ==== The map never finished generating. You’re standing on a floor that was never poured. So the strategy changes. ==== ### ==== Re-enable Humanoid Alien Races, even if you never use it. Not Pawnmorpher yet. Just HAR. Why this works: * HAR defines base race infrastructure * Other mods (including VE stuff) assume those defs exist * Your save still references alien race types somewhere * Right now those references resolve to null You don’t need alien pawns. You just need the definitions to exist so map gen stops returning null. This is the “load the missing DLL so the program stops crashing” fix. After enabling HAR: * Load save * Do not generate new maps immediately * Save, quit, reload * Then try entering a site again If the insect map gen stops crashing, you’ve confirmed the diagnosis. ===== If you absolutely refuse to load HAR: ===== * Go to VFE Insectoids mod settings * Disable anything related to: - World map insects - Insect-controlled sites - Insect map generation - Hive surroundings You’re trying to stop InsectMapGenDef.DoMapGen from ever running. This keeps the mod loaded (so existing stuff doesn’t explode) but prevents the broken code path. This works sometimes. Not guaranteed. ===== Inside VFE Insectoids: ===== * Locate hive surroundings / creep / structure ThingDefs * Temporarily remove or comment them out * Leave insects and factions intact This forces SpawnHiveSurroundings to spawn nothing, avoiding the null. It’s ugly. It’s effective. Backup first. ===== This save has crossed from “recoverable with cleanup” into “recoverable only by restoring dependencies”. ===== Removing Pawnmorpher and HAR mid-save didn’t break things instantly — it delayed the explosion until map generation touched those ghosts. That explosion just happened. ==== - Don’t keep trying to enter that map — it’s already invalid. ==== * Don’t delete random objects hoping it stabilizes. * Don’t assume “one more error log” will reveal a different culprit. It won’t. The culprit is already named and keeps showing up in the same line like a bad tattoo. ==== You removed the skeleton (HAR), ==== kept the muscles (mods depending on it), and now you’re surprised walking causes faceplants. Reinstalling the skeleton doesn’t mean you like skeletons. It just means physics resumes working. If you want, tell me: * Whether you’re willing to re-enable HAR * Or if you want help disabling VFE Insectoids’ map gen at the XML level Either way, this is containable — but not by ignoring the missing bones anymore.
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