Apelsin Posted January 31, 2021 Share Posted January 31, 2021 I'm getting a NullReferenceException in my debug log associated with this mod. KSP version is 1.11. Spoiler [LOG 14:15:31.675] [AddonLoader]: Instantiating addon 'HeapPadder' from assembly 'HeapPadder' [LOG 14:15:31.677] [AddonLoader]: Instantiating addon 'Startup' from assembly 'HeapPadder' [LOG 14:15:31.678] [AddonLoader]: Instantiating addon 'Startup' from assembly 'JanitorsCloset' [LOG 14:15:31.679] [AddonLoader]: Instantiating addon 'JanitorsClosetLoader' from assembly 'JanitorsCloset' [EXC 14:15:31.699] NullReferenceException: Object reference not set to an instance of an object JanitorsCloset.Log.Info (System.String msg) (at <15ba8d9828d448d7968b76694634b808>:0) JanitorsCloset.JanitorsClosetLoader.Awake () (at <15ba8d9828d448d7968b76694634b808>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 31, 2021 Author Share Posted January 31, 2021 53 minutes ago, Apelsin said: I'm getting a NullReferenceException in my debug log associated with this mod. KSP version is 1.11. Hide contents rtCoroutine(IEnumerator) LoadingScreen:Start() You can ignore it, the mod does cause nullrefs which are harmless Quote Link to comment Share on other sites More sharing options...
RedRoyal25 Posted February 4, 2021 Share Posted February 4, 2021 Thank you for maintaining this awesome mod! Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 4, 2021 Share Posted February 4, 2021 Yeah I think I am going to put this mod in again. I just got back into KSP after a few years break and this mod is useful. JC doesn't seem too broken, just nullrefs stuff. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2021 Author Share Posted February 4, 2021 51 minutes ago, therealcrow999 said: Yeah I think I am going to put this mod in again. I just got back into KSP after a few years break and this mod is useful. JC doesn't seem too broken, just nullrefs stuff. I'm actually working on it right now, hope to clean up some of those nullrefs. But right now working on the filter window. 1 hour ago, RedRoyal25 said: Thank you for maintaining this awesome mod! I actually wrote this mod. Your welcome Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 4, 2021 Share Posted February 4, 2021 1 hour ago, linuxgurugamer said: I'm actually working on it right now, hope to clean up some of those nullrefs. But right now working on the filter window. I actually wrote this mod. Your welcome Sounds good, I might hold out until you get that update out. I am still learning a bit about KSP 1.11.1. It has been a few years or more since I played, lol. Lots of cool stuff. Loving the new Restock mod also. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted February 7, 2021 Share Posted February 7, 2021 (edited) Aren't there simple, editable configuration text files what parts are blocked, pruned? JC unfortunately doesn't show the exact part information incl. path as PartInfo does. EDIT: I don't get it, I have, for example, the old OKTO and OKTO2 in the blocked list and the v2 versions are available But when I perma prune, the new models are pruned as well. I must do something wrong here, but what? Pretty sure it's a layer 8 issue, but I am too stupid to see it. Help me out, anyone, please? Edited February 7, 2021 by VoidSquid Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2021 Author Share Posted February 7, 2021 55 minutes ago, VoidSquid said: Aren't there simple, editable configuration text files what parts are blocked, pruned? JC unfortunately doesn't show the exact part information incl. path as PartInfo does. EDIT: I don't get it, I have, for example, the old OKTO and OKTO2 in the blocked list and the v2 versions are available But when I perma prune, the new models are pruned as well. I must do something wrong here, but what? Pretty sure it's a layer 8 issue, but I am too stupid to see it. Help me out, anyone, please? is it possible the new parts are using the models from the old parts? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted February 7, 2021 Share Posted February 7, 2021 Absolutely, I'd think. Then: why make "new" parts having the same properties, and visuals, as the old parts? I could eliminate the v1 versions of the RV-105 RCS thruster, and the LV-1 Ant engine a few weeks ago. That time, a search by name gave me both, old and new version. Today, not anymore, e.g. searching for "Poodle" now shows only the new v2 part, blocked or not. I must be doing something wrong here. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2021 Author Share Posted February 10, 2021 (edited) New BETA release, 0.3.7.1: Added check for "None" in ModFilterWindow Changed non-static vars to static to fix nullrefs origBackgroundColor; styleButtonLeftAligned; Revamped part sizes to use bulkhead profiles instead of node sizes Added new section to FiltersConfig.cfg for all known bulkheadProfiles Made initialization static to minimize entry time into the editor after the first time Improved sort of entries in filter window Added "-v2" to the name of the JCModfilter file names Added saving of window positions in the Editor New Dependency SpaceTuxLibrary Please test this out, there are some significant changes under the hood. I am interested in hearing about any NullRefs you may get. Edit: Added dependency Edited February 10, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 10, 2021 Share Posted February 10, 2021 (edited) 31 minutes ago, linuxgurugamer said: New BETA release, 0.3.7.1: Added check for "None" in ModFilterWindow Changed non-static vars to static to fix nullrefs origBackgroundColor; styleButtonLeftAligned; Revamped part sizes to use bulkhead profiles instead of node sizes Added new section to FiltersConfig.cfg for all known bulkheadProfiles Made initialization static to minimize entry time into the editor after the first time Improved sort of entries in filter window Added "-v2" to the name of the JCModfilter file names Added saving of window positions in the Editor Please test this out, there are some significant changes under the hood. I am interested in hearing about any NullRefs you may get. I couldn't load in game with it, I was stuck on loading screen. It said Janitors .dll is not compatible with this version of KSP. I am latest KSP Edit: Log File, if needed. http://www.mediafire.com/file/2u8mqq8c33rhr60/KSP_Log.zip/file Edited February 10, 2021 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2021 Author Share Posted February 10, 2021 (edited) 10 hours ago, therealcrow999 said: I couldn't load in game with it, I was stuck on loading screen. It said Janitors .dll is not compatible with this version of KSP. I am latest KSP Edit: Log File, if needed. http://www.mediafire.com/file/2u8mqq8c33rhr60/KSP_Log.zip/file You need to install the SpaceTuxLibrary, that's now a dependency. I'll update the post above But that shouldn't have caused a loading screen halt as you described. Edited February 10, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 10, 2021 Share Posted February 10, 2021 5 hours ago, linuxgurugamer said: You need to install the SpaceTuxLibrary, that's now a dependency. I'll update the post above But that shouldn't have caused a loading screen halt as you described. Yeah it was weird, It worked fine now. I installed the dependency now. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 12, 2021 Share Posted February 12, 2021 @linuxgurugamerI found this with my modded play, I am using the beta JC. Might not be an issue, still want to report it. Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2021 Author Share Posted February 12, 2021 (edited) 1 hour ago, therealcrow999 said: @linuxgurugamerI found this with my modded play, I am using the beta JC. Might not be an issue, still want to report it. Thanks Not an issue, will be created automatically. But I'll put something in to avoid the message I'll delete the message Edited February 12, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted February 13, 2021 Share Posted February 13, 2021 (edited) Thanks to you and JC in particular, I spent the last couple of hours cleaning up my KSP a bit, getting rid of old, superseded, and several never-used parts. No way I could have done without this mod. So: thanks for the extra work. EDIT: comparing memory consumption, it might not be much, but I'd think several 100s of MB less now. Mission accomplished Edited February 14, 2021 by VoidSquid Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted February 14, 2021 Share Posted February 14, 2021 (edited) On 2/12/2021 at 4:18 PM, linuxgurugamer said: Not an issue, will be created automatically. But I'll put something in to avoid the message I'll delete the message Yeah no worries, it did not show up later when I reloaded my game. I have not notice any NullRef stuff. Seems to be working fine on my end. Edited February 14, 2021 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 14, 2021 Author Share Posted February 14, 2021 1 hour ago, therealcrow999 said: Yeah no worries, it did not show up later when I reloaded my game. It wouldn't, because the file was created at that point Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2021 Author Share Posted February 15, 2021 (edited) New release (out of beta) 0.3.7.2 0.3.7.1 (released as beta) Added check for "None" in ModFilterWindow Changed non-static vars to static to fix nullrefs origBackgroundColor; styleButtonLeftAligned; Revamped part sizes to use bulkhead profiles instead of node sizes Added new section to FiltersConfig.cfg for all known bulkheadProfiles Made initialization static to minimize entry time into the editor after the first time Improved sort of entries in filter window Added "-v2" to the name of the JCModfilter file names Added saving of window positions in the Editor New Dependency SpaceTuxLibrary 0.3.7.2 Removed unnecessary message about missing WinPos.cfg file Note: CKAN has been updated, may take a few minutes to become available. If you get an error after an immediate update (ie: within 10 minutes of this post), wait a few minutes, refresh CKAN and try again. Or, just manually select the SpaceTuxLibrary for install Edited February 15, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted February 15, 2021 Share Posted February 15, 2021 Wow... thank you, again! I owe you now at least three bottles of good wine. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2021 Author Share Posted February 15, 2021 1 minute ago, VoidSquid said: Wow... thank you, again! I owe you now at least three bottles of good wine. Oh? What were the first two bottles for ? Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted February 15, 2021 Share Posted February 15, 2021 14 minutes ago, linuxgurugamer said: Revamped part sizes to use bulkhead profiles instead of node sizes Mind to include that for the Filter Extensions too? 15 minutes ago, linuxgurugamer said: Added "-v2" to the name of the JCModfilter file names Very useful, indeed! One wish I have though, to be able to prune single entries from the list instead of all-or-nothing. And a question: where does JC save the list of pruned parts? 2 minutes ago, linuxgurugamer said: Oh? What were the first two bottles for ? Amongst other things for: Adopting TAC fuel balancer when I asked you about it Adopting the K2 pod when I asked you about it Reviving the AGM mod when I asked you about it plus many many more mods. And being a very friendly and helpful person. Quote Link to comment Share on other sites More sharing options...
Apelsin Posted February 15, 2021 Share Posted February 15, 2021 Thanks for the update! Noticed a couple of issues though: not all mods are showing up in the VAB mod filter window, stock & stockextension are also missing. This is after I selected "show all", looks like JC is just not "noticing" them in the files for some reason. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 15, 2021 Author Share Posted February 15, 2021 45 minutes ago, Apelsin said: Thanks for the update! Noticed a couple of issues though: not all mods are showing up in the VAB mod filter window, stock & stockextension are also missing. This is after I selected "show all", looks like JC is just not "noticing" them in the files for some reason. You know, there is a reason I did a beta. So, how about some specifics. Like, what's missing beyond stock. And you do know that stock shows up as squad and squad expansion, right? I didnt touch that part of the filter at all, so I have no idea what's happening. I know that squad shows up for me in my tests and career game. A log file would also be useful Quote Link to comment Share on other sites More sharing options...
Viruzzz Posted February 16, 2021 Share Posted February 16, 2021 (edited) Hi @linuxgurugamer, I have same problem as @Apelsin Please check the images: https://imgur.com/a/uysRvYJ Logs: https://www.dropbox.com/s/dmuqpublh5sob41/KSP.log?dl=0 Output Logs: https://www.dropbox.com/s/t6v67rmf5lb17cd/output_log.txt?dl=0 Thanks Edited February 16, 2021 by Viruzzz Quote Link to comment Share on other sites More sharing options...
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