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Description
Describe the bug
Pawns traveling in world vehicles (e.g., hot air balloon from Alpha Vehicles - Neolithic) intermittently disappear from the caravan mid-travel.
- Sometimes all pawns arrive successfully.
- Often 1+ pawns vanish halfway (show as "lost" in caravan panel, unselectable/permanently gone).
Root cause: Pawn in world vehicle (Map == null) triggers mental break (e.g., Psychology's "Giggling" from over-satisfaction/high mood) → VF'sPatch_PawnAi.EjectPawnForMentalState→VehiclePawn.DisembarkPawn→Ext_Vehicles.SpawnPawnNearVehicleNRE (line 32-33:cell.InBounds(vehicle.Map)fails since Map=null).
Secondary:AV_BalloonLeavingthing NRE on takeoff (effect ticks post-map unload).
Ground vehicles work fine (have Map for eject).
To Reproduce
- New game in RimWorld 1.6 (latest) with: Vehicle Framework (v1.6.2144), Alpha Vehicles - Neolithic (latest Steam), Psychology (for Giggling trigger; optional but reproduces faster).
- Build hot air balloon, load 2 healthy pawns (high mood >90% to trigger Giggling, no downed/injuries).
- Start short world travel (1-2 tiles).
- During travel: Check caravan panel → 1+ pawns show "lost" / disappear. Dev log shows NRE in
SpawnPawnNearVehicle.
Repro rate: ~70% with high-mood pawns; 100% if Giggling triggers.
Expected behavior
Pawns complete travel without loss, even on mental break. World vehicles should skip eject/disembark (impossible on world map).
Actual behavior
NRE crashes eject → Pawn unloaded/lost forever. Travel fails intermittently.
Screenshots
(Add these if possible:)
- Caravan panel with "lost" pawns mid-travel.
- Dev log with full NRE stack (e.g.,
Exception ticking world pawn ... Patch_PawnAi.EjectPawnForMentalState ... SpawnPawnNearVehicle). - Balloon takeoff with
AV_BalloonLeavingerror.
Additional context
- RimWorld: 1.6 (latest, Dec 2025).
- VF: v1.6.2144 (GitHub/Steam latest, Oct 2024).
- Alpha Vehicles - Neolithic: latest Steam (Aug 2023, 1.6 compat).
- CE: v1.6.7.0.0 GitHub (Sep 2025; adds
JobGiver_TakeAndEquipNRE, worsens AI freeze → more breaks). - Psychology: Enables "Giggling" mental break on extreme joy (common in travel with fine meals/wine). Stable pawns (no Giggling) succeed more often.
- Load order: Harmony > Core > HugsLib > VF > Alpha Vehicles > CE > Psychology > others.
- Tried: New saves, short trips, healthy/high-mood pawns, no draft, bedrolls/food. Issue persists (changelogs mention caravan pawns/bedrolls but not eject NRE).
- Full HugsLib log: [https://gist.github.com/HugsLibRecordKeeper/9ac2121117af7719c28088a663585704]
- Savefile: Available (repro in <10min).
Fix suggestion: In world vehicles (vehicle.Map == null), disable EjectPawnForMentalState / skip disembark. Cleanup takeoff effects on unload.
Thanks for the framework! 🚀
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