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- * Fix: Explosion in null map error in SmokepopBelt for unspawned pawns * Fix: Designators not appearing with old custom scenarios where rules is null.1 KB (161 words) - 04:16, 7 November 2023
- Or if you like your code shorter, you can use null conditionals and null coalescing: //will return value of mod extension if not null, otherwise assumed true.4 KB (534 words) - 12:52, 4 February 2019
- First off: Know that null is a perfectly valid value for a Map: * A pawn on a Caravan is in a null map.7 KB (1,044 words) - 10:27, 28 August 2021
- ** This means using a DefOf before it is properly initialised gets you ''null'' - which the DefOf class is supposed to prevent. ...rld had a chance to fill the field with a proper reference, it will return null. You don't want that. This constructor warns against that.8 KB (1,092 words) - 13:50, 16 April 2022
- * In C#, keep in mind that things can and will be null. Even more so when dealing with other mods: sometimes mods have to be creat * Null references6 KB (918 words) - 11:13, 5 August 2023
- * Fix: Error on corpse destruction when completedObligations is null.1 KB (175 words) - 20:40, 13 March 2024
- * Add null check to StyleForThingDef.1 KB (192 words) - 12:51, 20 November 2022
- ...caused colonist lending quests to remain incomplete if one of the pawns is null (possibly by dying and save/load).2 KB (259 words) - 04:16, 7 November 2023
- * Bug mitigation for null map in QuestPart_SubquestGenerator_RelicHunt. ...x: Failing to generate a new unique name for a precept can leave it with a null name.4 KB (569 words) - 04:14, 7 November 2023
- * Added some mech gestation null checks for safety.2 KB (248 words) - 12:51, 2 November 2022
- ...llReferenceException), meaning some code is trying to access a member of a NULL instance, this tutorial will elaborate on this exact scenario.3 KB (351 words) - 11:49, 4 September 2022
- * Fixed Scenario editor breaking when ThingCount scenPart is null due to def not present2 KB (272 words) - 04:17, 7 November 2023
- ...f reported errors in RimWorld are NullReferenceExceptions. These forgotten null-checks can be tricky to find, but once found they're often easy to solve. ...y items are in a list that wasn't created yet (= if it's not created, it's null).8 KB (1,213 words) - 14:30, 21 February 2019
- ...return ...; /* example: "public bool IsApparel()" returns "this.apparel != null". This could be checked easily but Thing.IsApparel() is more readable somet ...you can check whether they're defined by checking if they're not equal to null */14 KB (2,026 words) - 17:05, 30 May 2020
- * Removed null asker possibility from hospitality quests. * Added null check for QuestGenUtility method IsInList.5 KB (728 words) - 22:35, 5 June 2022
- * Fix: Rare exception occurring when attempting to start a queued job with a null def.2 KB (365 words) - 21:48, 28 March 2023
- if (Props != null && hitThing != null && hitThing is Pawn hitPawn) ...ullReferenceException</code>, check to make sure you're correctly handling null values.30 KB (4,289 words) - 14:43, 9 May 2023
- * Fix: Null reference exception in Need_Indoors for pawns with null ideo.6 KB (921 words) - 04:14, 7 November 2023
- * Fix: Missing "pawn != null" checks in ApparelScoreRaw.3 KB (443 words) - 04:16, 7 November 2023
- * Added null check for Trait.ToString() per modder request. ...ion throwing another error when trying to get lord.LordJob.ToString() with null job.6 KB (967 words) - 15:13, 17 December 2022