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I have pushed a new update with additional checks that will hopefully solve the issue!
"Wrote screenshot C:/Users/User/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RimSaves\Previews\Autosave-1.jpg of size 33267
Exception filling window for RimWorld.Dialog_NodeTreeWithFactionInfo: "
(AOBA discord: https://discord.gg/Pvj5Xj3yBm)
Basically your mod generates an error when trying to trade on the world map with caravan encounters with his "colonial faction." I don't know why.
Logs below
https://gist.github.com/HugsLibRecordKeeper/b3b1cbf3cbf101f880d61720d03a2f80
https://gist.githubusercontent.com/HugsLibRecordKeeper/b3b1cbf3cbf101f880d61720d03a2f80/raw/aac671de5bdce3ec83e1b996249392fe7251e9de/output_log.txt
https://rentry.co/ckb6w948
Nothing in the update impacted this, however based on your log it seems to be related to tech prints. Specifically the game is throwing an error when the window is trying load tech print's tradability.
You have a tech print without a def, which tends to be caused by removed mods. Either this print is in your wares or trader's wares, and if it is the former then it would work like normal when trading with anyone else.
I can however add some additional failsafes to skip such items and prevent them from breaking the window.
Since the update on September 14th, the transaction button hasn't been working, and it appears in the developer logs.
- PREFIX DynamicTradeInterfaceMod: Void DynamicTradeInterface.Patches.Dialog_TradePatches:Prefix(Dialog_Trade __instance, Boolean ___giftsOnly)
at Verse.WindowStack.Add (Verse.Window window) [0x0003a] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.Planet.CaravanArrivalAction_Trade.Arrived (RimWorld.Planet.Caravan caravan) [0x0003b] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.Planet.Caravan_PathFollower.PatherArrived () [0x0002e] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.Planet.Caravan_PathFollower.StartPath (System.Int32 destTile, RimWorld.Planet.CaravanArrivalAction arrivalAction, System.Boolean repathImmediately, System.Boolean resetPauseStatus) [0x000da] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
I am not sure what VE packs you are talking about?