RimWorld

RimWorld

Rimefeller
2.997 kommentarer
Dubwise  [ophavsmand] For 10 minutter siden 
really, thats so bizarre that it fixed it for them but not you, and i cant reproduce the issue at all, there must be a mod that both of you are using which is triggering the condition, all i can do is take wild stabs in the dark at code changes and push it and see if the reports go away
Yanzihko For 1 time siden 
Forgot to mention: I've read your discussion with @Kardek, and reinstalled both your mods and harmony. Issue with closed valves still persists.
Yanzihko For 1 time siden 
Hey Dubs, i have wanter to report an Issue. Toggled off valves in all your mods cause game to freeze when Gravship is launched. You still can access menu using "ESC" button and go to the main menu.

When Valves from Hygiene and Rimfeller are turned OPEN, gravship launches without an issue.

In case you won't be able to fix this issue, please, put a forced disclaimer telling you to open all valves before launching Gravship.

Thank you for updating mods to 1.6 so fast, can't play without them. Have a nice day.
w-w-waldbrand For 2 timer siden 
Reinstalling Harmony (and actually getting the one for Apple Silicon) helped. Sorry for bothering you, it just never happened before and just reinstalling the mod didn't work. Thanks a lot for your work!
Dubwise  [ophavsmand] For 2 timer siden 
oh good i'll rollout the same fix to my other mods with valves then
Kardek For 3 timer siden 
The magic worked, valve closed and ship works. Thanks mate!
Dubwise  [ophavsmand] For 3 timer siden 
pushed update, unsub resub, see if that magically fixes it
Dubwise  [ophavsmand] For 3 timer siden 
another 10 jumps and no error again, im just going to throw in more null checks and hope that solves it, just a thing you have to do with rimworld mods is null check absolutely everything even if it shouldn't possibly be null
Kardek For 3 timer siden 
Hahah re: coffee. Let me know if I can do anything else (least I can do from the joy your mods bring!). Valve is state is 100% trigger for my situation. Will try a few more things on this end and post any learnings
Kardek For 3 timer siden 
Pic after selecting the destination to fly to and normally where you get the animation of lift off and ship flying off the map
https://ibb.co/rGp3jm7T
Dubwise  [ophavsmand] For 3 timer siden 
actually im starting to wake up a bit more now my coffee is kicking in and i see that in your log the error originated from RemoveGravshipFromMap, but also a meditation alert readout is throwing an error for what im assuming is a null map, and in my log the pipe error originated from a deconstruct designator trying to destroy a building, which makes no sense because im not clicking any deconstruct buttons, and that combined with this other random error on this jump that threw the error for me, i think there's some kind of wider issue here
Kardek For 3 timer siden 
Give me a few and I'll paste a pic of what it looks like in fail event. Your comments on despawning could be right as there is still a partial ship on the map
Kardek For 3 timer siden 
Side note issue seems same with LightsOut removed (just fyi)
Dubwise  [ophavsmand] For 3 timer siden 
also it didn't prevent me from jumping, it still all worked it just threw the error
Dubwise  [ophavsmand] For 3 timer siden 
and it took about 10 jumps
Dubwise  [ophavsmand] For 3 timer siden 
aha i just got the error finally! but it was combined with Thing Fingerspike128733 is associated with invalid map index 0, which tells me there is some kind of issue with map despawns
Kardek For 3 timer siden 
Sorry from bottom to top RF Chemfuel tank, RF small chem generator, RF valve, RF pipes, Gravship Fuel tanks (2).

Trying without lights out per your comment below too
Dubwise  [ophavsmand] For 3 timer siden 
it looks like there's another building between the valve and what im assuming is the fuel tank?
Kardek For 4 timer siden 
Did a bit of testing on the valve and what I was seeing. Valve open takes off ok, valve closed the issue.
Dubwise  [ophavsmand] For 4 timer siden 
only thing i can imagine is that the map or the parent building is being destroyed before the despawn functions are finished, maybe some rare condition or a mod causing it, best i can do is throw in more null checks
Dubwise  [ophavsmand] For 4 timer siden 
hmm im spamming valves and destroying them, can't get any errors flicked on or off, did some more launches and nothing throwing errors yet
Kardek For 4 timer siden 
Retexture removed and same issue. Cheers
Kardek For 4 timer siden 
Kardek For 4 timer siden 
Confirmed its valve related, not siphon (by removing each in turn and testing)
Dubwise  [ophavsmand] For 4 timer siden 
also i see POSTFIX LightsOut: Void LightsOut.Patches.Power.CleanupBuildingsOnDespawn:Postfix(ThingWithComps __instance)

it could be that
Dubwise  [ophavsmand] For 4 timer siden 
im guessing you're using a mod since the buildings are all different, try removing whatever is modding my mod and see if it still happens
Kardek For 4 timer siden 
This appeared in player log that I thought gave me a clue it might be Rimefeller

https://logpaste.com/Az8RO8sV

Let me know if you would prefer full log etc. Thanks again! I will try and quickly work out if it was the siphon or the valve more specifically
Kardek For 4 timer siden 
Let me paste a pic to better explain. When I remove the valve (turned off) and powered off siphon ship takes off. Will grab the logs in a sec too.
https://ibb.co/pv632RN0
Dubwise  [ophavsmand] For 4 timer siden 
did a test, chemfuel tank with a siphon switched off, pipe to gravship tanks with a valve, ship launched without errors multiple times, am i missing anything?
Dubwise  [ophavsmand] For 5 timer siden 
had other reports of valves so im taking a look
Kardek For 13 timer siden 
Hi Dubwise - firstly huge fan of your mods, thank you! :) Found something that recently impacted my game regarding Rimefeller - I'll share more specifics when I'm back at the PC but my Gravship was stuck during take off (that animation as it is about to take off). Was something in the log I will share but I had chemfuel tank to the new expansion tanks controlled by a valve. I also had a siphon (the intake?) on the rimefeller tank with power turned off (and chemfuel stacked). Removed both and the ship could take off again. Let me come back with more info but wanted to share if anyone else was stuck like me. Thanks again for these awesome mods :)
AGrey For 14 timer siden 
> Gravship fuel tanks can now be piped into chemfuel tanks.

To clarify, does this mean that the gravship fuel tank should function the same as the 'chemfuel storage' from Rimefeller? Because i've got chemfuel siphons and pumps connected to my Odyssey Chemfuel Tank and it doesn't seem to be functioning.

Thanks!
Dubwise  [ophavsmand] 14. juli kl. 15:11 
pushed a hot fix for the missing hidden pipe texture, resub to force update
Dubwise  [ophavsmand] 14. juli kl. 12:32 
pushed an update.

Oil grids no longer generate in space.
Rimefeller resources can be used to make airtight doors.
Wells, rigs, anything that is stuck in the ground can no longer be built on grav plates and fly away.
Gravship fuel tanks can now be piped into chemfuel tanks.
Added hidden pipes, removed pipe visibility options.
Fixed a bug where chemfuel dumps would still spawn chemfuel even if they failed to pull fuel from tanks.
Tyege 14. juli kl. 7:37 
I have a bug where the Chemfuel Pump produces chemfuel endlessly without draining the tank.
w-w-waldbrand 14. juli kl. 4:59 
I cannot produce chemfuel anymore :((( I have the oil and the energy, but the Cracker does not produce any. Occasionally when I select Cracker I see there error logs with exceptions such as "Object reference not set" etc. IDK if it is about 1.6 or not.
zyrax 13. juli kl. 16:28 
how exactly is the Prometheus refiner meant to work?, i just decided to try it out, since i need a load of it for a quest and i havent gotten around to using what the mod adds into my saves otherwise -v-
Tameablebread 12. juli kl. 7:58 
For compatibility with Vanilla Chemfuel Expanded, there is a compat patch. It currently isn't working with Chemfuel expanded due to 1.6 changes but pre 1.6 it did, and the dev says they will look into fixing in a few weeks

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3157758092&searchtext=rimfeller+compatibility+patch
Tameablebread 12. juli kl. 7:53 
Just wanted to say this is my favorite mod in Rimworld. By far. It gives so many options for useful materials, is well balanced, the art fits exactly Rimworld's style, and god it's just so good.

<3
GoblinEngineer 11. juli kl. 20:18 
@Niwolos
I'm not sure that's actually a bug. The bill for making Plasteel bill isn't actually making Plasteel, it's making Uncured Plasteel. Put a zone underneath your bench and double check to see if some get added to the count immediately after the bill is completed.
Zmeya685 8. juli kl. 8:39 
исправь в файле "Languages\Russian\Definjected\RecipeDef\Recipes_Production.xml" в стороке <Make_ComponentIndustrialPlastic.description>Изготовить компонент с применением синтелена. </Make_ComponentIndustrialPlastic.description> после точки пробел его нужно убрать а то игра красным ругаеться
Kjellmeister 6. juli kl. 8:15 
Could you integrate bio refinery with the chemfuel pipes? Anyway been playing this mod for ages, love it. Great work. You're the man Dubwise!
Niwolos 2. juli kl. 7:04 
I found a bug, maybe: The bill for plasteel does not count the plasteel in stock. It's always 0/X
Shadow Wizard Money Gang Member 30. juni kl. 21:22 
question, is this compatable with vanilla chemfuel expanded?
I blame Earthshaker 15. juni kl. 11:23 
So is this mod now gonna spawn oil patches on asteroid maps?
Mad Doodles 13. juni kl. 9:37 
@Smock 19th BN Swing and a miss buddy, better luck next time :')
Dubwise  [ophavsmand] 13. juni kl. 4:37 
updated to 1.6
Bennifer 13. juni kl. 1:03 
I'm so hyped for 1.6 but I know I can't play till this mod updates. 100% critical to my Rimworld experience, can't play without.
Smock 19th BN 5. juni kl. 20:51 
@mad doodles freedom units
Mad Doodles 4. juni kl. 8:59 
@Smock 19th BN You'll never believe what units of measurements they used to get there.