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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194522312
Hope it helps anyone!
The error occurred in my test game just before it crashed, so it had to be the butchering bill, I think.
As you are probably aware Meru may have found the issue. There may be a way of changing the oil operations for how Bills are processed using a transpiler which may be more compatible with linux. Currently looking into this.
The more recent issue wont be related to the previous problem. That is more to do with workgivers and usually associated with wether checks are being performed for items used in recipes. Most notably that occurs when something in the recipe listing cannot be or hasnt been checked that it can be reserved for the pawn that is used in the Bill.
Do you know which Bill is associated? Can be analysed by suspending bills as a process of elimination. But it isn't something I'm aware of in my own game either.
Using quickstart on a tiny map, dev-killing random animals, dev-building a butcher table and issuing a butchering job (so pretty much what Meru does here in output.webm: https://discord.com/channels/131466550938042369/683015847697973333/722878404336287816 ) reliably makes the game crash pretty much immediately (I guess when a pawn starts doing the job), but this time I also got an error:
RimWorld.WorkGiver_DoBill provided target Thing_TableButcher1816 but yielded no actual job for pawn Ben. The CanGiveJob and JobOnX methods may not be synchronized.
Is this of any significance?
Compatibility VCE/VPE: Fruits and other items will be used in a number of the Fermenter recipes. (Note no additional cheese fermentation recipes have been added at this time).
The mod does neither of these things (either patching virtual methods or empty methods). Fermenter is written with "in house" code for its operation and the only reason it makes use of harmony is for multiplayer compatibility so that some methods can be patched and syncronised for that playing environment.
As there was a (maybe?) similar problem before with Unix and different mods using Harmony, I've got two questions for you (that I don't really understand, but you might):
Do you patch any virtual methods ( https://ludeon.com/forums/index.php?topic=37241.msg396864#msg396864 ) or
do you ‘use Harmony into empty methods‘ ( https://ludeon.com/forums/index.php?topic=37241.msg451938#msg451938 ; does that make sense?)?
Apparently these are things that are/were problematic when Unix is in use.
1) Thanks!
2) Well, I think the problem is that no one except Canute, who isn't an expert himself and also doesn't use Linux, is the only one who has commented in my thread, possibly because the problem might be so hard to debug, or I might just be the only person with this problem. If I try to post this in the Bug section, instead of the Mod bug section (if you use any kind of mod, you're not supposed to post a bug report in the ‘official’ bug report section; I guess it's not their problem, then), I'll probably only get told to get lost (although more politely). I'll try anyway.
1) Harmony now added to the steam page as a dependency.
2) I wouldn't be able to recreate a linux issue using windows myself, but yes if it is an operating system problem then best reporting to Ludeon.
I've got two problems, one easily fixed, one probably not so much.
№1: Harmony should be a dependency on the Workshop page. Anyone who uses mods probably already has this active anyway, but I just noticed during debugging.
№2: With only Core, Harmony and Fermenter activated, Rimworld randomly CTD's for me. It took me quite some time to narrow this down from 350+ mods, but I just used only the aforementioned mods, and Rimworld crashed for me. I have no idea how that is possible. I'm on Linux.
I've just also tested only Core and Harmony alone for a bit, but this seems to work. This was expected, as bigger modlists worked, as well, but I wanted to be thorough.
I've already made a Ludeon thread about my debugging efforts (for logs, etc.): https://ludeon.com/forums/index.php?topic=52325.msg479592
RC2 and MP compatibility.
Sure will check the details.
I guess you'll have to weigh up the conferred benefits (mood and joy aspects) to see if it is worthwhile or not as a process to convert milk into processed foods.
Working as intended. (2% chance).
Not sure I understand what happened or what you are referring to?
ty for heads up, wasn't aware that Dis had implemented one.
Update now ensures appropriate recipes for oils.
You need to have researched the plants or trees research for the oil recipes to appear on the Grindstone.
Japanese translation - Proxyer
Would you also like to perhaps see the consumption rate reduced?
Boost to meal production rates with oils. (Oils on "average" should now boost at a rate of 2x as opposed to 1.5x.)
Oils on "average" should now boost at a rate of 2x as opposed to 1.5x.
Though this is skewed around curve based on value (uses an oil of value 6 as a middle benchmark for the aforementioned rates). The curve was previously set to reduce ticks between 10 - 60 per IG second based on value. Now they are reducing work ticks from 30 - 90 per IG second. The work ticks are associated with the work amounts for the production of meals.
Previously:
Fermenter hauling job was 20-60 ms
Now:
0.2-4 ms
Seems to have had a drastic and positive effect. Ill keep testing and let you know.
Chemshine fementation should no long have the wick ticks issue with VFE use.
I have separated the Work tasks for the vats and fermenters into separate tasks to help improve performance. This means that you will need to update the work tasks accordingly if part way through a save game to how you want the vat values. Also, could players provide feedback on how much if any an improvement to performance they observe?
https://gist.github.com/05d3c725b18df58efa5a8f86bbb8bb05
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073225100
is there any hope something like that migth help with the work type lag?
Compatibility patch for RimBees curtesy of @Pejman added to the mod.
I'd be happy to look at what you've done on my discord. Fermenter is designed for compatibility so it might simply drop in as a patch file.
I just hope is doesn't dissapear on mod update (it probably will :O)
Not currently, I can make a note of it in my Discord however, but it may be some time before I can address it. (Further details on discord).
Exception parsing <startWickOnDamageTaken>Flame</startWickOnDamageTaken> to type System.Collections.Generic.List`1[Verse.DamageDef]: System.ArgumentException: Exception parsing System.Collections.Generic.List`1[Verse.DamageDef] from "Flame" ---> System.ArgumentException: Trying to parse to unknown data type List`1. Content is 'Flame'.
at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x000ea] in <032d0428bd3b4871b44e7cd832eb5c58>:0
--- End of inner exception stack trace ---