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My construction drone was building inside tox gas and perished from toxic buildup
Is it intentional or overlook?
Is there a solution to that?
Sure we can do that. I’m assuming we should also remove the patch we have on Project RimFactory itself for your mod.
@Smock
Without a HugsLib Log I can't help you. If you are uncertain on how to get that please check: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log
Drone should be able to interact with IO Ports.
If they are not it might be a Modconflict. A HugsLib Log may reveal more details.
Besides that, you could test with just rimfactory and that should work.
To find the conflicting mod a Binary Search is very efficient.
By removing ~50% of your mods recursively you should be able to narrow things down fairly quickly
If you figure out what is causing this issue please let us know.
Should be resolved as of Rimfactory v2.8.6
@XiaoXiao
I’m afraid I don’t really understand your question.
Actually tried again, deleted a 700 stack storage and it started working again. Definitely problem with stacking
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222103279
Your Error appears to be caused by “EnhancedBeliefs” maybe report it to them.
Exception ticking Drone (at (143, 0, 63)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4D282607] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Here's my log:
https://gist.github.com/HugsLibRecordKeeper/a23c09f7603a09a79c8c73f48514bdac
Hmm while I did not see those errors in my log, i finally was able to reproduce the issue.
It will be tracked under https://github.com/zymex22/Project-RimFactory-Revived/issues/793
to recap, with an advanced io port on the map targeted to a digital storage unit, house keeper drones will pile up on their home plate
removal / deactivation of the io port restores functionality to the house keepr drones
Is that log from after the issue occurred for you?
i took a gamble seeing as that was the turning point in the drones no longer functioning for me, and it turns out that was the case
tl/dr, it seems something about the io / advanced io ports and the drones do not mix
here is my huglib log. hope it helps somehow
like @MR.Vasiriev my caretaker drones will pile up after awhile. taking them back to the station does not fix it, and neither does replacing the station
side note, forbidding some items on the floor will get them to go back to the drone station. unforbidding them will make the drones pile up once more
Tbh I’m not sure at that point, maybe they have some special constraints.
@MR.Vasiriev
Please don’t post raw error messages, instead post a Hugs Lib Log.
Fore more details on how to make a Report please check: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:Notify_PatherFailed ()
Verse.AI.Pawn_PathFollower:PatherFailed ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
Verse.AI.Pawn_PathFollower:PatherTick ()
Verse.Pawn:Tick ()
ProjectRimFactory.Drones.Pawn_Drone:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
I now find that even loading the factory series mod alone will cause the delivery drone to stop working after the game is running for a while (it will stop in place, turn off the base station and then summon the drones to pile up), and this will also cause the in-game Characters don't work either。
Also I would like some sort of building for "decoy" harrier drones: essentially drones that activate when a raid happens, then goes into melee doing 0 damage like all decoys to tie up raids/shamblers. Maybe even have them explode on death.
Thanks for the Report. We will look into it.
Maybe some script broke. Because it is the same save, nothing changed.
So somehow this problem was resolved.
Please consider submitting a Bug Report. For more details on how to do so please check https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Drone station has been on the same spot for hours and everything worked fine.
Drone station location itself has numerous entrances, none of them blocked. Maybe it has something to do with all of them being regulars doors, so they are rather slow. Dunno.
Before that station was positioned in a different area, main complex, no doors in it immediate vicinity as it was "general" zone. Then it worked fine.
Would it still happen, packing, even if drone is going out, not tries to get back to the station?
The Update I was referring to is already out. (Rimfactory V2.8.1)
Drones will only turn into their Packaged form, if you block their path back to the station.
Gonna wait for that update.