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Any idea why it might be doing this?
here you go! its still experimental and lightly tested... eventually it will replace this mod
{
MyLog.Default.WriteLineAndConsole($"M&M Exception: Block Crashing = {currentBlock.BlockDefinition.Id} -- {ex.StackTrace}");
if (blocksToBuild.Contains(currentBlock))
blocksToBuild.Remove(currentBlock);
currentBlock = null;
foundBlock = false;
}
if currentBlock is null, the log here might cause the crash
13:41:47.5479 [FATAL] Initializer: System.NullReferenceException: Object reference not set to an instance of an object.
at AutoRepair.Logic.MoveAndRepair()
at AutoRepair.Logic.RepairBlock()
at AutoRepair.Logic.RunRepairs()
at AutoRepair.Logic.UpdateBeforeSimulation10()
Sure, no problem... Thanks for asking!
I like to ask your permission to use your code in our servers, as unlisted, also i will work on code and provide any updates on the way.
This is really good thing, we have the buildandrepair, and it's will be interesting to combine this mod!
Thank you.
make repair speed depend on grid power production so that larger grids are not forced to repair at the same rate as small ones also i personally think it requiring conveyor access would be more balanced
I would put the link to your official mod as well.
do you allow me to modify it?
Grinding ability would be nice, but I think it would be a better as a configuration option we can tick off completely.
It's pretty sweet if it works. Best use for this would be to rebuild my grids to full health after combat. Can this do it?