Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank you!
However, in their code they assume that all coolers have a temperature-setting. Since the coal cooler has a static target temperature their code fails to find the temperature setting and breaks all gizmos in that room.
1. Have this mod and Common Sense loaded, order irrelevant as it occurs both ways.
2. Start a Dev QuickTest
3. Enable god mode for ease of testing
4. Generate an empty room
5. Place any building with gizmo GUI in the room (I tend to use workbenches)
6. Place an active cooler in the room.
The error pops up at one of the following times:
1. Sometimes the error throws immediately
2. If not thrown immediately, sometimes it throws when the workbench is selected
3. If not thrown yet, will usually throw when saving the game
4. Seemingly always throws on loading the saved game.
https://gist.github.com/HugsLibRecordKeeper/360d4e62613da3d05ef9546d1b6f7567
I managed to narrow it down to an interaction between this mod's active cooler and the Common Sense mod. It is literally only the active cooler that throws this error; I tested all the other buildings from this mod.
Love your work, thanks for the mountains of effort you perform in service to this game's mod community! A non-negligible number of entries in my 800-mod build have your name on them. My Colony thanks you for your sacrifices on their behalf.
The error log eventually spits out around a thousand "GUI Error: You are pushing more GUIClips than you are popping" entries. From my very basic searching and reading, it appears to be caused by a Unity coding exception within the GUI.BeginGroup() and GUI.EndGroup() functions. As the actual buildings were functioning correctly--but were bricking my ability to further use or toggle them--I believe that the error is limited to the GUI portion of the code rather than the functionality.
There's no error in the log.