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"START
Power needed: 100 W
Grid excess: 12623 W (2800 Wd stored)
Porcelain Mixer is filled with Sand (filled at 128 of 128)
Porcelain Mixer's 2nd slot is filled with Clay (filled at 19 of 43)
END
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.InspectPaneFiller:DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents (UnityEngine.Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI (UnityEngine.Rect,RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)"
"Inspect string for N7_ElectricPorcelainMixer54984 contains empty lines."
can somebody check it out?
That aside, thanks for making the port! I keep coming back to it every install... after accidentally downloading the 1.2 version of Ceramics. Every... time...
Thanks :)
patching "<stuffAdjective>*NAME*</stuffAdjective>" to the stuffProps of the plant scraps should make it easier for the eye.
i will test it later today.
i hope the VFE processor rework will fix it. untill then, there is sadly nothing i can do.
there was an error, what is fixed now.
something in KCSG code did change. i read it before, but didn't thougt it would impact the patch.
besides the fix, my own digside base-layout does work now.
i can't find any differences from the brick kiln to the other kiln. but i put this on the list for the rework update.
...\Steam\steamapps\workshop\content\294100\2607350656\Patches\ProcessorFramework\ProcessorFramework.xml
search for
<thingDef>N7_FiredBrick</thingDef>
and add
<usesTemperature>false</usesTemperature>
but i update it quickly.
i will rework this mod after the new VEF Item Processor 2 is done, what most like will wait for 1.4 going live.
Sorry if posting this in the comments as well as discussions is annoying, wasn't sure where its more easily visible.
if so, you need to deconstruct all Kilns and drying racks once, with architect tool. and rebuild them.
https://i.imgur.com/5iT1o2c.png
This mod seems to be triggering a NRE in the VE Framework's KCSG code (the basegen stuff).
I've let the VE team know about the NRE so they can get that fixed, but I suspect you'll want to see if you can track down what in this mod is causing it to trigger.
Log for reference: https://gist.github.com/HugsLibRecordKeeper/741e15e872e051a5ec75645db7c0844d
there is one problem. the buildings mid game, who will get patched with processor framework aktive (all kilns and drying rack), will give red errors messages untill deconstructed. new processor buildings work fine. i don't see a way to avoid this problem, do to the buildings thingClass get changed.
Pawns will not place material in to fired basic Kiln, Primitive Kiln, or Basic Porcelain kiln.
Drying rack and electric kilns work as intended.
Brick and Porcelain automated processors work as intended
i hope to make it more clear in the new update.