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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3261108120
He's not MIA and there is a 100% chance the mods will be updated by him.
Y'all just need to relax.
I would conditionally say that it still works, or at least runs. How stable it is will need a mind better than mine to determine.
Thank you.
If they had simply been asking they would have received a straightforward answer.
```
Root level exception in OnGUI(): System.MissingMethodException: bool Verse.AI.ReservationUtility.Reserve(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.Job,int,int,Verse.ReservationLayerDef,bool)
[Ref E533B541]
at Verse.Command_Target.<ProcessInput>b__2_0 (Verse.LocalTargetInfo target) [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Targeter.ProcessInputEvents () [0x000ac] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.MapInterface.HandleMapClicks () [0x0001a] in <957a20e0be784a65bc32cf449445b937>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.UIRoot_Play.UIRootOnGUI_Patch1(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Root.OnGUI_Patch2(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
```
However, as far as I can tell the other aspects of the mod (visuals) work.
Because, your map will be burning "forever" and the temperature and weather doesnt change.
At least that is what happened in my runthrough.
Modwise though: Sometimes it looks like the flames on speed 2 start running as fast or faster than speed 3. Is there a dynamic framerate the fire uses or is this just a visual glitch?
- Slight performance optimizations: I've been revisiting some of my mods to apply knowledge I picked up related to the subtle nuances of how harmony overhead works exactly, as well as how to make better utilization of CPU cache.
- The "multi-flame graphic" variants are now out of sync with one another so they don't share the same exact frame.
Disable Firewatcher setting and a
*Delayed* Firewatch setting.... one that would *significantly* delay it so fires were WILD but not map wiping.