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Error in static constructor of Propellant.AmmoProcessor: System.TypeInitializationException: The type initializer for 'Propellant.AmmoProcessor' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
I’m reporting this log just in case, though it seems like a harmless error for gameplay.
The current plan is to:
- Add an option to automatically calculate appropriate market value based on the patched ingredient count and value.
- Add an option to adjust the factors for individual ammo set types (AP, HP, AP-I etc.)
Rewriting the mod in C# rather than using XML Extensions would probably make the startup processing faster, but I no longer use CE and so lack the motivation to rewrite a mod I will not be using.
i spent along time figuring out why it wasnt working. it was Vanilla factions expanded settlers, that is now incompatable after 1.5. i dont use it anymore but figured id let folk know
The mod is now updated, no changes were really needed, I just verified it still works as intended.
I stopped using CE a while ago, so I missed it got updated finally.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3163993651
I would also like to point out that one of the primary ingredients of modern smokeless powder is still nitrocellulose, also known as guncotton.
The reason is so that i can migrate to more modern propellant sources after i research enough :D
It appears that my mod came across an ammo recipe that doesn't require steel, which is not a case in any base CE ammo, and given that amount of propellant added is dependant on that value I don't have a clean solution other than skip over such recipes.
So if it's an incompatibility I may add an appropriate logic to handle that.
[Combat Extended Propellant - Start of stack trace]
XmlExtensions.CreateVariable(storeIn='SteelCount', value='Defs/RecipeDef[1442]/ingredients/li[filter/thingDefs/li/text()="Steel"]/count', value2='0.5'): Failed to find a node referenced by <value>
XmlExtensions.UseSetting(key='PropellantFactor', defaultValue='0.5'): Error in <apply> in the operation at position=1
XmlExtensions.ForEach(AmmoRecipe='Defs/RecipeDef[1442]', xpath='Defs/RecipeDef[not(@Abstract)][@ParentName="AmmoRecipeBase" or @ParentName="AdvancedAmmoRecipeBase" or @ParentName="LauncherAmmoRecipeBase"]'): Error in <apply> in the operation at position=4
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\Steam\steamapps\workshop\content\294100\2809627357\Patches\AmmoPatch.xml
Actually scaling the stocks is no issue. The problem, as well as the source of hundreds of shells being causully taken by caravan, is that heavy ammo can be generated by the standard ammo stock generator (rifle and pistol rounds, not mortar shells). I think that is a bug and I know what causes it, but fixing it causes the game to not generate HeavyAmmo stock at all.
I will need time to figure it out, or maybe somoene from the CE Team to get a look at my bug report.
Having an options setting for stocks would be fantastic indeed
e.g 36 metal for 200 rounds compare to yayo combat 135 metal for 200 rounds
Thank you !
btw. is that possible to adjust CE ammo recipe to increase metal needed ?
If you haven't seen, here's another mod making similar patches, seems like not further supported: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2618721840 . In case you find any ideas interesting.
XmlExtensions.ForEach(AmmoRecipe='Defs/RecipeDef[1347]', xpath='Defs/RecipeDef[not(@Abstract)][@ParentName="AmmoRecipeBase" or @ParentName="AdvancedAmmoRecipeBase" or @ParentName="LauncherAmmoRecipeBase"]'): Error in <apply> in the operation at position=1
and
[Combat Extended Propellant] Patch operation XmlExtensions.ForEach failed
file: E:\Games\Steam\steamapps\workshop\content\294100\2809627357\Patches\AmmoPatch.xml