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was annoyed did some fiddling arround and my biggest problem was solve by changing:
RecipeInheritance.ThingDefExtension to VEF.Buildings.RecipeInheritanceExtension
there might be more but where is the fun if i do all the work :)
[Appliances Expanded] Patch operation Verse.PatchOperationAdd(Defs/RoyalTitleDef[defName="Acolyte" or defName="Knight" or defName="Praetor" or defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/throneRoomRequirements/li[@Class="RoomRequirement_ThingAnyOfCount"][things/li="Brazier"]/things) failed
-do NOT connect it to the grid
-infinite light
(somehow this lamp can work without being conected to the grid and with no fuel put in to it)
I have managed to fix it by replacing
<li>
<compClass>CompReportWorkSpeed</compClass>
</li>
with
<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>WorkTableWorkSpeedFactor</workSpeedStat>
</li>
I don't know if it has anything to do with my other mods.
[Appliances Expanded - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="PS_DeepchemRefinery"]/comps/li[@Class="PipeSystem.CompProperties_ResourceProcessor"]/results"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\SteamLibrary\steamapps\workshop\content\294100\2869098359\Patches\RefineNeutramine.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I really wanted a new chemfuel heater, and maybe some lights powered by it, then I saw the Brazier.....I almost cried with excitement with the fact I could play Icesheet runs that I love better with this mod. Seriously thank you!
Chemfuel and helixien machines would naturally be unaffected by solar flares, and also allow you to not have power conduits for Zzzt events (which you admittedly can now dodge by using only hidden conduits). The machines also would not have a passive energy draw even when not being used.
In a vacuum? Yeah, you'll likely get more out of the turbines and converting your fuels to electricity. But fueled machines would grant you flexibility and leniency that electricity wouldn't. That, and some people might like the thematic feeling of using chemical fuel for their colony.
GetInspectString Exception on x
System.InvalidCastException: Specified cast is not valid.
[Ref ECC2920] Duplicate Stacktrace, see ref for original.