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I will get back to you if I can 100% confirm what action causes this. Sorry to keep bothering you about this, I appreciate your work!
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7EEB6D2]
at OreOverlay.HarmoneyPatchUpdate.Postfix (Verse.DeepResourceGrid __instance) [0x00005] in <b41d1804311846b99587e50f8ffc3cde>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00279] in <981a33edf24d499488b0f820d94638e1>:0
- POSTFIX Spacemoth.OreOverlay: Void OreOverlay.HarmoneyPatchUpdate:Postfix(DeepResourceGrid __instance)
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <981a33edf24d499488b0f820d94638e1>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.UIRoot_Play:UIRootUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
Now on startup and after a major refresh the mod will make a list of all the known ores regardless if they are shown or not.
Each time the overlay refreshes only these known ores are checked for update instead of every cell on the map.
This should hopefully fix the issue. Only time it might not work right is if a meteor crashes with ore, but turning the overlay off and on again should prompt an update.
I am glad the mod helps! I always found it frustrating having to slowly check along the cliffsides or stripmine to find ores so a nice high contrast way to find them made sense to me.
I am working on a more permanent fix, and can get back to you if I succeed. I can provide some (scuffed) ways to detect mining if you need one, but you are more experienced in Rimworld modding than I am and I was pushy enough already.
I greatly enjoy the mod! It really helps the mad mining rush when hitting a new map w/ the gravship start.
The specific source of the lag is RegenerateMesh from CellBoolDrawerUpdate in OreGridDraw, though your implementation doesn't look different from similar UI elements when I checked, so I am not sure why it is so heavily affected by this.
This only occurs when the overlay is active. I am not using any mods that add new ores, but will try and test on an entirely clean save later and get back to you.
It's now running and working great! Thanks for the response!
Recovered from incompatible or corrupted mods errors
It seems that some of the active mods were causing errors.
They were incompatible with each other, designed for a different version of RimWorld, or
corrupted.
All mods have been disabled and can be activated again in the mods dialog.
RimWorld Version 1.5.4069
I running the game on the SteamDeck, maybe that's the problem idk.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3203269467&searchtext=
Also due to the color code, one does not need any particular filter to find a certain type of ressource, if something would be unclerar one just gives a loud color to that ressource and one sees it.
what would be nice, if we could select within the overlay which ressource we want to see. Say we have the ground scanner running for some time and not all of which we found we needed at the time it was found. Yet later, due to ressearch certain ressources are needed again and we only want to see that on the map.
I can't remember what the 1.3 mod was called, it provided a similiar overlay of above ground ores, but had an extending scanning range, so it took some time to reveal all mineral spawns.
Would it be possible/interesting to you too to add a scanning mode like that?
Something that allows me to see whats on the map, at a 'cost' that makes sense within the game, without having hideous strip mining patterns all over the map :)
Please let me know if you experience any issues in 1.4 after this update. I have not yet applied the changes to 1.3
I seem to be able to see ores deep under mountains by hovering over them from the start of a new game without a deep drill or scanner and I'm trying to figure out why.
Is this line incorrect? If you have a deep drill or mineral scanner selected the hover over is false, but stays true when neither are selected? I'm not sure how the mod is intended to work here.
https://github.com/TheSpaceMoth/SM_OreOverlay/blob/master/Source/OreOverlay/OreOverlay.cs#L256
Even so I don't get why line 262 wouldn't prevent the problem I'm having
https://gist.github.com/44eb6c51772a05a70358a5b63c2250ff
Here's a Hugslib log for good measure.
As a request, would it be possible to have the scanning slowly expand and not instantly show everything? The earlier version of this idea had that and it seemed less OP since it took awhile to scan the entire map, and it had to be powered (can't remember if it had to be manned or that just sped up the radius) to work or show anything. For what it's worth it showed the above ground resources in one color and the underground with a different color.
The Log shows a huge amount of DeepResourcesGridUpdate Refresh
an then says its stops logging to avoid Spam