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Overall there shouldn't be any compatability issues, since so far none was reported and it really hard to imagine what mod could even have something that will cause a problem. So we probably should figure out how to solve your problem with enough information.
It throws this error, but I'm not a rimworld modder in any way so I have no idea what it means.
Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 29400F00] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)
Is it an incompatibility error? I run a huge modlist so I wouldn't be surprised if so.
On the topic of other mods ig it more like I just never considered things related to Bad Hygiene, due to not playing with it yet iirc or if I did it was just ages before I started modding. So I will note that down just in case maybe for future.
Anyways, I do have a question, before I forget: Has anyone tried this mod with multiple faction bases? I used to build two faction bases but I wonder how this would work out, if it would be like a 50/50 split with two outlets build, etc.
even done a test with no other mod only this mod and what it's needed the bare minimum still get the same problem after save and reload have the same problem
there is no problem until skill limit and give a latter of Overload power grid for both outpost
have a second base with one power cell outpost and that too give the same problem
it's possible to add back power in grid tab no structure destroyed
after adding second power outpost a power cell grid first was a wind every time game loaded terrain capacity multiplier lose it's effect and need to reactive the generators again it's only a nuisance when load the game and capacity work fine
when have only wind outpost this not happened so i dont know what causes this and cant find any problem in logs too or at least not show any only latter in after loading save
thanks in advance
Im mainly thinking about installing vanilla outposts expanded and some submods for the possible performance gain using outposts gives but I would like to know exactly what im getting into first. I saw a comment on your additional outposts mod that your ranches delete animals when packing them so im iffy on either this or that mod. Figured I would ask first before installing it on a new playthrough just incase
I had some plans for possible brewery related outpost in the past, didn't put it rn, since it not really pawn required type of outpost, so left till I try making new types of outposts, like was with Power ones. Munition Factory I didn't plan to make, since orginal mod had outpost related to producing factory things iirc. But ye, all input can be useful, so can just make a discussion in other mod to describe it.
BTW, I've coded up a couple of outposts that I was previously suggesting: Brewery for beer production and Munitions Factory for mortar shells. Not used them enough in my game yet to share with everyone, but I thought I'd bring it up in case you are considering something similar and want to reuse an icon or code. Icons are just the stock production outpost ones with ammo/bottle on the side in place of the window. Just let me know if you want to take a look and I can put it up on fileshare somewhere.
But may you split this function out of that mod? Cause there's so many outpost making me confused
Because, let's be real, almost always you build solar you also build a battery. Maybe if you are making an indoor growing area.
Having a separate battery outpost has the advantage of working with multiple types of outposts, of course, but the tradeoff is complexity, since you'll need a way to connect outposts to outposts as well as to the colony, an figure out all the time how the power is split between consumers in the colony vs recharging the battery outpost, etc. Simpler is better, IMO.