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https://drive.google.com/file/d/1-SKiUUYGfJJ-qidenRnLld4LXUZWi0RG/view?usp=sharing
this mod is a so good QoL that should be in the base game
*However* the delivery thresholds for building materials don't seem to be working? And also for the "move this here" mod, the 'hauling point'? It's weird, like 70% of the time it's perfect, 15% it's...close, but not quite, and 15% of the time I'll set it for like 20-25C or 20-30C and they are delivering 40-70C materials.
I have been using a lot of perma-vacuum spaces and the building temps are all over the place, Which is EXTREMELY annoying when I'm trying to build wallpaper (mod) to fill in the background space and to help me keep track of what space is for which things, but when I open the temp overlay it's just a scattered grid of colors even though I set delivery temp limits.
GlobalChoreProvider.Render200ms (System.Single dt) (at <3d436e4ec1d5455793674ec559b0cc77>:0)
SimAndRenderScheduler+Render200ms.Update (IRender200ms updater, System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
StateMachineUpdater+BucketGroup.InternalAdvance (System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
StateMachineUpdater+BucketGroup.Advance (System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
StateMachineUpdater.Render (System.Single dt) (at <3ca21dc18eae422d87255277091f8593>:0)
Game.LateUpdate () (at <3d436e4ec1d5455793674ec559b0cc77>:0)
Build: U51-600112-SD
On a cursory reading of your code there is only this line 'array .UnionWith(chore.tags);' able to cause the out of range exception.
IndexOutOfRangeException: Index was outside the bounds of the array.
DeliveryTemperatureLimit.GlobalChoreProvider_Patch.UpdateStorageFetchableBits_Hook2 (FetchChore chore) (at <8208a4dfb8244e5cb6bb3a8456d7bdd7>:0)
Can't find that tab.
This mod has absolutely made my experience better.
[0x00000] in <347a2c9ae75c434ea5cf1310be63f358>:0
at DeliveryTemperatureLimit.DetailsScreen_OnPrefabInit_Patch.Postfix () [0x00000] in <347a2c9ae75c434ea5cf1310be63f358>:0
at (wrapper dynamic-method) DetailsScreen.DetailsScreen.OnPrefabInit_Patch1(DetailsScreen)
at KMonoBehaviour.InitializeComponent () [0x00068] in <3ca21dc18eae422d87255277091f8593>:0
Error in DetailsScreen(Clone).DetailsScreen.OnPrefabInit at (3773.5, 234.1, 0.0)
PeterHan.PLib.Detours.DetourException: Unable to find sideScreenContentBody on type DetailsScreen
at PeterHan.PLib.Detours.PDetours.DetourField[P,T] (System.String name) [0x0006f] in <347a2c9ae75c434ea5cf1310be63f358>:0
at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].Initialize () [0x00016] in <347a2c9ae75c434ea5cf1310be63f358>:0
at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].get_Get () [0x00000] in <347a2c9ae75c434ea5cf1310be63f358>:0
at PeterHan.PLib.UI.PUIUtils.AddSideScreenContentWithOrdering[T] (System.String targetClassName, System.Boolean insertBefore, UnityEngine.GameObject uiPrefab) [0x0002b] in <347a2c9ae75c434ea5cf1310be63f358>:0
at PeterHan.PLib.UI.PUIUtils.AddSideScreenContent[T] (UnityEngine.GameObject uiPrefab)
I remember this working a year ago when I played the game last. Loved the mod then! Can you confirm the issue and/or fix?
Bug details:
- This is the only mod running.
- Game gives the "Oopsie-Daisy" after both starting a new colony (after selecting your starting dupes) or when loading a saved game.
Will post log in second comment.
So you can either click on everything one by one to change the temp, or delete and start over. This combined with the fact that the temperature range reset to default each time you select something else in the build menu get very annoying quick.
A few mod add this kind of feature including the Closest material mod, if you look at the bottom right there is a Closest Material button and you can drag it over buildings to change them from the material you picked to the closest available one. There are also filters so you can change it for only some type of building. Something like that would be amazing.
mod to me.
Another nice improvement would be to make the input fields a bit wider in case TemperaturE-05 is active if this is at all possible with klais api
@FedeRama : Probably, but I don't know how difficult that would be, and I'm not particularly motivated to find out if this was you asking me to implement it, sorry.
Storage Pod
In my case, I was building a transit tube, but my plastic was hotter than the default limit. The only way to make it work was to manually change the limits on each section.