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Also added a "compatability mode" setting. All it really does is bring back how the mod worked back in the 1.4 version when enabled, cuz some people would experience issues in the 1.5 version, but not the 1.4, but to this day I still couldn't figure out the cause so I thought that this would be the best option for now.
I postet the full log below :)
As for the error, to be more precise, does it say something along the lines of "Tried to place thing Steel87129 in a null map."? The "null map" part would be especially important. Not exactly sure how I'd go about to fixing that yet if that's the case, cuz the spawned item's pawn is set to be copied from the map of the dummy item, but maybe it would help me recreate the issue on my end
But now i get a lot of red errors when the bill is done and they try to place the item. it spam some "place thing steel"
And sometimes when the bill is done it create random items like cheam etc.
In case the resources fail to spawn there's gonna be a 6 in-game hour timer and once that's up it should try to spawn the stuff properly in case it fails to do so right away
I'm gonna need an error log or anything that I can work with
According to the errors there's basically an issue where a field in xml doesn't match the C# code, which is not the case otherwise the mod would straight up not work for anyone, including myself.
I've mentioned the above solution because most likely an update or download ended up breaking something on your end. It has happened to me several times.
The process takes a while, but what is basically does it go over your files and undo any weird changes, kinda like a redownload afaik
https://gist.github.com/HugsLibRecordKeeper/94070123f2123c1df6015770af775bd8
They probably work together, they likely just don't interact with each other as I haven't made any attempts at adding support for that mod.
Glad to hear it!
Thanks to the both of you too, without the reports the issue could've stayed around for who knows how long
Thanks a bunch for your reactivity and thank you even more for this life changing mod ! <3
@Angel Soulstar
Ok so, the main thing I've noticed in the errors that both of you have provided is the issue of the item attempting to divide by zero.
The only point at which any division is being done by the item is when calculating how much of an item to spawn based on market value.
So if a mineable item were to have a market value of 0 then that would very much be an issue.
I'm not exactly sure if it's the main thing causing this, but it's worth a try.
I've made it so that now the item will check if [for some god forsaken reason] the item it wants to spawn has a market value above 0 before attempting to spawn said item.
https://gist.github.com/HugsLibRecordKeeper/2aa7f0eaf60771b7465204d2e31cf596
What happened in game :
Pawn used the smelter to smelt a chunk =>
Carried the random resource =>
Dropped it on the floor =>
Spawn 1 Deepchem from Vanilla Chemfuel Expanded and Salt from Cooking expended while keeping the Random Resource chunk in the middle
...
The issue is that I can't for the life of me get it to actually happen on my end. I've used smelters, the steel extractor building, spawned the item via dev mode and still nothing.
If possible, could you try moving this mod around in the load order? Y'know, try it at the start, try it at the end, see if anything changes?
This is a link to a copy of my console log a few seconds after one of the random resource items showed up on the ground, produced by a VFE Mechanoids metal extractor.
On my end I can't even recreate the issue.
I'll release a quick update, let's see if this fixes anything.
If it doesn't then I guess I'll try doing the "just in case thing" the day after tomorrow [gonna be busy before that].
In the meantime, cuz I forgot to ask before
@Pfc. Hungry P Tiredman
@Angel Soulstar
Are there any errors happening when the item gets made?
Also the code "fires" the moment is starts existing [PostSpawnSetup], so the moment it's placed it should do its job and disappear.
I'll look into this and if I don't find anything I'll just add a "just in case" thingy that makes it do what it's supposed to do if it...idk exists for too many ticks I guess
I can't think of many other potential factors, but I can watch to make sure it isn't throwing errors or something. I'm using Dead Man's Switch which adds a building that can do the same bills as the smelter, but I don't see why that would matter because it's basically a 3x3 smelter with faster work speed and a cool graphic.
@Angel Soulstar
To make sure I'm understanding it right:
When a pawn completes the recipe, you get the "random resources" item and then nothing happens to it? It doesn't spawn anything?
Or are items scattering around the problem?
On my end the first issue is not happening, the items get spawned and the dummy disappears like intended. It might be a compatibility issue, tho I have an idea for a "just in case" fix if the issue persists.
As for the second issue, I can give making mod settings a try, tho that would have to wait.
I have actually the same issue as Pfc and it's kinda annoying, maybe could it be possible to add an option in the menu to go with the V1 of this mod ? or maybe add a recipe to smeld those dummies ?
I see. An interim fix I've found, for anyone else having the issue is to make two one-tile storage zones for just that item, and set one to critical priority and the other to important, then just swap them every so often. There's a good chance this will cause the scripting to fire and drop the items you want.
The only way to have a random crafting outcome that I know of and seen used is to have the recipe/process make a "dummy" item whose job is to spawn the items and then delete itself [VE Lasers does something similar].
So basically the "Random Resources" item you get is that dummy item. The moment a pawn puts it on the ground, it will spawn the minerals and disappear.
You kinda have to figure out a way to deal with the mess some other way
There is Eltex
Currently I edited it to get way lower numbers of resources just because this mod + quarry mod is way too op xD
Tho, you can make an edit/fork of this, when it comes to my mods it's always allowed, regardless of whether I'm actively developing them or not :p
Are you still active developing it? I wanna made some balance changes and add some more resources from other mods. Would you mind doing V3? :D
Metals that I think should be patched in are : Iron, Copper, Tin, Lead, Tungsten, Titanium, Chromium, Germanium, and Lithium.
Would feel a little silly if you could get coal out of the smeltery, and further down that list of ore is much rarer. Copper is mandatory for all wiring as it replaces steel for power lines and iron is pre-steel.