RimWorld

RimWorld

Randomised Stone Refinery V2
76 kommentarer
RojoMuerte 6. juli kl. 14:32 
Excellent, thank you! Missed this in 1.6.
MrKociak  [ophavsmand] 6. juli kl. 9:58 
Updated the mod to 1.6
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.
WMF 24. juni kl. 11:10 
Alrighty, gl with tha semester!
MrKociak  [ophavsmand] 24. juni kl. 10:21 
@WMF Oh yeah I'll get around to updating my mods to 1.6 soon-ish, I'll just need like a week more to get done with my current semester first :p
WMF 23. juni kl. 10:28 
Any chance for this mod to support v1.6? :3
kongkim 25. juli 2024 kl. 12:50 
@MrKociak Yah i understand that. I try it out at see how it go :) thx
MrKociak  [ophavsmand] 25. juli 2024 kl. 12:20 
I tried doing a quick fix, but it's still kinda difficult cuz I seriously cannot recreate the issue. I sadly no not have the time to test all the few hundred mods that people with these issues are using to find the incompatability :Y
kongkim 25. juli 2024 kl. 11:35 
Yah it say "Tried to place thing Steel87126 in a null map. "
I postet the full log below :)
MrKociak  [ophavsmand] 25. juli 2024 kl. 11:13 
@kongkim it's supposed to spawn random items that are set as obtainable via deep mining, so weird items spawning would be caused by an item being set up like that.

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
kongkim 24. juli 2024 kl. 13:44 
I used your mod for a long time with no problems.
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.
MrKociak  [ophavsmand] 9. juli 2024 kl. 10:49 
Well anyway, pushed a quick....something.
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
MrKociak  [ophavsmand] 9. juli 2024 kl. 10:26 
@Rolhn
I'm gonna need an error log or anything that I can work with
Rolhn 29. juni 2024 kl. 19:35 
Mod is bugged, tried doing it with ProjectRimfactory, had set up a Smelter and an autobuilder to just turn my massive stockpile of rocks into random materials, all it does is turn stone chunk into Randomized Loot, doesnt even say what it is nor does it let go of the finished product nor could it even be destroyed once it was built.
Cubile Oddity 3. juni 2024 kl. 14:02 
could you add the option to specify which mineral can be generated when random ressources are hauled so we can add our modded mineral like ceramite adamantium copper and other
Wedliszka 4. maj 2024 kl. 15:04 
Doesn't work after veryfying files. Picking up the resources and making new ones still results in the bug. https://gist.github.com/HugsLibRecordKeeper/0c22c0d864693873b37a2123ab2502f3
MrKociak  [ophavsmand] 4. maj 2024 kl. 14:36 
@Wedliszka I would recommend trying the "verify integrity of game files" option that steam has.
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
Wedliszka 4. maj 2024 kl. 13:02 
I made 20 of the random resources and each one of them stayed as random resource on ground
https://gist.github.com/HugsLibRecordKeeper/94070123f2123c1df6015770af775bd8
MrKociak  [ophavsmand] 28. apr. 2024 kl. 11:10 
@Light | Eibhlin depends on what you mean by "incompatible"
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.
l.lampenoir 28. apr. 2024 kl. 10:56 
Is this mod still incompatible with Stonecutting Extended?
Pfc. Hungry P Tiredman 17. apr. 2024 kl. 17:58 
Indeed, I can say it hasn't been an issue again so far. Thanks a lot for the timely fix!
MrKociak  [ophavsmand] 17. apr. 2024 kl. 11:28 
@Angel Soulstar
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
Angel Soulstar 17. apr. 2024 kl. 11:12 
@MrKociak the fix seem to work well, I don't see any random chunk anymore.

Thanks a bunch for your reactivity and thank you even more for this life changing mod ! <3
Pfc. Hungry P Tiredman 16. apr. 2024 kl. 19:48 
That could explain why the bug is inconsistent! If it chooses a random thing to spawn and just so happens to roll that item. I had no changes moving it about in my load order, by the way.
MrKociak  [ophavsmand] 16. apr. 2024 kl. 10:30 
@Pfc. Hungry P Tiredman
@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.
Pfc. Hungry P Tiredman 15. apr. 2024 kl. 14:31 
I'll give it a go and report back with my findings.
Angel Soulstar 15. apr. 2024 kl. 14:25 
Angel Soulstar 15. apr. 2024 kl. 14:24 
Hey again, there you go, this is the exact error that happened when my pawn dropped the "random resource"

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
MrKociak  [ophavsmand] 15. apr. 2024 kl. 13:55 
@Pfc. Hungry P Tiredman ok so from what I can gather, there's some fucky wucky interaction going on with the extractor and the random resources item

...

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?
Pfc. Hungry P Tiredman 15. apr. 2024 kl. 12:55 
https://gist.github.com/HugsLibRecordKeeper/6a751598c0d1d7ffb0f9e7971f007578

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.
Pfc. Hungry P Tiredman 15. apr. 2024 kl. 12:00 
I haven't had an opportunity to play yet today. I'll report back about it as soon as I can.
MrKociak  [ophavsmand] 15. apr. 2024 kl. 11:34 
M'kay, I'm not sure what to do.
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?
MrKociak  [ophavsmand] 15. apr. 2024 kl. 11:01 
@Pfc. Hungry P Tiredman that's definitely not it. It only drops items with their deep mining commonality set to more than 0, plus even if that were to happen somehow, the new item should simply drop the resources too.

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
Angel Soulstar 15. apr. 2024 kl. 10:47 
If I pick it up and drop it or if I move it again it tends to generate the resources properly just like Pfc
Angel Soulstar 15. apr. 2024 kl. 10:44 
Hi MrKockiak, thanks for your response, actually it drops the "random resources" on the ground, some part may spread in different ressources but some other remains like this : https://gyazo.com/07999a9c16a9ddd152c4b11321ea48a4
Pfc. Hungry P Tiredman 15. apr. 2024 kl. 10:07 
I'm just spitballing here, but could there be some weirdness that makes it drop itself? The scripting fires when it leaves a pawn/mech's inventory and gets placed on the ground, right? If there's any further troubleshooting steps I can try on my end, let me know.
Pfc. Hungry P Tiredman 15. apr. 2024 kl. 10:05 
It's dropping the random resources item on the ground and it's not doing anything, it doesn't disappear and spawn resources like intended. But when I have a pawn or mech pick it up, carry it to a stockpile and place it in the stockpile then there's like a 90% chance to make it disappear and drop resources. I'm not entirely sure, but it seems to happen more often when a Fabricor does the recipe. Which sucks because they're perfect for the purpose.

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.
MrKociak  [ophavsmand] 15. apr. 2024 kl. 8:17 
@Pfc. Hungry P Tiredman
@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.
Angel Soulstar 15. apr. 2024 kl. 3:37 
Hi
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 ?
Pfc. Hungry P Tiredman 14. apr. 2024 kl. 15:23 
@MrKociak
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.
MrKociak  [ophavsmand] 14. apr. 2024 kl. 3:03 
@Pfc. Hungry P Tiredman sadly it's not possible.
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
Pfc. Hungry P Tiredman 13. apr. 2024 kl. 22:19 
For some reason it's started just dropping the random resources item on the ground for me, both out of a smelter and the factory metal extractor. Is there any way to have someone actually sort it, or is it just dead weight?
Kahned 2. mar. 2024 kl. 2:28 
@Victor
There is Eltex
Victor 1. mar. 2024 kl. 20:38 
How about Eltex from VPE?
MrKociak  [ophavsmand] 8. feb. 2024 kl. 10:59 
@Kahned you can just copy the whole mod and work off that if you wanna, that's what a fork is :p
Kahned 7. feb. 2024 kl. 14:52 
Great, now I have to learn how to make patch xD
Currently I edited it to get way lower numbers of resources just because this mod + quarry mod is way too op xD
MrKociak  [ophavsmand] 7. feb. 2024 kl. 11:18 
@Kahned curently taking a little break, but I'll come back.
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
Kahned 6. feb. 2024 kl. 15:40 
Hey there! I love this mod and your idea!
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
HAL-9000 18. nov. 2023 kl. 14:22 
Can't edit my comment but I forgot to add that I, personally, think its fine to keep steel in the smelter with that mod enabled as well as maybe a little in-between as if you accidentally created small bits of steel since you cannot get coal. Atleast, thats what I been going with when using this mod.
HAL-9000 18. nov. 2023 kl. 14:20 
I looked in the discussion and it seems not patched so could you patch in Expanded Materials : Metals? ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259837114 )
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.