RimWorld

RimWorld

Advanced Bridges & Corners
71 Comments
Shawamba 20 Jul @ 5:20am 
Not sure what happened but I'm getting the same error again. It had been working fine.

[Advanced Bridges & Corners] Patch operation Verse.PatchOperationFindMod(Vanilla Furniture Expanded - Architect) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3006527110\1.6\Patches\DesignationCategories_Patches.xml
ImTheLichBruh 18 Jul @ 11:03pm 
nice
kongkim  [author] 18 Jul @ 2:29am 
@Shawamba Good to hear :)
Shawamba 17 Jul @ 6:18pm 
@kongkim, that did the trick, tyvm!
kongkim  [author] 17 Jul @ 2:57am 
@Shawamba Have made an update and fixed the error :)
kongkim  [author] 16 Jul @ 12:21am 
Hi @Shawamba maybe Vanilla Furniture Expanded - Architect changed something.
Will take a look at it later.
Shawamba 14 Jul @ 3:35pm 
ayo, hope to use what looks like a dope mode, maybe noob question/issue but I'm getting this red text on load:

[Advanced Bridges & Corners] Patch operation Verse.PatchOperationFindMod(Vanilla Furniture Expanded - Architect) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3006527110\1.6\Patches\DesignationCategories_Patches.xml
kongkim  [author] 22 Jun @ 2:02am 
@hyp Cool and thx for getting back to me on it :)
hyp 21 Jun @ 6:05pm 
That fixed it, thank you!
kongkim  [author] 21 Jun @ 2:41pm 
@hyp Try re-sub the mod now.
Think i have fixed it, i could see you where on version 1.5 of the game and not 1.6 that was where i made the changes for it to work, sothat broake in 1.5.

Let me know if it worked.
hyp 21 Jun @ 12:41pm 
its just warning text that appears when the game starts. No issues in the actual save so far but I haven't tried to build any new bridges yet. I'll play around with the mods folder, maybe try to remove some other mods. Could be another mod is interacting with it. I saw a while back there was a conflict with replace anything which I do use.
kongkim  [author] 21 Jun @ 1:15am 
@hyp I just did some testing again and gwet no errors at all.
What do you do to get the error.
Also try manuel remove the mods folder and resub it again.
kongkim  [author] 21 Jun @ 12:52am 
Hmm wired, but will try take a look at it.
hyp 20 Jun @ 5:43pm 
I tried a couple times but I'm still getting the red text warning when I resub it.

XML error: <drawStyleCategory>Foundations</drawStyleCategory> doesn't correspond to any field in type ThingDef. Context: <ThingDef><defName>RBB_DeepBridge</defName><label>Deep Water Bridge</label><description>A reinforced wooden bridge, designed to allow passage across deeper water. A bit harder to build than a basic bridge. Can only be built over deep water.</description><category>Building</category><thingClass>RBB_Code.Building_Bridge</thingClass><graphicData>
kongkim  [author] 19 Jun @ 11:35am 
@hyp Try un-sub and re-sub the mod as i did an update before today.
Just testet it again and get no errors.
hyp 19 Jun @ 11:23am 
Getting red text on this one today. too much to post it all

XML error: <drawStyleCategory>Foundations</drawStyleCategory> doesn't correspond to any field in type ThingDef. Context: <ThingDef><defName>RBB_Bridge</defName><label>Basic Bridge</label><description>A basic wooden pier-style bridge. Useful for crossing rivers without getting your feet wet. Can be built over shallow water, marsh or mud.</description><category>Building</category><thingClass>RBB_Code.Building_Bridge</thingClass><graphicData><texPath>Bridge_Atlas_Planks</texPath><graphicClass>Graphic_Single</graphicClass><linkType>Basic</linkType><linkFlags><li>Custom8</li></linkFlags></graphicData><uiIconPath>Bridge_Icon</uiIconPath><size>(1,1)
kongkim  [author] 12 Jun @ 4:01pm 
@DuckGoosebear PrairieDogLover
Okay will take a look at it. but no have not changed anything in the mod.
But the bridges in the mod here also don't work as vanilla bridges anyway :)
@kongkim from what I saw about it, bridges are on a different terrain layer, and deep bridges now a vanilla feature, or so i thought.
kongkim  [author] 12 Jun @ 3:48pm 
@DuckGoosebear PrairieDogLover
What is the new bridge system? Think i have missed that, so dont think so.
Does 1.6 use a new bridge system?
kongkim  [author] 11 Jun @ 2:03pm 
Updatet the mod to 1.6
Let me know if there are any problems.
kongkim  [author] 30 Aug, 2024 @ 8:41am 
@ColossalFossil Np glad it worked :)
ColossalFossil 30 Aug, 2024 @ 7:58am 
@kongkim - The fix worked. Thank you very much.
kongkim  [author] 30 Aug, 2024 @ 4:14am 
@ColossalFossil Sorry it took some time to get done. But had some personal stuff to do :)
But should be fixed now.
Plz let me know if it works :)
kongkim  [author] 26 Aug, 2024 @ 12:27am 
@ColossalFossil Ok thx will take a look at it and get back to you :)
ColossalFossil 25 Aug, 2024 @ 8:08pm 
Hi @kongkim. It looks like there may be a conflict between this mod and Replace Stuff.

[Replace Stuff - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/DesignationCategoryDef[defName="Structure"]/specialDesignatorClasses"): Failed to find a node with the given xpath
[End of stack trace]

I think it is caused because of the PatchOperationRemove in DesignationCategories_Patches.xml (lines 51-53).
kongkim  [author] 24 Jul, 2024 @ 12:25am 
Glad to hear :)
hyp 23 Jul, 2024 @ 5:53pm 
Error is gone for me now, thank you!
kongkim  [author] 23 Jul, 2024 @ 2:43am 
@hyp @Eacus I found it, after some long testing :)
It should be fixed now, unsub and resub the mod and it should work.
Plz, let me know if it works.
kongkim  [author] 23 Jul, 2024 @ 1:31am 
@Eacus Hmm i still not being able to reproduce it, can you link to a log.
And have you tried unsub and resub to download it again?
Eacus 22 Jul, 2024 @ 5:29pm 
Exactly the same story as hyp. After 2 hours of deleting half my mod list until I identified the culprit. Identical message to his, no additional info in log to debug this earlier.
kongkim  [author] 22 Jul, 2024 @ 2:32am 
@hyp Hit F12 and link me a full log.

This do not happen to me when testing.
Try unsub and resub the mod to download it again.
hyp 21 Jul, 2024 @ 9:06pm 
mod is giving me xml error on startup now (cant post the whole thing)

Exception loading from System.Xml.XmlElement: System.MissingMethodException: Default constructor not found for type System.String
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x0007b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly,


Had to remove all mods and add them back one at a time to figure out it was this one
kongkim  [author] 21 Jul, 2024 @ 9:39am 
Did a larger update, adding corner bridges to all bridge types in the mod.
Changes to bridge texture to be sharper and fit with corners.
Bridges are not selectable any more, to put them more in line with normal bridges.
Bridges can be deconstructed/removed with the deconstructed tool, NOT remove bridges.
A new Menu tab called "bridges" was added to counter clutter.
Patched in so bridges from other mods go into the new menu tab.
Optimized and cleaned up some code.
kongkim  [author] 20 Jul, 2024 @ 12:35am 
@AJarOfDirt Its would be a lot of work for not that much :S
AJarOfDirt 19 Jul, 2024 @ 10:15pm 
I love the way your bridges work with the Impassable chest-deep water mod, but I prefer the look of the more angled side view like vanilla or Vanilla Furniture Expanded - Architect for blending in with the vanilla floor. Any chance you could modify those bridges to work the same as your bridges?
kongkim  [author] 22 Jun, 2024 @ 11:55am 
Made some small updates so Wired bridges take 25% less damage from explosions and heavy bridges 75% less.

@Dust
[FT] Step Marine 21 Apr, 2024 @ 5:39am 
@kongkim, aha, thank you very much!
kongkim  [author] 21 Apr, 2024 @ 12:04am 
No sorry can't do that as normal floor is a ground texture and will always be under other objects :)
[FT] Step Marine 20 Apr, 2024 @ 4:48pm 
Works wonderfully! Exactly what I wanted. Is it possible to make floors visible on those awesome heavy bridges? I've tested it, it allows to lay a floor. The floor would give beauty buff to the room but the texture is 'beneath' the bridge texture
Emilie Sackenball 16 Apr, 2024 @ 1:22pm 
nice at last I can build heavy structures over rives, but I do wonder if they would resist heavy damage as well, since is very possible you can hit them yourself trying to defend from raids
kongkim  [author] 14 Apr, 2024 @ 11:24pm 
@Dust they do work a bit different then normal bridges and they are not terrain as normal.
But can try take a look at it.
Dust 14 Apr, 2024 @ 3:52pm 
Well it if works like it does the VE armored walls, there's some sort of blast immunity or resistance that has to be enabled. Not sure if bridge have that option though as I do not mod.
kongkim  [author] 14 Apr, 2024 @ 12:42pm 
@Dust Ohh not really sure.
If you test it let me know :D
Dust 14 Apr, 2024 @ 12:03pm 
Are any of these bridges explosive proof? I've had the issue where grenades just drop my buildings into the water.
kongkim  [author] 19 Mar, 2024 @ 1:24am 
@Mommy T Thx a lot. glad you like it. :)
tstorar 18 Mar, 2024 @ 8:17pm 
Thank you So much for updating this mod. I hope you know that you are a lifesaver
kongkim  [author] 13 Mar, 2024 @ 3:24pm 
Updated to game version 1.5
unamed 25 Feb, 2024 @ 9:26pm 
w mod