RimWorld

RimWorld

Eccentric Tech - Spacer Furniture
206 Comments
리브 2 minutes ago 
Hi, I'm encountering a NullReferenceException related to CompRefuelable when using your mod. The error occurs specifically when trying to re-launch a passenger shuttle after it has already been launched once, or when attempting to re-launch it via the World tab.

The stack trace points to the CompRefuelableConsumeFuel_Postfix patch in EccentricFurniture.HarmonyPatches.

https://pastebin.com/J08T7Gaq

Hope this helps with debugging. If you need additional details, feel free to ask. Thanks for your work on the mod!
Aelanna  [author] 16 hours ago 
@Foxtrot - Autoloaders must be built overlapping a refuelable or reloadable device and then connected via supply conduits to one or more supply shelves containing fuel or ammo for the the device. They will then automatically fill the device when it hits the threshold at which it would normally be eligible for automatic refuel by a colonist.

It has been working fine on gravships from my testing so far: https://www.youtube.com/watch?v=6_NWFp7IXI8
Aelanna  [author] 16 hours ago 
@Friend of Sappho - Yep!
Aelanna  [author] 16 hours ago 
@Emilie Sackenball - Heya! Autoloaders should work with any CompRefuelable device, but it will only refuel the device if there is available fuel at the moment the device consumes fuel below its autorefuel threshold. I may tweak this behavior in the future though so that they can function even on an empty device.
Aelanna  [author] 16 hours ago 
@colnz - I would need your help to narrow down what might be causing this issue, as the autorefinery uses four of its own specialized RecipeDefs which should never throw that error. The only way this could be happening is if another mod is altering recipes programmatically and changing the ingredients for the dedicated recipes to use categories instead of single ingredients.
Foxtrot 16 hours ago 
How do I get the autoloader to work? Is there any difference on a gravship?
Friend of Sappho 17 Jul @ 4:28pm 
oh is that hitomi in the art?
colnz 16 Jul @ 4:48pm 
i recently added vfe chemfuel but i was having the issue before i added it
Emilie Sackenball 16 Jul @ 7:17am 
Should not Autoloaders function with the reactor machines? for the uranium and vac chunks?
Aelanna  [author] 16 Jul @ 7:05am 
@colnz - Are you using any mods that alter vanilla chemfuel recipes?
colnz 16 Jul @ 4:06am 
the autorefinery doest seems to work, gets error: called for SingleIngredient on an IngredientCount that is not isSingleIngredient:(50x ingredient)
colnz 15 Jul @ 1:23am 
nevermind, ignore my previous comments, completely unrelated
Aelanna  [author] 14 Jul @ 7:11am 
@That_Annoying_Guy - Yep. It is still animated in all directions except north.
That_Annoying_Guy 14 Jul @ 4:20am 
does this mean we can rotate the equipment repair bays now since you can rotate the ship when landing?
Matt 12 Jul @ 1:36pm 
Works fine now on the new version without any issues, thanks for the quick fix!
Aelanna  [author] 12 Jul @ 1:21pm 
@Matt - Thanks for the report! I pushed v1.2.1, please let me know if that fixes your issue!
Matt 12 Jul @ 1:05pm 
Hello, I got a bug where this mod makes it impossible to launch the new Odyssey shuttle on the world map(works fine when launching it from the local map though). When trying to launch it, the shuttle stays in place, changes the chemfuel amount to 40 regardless of how much it had, and throws this out as an error in the debug log: https://pastebin.com/MbBGfsET

This happens even when the only active mods are harmony and this one, and the active dlcs are royalty, ideology, biotech and odyssey.
»SoD« Thekillergreece 12 Jul @ 7:44am 
Had the same issue with Remilia, fixed it by changing the sort order - manually - in RimSort.
Aelanna  [author] 11 Jul @ 10:39am 
@✠Remilia✠Ecarlate✠ - Good to know! I'll put it on my list to get some additional load rules in.
✠Remilia✠Ecarlate✠ 11 Jul @ 10:29am 
@Aelanna Yeah it works it's just rimsort derping and putting it at the top of my list.
Aelanna  [author] 11 Jul @ 10:20am 
@✠Remilia✠Ecarlate✠ - Try putting this mod after any VE mods and see if that clears it up. If not, a log would be helpful.
✠Remilia✠Ecarlate✠ 11 Jul @ 10:04am 
There seems to be a conflict with VE and Royalty with this new update.
MysticalCyan 5 May @ 8:19pm 
Question! Can supply grids autoload mortars?
JJ_underMoon 3 May @ 10:26pm 
This is of course one of the best mods, but I'm having one unfortunately. If pawn is trying to play entertainment on smart table and wants to complete it, an error log will be output.

Exception in JobDriver tick for pawn (pawnname) driver=JobDriver_UseSmartTable (toilIndex=1)
System.NullReferenceException: Object reference not set to an instance of an object.
[Ref B77B49F1]

https://gist.github.com/JJJust-me/f7e8f802195c60660b2e7760b179703a

Can you tell me what I should look for to solve this problem? I'm not an English speaker, so I'm sorry if my English was bad.
月空 29 Apr @ 8:29am 
Will there be 1*1 tables in the future?
LycanKnight 28 Apr @ 4:41pm 
@Aelanna Actually it might be something else, since the recipes for DMS are not usually stuff-able and i am using a mod that makes more clothing items stuff-able, it might be interfering, but il look through it. thanks!
Aelanna  [author] 27 Apr @ 5:12pm 
@LycanKnight - I am not familiar with the contents of DMS, but the algorithm for determining whether something is repairable or not is:

* It must have hit points
* It must not be stackable
* It must return either IsWeapon=true or IsApparel=true
* It must not be edible or considered Stuff

So long as those are true then it should work, though if it cannot determine what the "primary material" for an item is, it may require you to use Nano Repair Fuel.
LycanKnight 27 Apr @ 3:40pm 
This mod does not seem to register any clothing items from The Dead Man's Switch mod as "repairable" even if they're craft-able.
zack 14 Apr @ 12:38pm 
Any plans for additional parts of eccentric tech? Would be nice, your mods are very balanced and unique especially the security one :D
-FF- Grif 13 Apr @ 5:40pm 
@Aelanna probably some weird mod conflicts then. Sorry about that.
Aelanna  [author] 13 Apr @ 5:33pm 
@-FF- Grif - Silk filament is not from any of my mods, so your guess is as good as mine!
-FF- Grif 13 Apr @ 5:20pm 
So I don't know if I'm just dumb but I can't figure out how to make silk filament, how do I make them?
bandrbentley 12 Apr @ 11:58pm 
I see, thanks for responding!
Aelanna  [author] 11 Apr @ 6:18pm 
@bandrbentley - There's a minor flaw in the vanilla pathfinding algorithm. Colonists cannot be forced to eat out of the wall fridges but they can still automatically do so. I'm not sure there's much I can do about it, unfortunately.
bandrbentley 11 Apr @ 2:06pm 
People can put stuff in the fridge but no one can consume food in the fridge.
bandrbentley 11 Apr @ 2:06pm 
The wall refridgerator cant be used, it just says "No path" even when there is a path, does anyone know the cause to this?
tha peng 8 Apr @ 1:50am 
I wonder if there is a way to make a turret resupplier with the supply network?
Real Sentry Gun (real) 20 Mar @ 3:27pm 
unrelated but the mod profile art is SO FUCKING GOD I LOVE THIS ART GNIURHEYFEWBYI It looks so fucking nice
FemboyFurryMaid 8 Mar @ 9:13am 
There seems to be a slight error with the smart tables and the mod hospitality, When a Pawn uses said table, an error gets thrown up in the log

https://gist.github.com/HugsLibRecordKeeper/3ca710954b0b6c05b01aa2a04a4010f8

Note: I'm not great at reading logs, so sorry if i made a mistake
Aelanna  [author] 25 Feb @ 11:39am 
@lunarWITCH - Noted.
faenadia 25 Feb @ 11:11am 
no problem, one small issue is that the Mod Compatibility section says there are no known mod conflicts 😸
Aelanna  [author] 25 Feb @ 6:47am 
@lunarWITCH - The current limitation to the autofabricator code is that recipes used in it must not have any non-single ingredients (i.e. ingredients that can be fulfilled by more than one item) and thus production chain mods that alter the cost of components can break it. I have it on my to do list to take a look at potential solutions eventually, but quite honestly this has not been a high priority issue since it's purely a compatibility issue between this mod and mods I do not use and will require extensive UI work to fix. Apologies for the inconvenience in the meantime.
faenadia 25 Feb @ 2:38am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333419387
this was supossed to be the link to the mod, sorry
faenadia 25 Feb @ 2:37am 
Hi, I am using eccentric furniture along with Expanded Materials - Metals https://gist.github.com/HugsLibRecordKeeper/fa64552d2bf34b5211ccde9eebe60d8a

It changes the basic component recipe to be 8 steel, 5 copper and 2 tin. I am providing it to my supply network however the autofabricator is constantly idle.

https://gist.github.com/HugsLibRecordKeeper/fa64552d2bf34b5211ccde9eebe60d8a

this is basically the problem in the logs:
Called for SingleIngredient on an IngredientCount that is not IsSingleIngredient: (8x ingredients)
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
Maggna 4Life 21 Jan @ 8:11am 
@volpol thank you! Now to see if I can edit the xml to have smart chairs use the same building materials as the smart tables :steamhappy:
volpol 18 Jan @ 9:30am 
It's possible by editing/expanding XML. <thingClass> of the new fridge <ThingDef> needs to be set to EccentricFurniture.Building_StorageWithStackLimit. I just ran a dev quicktest to see if it works, and it does. If you only want to have the fridges with stack limit it's the easiest. Add <thingClass>EccentricFurniture.Building_StorageWithStackLimit</thingClass> just under the line beginning with <ThingDef in Buildings_Misc.xml. If you want to add new fridges without replacing the original you need to add a new abstract ThingDef with the thingClass and add each new fridge ThingDef you want with its ParentName set to the new abstract one.
Maggna 4Life 17 Jan @ 4:19pm 
Is there any way to get an adjustable "shelf" fridge like the shelves (the 1-3 stack option)?
volpol 21 Dec, 2024 @ 7:45am 
@BearKingGaming That is odd. Can you get it to work with a minimal modlist? That is only "Harmony", "Core" and "Eccentric Tech - Spacer Furniture". The quickest way would be to use devmode and start a quicktest with enabled god mode. Just place a basic autofabricator, a supply shelf at each end, one configured to hold steel and the one at the output end configured to hold components and a power source of your choice.
BearKing Gaming 20 Dec, 2024 @ 6:27am 
@volpol I've tried multiple ways to get it to work, supply network, the supply shelves, it even shows all the materials are available and it still says idle when I increase the amount to fabricate. I am at a loss.
volpol 13 Dec, 2024 @ 5:22am 
@BearKingGaming It should be as simple as is shown in the image. Autofabricators need to be connected via supply network to supply shelves holding the required materials, both fabricators and shelves need to be powered. I also always place a supply shelf adjacent to the output end. In the "Fab" tab of the fabricator you can configure the production bill, see what materials are consumed, how much of each is required and whether the supply is sufficient (red numbers will indicate any material with insufficient supply).