RimWorld
Eccentric Tech - Spacer Furniture
199 則留言
colnz 3 小時以前 
i recently added vfe chemfuel but i was having the issue before i added it
Emilie Sackenball 12 小時以前 
Should not Autoloaders function with the reactor machines? for the uranium and vac chunks?
Aelanna  [作者] 13 小時以前 
@colnz - Are you using any mods that alter vanilla chemfuel recipes?
colnz 16 小時以前 
the autorefinery doest seems to work, gets error: called for SingleIngredient on an IngredientCount that is not isSingleIngredient:(50x ingredient)
colnz 7 月 15 日 上午 1:23 
nevermind, ignore my previous comments, completely unrelated
Aelanna  [作者] 7 月 14 日 上午 7:11 
@That_Annoying_Guy - Yep. It is still animated in all directions except north.
That_Annoying_Guy 7 月 14 日 上午 4:20 
does this mean we can rotate the equipment repair bays now since you can rotate the ship when landing?
Matt 7 月 12 日 下午 1:36 
Works fine now on the new version without any issues, thanks for the quick fix!
Aelanna  [作者] 7 月 12 日 下午 1:21 
@Matt - Thanks for the report! I pushed v1.2.1, please let me know if that fixes your issue!
Matt 7 月 12 日 下午 1:05 
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 7 月 12 日 上午 7:44 
Had the same issue with Remilia, fixed it by changing the sort order - manually - in RimSort.
Aelanna  [作者] 7 月 11 日 上午 10:39 
@✠Remilia✠Ecarlate✠ - Good to know! I'll put it on my list to get some additional load rules in.
✠Remilia✠Ecarlate✠ 7 月 11 日 上午 10:29 
@Aelanna Yeah it works it's just rimsort derping and putting it at the top of my list.
Aelanna  [作者] 7 月 11 日 上午 10:20 
@✠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✠ 7 月 11 日 上午 10:04 
There seems to be a conflict with VE and Royalty with this new update.
MysticalCyan 5 月 5 日 下午 8:19 
Question! Can supply grids autoload mortars?
JJ_underMoon 5 月 3 日 下午 10:26 
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 4 月 29 日 上午 8:29 
Will there be 1*1 tables in the future?
LycanKnight 4 月 28 日 下午 4:41 
@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  [作者] 4 月 27 日 下午 5:12 
@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 4 月 27 日 下午 3:40 
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 4 月 14 日 下午 12:38 
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 4 月 13 日 下午 5:40 
@Aelanna probably some weird mod conflicts then. Sorry about that.
Aelanna  [作者] 4 月 13 日 下午 5:33 
@-FF- Grif - Silk filament is not from any of my mods, so your guess is as good as mine!
-FF- Grif 4 月 13 日 下午 5:20 
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 4 月 12 日 下午 11:58 
I see, thanks for responding!
Aelanna  [作者] 4 月 11 日 下午 6:18 
@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 4 月 11 日 下午 2:06 
People can put stuff in the fridge but no one can consume food in the fridge.
bandrbentley 4 月 11 日 下午 2:06 
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 4 月 8 日 上午 1:50 
I wonder if there is a way to make a turret resupplier with the supply network?
Real Sentry Gun (real) 3 月 20 日 下午 3:27 
unrelated but the mod profile art is SO FUCKING GOD I LOVE THIS ART GNIURHEYFEWBYI It looks so fucking nice
FemboyFurryMaid 3 月 8 日 上午 9:13 
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  [作者] 2 月 25 日 上午 11:39 
@lunarWITCH - Noted.
faenadia 2 月 25 日 上午 11:11 
no problem, one small issue is that the Mod Compatibility section says there are no known mod conflicts 😸
Aelanna  [作者] 2 月 25 日 上午 6:47 
@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 2 月 25 日 上午 2:38 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333419387
this was supossed to be the link to the mod, sorry
faenadia 2 月 25 日 上午 2:37 
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 1 月 21 日 上午 8:11 
@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 1 月 18 日 上午 9:30 
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 1 月 17 日 下午 4:19 
Is there any way to get an adjustable "shelf" fridge like the shelves (the 1-3 stack option)?
volpol 2024 年 12 月 21 日 上午 7:45 
@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 2024 年 12 月 20 日 上午 6:27 
@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 2024 年 12 月 13 日 上午 5:22 
@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).
BearKing Gaming 2024 年 12 月 13 日 上午 4:48 
Does anyone using this mod understand how to connect the autofabricators? I've tried everything, I've looked at the images and it just won't work. If it's super simple I just don't see it.
Raistlin Majere 2024 年 10 月 8 日 上午 3:10 
I support volpol, it becomes quite inconveinent when there are many colonists and they have equipment made from mod materials. Also, it's a little annoying that Repair Cabinet can't be rotated.
volpol 2024 年 9 月 28 日 下午 1:14 
So I've noticed that Building_StorageWithStackLimit max item stacks limiting logic sort of conflicts with the one provided by LWM.DeepStorage. The displayed maximum number of stacks will always be the one set using LWM gizmo or default. The effective maximum will always be the one set using class gizmo or default. So using LWM gizmo to set maximum higher than the default one results in the new maximum correctly being displayed and the pawns attempting to haul to the storage, but failing due to the effective limit not actually being raised. For now I just modify Building_StorageWithStackLimit to disable its logic/gizmo if LWM.DeepStorage is active but maybe a better solution would be to synchronize both in some way? I'd be cool if you could have a look at it. Thank you.
Kuji Nekomata 2024 年 9 月 3 日 下午 12:19 
@Aelanna - I suppose I was confused when the room had an end table, but it still asked for illuminated end table instead of asking for double bed, which was what was actually missing. Glad to help, though!
Aelanna  [作者] 2024 年 9 月 3 日 上午 6:39 
@Kuji Argisia - Thanks for the report! v1.1.3 should fix the bed patch. The end table patch specifically uses/targets RoomRequirement_ThingAnyOf, though, so regardless of how the UI presents it, it should only require one of the items in the list.
Kuji Nekomata 2024 年 9 月 3 日 上午 12:56 
I decided to take a look into the Royalty Patch of this mod, and... oddly, the reference for a Double Bed that royal titles would require were targeting for the End Tables instead of the double bed.
Kuji Nekomata 2024 年 9 月 3 日 上午 12:10 
with Royalty, the bedroom requirement wanting an End Table seems to want both "end table" and "end table (illuminated)" at once, which means it SPECIFICALLY wants this mod's illuminated end table.

I'm not sure if this issue is related to VFE - Empires either, but that one is loaded before this, if that matters.