Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have confirmed this is a vanilla bug. Ludeon is working on it. It appears to affect buildings that can be rotated.
XML error: <Visible>false</Visible> doesn't correspond to any field in type DesignationCategoryDef. Context: <DesignationCategoryDef><defName>ASFstorage</defName><label>storage</label><order>503</order><specialDesignatorClasses><li>Designator_Cancel</li><li>Designator_Deconstruct</li></specialDesignatorClasses><Visible>false</Visible></DesignationCategoryDef>
I have run into this same issue with other storage mods as well.
All these behaviors can be modified using compiled C# code, which is how mods like LWM's Deep Storage and Adaptive Storage Framework accomplish a different experience. This is a perfectly valid approach, but the downside is custom C# code requires additional testing and validation and often requires adjustments between major updates to RimWorld. This mod's goal is to be 100% compatible with all future versions of RimWorld on day 1, so it does not rely on any C# coding and instead works with only Ludeon's official storage functionality.
I'm not seeing the same problem with storage items, so hopefully this is what's up. They are both storage mods and LWM does integrations as well so possible some combo between the 1.6 update of this and the LWM behavior is now an issue.
Looking at the code for the JDS_Chemfuel_Storage def (which is the one shown in the architect tab as 'Chemfuel Storage'), the def from May or 2024 contains the same storage settings as the def from yesterday:
<fixedStorageSettings>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
</fixedStorageSettings>
I'm about to push an update that will not remove LWM_DS_Storage and will instead just hide it from the architect list.
For reference, this behavior is not new, it has existed since this mod was first published. "Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'." is actually LWM complaining that it can't find the LWM_DS_Storage designationCategoryDef record which was removed during tab cleanup...as stated, you've had this happening for a while...however, just hiding the extra unused tabs after unification should resolve the log spam.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'. DefDatabase<Verse.DesignationCategoryDef> contains a total of 32 loaded defs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Well, don't rush to update everything.... 3 days in a row, everyone updates the mods and everyone manages to break them...
All the "meat and potatoes" in this mod are designed that way.
Mod integration is the only piece handled by a third party library, Harmony. Harmony patches are used to detect the presence of other mods and clean up duplication, like multiple storage tabs. Harmony has a pretty aggressive release cycle, so the quality of life from having integrated storage tabs seems to outweigh the low likelihood that a Harmony change will break the mod.
I happened to notice that, the underground steel does not display correctly. It show as 'Tribal vinyl faded green'. So I realized that the save data already broken.
I couldn't find any dev command to remove underground resource, but i found this post https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/3013438019098550831 which helps me delete all the resource on the map.
I've encountered a problem, when I try to remove this mod after several in-game years, the underground resource layer stop display. That means, when select Ground-Penetrating Scanner, the green grid (or red grid for deepchem) will not display at all. But when I add this mod back, everything works fine.
Here's log https://gist.github.com/HugsLibRecordKeeper/4ef31e88937220e443efdc7f3c92dc5f
I know it's quite strange, storage mod has anything related to underground resource layer. But here's the situation. I remove this mod only, nothing else. The error occur in logs. I add this mod back, everything okay.
So, could you help confirming that whether this mod is safe to remove in mid-game, and whether this mod has something related to underground resource layer? Thx a lot.
If you need some more information, plz let know. Thx.
Do you have any other mods installed that affect storage? Are you using anything like Adaptive Storage Framework or LWM's Deep Storage? I have not encountered the problem you report, so I'll need more information in order to be able to recreate the same conditions you're experiencing.
The original mod this is based on has many structures that have no description. I will be slowly updating this, but it's not a priority task.
The structure graphic always being full is expected. This mod does not feature dynamic fill graphics. What you see in the architect tab is what you get when you build it.