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2. 远行队装载货物时无法区别哪些电池满电,哪些没电
3. 电池无法修复耐久度,也无法拆解。担心电池耐久度耗尽会导致死档
Console error messages showed something was wrong with their inventory and ability to pick up items. Removing the batteries and/or creating new lifters fixed the hauling problem in addition to the disassembly crash for the hauler who had two batteries 'installed'.
As for load order, it is in about in the middle from about around a hundred mods, I Definitively have mods among that which add hediffs. Mech Battery mod worked fine for 98% of my playthrough (about to reach endgame and 90% research done) and only yesterday did the haulers start to misbehave due to the batteries. Currently working fine, will keep an eye until the end of this playthrough.
So yea, somehow it is possible for this mod to not only have two batteries in a single mech, the game does not properly detect them anymore and causes crashes afterward.
<item defName="Meow_MechBatteryEnhanced" stackLimit="1" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
.............
"
Full log on main menu https://gist.github.com/HugsLibRecordKeeper/cadf8d8302a6e66a5fd477c20cc67225
I don't see any gizmo on the battery, mech or charger.
Do they just do it once you assign the battery to them?
I've personally been loving this mod, the only thing I would change is that the drain rate of a battery be based on the usual waste output of the mechanoid in question.
I should clarify, I don't know if that's due to a mistake on my end or if there's some oddity with the mod, I have a feeling it 'might' be due to my stockpile zones at the time being full, so they dropped them on the floor, which probably didn't count them towards the ones we already had.
Alas, mod seems useful.
Time to return to being buried in batteries I didn't ask for lmao.
From the description, 4th line:
'Compatibility: All mechanoids (also mods added) using Biotech DLC energy-based logic systems can utilize batteries.'
XML error: Duplicate XML node name canOverlapZones in this XML block: <ThingDef ParentName="BuildingBase"><defName>Meow_MechBatteryCharger</defName><label>Energy Battery