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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017464494
I added a wall mounted version since I liked the idea :)
Hope someone finds it useful!
[Temperature Gauge] causes compatibility errors by overwriting BuildingBase in file ..\Steam\steamapps\workshop\content\294100\843504745\Defs\ThingDefs\Buildings_Misc.xml
This can cause compatibility issues with other mods. Could you please be convinced to release a version of your mod that fixes this issue ?
Thank you for creating and sharing this mod in any case.
Lastly, would it be possible to add a mod option to also require electricity, something super simle (like 12 watts), but still a basic requirement.
Looks like I uploaded the debug version.. oops. I uploaded the correct one so you shouldn't have any more spam. Let me know if the problem persists. Thanks for letting me know about this!
your mod rudely spams the console, making logs unreadable. Not cool!
As always, if you have any questions, suggestions, or bug reports please post a comment. I might not respond right away, but I do read all of them. Thank you everyone for being so patient!
There could always be other mods that are incompatible too but I'll need to do some more extensive testing for that. For now, I'm going to go to sleep and work on this later tonight. Thanks for all your help today!
https://drive.google.com/file/d/1Hx54yZ-aVAiAvnrYETwH68Qg-UrSJaE_/view?usp=sharing
I'll see if I'm up for some testing, maybe you have some tipps on which mods might conflict?
Until then, I have updated the mod with a work around to a potential error. It's basically a shot in the dark and it probably won't fix anything but if it does, please let me know!
Exception drawing TemperatureSwitch994780: System.NullReferenceException: Object reference not set to an instance of an object
at TempGauge.Building_TemperatureSwitch.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
<SettingsBlock>
<ModSettings Class="PowerSwitch.PowerSwitch_ModSettings" />
</SettingsBlock>
I have sone other mods but none that is connected to powerswitches. Invisible power cables perhaps?
When I place a temp-switch and open the developermode - inspector and look at the code for it one thing stands out.
<targetTemperature>-99999</targetTemperature>
Any ideas?
I'm unable to reproduce this and I'm not sure what you mean by "inspection-window." What settings do you have and what other mods are you using? What exactly did you do leading up to the error?
The log fills up with errors and after a while the screen goes blank until I disasembles the switch.
--
Exception drawing TemperatureSwitch526549: System.NullReferenceException: Object reference not set to an instance of an object
at TempGauge.Building_TemperatureSwitch.Draw () <0x00295>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x00484>
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch1(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I am not really an expert, i just have heard about different kinds of ticks on the forums, one of those being ticklong, it is not really necessary to keep checking constantly (as in every tick) for temperature changes. I mean, with a cpu bottleneck and a shitton of mods, every little bit counts.
I would appreciate it if you could check it out, and probably prove me wrong xD.
I have never noticed any issues with performance.
There is some constant processing to alert you when the temperature changes but this uses the buit in alert function so you already have a lot of these running in the background anyway to check for low food, bad moods, and so on. The alert will only process once per tick no matter how many gauges you build. (I assume they process per tick, I don't actually know how often the alerts do their thing but it seems to respond very quickly.)
The switches also check each tick to see if they should change power state.
If you (or anyone) notice any performance issues after using this mod, please let me know and I'll see if I can make some improvements.
Thanks in advance!
I don't have much time to work on it at the moment but I am in the process of updating it. Check back in a few days!