RimWorld
GloomyFurniture
 Acest topic a fost fixat, deci probabil este important
NukaFrog  [dezvoltator] 7 nov. 2018 la 9:57
Bug reports
Please report any oddities and errors, or mod conflicts, Anything.
Clearly descibe what happens, and how to reproduce the behaviour.
Detailed description will help with quick Debugging.

Also check if errors pop up by enabling the development tools in the options.
If they do, please use the Hugslib error reporting feature by pressing ctrl+f12.
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Hi there!
Not a bug but a mod conflict, the Vegetable Garden mod also uses FermentingBarrel def like you.
VG uses a different ParentName though, he overhauls completely the fermenting process.
When my pawns build "Street lamp" (either one) it appears as a blueprint, and they build it... but it never appears. The resources disappear and the pawn walks away thinking it finished the task.

This may be a mod conflict with Expanded Woodworking, though I am not sure.
NukaFrog  [dezvoltator] 10 nov. 2018 la 12:27 
I checked for conflicts with the mod, but couldn't confirm that issue. Is that only the texture disappear? or Or Street Lamp object disappear?(means Can click Constructed lamp)
zophan 11 nov. 2018 la 9:56 
I can add to this because I'm having the same problem, but not just the street lamp.

The fancy end table with lamp, both street lights, and free standing lantern lamp. As soon as work is done, the tile becomes empty and the resources are wasted.

Just tested 2 minutes ago. Here's the debug msg for attempting to build a End table with lamp.

Exception in JobDriver tick for pawn Cruz driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_748011) A=Thing_Frame_RGK_EndTableWithLamp95031) lastJobGiver=RimWorld.JobGiver_Work System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for Gloomylynx.CompOnOffable ---> System.TypeLoadException: Could not load type 'Harmony.AccessTools' from assembly 'Gloomylynx'. --- End of inner exception stack trace --- at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0 at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0 at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0 at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0 at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00000] in <filename unknown>:0 at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0 Verse.Log:Error(String, Boolean) Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) Verse.AI.JobDriver:DriverTick() Verse.AI.Pawn_JobTracker:JobTrackerTick() Verse.Pawn:Tick() Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()
NukaFrog  [dezvoltator] 11 nov. 2018 la 16:01 
Can you show me mod List?
Postat inițial de Kaspar Valentino:
When my pawns build "Street lamp" (either one) it appears as a blueprint, and they build it... but it never appears. The resources disappear and the pawn walks away thinking it finished the task.

This may be a mod conflict with Expanded Woodworking, though I am not sure.

same problem , dont use any MODs only yours.
same problem with street lights and lamps fence
NukaFrog  [dezvoltator] 11 nov. 2018 la 19:25 
Fixed logic.If you have same proplem, Please leave a comment.
works now! thank you!
zophan 13 nov. 2018 la 7:22 
The problem was fixed. As a side note, all the textures and celtic art is gorgeous! Thank you!
MaJa 15 nov. 2018 la 4:04 
I've noticed that the window walls do not allow sunlight to pass through, unlike a torch or lamp. Curious if it is a bug or intentional? (Or perhaps just not possible.)
NukaFrog  [dezvoltator] 15 nov. 2018 la 18:14 
The reason why the sunlight cannot penetrate is because of the roof.
I beleive there is a similar fermenation barrel conflict with Lord of the Rims.
{LINK ELIMINAT}
NukaFrog  [dezvoltator] 16 nov. 2018 la 0:10 
ok. i'll check. Thank you for letting me know the problem.
NukaFrog  [dezvoltator] 16 nov. 2018 la 3:18 
Fixed Bug. Please let me know if you have the same or any other problem.
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