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If it helps, if I uncheck "pause on urgent letter" it seems to send the same, starting letter every tick until I pause again.
I can't reproduce this when I run only HugsLib and GlitterNet so it's some kind of conflict most likely. Please follow the instructions in the OP and submit a log file so I can try to solve it.
-It generate no errors in the console
-Even if it generate logs, ill never be able to upload it with crtl+f12. My uploading time is stoo slow and it fails the upload of the logs
-Making tests by continously removing mod will take weeks of test, because im currently playing with ~250mods
-This bug is minor. I just have to wait the walls to be builds and then i plan cables in the wall. This problem will not worth to do tons of tests while its not game breaking and can be easly avoided
-Ill take in notes thats theres an incomatibility somewhere
-Sorry for gramma mistakes, my english is limited and im on a cellphone :x
If you do happen to find which mod is causing the incompatibility, tell me and I'll see if it's something I can fix on my end.
Ive played a bit, and ive constated theres the same problem with Rimatomic cables. same issue with you
And, i think (i have to remember from months ago) that i had that issue with Rimatomic, but i haven't reported it because it was only some tiles. While in your case, its over my whole base that im rebuilding ^^
So, its seems its nothing related to Glitter Net
Btw, ive done an enought good network with glitter tech, but something is disturbing me. I have to make more room to build integrators in my workshop. a lot of room, because it has to be adjacent, and working on only one building
I have a suggestion about it, to save room and still allowing the same efficiency. Remouving all integrator blocks, and allowing to build them INSIDE things that can be buffed by it, like a crafting table type upgrade.
As far integrating integrators into workstations, it would be technologically infeasible for me to do, and that space conflict is part of the design. Integrators are extremely powerful; they can give buffs up to 188% when your network is maxed out, while by comparison the tool cabinet, which still requires space, gives 12% with two. Ultimately, you should be asking yourself whether that inconvenience is worth the extreme buffs that you receive. It might not be worth it to throw integrators on everything either.
My goal with both GlitterNet and CyberNet was always to try to add decision points where it's not entirely obvious what to do. In GlitterNet this manifests itself in space concerns, power concerns, ect. that may make it too taxing to build an extremely large network.
Im pretty sure its Rimatomics. Not a lot of mods are adding cables
Rimatomics is adding 5 special cables, 2 are cables, 1 for conecting reactor to console, and one high voltage cable to conect on turbines and transformers? The 3 other are conduits, steam, coolant and cold water. wich aren't in the power conduit cable familly
Glitter tech is simply adding stronger cables, thats power conduit familly
Rimhammer is also adding stronger cables, thats power conduit familly
And you have your special cables wich are network cables, wich aren't in the power conduit cable familly
From all mods i have. you have all listed cables that i have. I think all cables wich aren't considered as conduit are erasing any type of plan, if a cable plan is builded first, and im probably sure its from rimatomics because it happened before with it. and because you cables are also special conduits, the bug has spreaded on your mod.
Question: Have you inspired your cables from Rimatomics ? C:
Rimatomics is one of my favorite mods, so I certainly did take some inspiration from it.
System.NullReferenceException: Object reference not set to an instance of an object
at RRYautja.IncidentWorker_RaidEnemyPatch_TryExecute.PreExecute (RimWorld.IncidentParms&) <0x00024>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch2 (object,RimWorld.IncidentParms) <0x00031>
at GlitterNet.Events.GlitterNetEventManager.TriggerEvent (GlitterNet.Events.GlitterNetIncidentDef,GlitterNet.CompGlitterNetHub) <0x00048>
at GlitterNet.Events.GlitterNetEventManager.MapComponentTick () <0x0027c>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>
Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I'll see if there's something on my end that I can do to defend against these patches a little more.
Edit: the patch I just put out should stop this error from occurring.