RimWorld

RimWorld

SRTS Expanded
Lade 13 Nov, 2019 @ 2:08am
Bug after the november 13th update
Trading with other settlements in the world doesn't work if you don't use a ship from this mod to get there (tried walking there and using a chopper from the mod get to the chopper!). I think it tries to put the things you buy into the ship inventory even if you don't have a ship with you, here is the error log I'm getting:

Exception filling window for RimWorld.Dialog_Trade: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x001a1>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x00061>
at SRTS.StartUp.AddToSRTSFromCaravan (RimWorld.Planet.Caravan,Verse.Thing) <0x000bc>
at (wrapper dynamic-method) RimWorld.Planet.SettlementBase_TraderTracker.GiveSoldThingToPlayer_Patch0 (object,Verse.Thing,int,Verse.Pawn) <0x000c0>
at RimWorld.Planet.SettlementBase.GiveSoldThingToPlayer (Verse.Thing,int,Verse.Pawn) <0x0003d>
at RimWorld.Tradeable.<ResolveTrade>m__1 (Verse.Thing,int) <0x0005a>
at RimWorld.TransferableUtility.TransferNoSplit (System.Collections.Generic.List`1<Verse.Thing>,int,System.Action`2<Verse.Thing, int>,bool,bool) <0x00119>
at RimWorld.Tradeable.ResolveTrade () <0x00189>
at RimWorld.TradeDeal.TryExecute (bool&) <0x003a5>
at RimWorld.Dialog_Trade.<DoWindowContents>m__A () <0x00035>
at RimWorld.Dialog_Trade.DoWindowContents (UnityEngine.Rect) <0x01a8c>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>
< >
Showing 1-10 of 10 comments
NECEROS  [developer] 13 Nov, 2019 @ 11:02am 
Thank you!! WIll look at this immediately.
Smash Phil  [developer] 13 Nov, 2019 @ 11:39am 
Forgot 1 little line, did it a bit too late at night. Sorry about that. Sent the fix over to NECEROS
ohlordyitsordy 13 Nov, 2019 @ 1:23pm 
Originally posted by Smash Phil:
Forgot 1 little line, did it a bit too late at night. Sorry about that. Sent the fix over to NECEROS
Coding in a nutshell.
Lade 13 Nov, 2019 @ 10:28pm 
Originally posted by NECEROS:
Thank you!! WIll look at this immediately.


Originally posted by Smash Phil:
Forgot 1 little line, did it a bit too late at night. Sorry about that. Sent the fix over to NECEROS

Thanks for the quick fix!
Vnyx 19 Nov, 2019 @ 6:04am 
Hello, sorry if I am not posting this in the right thread. But I have recently finished all the introduction steps of Rimatomics and for some reasons, the ships I have built so far (Skip and STRF) were turned into "batteries", so to speak. The Skip saw its maximum fuel/energy (yes, energy) reduced to 200 instead of 800 and 2000 instead of 5000 for the STRF.

I have a mod that warns me when power batteries are low and they constantly show up as being depleted. I haven't tried I could still use them but in theory I should be able. They also show up with a yellow progress bar that is stuck to maximum.

I'm not sure if I need to gather logs or anything but if anything is needed, let me know.
zogmonkey 19 Nov, 2019 @ 8:00am 
I also had the SRTF drop to 2000 max fuel for some reason when I loaded my save today. Skip was dropped to 500 rather than 800.

Interestingly, it also added a fuel bar overlay on the sprite which was absent before.
Last edited by zogmonkey; 19 Nov, 2019 @ 8:11am
NECEROS  [developer] 19 Nov, 2019 @ 1:20pm 
Taken from the main comments page. You can also find the change notes under the change notes tab, above.

UPDATE:

Changed the fuel capacity of most ships, downward. It seems distance was just not an issue once you got to a certain point. Now there's more need to upgrade to reach farther distances, though be assured it's mostly immersive and only a little bit for game balance. Sorry if this upsets you. Thanks, שלום בן זונה!

Added a new SRTS Mk. IV: Genesis. You'll have to discover it in game, but I can tell you it doesn't take chemfuel to run.
NECEROS  [developer] 19 Nov, 2019 @ 1:22pm 
Also, the ships are power generators. I did think of making them batteries, but after launching the power vanished. They all produce a tiny bit of power now, when fueled.

The bar over each ship is not intended, but it does show the current fuel amount.
Last edited by NECEROS; 19 Nov, 2019 @ 1:23pm
zogmonkey 19 Nov, 2019 @ 2:41pm 
Derp, my apologies. Didn't even see the change tab. Sorry!
NECEROS  [developer] 19 Nov, 2019 @ 2:56pm 
^_^
< >
Showing 1-10 of 10 comments
Per page: 1530 50