RimWorld
Micro Designations
 Тема закреплена. Скорее всего, здесь есть важная информация.
avil  [Разработчик] 2 окт. 2019 г. в 16:38
Issues
Thread to post your problems with a mod.
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Автор сообщения: avil
... so in order to destroy apparel you need something that does the job on the map present...

small issue for this mod:
Mantodean insectoid

This race adds an alternative smelting building (that I am not using), to smelt/destroy weapons. The alternative smelt/destroy icons are visible in addition to the normal electric smelter's smelt/destroy options.
Отредактировано reth; 6 янв. 2020 г. в 16:16
Really amazing mod, helps a lot!
Your description says you don't have Mend&Recycle designations but it does.
I have a bug where when I assign an item for mending the assignation won't be removed after the item was fully repaired/un-tainted. See here[imgur.com]
The pawn will remain in a loop mending the item multiple times until they do something else and you have to monitor and unassigned the mending.
This happens to vanilla apparel too. The mod is currently loaded after Mend&Recycle as one of the last mods to be loaded.
Even with this problem and manually unassigning items, it is still more comfortable gives more control than using the workbench settings.
avil  [Разработчик] 12 мар. 2020 г. в 10:59 
Автор сообщения: tounho
Really amazing mod, helps a lot!
Your description says you don't have Mend&Recycle designations but it does.
I have a bug where when I assign an item for mending the assignation won't be removed after the item was fully repaired/un-tainted. See here[imgur.com]
The pawn will remain in a loop mending the item multiple times until they do something else and you have to monitor and unassigned the mending.
This happens to vanilla apparel too. The mod is currently loaded after Mend&Recycle as one of the last mods to be loaded.
Even with this problem and manually unassigning items, it is still more comfortable gives more control than using the workbench settings.
Alright, I'll check that.
avil  [Разработчик] 12 мар. 2020 г. в 11:16 
Yeah, I see, why it happens. Usually actions like that remove designation. Obviously mending actions don't do that because they don't even know the mod exists, and all other actions usually just CONSUME items with a designation. So I need to find a work around for that.

Also about that mending mod not working with McD... I've worked on that in previous version (pre-1.0), but for one reason or another it did nothing with Mend&Recycle, so I've paused the progress for some time. But it appears that with moving on to 1.1 I've somehow fixed it... Welp, that's programming for you :P
An error message at startup occurs with Recycle - I assume this mod is based on MendAndRecycle in some way. These mods do still work together despite the error.

Could not find a type named MendAndRecycle.RecipeWorkerWithJob_Recycle Verse.Log:Error(String, Boolean) Verse.ParseHelper:ParseType(String) Verse.ParseHelper:FromString(String) Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean) Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean) Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) Verse.LoadedModManager:LoadAllActiveMods() Verse.PlayDataLoader:DoPlayLoad() Verse.PlayDataLoader:LoadAllPlayData(Boolean) Verse.<>c:<Start>b__6_1() Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0() System.Threading.ThreadHelper:ThreadStart_Context(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean) System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object) System.Threading.ThreadHelper:ThreadStart()
i seem to lose the smelt option for items made out of modded materials [Fantasy metals 1.1]
Having a large number of objects selected seems to be causing low fps. The type of object doesn't seem to matter: pawns, buildings, equipment. For example double click selecting all the doors in your base, 70+ objects drops fps to 1.
If a recipe requires items other than the one you designated to be used in it, it is ignored and the recipe successfully completes with just that single item. In my instance this happens to Bulk Stonecutting recipes (there are at least two of them AFAIK, I'm talking about the mod without a separate workstation). Literally enables me to ♥♥♥♥ stone blocks en masse out of a single stone chunk.
avil  [Разработчик] 15 июн. 2020 г. в 5:52 
Something isn't right with that recipe. My mod strictly checks that recipe uses ONLY ONE, SINGLE item. Therefore mod you metioned doesn't modify a recipe and uses some undirect way of doing this, or changes it way after everything is prepared by my mod.
So, I'm not sure what the third mod in this conflict is, but currently I can't get the normally-there icons for Rimpedia to show up after I install micro-designators.

There should be a First-time research, and a rimpedia link for plants and animals. Instead, the first time they are selected I get the following.

https://imgur.com/a/KP9RpX7

This only ever shows up once.
Отредактировано ChrisPikula; 22 июл. 2020 г. в 9:46
I'm not getting any designations for weapons at all, vanilla or modded. I'm looking for any obvious mods that could conflict, but can't find any. Not using better loading, I am using mend & recycle but that works perfectly for everything but weapons. I've already eliminated any mods that create new materials.
avil  [Разработчик] 27 сен. 2020 г. в 6:47 
Did you try to enable dev mod / erorrs? Maybe there are messages.
Sadly, no related errors. The only outstanding red I have is a very reported one for allowtool, and all the yellows are the normal reporting of redundancies and creator FYI comments.

heh...okay so "Mend Complex Weapon" works
Отредактировано Othobrithol; 27 сен. 2020 г. в 11:23
BetterLoading is complaining about your mod, sounds like that may be useful to you

[BetterLoading] One or more mods have Harmony-Postfixed StaticConstructorOnStartupUtility#CallAll. This is likely to cause errors or undesired behavior, as BetterLoading changes this method to be called from another Thread than the UI one. A list of patches follows.

[BetterLoading] - static System.Void MicroDesignations.StaticConstructorOnStartupUtility_CallAll_MicroDesignationsPatch::Postfix()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[BetterLoading] Modders: Consider either loading this data on world load, using a regular static constructor but asking your users to put the mod last in the load order, or if it MUST be done now, consider using BetterLoading API to detect the start of StageRunPostFinalizeCallbacks, which fires once static constructors are done.
Pawns refuse to do any of the designated tasks on their owns. I can force them (via right-click) and they will do them but they will never do it on their own.

I assume it's an issue with one of my mods. Here's my mod list if it'll help:
https://pastebin.com/0NknVF8k
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