RimWorld

RimWorld

Vanilla Outposts Expanded
SRGKillz 21 Sep, 2022 @ 4:04pm
[BUG] Drilling outpost not scaling up with pawn skill, and not delivering any chemfuel
The Drilling outpost isn't delivering any chemfuel at it's designated time, and no matter how many pawns are in the outpost it's output value remains at 500. I have to wonder if anyone else is facing this issue?
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Showing 1-13 of 13 comments
worm857 4 Oct, 2022 @ 6:30pm 
I haven't had this exact issue but I've had other outposts where the resources produced and the delivery time do not line up with what the mod notes say they should be, unless I've missed something
Suchio 5 Oct, 2022 @ 4:39pm 
have the same issue with no delivery from drilling outpost.
linearcurve 10 Oct, 2022 @ 6:21pm 
+1
blackith 6 Nov, 2022 @ 3:00pm 
+1
Interpreter 28 Nov, 2022 @ 8:11pm 
+1
BeastBardMode 11 Dec, 2022 @ 9:54pm 
the output for the drilling outpost is actually based on mining skill (every 10 mining skill gets you an extra 500)

But it takes 20 construction to set up
BanDHMO 28 Dec, 2022 @ 10:32pm 
+1

I thought it was rounding down, so I replaced the pawn with a Mining 12 one. Still, no delivery at the end of the cycle.
BanDHMO 30 Dec, 2022 @ 7:36pm 
@devs, I think I found what broke drilling outposts. Lines 19-22 of Outpost_Drilling.cs, changed by this PR:

https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/commit/c06d849a3696cf8aa7e06a52edc5ca2af13cf429#diff-cde5fc0f0c2f23614375f4b9d278f3c9c97f08a21b80f152e269cf7bb7c1dff9

WAS: public override IEnumerable<Thing> ProducedThings() => workUntilReady > 0 ? new List<Thing>() : base.ProducedThings();

BECAME: public override IEnumerable<Thing> ProducedThings() => ready ? new List<Thing>() : base.ProducedThings();

Obviously, "ready" is the opposite of "workUntilReady > 0". This is consistent with the behavior I see where the outpost after finishing drilling sends blank messages and no fuel.
matix 21 Jan, 2023 @ 4:59pm 
As of 1/21 still not working.
DAV 14 May, 2023 @ 9:52am 
Not working yet. No delivery from drilling outpost.
(at least in my case)
Twilight 27 Jun, 2023 @ 6:52pm 
Figure worth mentioning here, initially started checking out the Techprint bug with the scavenging outpost (see the Bug topic for more info) but started looking at this issue as I was able to replicate the described behavior with minimal mods loaded.

I have the outpost producing, but the output doesnt scale with mining skill, still looking into that.

https://steamhost.cn/steamcommunity_com/profiles/76561197995396228/screenshot/2052001304360371312/
BanDHMO 28 Jun, 2023 @ 9:10am 
EDIT: My bad, I didn't realize you were fixing the C# files, Twilight. In that case, what you are showing is the new fixed behavior. :D Awesome to see.

But, yeah, like I said, I think it's supposed to be a flat output of 500 Chemfuel per outpost, so no problem there.

Now, here's hoping legodude can take your fix and apply it for all of us, so every player doesn't have to mess with editing C# and compiling their own mod.


INITIAL:
Not sure how you got that, Twilight, since the code has not changed in 9 months and still has what I reported above. It's pretty easy to read and consistent with what I and other players saw:

https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/blob/main/1.4/Source/VOE/Outpost_Drilling.cs

Line 15: "Ready" is when the work done drilling is bigger than the work that needs to be done, i.e. when the construction is complete.

Line 23: if "Ready", then produced things is an empty list, otherwise, it's the call to parent's ProducedThings(), which would give you the actual result.

Here's the doc on how to read the inline "X?Y:Z" operator, as that can be confusing: https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/conditional-operator

Possibly you triggered the production manually with dev tools before the outpost finished drilling, so "Ready" was false at the time, in which case it would produce normally, because the conditions are reversed, which is the bug.


As for noting that the output doesn't scale, I think it's not supposed to. Each well just gives you a flat 500 Chemfuel. It's the only outpost defined using a straight up BaseAmount tag in the DEF file. Here's the XML:

<ResultOptions>
<li>
<BaseAmount>500</BaseAmount>
<Thing>Chemfuel</Thing>
</li>
</ResultOptions>

https://github.com/Vanilla-Expanded/VanillaOutpostsExpanded/blob/main/1.4/Defs/WorldObjectDefs/Outposts.xml
Last edited by BanDHMO; 28 Jun, 2023 @ 9:15am
Twilight 28 Jun, 2023 @ 9:58am 
@BanDHMO - Yeah off the Def it doesn't scale but for the infographic for the mod it describes it as scaling with mining skill at a rate of 500 (mining skill /10). I tweaked the Def to match this description and works as described (posted screen shot in the scavenging outpost bug discussion). When I get off work I want to play around with the drilling section as I think thats kind an issue. If I get it the way I think it should be Ill then try to figure out pull requests on github to suggest the edits.
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