RimWorld

RimWorld

Vanilla Factions Expanded - Mechanoids - Mechanoid Re-Assembler
MrKociak  [developer] 27 Dec, 2021 @ 2:16pm
Bug Reports
Post bug reports here and I'll pretend to know what I'm doing,
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Showing 1-15 of 37 comments
MrXarous 28 Dec, 2021 @ 8:52am 
Hallo friend. I bring you the joys of reading xmls and finding typos. I hope this isn't a problem. I like this mod. Changes are in brackets [].

In Buildings_Assemblers.xml

<label>Mechanoid re-assembler</label>

<description>A large underground mechanoid factory. It automatically disassembless [DISASSEMBLES] non-functional mechanoids, uses the obtained resources to periodically assemble new mechanoids and then brings them to the surface. The mechanoids will defend whoever owns the factory, however they cannot be controlled directly.\n\nThe production of a single unit takes 2.5 days and there is no limit to how many mechanoids can be deployed by a single factory[.]\n\nThe produced model is choosen [chosen] seemingly at random.</description>


<label>Advanced mechanoid re-assembler</label>


<description>A large underground mechanoid factory. It automatically disassembless [DISASSEMBLES] non-functional mechanoids, uses the obtained resources to periodically assemble new mechanoids and then brings them to the surface. The mechanoids will defend whoever owns the factory, however they cannot be controlled directly.\n\nThis upgraded version of the re-assembler produces the shinier mechanoid models, occasionally producing their advanced variants.\n\nThe production of a single unit takes 2 days, faster than its regular counterpart, but production of advanced mechanoids comes with a cost of slightly increased power and resource need.</description>
MrKociak  [developer] 28 Dec, 2021 @ 9:35am 
@MrXarous much thanks, I had a feeling I'd throw in an extra "s" in there at some point lel
I've actually noticed that for some reason, the factory just... doesn't produce Mechanoids. At all. It gives no log, no error, but the counter when it hits 0.0 stays there for a while before resetting - with no Mechanoids actually spawned.

DEBUG spawning works just fine, though, you can spam that and it'll produce like it should. But actual natural spawning seems borked.
MrKociak  [developer] 28 Dec, 2021 @ 2:39pm 
@Depraved Arachnophile I'll take a look then, maybe I've messed something up
MrKociak  [developer] 28 Dec, 2021 @ 3:00pm 
@Depraved Arachnophile I've found the issue and a fix should be out in a few minutes. It seems I kinda forgot to fully test out the "no limit" part of the re-assembler. For now I'll set it to a super high number, then I'll try to look more deep into the issue (it's currently mindight and I don't tend to make good decisions at hours like these lel).
Another (possible) bug: Mechanoids on your side can get downed, which removes their weapon. Additionally, since you can't repair or heal Mechanoids, they're just... stuck that way forever.
MrKociak  [developer] 28 Dec, 2021 @ 3:14pm 
@Depraved Arachnophile I guess technically it's not a bug, but I'll try to add something that unalivens them when they're downed. Also are you using What the Hack? Cuz during my testing mechs would simply die instead of getting downed, like they're supposed to in vanilla. Though maybe I just got "lucky".
Either way if that happens I'd recomment just...punshing them, hard.
Allow tool has a great "finish off" button.
I am not using What the Hack; and I do use Finish Off from Allow tool, although I figured it was still something that should be noted.
Uh, bigger problem. Whatever fix you just pushed, once the timer hits 0.0 the spawner goes absolutely ♥♥♥♥♥♥♥ nuts and starts pouring out an endless stream of Mechanoids, lagging and eventually crashing the game.

https://ibb.co/xXWTPdk <---------Image showcase of said issue
Last edited by Depraved Arachnophile; 28 Dec, 2021 @ 6:02pm
MrKociak  [developer] 29 Dec, 2021 @ 4:50am 
@Depraved Arachnophile does it happen with newly placed ones? Does it happen after a certain amount is spawned? I'll need some more info because nothing like that would happen on my end, unless I specifically set the spawn time to like 0,001 days.
MrKociak  [developer] 29 Dec, 2021 @ 5:48am 
@Depraved Arachnophile The only change I've made was change a number in the xml, said number is for setting the max amount of units the thing can spawn.
The C# code used in this mod is a modified version of Vanilla's spawnerpawn comp...thing (the original didn't have anything that would make it require fuel and/or power). It definitely did "inherit" one bug from it, after each spawn the timer would decrease ever so slightly, in normal gameplay it should not be an issue as it would take like 50 spawns for it to go from 2.5 to 2.4, so unless the timer has been set by something or someone to a small number like 0.01 it shouldn't really happen, unless it's caused by an incompatability.
When/if possible please give some more details, on my end everything works fine, so there isn't much I can do.
I guess try using dev mode and replace your current re-assembler with a new one, it's possible that a building placed before the update got screwed over after it. You can also try the "verify integrity of game files" button thing, sometimes Steam messes things up and breaks stuff when an update to...pretty much anything comes out.
I have not been able to reproduce the bug myself; I can only assume it was a one-time issue caused by the previous printer being messed up before the fix. My apologies!
MrKociak  [developer] 29 Dec, 2021 @ 4:24pm 
@Depraved Arachnophile oh no problem then, sorry if I ended up sounding rude, whenever someone reports an issue I tend get overly worried :Y
Wolfram Müller 30 Dec, 2021 @ 7:43am 
after an amount of time one of the assemblers decided it would start spawning mechanoids at an extremely high rate. (1 every .1 seconds) a small area is now filled with at least 200 mechanoids
MrKociak  [developer] 30 Dec, 2021 @ 7:58am 
@Wolfram Müller Yeah I'll need more info than that. Has it acurred more than once? When was the thing placed (pre or post update)? Before I'm able to do anything about it I need a way to recreate the issue, cuz on my end everything works fine.
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