Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Error:
If you're still interested in debugging this, I think it's most likely a problem with using a negative number in the bill, and not a Dubs' incompatibility, given I test with Dubs' specifically. RimWorld only ever expects a positive integer when it comes to stack sizes, and anything else is (at best) undefined behavior.
I do see some other harmony patches in the log - specifically a transpiler from VFE Security - if you're still using that modlist, try starting a new dev-mode save with just VFE Security removed and see if it still happens. It may be that the transpiler is bugging out over an unexpected negative number.
Also, 0 should work as an "infinity" just as well, if not better, than a negative number :)
I did also see the VFE security mention as well; and it has stuff that I do not want to remove so I'm kinda stuck between a rock and a hard place if you want me to test that...
It's typically the first step when testing this kind of bug, and while I could manually download your modlist and have you send me a copy of your bills to do it myself, in the event that it is VFESec, having you do it first in a seperate save file would expedite a fix massively, as I would have a much smaller list of mods to download :)
Plus, you could make a copy of your save so you don't even have to copy the bills over ^^
The bill shouldn't be stalling, as far as I'm aware - that might be a problem with setting the custom item count to 0. Since the number of items doesn't change, it doesn't try to update the threshold - I think that may be a vanilla optimization.
If you set
Custom item count = `Yayo-2`
Limit = `Yayo-1`
It should just go until you only have 1 Yayo left. Change the 1 to whatever number you want, (and the 2 to that +1) and you're golden. Alternatively, don't use custom item count at all, and do something like
Limit = `"if(Yayo >= 1,GoJuice+1,0)"`