RimWorld

RimWorld

Vanilla Chemfuel Expanded - Unofficial Expansion
Bambaryła  [udvikler] 24. apr. 2024 kl. 13:26
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Viser 1-15 af 68 kommentarer
fallenscion 24. apr. 2024 kl. 16:18 
The mod just straight up seems to be missing half of its content

Huglib: https://gist.github.com/HugsLibRecordKeeper/17dd73254c585cd096a69a6ed3ea118e
Bambaryła  [udvikler] 24. apr. 2024 kl. 23:39 
Fixed
fallenscion 24. apr. 2024 kl. 23:44 
Oprindeligt skrevet af Bambaryła:
Fixed

Kudos, thanks!
Cinders 26. apr. 2024 kl. 0:08 
Hi there! I run into the following issue:

The network grid is not being drawn for the VE chemfuel tank and VE chemfuel refinery. The log returns the following error:

Exception drawing PS_DeepchemRefinery128801: System.NullReferenceException: Object reference not set to an instance of an object [Ref 84EC431C] Duplicate stacktrace, see ref for original UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string) Verse.DynamicDrawManager:DrawDynamicThings () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game) Verse.Root_Play:Update ()
Bambaryła  [udvikler] 26. apr. 2024 kl. 0:15 
@Cinders
I cannot reproduce it, everything draw correctly on my end. Is it on a running save?
Cinders 26. apr. 2024 kl. 0:27 
Yep, it's on a running save!
Cinders 26. apr. 2024 kl. 0:43 
This turned out to be a really freaky issue. I assume that when I installed your mod, a number of objects got duplicated on their respective tiles and caused the networks to just not being drawn at all?

Turns out, the VE chemfuel tank, some (not all) VE hidden chemfuel pipes and the VE refinery were not drawing their network. Went into devmode and deleted all those objects. When I tried to place new objects on those tiles, they again did not draw the network; the objects did draw networks on other tiles though. So what I did was delete those again, rebooted the game and.... The very same objects that I deleted appeared again. But this time they actually drew the pipe networks!

For caution's sake I again deleted the objects on the faulty tiles, rebooted the game and built new replacements again. Super weird and severe issue (it tanked TPS down to a near halt) but I guess it's fixed now...
Sidst redigeret af Cinders; 26. apr. 2024 kl. 0:43
Bambaryła  [udvikler] 26. apr. 2024 kl. 1:18 
You know what they say about adding mods midsave
PokeIsaac 30. apr. 2024 kl. 2:17 
Hi there, quick question, I saw that you added your own pipes instead of the VREAndroid one and that's fine, but I'm getting this on the pipes tanks etc. when booting the game, figured I'd let you know:

Failed to find Verse.ThingDef named VREA_NeutroPipe. There are 7409 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.ThingDef>:GetNamed (string,bool)
KCSG.SymbolDef:ResolveReferences ()
Verse.DefDatabase`1/<>c__DisplayClass15_0<KCSG.SymbolDef>:<ResolveAllReferences>b__0 (KCSG.SymbolDef)
Verse.DefDatabase`1<KCSG.SymbolDef>:ResolveAllReferences (bool,bool)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string,object[])
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Bambaryła  [udvikler] 30. apr. 2024 kl. 3:14 
Booting or loading?
Bambaryła  [udvikler] 30. apr. 2024 kl. 3:19 
I'll check it out
Bambaryła  [udvikler] 30. apr. 2024 kl. 4:46 
I was unable to reproduce
faenadia 2. maj 2024 kl. 7:42 
Hi, the buttons for augmenting output on dye taps specifically work only up to 10, while others are uncapped. Is this intentional?
faenadia 2. maj 2024 kl. 7:46 
Or even better, once it is set to lets say default 10 it cannot be increased if there is any dye on top of it. Taking the dye of the tap and pausing immediately while there is no dye on it, allows to change this number without this bug.
Bambaryła  [udvikler] 2. maj 2024 kl. 10:46 
It's Vanilla Expanded Framework, so I can't really do anything about it. I can confirm that you cannot increase the value above whatever is ontop of the tap.
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