Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
According to their database mod page it gets the mod dependencies from the steam page.
Steam and my mod itself both have my framework as a requirement.
In case you are wondering veltaris.framework is the internal name the game and steam uses for my framework:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3237129936
It is required for the spots to work.
The "set owner" tab is just blank.
Do I miss something here?
A few things you could try:
1.
Sometimes steam is a bit annoying when updating mods:
Check if you have the latest version of both [AV] Core Framework (currently 1.0.12) and [AV] Mechanoid Spots (currently 1.0.05).
You can check the version of a mod in the same window where you enable your mods.
If you don't have the newest version: unsubscribe the mod and resubscribe to force steam to redownload the mod.
2.
Have you checked the "allowed mech types" button right next to the assignment button?
It filters the list to only show mechs depending on their type.
If not: set it to "all mechtypes" and try the assignment again.
3.
Sound obvious but: Is the mech on the same map as the spot?
4.
If it is a modded mech:
Activate dev-mode and open up the log (first symbol on the dev-menu).
Click on the "clear"-button to remove the existing logs.
Open up the mod-settings of [AV] Mechanoid Spots, go to the DEV-Settings and click on "log mechs for spots".
Open up the dev-mode log again.
There should be a line looking somewhat like this:
"[AV]Mechspots: 22 mechs for mechanoid spots found. No conflicts found."
Click on it and it will expand a list with all mechs which are loaded and can or can't use the spot.
If the mech is in the list of "conflicting" mechs it can't be assigned to any spot.
I set the spot to "combat mechs", cause I wanted to assign my militors.
But now I recognize, they are not "combat mechs" in that meaning.
Thank you, for your time and passions.
Thx for your mod :)
Mech_Cleansweeper4819592 on unwalkable cell (175, 0, 54). Teleporting to (175, 0, 53)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.TryRecoverFromUnwalkablePosition_Patch0 (Verse.AI.Pawn_PathFollower,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.StartPath_Patch2 (Verse.AI.Pawn_PathFollower,Verse.LocalTargetInfo,Verse.AI.PathEndMode)
Verse.AI.Toils_Goto/<>c__DisplayClass3_0:<GotoCell>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch3 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game)
Verse.Root_Play:Update ()
Thanks!
I could recreate and fix both beheiviors.
Gonna test it for a few days just to be sure that it won't break other stuff.
If all goes well, the fixes will be in the next update.
Edit: Update is live, the fixes are contained in my framework-mod.
Good catch! Should be fixed in the next build.
Gonna let the mechs check if the spot is broken down inbetween their jobs.
So they will no longer reserve broken down spots and instead reserve the ground below (blocking cleaning instead) untill the start of a new job while the spot is no longer broken down).
Edit: Update is out.
Thanks, I thought I had fixed this behaiviour a while ago, but it seems to be back :(
https://imgur.com/a/7wmSB2C