RimWorld

RimWorld

[AV] Mechanoid Spots
 This topic has been pinned, so it's probably important
Veltaris  [developer] 3 May, 2024 @ 11:23am
Bug reports
Please post any bugs or potential mod conflicts in here.
Try to be as detailed as possible, as I need to be able to recreate the problem for a chance to fix it.
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Showing 1-15 of 28 comments
Fappy Bulger 6 Jun, 2024 @ 7:36pm 
My rimpy is telling me this mod is missing dependencies: veltaris.framework
Veltaris  [developer] 7 Jun, 2024 @ 1:02am 
Thats on rimpy. Absolutly nothing I can do here.

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.
Sanakara 13 Jun, 2024 @ 3:22pm 
I can not set a basic Mech as owner for any spot :(
The "set owner" tab is just blank.
Do I miss something here?
Veltaris  [developer] 14 Jun, 2024 @ 7:48am 
Seems to work fine for me.

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.
Sanakara 14 Jun, 2024 @ 2:18pm 
OMG, it was 2.
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 :) :steamthumbsup:
Scytheangel 28 Jun, 2024 @ 9:16pm 
having this bug when carring a bot to any spot, and bot wont stay in the spot not on a charger

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 ()
Veltaris  [developer] 29 Jun, 2024 @ 6:36am 
@Scytheangel
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.
Last edited by Veltaris; 2 Jul, 2024 @ 10:03am
Cruel Moose 29 Jul, 2024 @ 7:11pm 
Mech socket has a typo error. In the description, it says consumptionrate. Should be a space between consumption and rate.
Cruel Moose 31 Jul, 2024 @ 7:24am 
Mod doesn't remember option choices such as disabling psychic disturbance for mech sockets.
Veltaris  [developer] 1 Aug, 2024 @ 9:29am 
Fixed both of your points. Thanks for reporting them!
wcpwnsuto 12 Sep, 2024 @ 7:34pm 
When the charging socket breaks down, it wont be auto repaired when a mech is on top of it (im actually using the Dead mans switch mechs) because it is reserved by it. When it leaves it will be repaired but if say a combat mech that is dormant most of the time it will stay like that until you activate it again.
Last edited by wcpwnsuto; 12 Sep, 2024 @ 7:34pm
Veltaris  [developer] 14 Sep, 2024 @ 10:10am 
@wcpwnsuto
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.
Last edited by Veltaris; 16 Sep, 2024 @ 9:00am
Amethyst the otter 26 Dec, 2024 @ 11:24am 
mech spots (most basic ones) can break and require new component, but if mech is in top of the spot nobody will repair it, only forcing by right click will work because it says that the mech standing there is occupying it
Veltaris  [developer] 30 Dec, 2024 @ 8:10am 
@Amethyst the otter
Thanks, I thought I had fixed this behaiviour a while ago, but it seems to be back :(
WABEPMA 1 Feb @ 11:36am 
mech spots consumes electricity even when they turned off
https://imgur.com/a/7wmSB2C
Last edited by WABEPMA; 1 Feb @ 11:37am
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