RimWorld

RimWorld

Expanded Materials - Metals
 This topic has been pinned, so it's probably important
Argón  [developer] 23 Sep, 2024 @ 3:16pm
BUGS GO HERE
Use this thread to post bugs and errors you might find.
Please attach HugsLib log or error log in a readable way. If you don't, I am less likely to be able to fix the problem, this is not because I'm a d*ck but because it's literally impossible to figure out the context of your error and thus fix it without a proper log. Thanks.
Last edited by Argón; 23 Sep, 2024 @ 3:17pm
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Showing 1-15 of 16 comments
rebelops 30 Sep, 2024 @ 5:47pm 
Bronze Tile from VFE Classical needs to be patch-renamed to Cuprosteel: there are currently two "Bronze Tiles" if that mod is also active.
rebelops 11 Nov, 2024 @ 2:34am 
The ExtractMetalFromSlag vanilla recipe describes the job as smelting "metal" when it's now exclusively smelting Steel.
rebelops 15 Dec, 2024 @ 9:28am 
Passive Coolers accept coals as fuel, which makes no sense. (Wood barely makes sense as it is.)
Magnetcross 17 Dec, 2024 @ 6:45pm 
not sure if this means anything or not


Could not load reference to Verse.ThingDef named VMEu_Copper
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.ScribeExtractor:DefFromNode<Verse.ThingDef> (System.Xml.XmlNode)
Verse.Scribe_Defs:Look<Verse.ThingDef> (Verse.ThingDef&,string)
RimWorld.ScenPart_ThingCount:ExposeData ()
RimWorld.ScenPart_ScatterThings:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<RimWorld.ScenPart> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<RimWorld.ScenPart> (System.Collections.Generic.List`1<RimWorld.ScenPart>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<RimWorld.ScenPart> (System.Collections.Generic.List`1<RimWorld.ScenPart>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<RimWorld.ScenPart> (System.Collections.Generic.List`1<RimWorld.ScenPart>&,string,Verse.LookMode,object[])
RimWorld.Scenario:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<RimWorld.Scenario> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<RimWorld.Scenario> (RimWorld.Scenario&,bool,string,object[])
Verse.Scribe_Deep:Look<RimWorld.Scenario> (RimWorld.Scenario&,string,object[])
Verse.GameDataSaveLoader:TryLoadScenario (string,RimWorld.ScenarioCategory,RimWorld.Scenario&)
RimWorld.ScenarioFiles:RecacheData ()
RimWorld.ScenarioLister:RecacheData ()
RimWorld.ScenarioLister:RecacheIfDirty ()
RimWorld.ScenarioLister/<ScenariosInCategory>d__2:MoveNext ()
System.Linq.Enumerable:TryGetFirst<RimWorld.Scenario> (System.Collections.Generic.IEnumerable`1<RimWorld.Scenario>,bool&)
System.Linq.Enumerable:FirstOrDefault<RimWorld.Scenario> (System.Collections.Generic.IEnumerable`1<RimWorld.Scenario>)
RimWorld.Page_SelectScenario:EnsureValidSelection ()
RimWorld.Page_SelectScenario:PreOpen ()
Verse.WindowStack:Add (Verse.Window)
RimWorld.MainMenuDrawer/<>c:<DoMainMenuControls>b__24_8 ()
Verse.ListableOption:DrawOption (UnityEngine.Vector2,single)
Verse.OptionListingUtility:DrawOptionListing (UnityEngine.Rect,System.Collections.Generic.List`1<Verse.ListableOption>)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.DoMainMenuControls_Patch1 (UnityEngine.Rect,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainMenuDrawer.MainMenuOnGUI_Patch2 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.UIRoot_Entry.DoMainMenu_Patch1 (Verse.UIRoot_Entry)
Verse.UIRoot_Entry:UIRootOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
Argón  [developer] 17 Dec, 2024 @ 10:35pm 
Seems like you're trying to load the old version of EM - Metals. Can't tell much without context though
Matto Sutoki 25 Dec, 2024 @ 1:10pm 
Hey, recently i started to use the mod and noticed that i still find steel and plasteel in underground deposits, i dont know if it's some issue with other mods because i changed the lis quite a few times and still happens
I was able to break your ArgonicCore.PatchOperations.PatchOperationDistributeCost autopatcher for stainless steel gun barrels by including <Steel /> on the cost list. Now, I don't plan on keeping that implementation, but a self-closing tag is technically a valid way of representing a requirement for a single item and could theoretically come up in the wild.
Hey, these two xpath's are bad:
$ rg "costList/Silver" 3333419387/1.5/Patches/Buildings_Patch.xml 24: <xpath>/Defs/ThingDef [costList/Silver]/costList/Silver</xpath> 26: <xpath>/Defs/ThingDef [costList/Silver]/costList/Silver</xpath>
as they fail with:
[Expanded Materials - Metals - Start of stack trace] ArgonicCore.PatchOperations.PatchOperationDistributeCost(xpath="/Defs/ThingDef [costList/Silver]/costList/Silver"): Input string was not in a correct format. Verse.PatchOperationConditional(xpath=/Defs/ThingDef [costList/Silver]/costList/Silver): Error in <match> VFECore.PatchOperationToggableSequence: Error [End of stack trace] The top operation is the one that failed, the ones below it are the parents Source file: /home/nevehanter/.local/share/Steam/steamapps/workshop/content/294100/3333419387/1.5/Patches/Buildings_Patch.xml
rebelops 26 Apr @ 2:56pm 
The EMM patch from Fortifications - Industrial fails with harmless red text. Posting here because it stems from your spinning off the old package name to a new mod that doesn't include concrete.
Bronze is marked with Buyable tradeability and therefore cannot be sold to traders. Chalking this up as a logical bug, because I can't explain the reasoning.

On a related note, I find it awkward that copper doesn't follow the 1:10 exchange rate that Tynan established with gold to silver. 1 gold piece = 10 silver pieces = 100 copper pieces has also been the standard set by D&D since the 3rd Edition. In EMM, copper stuffables are inflated 210% over those made out of silver.

Copper is currently worth way more than its derivative alloy bronze at 21 (due to intricate) versus 1.6. It has an expected value of 3.289 off the recipe from the cost of the materials alone, meaning that the basic recipe takes 48 minutes of in-game time to destroy 45 × (3.289 - 1.6) = 76 silver in value.

I would suggest lowering copper's market value to 0.1 and mass to 0.008 to maintain vanilla parity. Then change all of the alloy recipes to require 10 times the amount of copper that they currently do to account for intricate – you may need to tweak up the value of tin to get bronze's value correct, but making it somewhat of a costlier mild steel seems right. Then do a pass on copper generation and trader stock values to keep the availability roughly the same as before.
Last edited by rebelops; 20 May @ 10:27pm
Argón  [developer] 9 May @ 12:16pm 
That's a very interesting observation and I'm really curious about it and how to tweak it to enhance the mod's playability. I sent you a friend request if you don't mind so maybe you can explain it better to me, because the RW stats are kind of a mess sometimes for me xd
ModPatches\1.5\VFE_Power\Patches\Patch_Batteries.xml
currently uses "VEF.PatchOperationToggableSequence"
instead of "VFECore.PatchOperationToggableSequence"
Argón  [developer] 9 Jul @ 7:37pm 
Thanks for reporting. I just fixed it :D
Last edited by Argón; 9 Jul @ 7:37pm
Irifushi 23 Jul @ 1:37pm 
When you remove vanilla plasteel and steel generation you get two of these errors for each:

Config error in Steel: if deepCommonality or deepLumpSizeRange is set, the other also must be set

You can fix it by just swapping your PatchOperationReplace for PatchOperationRemove in deepCommonality and deepLumpSizeRange.
Argón  [developer] 23 Jul @ 2:40pm 
Thanks. It's just a config error so it won't harm, but I know it's annoying so I'll fix it. It must be new since that didn't pop in 1.5 xd
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