RimWorld

RimWorld

RedistHeat
Assile 7 Feb, 2017 @ 6:09am
[Bug Report] NaNC
Hi, I loved the idea of better heating and the vents are awesome! I ran into a bug however. I'm not 100% sure it is because of RedistHeat, but it only occurs once I used the RedistHeat heater.

Shortly after loading a savegame with heating built the indoor temperature goes to NaNC (Screenshot), I would assume due to a division by 0? The food storage also does weird things and doesn't recognise the food and the pawns just go to sleep wherever in the "heat"(Screenshot). I also get a log message when I select the industrial heater. (Screenshot) The outdoor temperature stays normal though. (Screenshot of the setup)

I hope this helps you track down the cause :)
If you have any suggestions on how to fix my save I'd love to hear it as well!

(The saves can be found here: http://s000.tinyupload.com/index.php?file_id=49736513283667958740)
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Showing 1-15 of 27 comments
Hanz 7 Feb, 2017 @ 6:29am 
I also have this bug.
Assile 7 Feb, 2017 @ 6:30am 
Ah good to know it's not an isolated exception. I have so many mods I wouldn't otherwise know what the conflict was xD
knuckador 7 Feb, 2017 @ 10:37am 
yea me too, after loading a savegame the freezer goes to NANF, food says frozen but it spoils anyway

it's affecting the entire indoor area even those rooms w/o duct/vent connections.
opening doors to the outside world doesn't equalize temps.
Last edited by knuckador; 7 Feb, 2017 @ 10:42am
knuckador 7 Feb, 2017 @ 10:57am 
I found i didn't have this problem when i loaded a game in the middle of a solar flare.
try turning off all your coolers before saving?

or just to be safe; only saving during solar flares, that's probably an easy enough fix for now
Last edited by knuckador; 7 Feb, 2017 @ 11:00am
Morgloz  [developer] 8 Feb, 2017 @ 3:02am 
That's why I said that for use in a savegame you should remove the heaters/coolers
Arkcane 8 Feb, 2017 @ 11:36am 
This also happened to me in a fresh game. I am trying to recreate it and see if i can figure out what caused it
123nick 9 Feb, 2017 @ 2:33pm 
this also happened to me.
123nick 9 Feb, 2017 @ 2:35pm 
too clarify, before hte update i destroyed all the duct coolers, the intakes and outlets and the piping and etc, and when i updated and re placed them all, it seemed to work, with the industrial cooler and all. now that i load up the save the temps are NAN.
Morgloz  [developer] 9 Feb, 2017 @ 3:22pm 
I'll check that out
123nick 9 Feb, 2017 @ 5:38pm 
ok, thanks.
OhNoNo 10 Feb, 2017 @ 9:45pm 
I'm also getting this error (except I'm using fahrenheit, so it's NaNF). Additionally, every time I load up my save game, all of the rooms connected to Smart Outlets instantly shoot up to about 600 degrees F, burning colonists and setting fire to furniture (see screenshot below). The temperature eventually settles back down, but the ducts still don't seem to function correctly -- the duct temperature is also "NaNF".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=861421846

Interestingly, if you put a pawn in a room that is rated at "NaNF" (like my greenhouse, in the second screenshot, below), the pawn gets both the "burning up" and "freezing" mood effects, simultaneously. They disappear instantly when they leave the room.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=861427353

Good luck!
paliakou 17 Feb, 2017 @ 12:13am 
Hello and thatnk you for the beautiful mod.
I experienced this NaNC problem too when I loaded my save today. Yesterday I played with the mode for several hours without any issues.
When I exited the game completely and restarted it from Steam it came back to normal. We shall see))
ok. it took the game about an hour to return to NaNC
Last edited by paliakou; 17 Feb, 2017 @ 1:01am
Morgloz  [developer] 19 Feb, 2017 @ 10:15am 
@Assile: You are using a lot of mods! I'll need the output_log.txt to track down the issue.

@Everyone else: Does anybody of you have a save with olny RedistHeat installed and this issue?
Darkstar 19 Feb, 2017 @ 8:52pm 
Looks like there's is a null reference in the validate procedure for the industrial cooler & heater:

Exception ticking RedistHeat_IndustrialCooler1487232: System.NullReferenceException: Object reference not set to an instance of an object
at RedistHeat.Building_IndustrialCooler.Validate () [0x00000] in <filename unknown>:0
at RedistHeat.Building_IndustrialCooler.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

(Heater has a similar error). By adding a few logging bits to the code and rebuilding the dll, i was able to determine the the compAir variable is null and this is the line that causes the error:

if (compAir.connectedNet == null)


When looking at the heater and cooler after loading a saved game, they are no longer connected to the network (pipe overlays missing) and there's no button on them to switch between upper and lower channels. Exhaust ports are the same, but they don't generate the null reference error. Saving/reloading once the issue occurs, even after deleting all the coolers/heaters/ducts/etc doesn't fix the missing button, and any newly placed industrial coolers or heaters won't have the buttons either.

I'm using several dozen mods, so I can't provide a saved game unfortunately.
Last edited by Darkstar; 19 Feb, 2017 @ 9:04pm
Morgloz  [developer] 20 Feb, 2017 @ 8:41am 
that's the problem in my debug world I can save and reload without problem, so this looks like a mod incompatibility. If you post the output_log.txt I may be able to find out what's happening
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