RimWorld

RimWorld

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Haul Mined Chunks
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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206.208 KB
25.4.2022 klo 12.21
15.8. klo 12.01
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Haul Mined Chunks

2 kokoelmassa, tekijä Mlie
My Current ModList
263 luomusta
Developed by me
111 luomusta
Kuvaus


Will mark stone-chunks to be hauled when they spawn from mining.
I just got tired of random chunks laying about, slowing down my miners.
Should work on any chunk, vanilla and modded.
Safe to add/remove anytime

- Added support for Raise The Roof
- Addeds support for Vanilla Factions Expanded - Insectoids 2
- Added support for ABF: Artificial Beings Framework
- Added support for Ancient mining industry
- Added support for Project RimFactory Revived
- Added support for drone-mining in most droid-mods.
- Added support for chunks dug up by Vanilla Framework Expanded-based modded creatures, via delmain
- Added support for chunks spawned by the Deep Drill, via delmain

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: hauling, stone chunks
144 kommenttia
Mlie  [tekijä] 20.10. klo 23.44 
@A_S00 I havent tested that, it was made for mining only
A_S00 20.10. klo 23.38 
Does this apply to steel slag or mechanoid slag chunks that get created on your map in various ways (drop pods, killing mechs)?
VitaKaninen 30.8. klo 6.35 
You can set your miners to haul at a higher priority than mining, and that will do it.
Alex 30.8. klo 6.26 
I thought miners would move their chunks out of way right afterwards. Sadly it just creates a map full of haul-orders, when you have a mid-level or higher colony with dedicated miners.
Mlie  [tekijä] 15.8. klo 12.02 
@turol Should be fixed now
turol 15.8. klo 8.58 
The latest Project Rimfactory update seems to have broken this. Red error at startup

Error in static constructor of HaulMinedChunks.ProjectRimFactoryRevivedPatch: System.TypeInitializationException: The type initializer for 'HaulMinedChunks.ProjectRimFactoryRevivedPatch' threw an exception. ---> System.TypeLoadException: Could not load type ProjectRimFactory.PlaceThingUtility, ProjectRimFactory, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null while decoding custom attribute: (null)
Mlie  [tekijä] 9.8. klo 10.26 
@royallyTipsy Should be fixed now, again
royallyTipsy 9.8. klo 0.26 
With minimal modlist of this mod + VEF, gives red error on startup.

Error in static constructor of HaulMinedChunks.VanillaExpandedFrameworkPatch: System.TypeInitializationException: The type initializer for 'HaulMinedChunks.VanillaExpandedFrameworkPatch' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.Void VEF.AnimalBehaviours.CompDigPeriodically::CompTickInterval(System.Int32 delta) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:VEF.AnimalBehaviours.CompDigPeriodically.CompTickInterval_Patch1 (VEF.AnimalBehaviours.CompDigPeriodically,int): IL_03eb: call 0x000000d9

Full stack trace seems to be a bit longer than this snippet but since it requires only a minimal list you can check it yourself if you need it. Thanks for all your hard work, Mlie!
Inglix 6.8. klo 14.07 
I echo your hopes that VE leaves that code alone for a while.
Mlie  [tekijä] 6.8. klo 14.06 
The VFE patch should now work correctly