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eureka! I think i know the answer! I have to make a compatibility patch. just give me few hours.
Here's a mod list, just in case there's one that conflicts. https://ctxt.io/2/AAD4xFzjFQ
i have pushed a new change to the github.
Link to the github: https://github.com/lkulwick/DeepsResourceAlert/tree/master/1.6/Assemblies
can you please manually replace the binary and check if it works for you? The change ive made to make the mod robust and fix the click issue ziplock requested is a risky one and i want to be sure it works before i push it to the steam. Ive also fixed the enter.
I am running in 4K with 2x scaling if you're not taking that into account for absolute position clicks?
You also need t ohave categorized loadout enabled
Thank you for your help. Im really sorry you had this kind of issues. I will also doublecheck why you still have this bool value visible. But for me it seems is a steam issue.
@横冲直撞小影子 :
your bug is really weird. Can i reach you in private to help you? If yes, please send me a friend request.
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Verse.LoadedModManager:ReadModSettings<ResourceAlert.DefaultAlertSettings> (string,string)
Verse.Mod:GetSettings<ResourceAlert.DefaultAlertSettings> ()
ResourceAlert.ResourceAlertMod:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
Class="ResourceAlert.ResourceAlertModSettings"><Deep_ResourceAlert_alertableResources><keys /><values /></Deep_ResourceAlert_alertableResources><Deep_ResourceAlert_alertableCategories><keys /><values /></Deep_ResourceAlert_alertableCategories></ModSettings>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.ScribeExtractor:SaveableFromNode<ResourceAlert.DefaultAlertSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<ResourceAlert.DefaultAlertSettings> (ResourceAlert.DefaultAlertSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<ResourceAlert.DefaultAlertSettings>
I still see the exampleBoolean on the mod's settings page though. So that's weird. I'll see if I get an update again later?
this is weird, it works on my side. Maybe steam need some more time to deliver the update for you.
It already has an option to set it as default, and ive removed this debug boolean too.
https://imgur.com/a/lgI6toq
Could not find class ResourceAlert.ResourceAlertModSettings while resolving node ModSettings. Trying to use ResourceAlert.DefaultAlertSettings instead. Full node: <ModSettings Class="ResourceAlert.ResourceAlertModSettings"><Deep_ResourceAlert_alertableResources><keys><li>MealSimple</li><li>MealFine</li><li>MedicineHerbal</li><li>WoodLog</li></keys><values><li>5</li><li>8</li><li>6</li><li>35</li></values></Deep_ResourceAlert_alertableResources><Deep_ResourceAlert_alertableCategories><keys><li>MeatRaw</li></keys><values><li>20</li></values></Deep_ResourceAlert_alertableCategories></ModSettings>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
...
you can expect some one-time errors after the update, but after this everything should work properly.
Mod updated, few new features added, like multimap support and default resource list for new maps (this is crucial in Odyssey when you navigate more than one map more often)
i think ive found the issue. It was about hugslib update feature. updating mod now.
Just checked how mod works on my side, it works flawlessly, but it calls some dev errors between versions, but after save and load i see this was one-time error that has no impact on the gameplay. Can you confirm the same?
update: you need to have enabled categorized resource loadout mode to be able to use the mod. I will try to make it work even when its disabled, but for the time being you need to have it enabled.
Does it work afterwards? Does the error persists after save and load? Ive changed the logic behind some values, so it may be one-time error.
If it is not, i will investigate.
```
Adding duplicate HugsLib.UpdateFeatureDef name: DeepsResourceAlert_1_503
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<HugsLib.UpdateFeatureDef>:Add (HugsLib.UpdateFeatureDef)
```
and variuos other errors
```
Null key while loading dictionary of Verse.ThingDef and System.Int32. label=Deep_ResourceAlert_alertableResources
UnityEngine.StackTraceUtility:ExtractStackTrace ()
....
```
The mod is still acttve, or at least, I can set up alerts for things. Not sure if it is actually alerting though.
can you show copy the log to the pastebin?
Do you shift+click on the resource in the list?
can you tell me more?
raid-like toast notification when critical stock of the resource has been reach
Alse i want to find a way to prepare different lists for different maps, like spaceship in the space and multiple colonies.
Changelog:
Improved UI: cleaner design, consistent styling.
New Tracked Resources summary window: edit or remove tracked items, even if not present on the map.
Set value window now pre-fills current threshold.
Mod settings window added: Click to edit tracked values.
Would it be possible to configure a severity level, either overall, or have warn/severe thresholds for each item? e.g. if I'm low on Cotton, I'd like to know, but it's much less severe than, say, running out of meat. Or, have a warn/severe threshold for meat levels.
Asriel, sorry i havent yet fixed your issue.
An alternative - and maybe even better - is to be able to open a menu like thing when clicking on an item category. I guess this interferes with your current implementation of catergories(though I haven't used it yet), so 2 possible solutions are 1) use another click (like Ctrl-click) or 2) have the subcategory list underneath the master category resource threshold.