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I won't be technical information in comments.
v1.6.12
- Added Cinders of the Embergarden compatibility, and now ancient vehicles, ancient tanks, and war strikers will drop resources when dismantled. But, while destroying them will drop 100%, dismantling them will only drop 50% of the resources due to RimWorld's specifications. If you want to fully recover the resources, destroy them.
@veoba
Done.
Due to RimWorld's specifications, only 50% of the resources can be recovered when dismantled.
I've checked Cinders of the Embergarden . Fortunately, there are items that drop when destroyed, so it seems possible to deal with them.
The reason why nothing is dropped during dismantling is that it can be dismantled by calling "NonDeconstructibleAncientBuildingBase", but there is no material cost setting. I can solve this problem by specifying the appropriate cost.
I will create a patch to add the building cost set in the mod. Please wait a moment.
It's simply because you haven't created a patch for that mod.
I haven't created a general-purpose patch for ancient buildings/objects because it has too much impact on patching the wrong ones and because it is not possible to set material costs. The results of that patch were terrible in testing.
So, even if it's a hassle, I will checked each mod patch it. I check the relevant mod.
So - there is ancient remains from this mod which one, when i disassemble them, gives nothing - just zero. I placed 100 of them by using devmod and not a single one droped something. Can this mods conflict with each other? For example - vanilla remains give junk very well
Thank you for reporting this.
The original materials for the ancient structures added in Odyssey are based on parts for gravity ships and other structures that players can construct (because they were not originally designed to be dismantled).
As a result, if you dismantle them and they drop valuable items, that's because they are materials for the modern structures of the same name.
Indeed, for objects that have stopped functioning and are thousands of years old, like ancient cars, there may be more junk that is actually unusable. I will consider the materials and quantities for Odyssey's structures. It may take some time, including testing.
Compatibility patches with other vehicle mods will be applied without any issues as they do not overlap.
The patches that overlap are those related to ancient cars from the Core and DLC.
Probably because the URL was copied and pasted outside of the Steam client, causing duplicate HTTPS.
VVE - Deconstructable Vehicles Junk
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3108171008
Also sorry for any scare idk why steam is saying that link is malicious when I go to click it I just copied it off of steam. @_@
Technically, both mods are patch mods. When modifying the same element, the order of patching is determined by the mods listed first. Therefore, placing the mods in the following order in the mod list may achieve the desired results. However, you may receive an error indicating duplicate patching (this error will not affect the game once it starts).
Mod list order:
VVE - Deconstructable Vehicles Junk
Dismantle Ancient Junk
However, due to the majority of conflicts, we recommend using only one of them. Compatibility between the "Dismantle Ancient Junk" mod and "VVE - Deconstructable Vehicles Junk" cannot be guaranteed.
i started a new game
will have a look if it happens there too
In error log, "Thing_Corpse_Mech_Militor166514", so something may be wrong with the save data. For now, I'll check out the muffalo's corpse.
i tried to butcher an animal at the butcher table.
it was a muffalo
Workbench used: crafting spot
Corpse used: Militor x2
Bill used: smash mechanoid
Test result: No errors
The materials for the Militor are set in Recipes_MechGestator_Light.xml in the RecipeDefs folder of the Biotech DLC under Name="LightMechanoidRecipe" on line 14. They are 50 steel, and are not affected by the patch included in the mod.
This is likely a compatibility issue with another mod.
This mod is patch-only, so changes are made at game start. If there are any mods in the game that modify bills using dlls, etc., they will be overwritten. If that dll does not contain a null check such as "if (products == null || products.Count == 0)," a NullReferenceException will be returned and an error will occur.
It is unclear from the error message you submitted which mod in your mod list is causing the conflict. Sorry I couldn't find a solution.
From the error, it looks like you're trying to process Corpse_Mech_Militor with CraftingSpot. I'll look into it.
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:<DoRecipeWork>b__2 (int)
Verse.AI.JobDriver:DriverTickInterval (int)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
i butchered a mufflo but didnt get any meat
i removed your mod and it was working again
part 1 of the error in my log:
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Astarion driver=JobDriver_DoBill (toilIndex=31) driver.job=(DoBill (Job_3140661) A = Thing_CraftingSpot65237 B = Thing_Corpse_Mech_Militor166514 C = (134, 0, 124) Giver = JobGiver_Work [workGiverDef: DoBillsUseCraftingSpot_SmashCorpseMechanoid_DesignationWorkGiver])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref FFB58A53] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
v1.6.11
- Fixed update Mechanoid Upgrades mod patch.
v1.6.10
- Added compatibility patch for Vehicles Wrecks Expanded .
- Fixed compatibility patch for Mechanoid Upgrades .
@KahirDragoon
Thank you for your report.
Thank you for reporting this. I think it's probably for the same reason as the error with other mods, so I'll need some time to check and fix it. Please wait a little while.
Posted it also there. Not sure which sides can solve it.
Log: https://gist.github.com/HugsLibRecordKeeper/7e509c76cbcf94ae669c87392d2f80f5
To briefly explain your question, the "<killedLeavings>" setting in RimWorld's xml specifies what is dropped when an object is destroyed.
When an object is dismantled, the "<costList>" of building or creating that object is referenced. In vanilla RimWorld, only 50% of the resources are returned.
So, if you use the same resources and quantity for both, you will get 100% of the resources when destroying something, and 50% when dismantling it.
For objects that can be destroyed by attacking them, destroying them will take longer than dismantling them, but you'll get more resources. Dismantling an object will only give you 50% of the resources set (50% off is vanilla settings).
For this reason, if only one material is specified, there's a higher chance of getting nothing.
I'm currently testing a method that someone else suggested the other day (checking the Odyssey DLC to drop Biofuel). I'm testing it in conjunction with other updates, so please be patient. Thank you.
v1.6.9
- Updated the patch added in v1.6.8 (Preliminary problem fix.).
- Add new patches for Odyssey DLC, Gauss Cannon. (add HP, work time, cost, destructible, can dismantled)
v1.6.8
- Update compatibility patch for Medieval Overhaul .
Thank you PvtGrumpy for your report.
- Add new patches for Odyssey DLC, Mech Pylon, Mechanoid Processor, Mechanoid DropPod, Ancient Terraformer.
Thank you PvtGrumpy for your request.
Ok, I've reworked an old patch for Medieval Overhaul, so that ancient ruined battering rams and ancient ruined siege towers can now be properly deconstructed and will give half the resources when destroyed (compared to the vanilla system: 50% of the cost).
These changes will be included in the next update, v1.6.8.
Thank you for reporting this. I will also check the contents of the mod.
This mod is an xml patch mod that does not include a dll, so there are no mod settings.
I may be able to help you if you tell me not only the object name but also which mod name added it.
v1.6.7
- Added compatibility patch for Mechanoid Upgrades .
Thank you AshSmurf for your report.
I figured out the answer to the quiz by myself.
The cause of the error was that Mechanoid Upgrades ignored the Core's Parent (Name = AncientMechBuildingBase) setting because each defs had <Mdeconstructible>false.
The error disappeared after adding a patch, and the demolition time and cost were added.
But, ancient light was not touched.
I don't know what mods use "MU_AncientMechUpgrader" or "MU_AncientBasicUpgradesAssembler" in defName or Name, so could you please tell me the names of mods that you have enabled in your mod list that use words like "Ancient", "Mech", or "Upgrad"? I'm not good at quizzes, so a no-hint would save me the trouble of having to search.
Config error in MU_AncientMechUpgrader: alwaysDeconstructible=true but deconstructible=false
MU_AncientBasicUpgradesAssembler
MU_AncientMechUpgrader
MU_AncientBasicUpgradesAssembler
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
MU_AncientAdvancedUpgradesAssembler
MU_AncientUpgradesStorage
MU_AncientLargeUpgradesStorage
thing like cars make sense to give a few pieces of slag but things like the wheel rims should give a few pieces of steel instead of 1-2 pieces of slag