RimWorld

RimWorld

[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings [1.5/1.6]
198 kommentarer
白金trigger 17. sep. kl. 4:54 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3540066516
大佬,我模组的导出工作台配方依赖你的模组能力,你能不能加个取消制作配方的科技检查的模组设置选项?
Bro, the export workbench recipe for my mod relies on the capabilities of your mod. Could you please add a mod setting option for the tech check that cancels the crafting recipe?
白金trigger 7. sep. kl. 20:13 
作者,你能不加个跳过科技检查的选项,我做了一个mod使用了你的mod的制作清单和存储设置导出的功能,但是在放置建筑时,因为制作清单需要进行科技检查,导致很多制作配方会显示被跳过,这在我的mod里使用patch去改你的那个350行的函数有点蛋疼,你能不能自己加一个设置选项,允许跳过制作清单的科技检查?这是我的mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3564359659
根据我拿dnspy查看,你应该在IOUtil的TryCreateBill方法的里修改。
firshpear  [ophavsmand] 30. aug. kl. 18:46 
建议自己排查一下mod,因为我最近也在高强度玩没有遇到这个情况
星之卡比0 30. aug. kl. 16:21 
经常出现这个报错,导致地图无法打开。
调整mod位置就可以暂时解决,但过一阵子又会出现
大佬麻烦看一下,感谢

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF12CDF7]
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () <0x7f74ee60 + 0x00000> in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX com.savestoragesettings.rimworld.mod: Void SaveStorageSettings.Patch_ReadingPolicyDatabase_GenerateStartingPolicies:Postfix(ReadingPolicyDatabase __instance)
<0x1ed8d5010 + 0x0007a> <unknown method>
<0x1ed7cc140 + 0x006ca> <unknown method>
at Verse.GameDataSaveLoader+<>c__DisplayClass30_0.<LoadGame>g__PreLoadAct|0 () [0x00005] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <24d25868955f4df08b02c73b55f389fe>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
青道 18. aug. kl. 7:19 
@ wuhu~pilot
排序往后放
zzds 17. aug. kl. 8:10 
@wuhu~pilot 我排查出来是萌螈mod导致的
wuhu~pilot 17. aug. kl. 4:55 
<0x2230280ed90 + 0x0007a> <unknown method>
<0x22302828710 + 0x006ea> <unknown method>
at Verse.Root_Play.SetupForQuickTestPlay () [0x0000b] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX GeologicalLandformsMod.Main: Void GeologicalLandforms.Patches.Patch_Verse_Root_Play:SetupForQuickTestPlay()
at Verse.Root_Play+<>c.<Start>b__1_2 () [0x00007] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <cb53cd4422904947932d33f561ad8d15>:0
wuhu~pilot 17. aug. kl. 4:55 
大佬 7.20的新版本更新后我发现读档和生成新世界都失败了,和readingpolicy有关,报错如下,看起来和GeologicalLandforms有关系,但是想不明白为啥:Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1B4E79CF]
at Verse.GenTypes.SameOrSubclassOf (System.Type baseType, System.Type parentType) [0x00009] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.GenTypes.SameOrSubclassOf[T] (System.Type baseType) [0x00000] in <cb53cd4422904947932d33f561ad8d15>:0
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () [0x00041] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX com.savestoragesettings.rimworld.mod: Void SaveStorageSettings.Patch_ReadingPolicyDatabase_GenerateStartingPolicies:Postfix(ReadingPolicyDatabase __instance)
JangoFett2002 9. aug. kl. 9:49 
i dont know if anyone has mentioned but if you load the saved bill list from one save into another you are able to craft apparel that would otherwise require research to unlock--this seems to only affect modded apparel like the tactical vest from CE
Pos 4/5 4. aug. kl. 13:49 
Hi! I want to report that the LoadOperationDialog class is not working with Polarisbloc mod which has a series of restore operations. I digged a little bit further found the issue is in IOUtil.TryCreateBill(StreamReader sr, Pawn pawn, out Bill_Medical bill) function.

On line 910, it has `if (bill.Part == null)`, and it will result in the logger emitting "Unknown body part [" + partToFind + "]."

The loop before it tries to find a body part which is not missing and assign it to bill.Part, however because we are targeting a missing part, so it couldn't find and result in bill.Part == null.

Do you mind taking a look at this issue? Thank you so much!
Alex_ 30. juli kl. 2:58 
Does Not save the "Edit who counts as a person" setting from Everybody Gets One
Alexander Zagirov 29. juli kl. 5:24 
@firshpear There is a strange inconsistency. When you load saved settings for a drug or food policy it changes its name to the one you saved it under. But outfit policy only copies settings and leaves its name as is. Can you fix it?
firshpear  [ophavsmand] 24. juli kl. 18:02 
@Auspician, it's now updated. many thanks~
Otoya 22. juli kl. 5:20 
People rave about Pickup and Haul and other mods, but my personal favourite is this mod. It's easily taken my first spot in my top 5 mods.

1. Save Storage (this mod)
2. Blueprints https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3525001145
3. Allow Tool
4. Achtung
5. Dubs Mint Minimap
Auspician 20. juli kl. 7:43 
@Thels It's just the opposite. The .dds are the uncompressed files that graphics cards use to render natively. It's actually an nvidia file format. The .png files are compressed. To be clear, RimWorld can use either. But it is set up to use .png files typically for maximum compatibility.

However, Graphics Setting+ is intended to improve graphical quality. One of the ways it does this is by instructing the game to use the uncompressed .dds files instead of the .png files. It would be easy to test this by simply deleting the .png files entirely when correct .dds files are present - you would not get any errors on startup or game load.

More importantly, the game should be able to render .png files regardless of specific resolution. It's the .dds files that are picky, but will give better quality and performance.
Thels 19. juli kl. 20:25 
@Auspician: I assume the .dds files are created from the .png files, so just to be sure, I'd recommend that both the .png files and the .dds files are upated to be 64x64.

@firshpear: Thanks for looking into this.
Auspician 19. juli kl. 18:21 
@Thels The issue was not with the .png file, it is that what Graphics Settings+ does is tell RimWorld to load the .dds files. Those files were saved at the incorrect size in the mod, but they work once size corrected in Photoshop.

@firshpear Email sent!
Thels 19. juli kl. 10:45 
@Auspician: Changing the .pngs to be 64x64 doesn't fix the problem on my end. Deleting the .dds files does fix the issue... until the workshop files get verified, obviously.

But yeah, the 64x61 resolution of those two images seems to be related to the issue. I'm not sure how .dds files are created, but if the .pngs can be converted to 64x64 and then used to create the .dds files, hopefully that should fix all the problems.
Auspician 19. juli kl. 5:44 
Okay, I lied, I do know how to fix this. The append.dds and load.dds files should be formatted at 64x64 pixels. However, they are formatted at 64x61 pixels. I jumped into Photoshop and reverse cropped the image to the proper size (expanding transparent space), resaved them, and reloaded the game and everything worked fine.

@firshpear I'm sure you've got this, but just in case you don't have the tools I'm happy to send my fixed files over to update the mod for everyone.
Auspician 19. juli kl. 5:36 
@Thels Thanks for the troubleshooting. According to Graphics Settings+ functionality, "DDS texture loading - If a mod has .dds files, it will use those instead".

Since Rimworld usually opens the .png texture files not the .dds files, that just means that the .dds files for this mod are incorrectly formatted somehow - but just append and load. Deleting them effectively prevents Graphics Settings+ from trying to use them, and the error goes away.

This is just a workaround, however. I don't know enough about .dds files to fix them properly, but maybe @firshpear does.

To @Reaper415's prior comment, without removing the .dds files the load order of this mod and Graphics Settings+ does not matter, the bug persists either way.
Thels 19. juli kl. 0:44 
I'm getting the same two errors as Auspician, but only when running this mod in combination with Graphics Settings+: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1678847247

Tested with the following modlist:
Harmony
Core
Graphics Settings+
[KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings [1.5/1.6]
CanAdam420 18. juli kl. 21:04 
Love this mod, should be base game. I would love to see compatibility with weapons tab reborn, and a save storyteller setting, but either way, great mod.
firshpear  [ophavsmand] 18. juli kl. 8:13 
@Auspician: no idea why it happens on your computer. I need your mod list, please provide as minimal as possible to narrow down what mod causes this bug.
Auspician 17. juli kl. 21:30 
On game load I'm getting the red error message:

Exception loading UnityEngine.Texture2D from file.
absFilePath: d:\steam\steamapps\workshop\content\294100\3222246658\Textures\UI\append.png
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
[Ref 31D1F70F]

Also for d:\steam\steamapps\workshop\content\294100\3222246658\Textures\UI\load.png
Reaper415 17. juli kl. 14:15 
If anyone's using Graphics Settings+ alongside this mod, make sure to load that after this, otherwise some icon textures will break. Rimsort loads that before this by default so you'll have to fix that manually.
Protok 17. juli kl. 13:32 
Hard to believe that is existed all time and I didn't knew! Top time saver!
eDen Jack970 12. juli kl. 6:16 
I have a tiny problem : the name of the apparel policy is not replaced correctly when loading apparel policies ! Still a must have mod tho ! :)
RandomHero 11. juli kl. 19:09 
Thanks.
firshpear  [ophavsmand] 11. juli kl. 18:51 
@PantsCommander: you can try use "junction" function in windows. It's like soft-link in linux.
firshpear  [ophavsmand] 11. juli kl. 18:49 
@RandomHero: s/l for ideologies is from vanilla game. this mod doesn't do that.
PantsCommander 11. juli kl. 12:13 
Is there a way to change the default folder for saved settings? I play on two different computers and was thinking of moving this to a Dropbox shared by them.
Shibsified 29. juni kl. 2:06 
o7 cheers sir, you are a legend
frame 28. juni kl. 23:21 
> save/load custom bill names

:love_seagull:
firshpear  [ophavsmand] 28. juni kl. 22:05 
@Shibsified: OK it's added.
Shibsified 25. juni kl. 10:41 
@firshpear it was a mod feature in 1.5 (better workbench management amongst others) before but was incorporated into vanilla with patch 1.6
Sudo Modding 24. juni kl. 9:35 
Fair enough, thanks
firshpear  [ophavsmand] 24. juni kl. 6:44 
@Shibsified: I think that's a mod feature? Is that from vanilla game? I'm not a very experienced modding guy and I don't really well about making compatibility patch about other mods.
firshpear  [ophavsmand] 24. juni kl. 6:42 
@sudo modding: it should be? you can just try it because the settings are saved in independent files. I only changed a little about the saving format. However I don't want to look into the tedious compatibility issues. If you can load it, then you can, if not, then not. :)
mkultra victim 24. juni kl. 6:21 
This mechanic should've been in vanilla.
Thank you for porting the mod.
Sudo Modding 21. juni kl. 12:09 
I wonder, can this mod be used to save settings in 1.4 (using the [1.4] mod version), then load them in 1.5-1.6?
Shibsified 15. juni kl. 9:29 
Any chance to get the custom bill names exported as well or is that too complicated to do?
大番薯之怒 15. juni kl. 8:56 
太棒啦bro
Realitätsverlust 14. juni kl. 7:58 
Very cool, thanks a lot!
frame 14. juni kl. 5:11 
Thank you!
firshpear  [ophavsmand] 14. juni kl. 4:20 
mech gestator issue fixed.
Arashi 14. juni kl. 2:04 
thank you
firshpear  [ophavsmand] 14. juni kl. 1:30 
I'm looking into the gestator issue...
firshpear  [ophavsmand] 14. juni kl. 1:22 
I just recompiled the mod to 1.6 and it looks like no code needs to be changed. If you find any bug on 1.6 please tell me~
Neko Boi Nick 8. maj kl. 8:27 
can you add support for Compositable Loadouts's "W_PerTag" repeatMode?
Realitätsverlust 18. mar. kl. 7:39 
I found an issue with the mod.

If you load or append bills to any gestator (either small or large), pawns will carry resources into them, but nothing happens - the resources just vanish. If it's a "Resurrect X" bill, the dead mech is carried inside, but vanishes aswell along with all the materials.

I tested this with only harmony and this mod active and can reproduce it every time I try it, so it's not an incompatiblity with other mods. I do own every DLC tho, maybe that also affects it to some extent.

There is no error thrown when the resurrect fails, however, if a gestation bill fails, it throws a "Object reference not set to an instance of an object" error.

Let me know if you need any additional info.