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This is due to the simultaneous use of SmartFarming and ReGrowth. The SmartFarming functionality has been integrated into ReGrowth, so they are patching the exact same location twice.
The VMF patch applied afterward assumes environments where either one is installed, but it does not fully support environments where both are installed.
[VehicleMapFramework] Error while apply patching. HarmonyLib.HarmonyException: Patching exception in method static System.Void RimWorld.SelectionDrawer::DrawSelectionBracketFor(System.Object obj, UnityEngine.Material overrideMat) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"
https://gist.github.com/HugsLibRecordKeeper/f8b4ca293245d3c3576714f50990277d
np, but keep in mind sorting mods and AI randomness haha
@[CL] Zalgo
The conflict with Deep And Deeper has been resolved
@AG超玩会梦泪
First off, I'm smarter than AI, and the root cause of this problem is that AT_hydroheliumion_Trail has a null thingClass. This is a def for GunPlay in the Anty race, but Anty is specified to load after GunPlay in order to load this. Yours is not set up that way.
In other words, just sort the mods.
Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
This is really common in this game. I've even received reports on mod lists exceeding 1000... Still, I wish it would work.
I just found a log like that on Reddit, and yep, an incompatibility with Deep And Deeper has been just confirmed. I'll fix it tomorrow.
I will be looking over this many a time to figure what is going wrong. Assuming its a mod incompatibility.
https://gist.github.com/HugsLibRecordKeeper/553c7b2f58273dc3b7562d10e309ddcb
The final bits should hopefully be right where I was trying to spawn the vehicles followed by an attempt to properly build one.
You mean an empty tile? I think you'll have to abandon the previous site and settle there. Engine cool-down and penalties are applied upon respawn.
BTW, I noticed that the Gravship in its vehicle state can remain stationary on the previous map without being destroyed, even without a gravity anchor. i may need to fix this.
The issue has been fixed, and the update is scheduled to be released after a while of checking.
Update the Vehicle Framework to version 1.6.2088.
If there are no map vehicles, then yes. That should be.
[VehicleMapFramework] Error while apply patching
HarmonyLib.HarmonyException: Patching exception in method static System.Void Vehicles.RGBMaterialPool::SetProperties(Vehicles.IMaterialCacheTarget target, Vehicles.PatternData patternData, System.Func`2<SmashTools.Rot8, UnityEngine.Texture2D> mainTexGetter, System.Func`2<SmashTools.Rot8, UnityEngine.Texture2D> maskTexGetter) ---> System.ArgumentException: No such field defined in class Vehicles.RGBMaterialPool, Vehicles, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
Parameter name: Cache
[Ref 3E9F9DDB]
Oh wow thank you for letting me know Phil. Certainly, this kind of approach is vulnerable to change, so I will be focusing more on resolving issues through communication from now on.
https://github.com/oelsart/VehicleMapFramework/blob/57e715b7eb52d9fddc751487baebb40e943660d1/Source/VehicleMapFramework/VMF_HarmonyPatches/Patches_VehicleFramework.cs#L255
Going forward, if there is anything you need access to I would recommend you drop by the discord and mention it (or make a PR). I will avoid changing public members as much as possible to avoid situations like this where a VF update breaks loading for dependent mods, but I can make no guarantee for private members. Thanks!
As explained in the comment there, it is not recommended by MultiFloors. I recognize that there is no specific conflict, but at least the upper level view does not function. I plan to address this issue in the future.
Since each has its own cross-map transport logic, it is unlikely that they will be fully integrated.
Full tmnt technodrome-like base
Is it compatible?
It could be implemented in the future.
You're right, it was a conflict between CE and VMF. Good catch. It's been fixed.
Issue with 1.6 Combat Extended - Dev Snapshot ver250811,
pawn will quit "operating turret" status after reloaded ammo for turret.
GIF link [imgur.com]
看第二个展示视频/Go watch 2rd demo video.
Thanks, works great now. Fantastic mod.
@ButterflyWithSocialisticUrges
Both should be fixed now.
Debug log:
https://gist.github.com/HugsLibRecordKeeper/7d38b20c79abb9e0c63b02fcab68350a
I'm getting a bunch of Harmony Errors with VMF on startup
https://postimg.cc/yg969NQ0
Thanks again for your work !
Added support for it.
Fixed.
Not allowing you to force them to actually research at the research benches (link to the thread with the bug report here: https://gtm.steamproxy.vip/workshop/filedetails/discussion/3523205869/600785448933056219
The author of that mod said to come ask you to fix the issue, which I hope happens at some point in the future, Good-day/goodnight!
Fixed, great! thank you! :D
Okay thanks, It's fixed.
hummm