RimWorld
Expanded Materials - Plastics
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Argón  [ontwikkelaar] 29 jun 2021 om 18:31
Bugs [Report here please]
Please post bugs here, not in the comments, preferably.
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The About.xml is saying to load this mod BEFORE Vanilla Cooking Expanded, when I do believe that it should be getting loaded after it, based on this mod patching its defs, right? Or is there more to that than I know OTOH?
Argón  [ontwikkelaar] 4 jul 2021 om 23:54 
It works just fine, I guess it was an older compatibility patch. Probably gonna remove it if it turns out to be useless
There's an issue with mechanoids expanded and this that prevents me from making components only using steel, I can only use the polymer pellets recipe. Is this intended?
Argón  [ontwikkelaar] 17 jul 2021 om 16:51 
I think this may be because both recipes are unlocked by different research projects. Make sure you have them available. If you're refering to the automatic fabrication facilities, I think I cannot do anything if I don't have more information.
Mainly, I started as a lone scrapper and got a component factory start, and I don't have any fabrication research, just started. I'm not sure why I can't select the component to steel recipe, and yes, it is the automatic fabrication facilities i'm referring to.
Argón  [ontwikkelaar] 17 jul 2021 om 17:04 
I'm not sure why either, if you're having console errors. it may be very helpful to have a log to take a look at.
I posted this on another thread but then realized now that that isn't the bug reports thread.

Having a similar issue to another user where survival meals don't provide nutrition. Unlike them, I'm able to reproduce it after a restart or save/load.

https://gist.github.com/HugsLibRecordKeeper/027dc2f3c21612cc09fe20f49ef47521
Might not be your fault, but I'm getting this error whenever any of my pawns try to consume a survival meal, all other meals work fine. https://gist.github.com/3bba7808d19e6b3908325f9320f01565
Laatst bewerkt door GroovyTaco; 8 aug 2021 om 13:59
Also having he same issue as someone above using mechanoids expanded, but I have a log for it. https://gist.github.com/12304e0bc8b6f00a3f9c1b564f8ca04a

The first error is when I click on the regular basic component recipe and the second one is when I try to extract the ingredients for your component recipe. I also have all research finished
Laatst bewerkt door GroovyTaco; 8 aug 2021 om 11:01
i don't know what you patched yesterday but after starting rimworld and wanting to continue my 1.2 playthrough, i'm getting a ton of red errors in the log. here some example
"Command_ColonistDraft already has short hash"
.....
"UseItem already has short hash"
"UseNeurotrainer aready has short hash"
and this basically applies for any behaviours, followed by things like:
"Architect_Furniture already has short hash"

quick google research pointed to https://ludeon.com/forums/index.php?topic=37282.0
not sure if that's what you did, but this is clearly not intended to happen.

PS-yes i've disabled all other mods except yours and the issue persists. i've taken my mod setup, disabled your mod and the issue is gone. this points me to the fact that it's indeed your changes causing this issue
Argón  [ontwikkelaar] 9 aug 2021 om 4:37 
Yes, I think I messed something related to the assembly for older versions. I'm gonna dedicate to fix it today, thanks for the log, it'll help a lot
He, it seems your last update broke the mod combination of
- Vanilla Factions Expanded - Mechanoids
- Expanded Materials - Metals
- Expanded Materials - Plastic
Loading all three mods gives the following log: https://pastebin.com/8wuJPhQ8
When disabling one of the three mods the error disappears.

Just wanted to add I enjoy playing with your mods :).
Argón  [ontwikkelaar] 9 aug 2021 om 6:42 
God, jesus this update went horrible, I tested it and had no major issues but I think I really missed something, I'm gonna revert it to the previous one and update agani once it's properly fixed
whatever you 'reverted' (for 1.2), it's not.
1) if i have the mod active and try to load my existing savegame where that mod was active, then it's removing every content of the mod.
2) i'm getting error messages like
"Could not load reference to Verse.ResearchProjectDef named VMEu_PlasticManufacture"
"Could not load reference to Verse.ThingDef named VMEu_PlasticSculpture"
for everything this mod normally ads
3) if you had an object or sth used, then u get the following error missages
"Could not load reference to Verse.ThingDef named VMEu_AsphaltMix"
"SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object"
Argón  [ontwikkelaar] 9 aug 2021 om 12:34 
I updated it almost after reverting. I still don't know what may be causing the issue since I didn't touch h anything within 1.2. I would like to have the full log
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