RimWorld

RimWorld

LightsOut
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juanlopez2008  [developer] 26 Aug, 2021 @ 9:08am
Mod Compatibility Issues
What mods currently have issues (things like mod objects shutting off erroneously, or not turning off when they should)?
Last edited by juanlopez2008; 28 Aug, 2021 @ 12:12am
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Showing 1-15 of 60 comments
warmainiac 26 Aug, 2021 @ 10:36am 
the droid printer from the androids mod does work, but when its printing with nothing in the room it uses zero whats when it should be using some
Klaboon 26 Aug, 2021 @ 11:00am 
Outdoor lamps from Vanilla Furniture Expanded are supposed to be always on during the night and off during the day but the Lights Out mod have them always off until a colonist walks nearby, activating them when it's nighttime.
warmainiac 27 Aug, 2021 @ 10:16am 
Originally posted by Kla-boon:
Outdoor lamps from Vanilla Furniture Expanded are supposed to be always on during the night and off during the day but the Lights Out mod have them always off until a colonist walks nearby, activating them when it's nighttime.
yea, i noticed this too, but i thought it had something to do with the fact the building was still being built (the bedroom)
juanlopez2008  [developer] 27 Aug, 2021 @ 10:24am 
Originally posted by warmainiac:
Originally posted by Kla-boon:
Outdoor lamps from Vanilla Furniture Expanded are supposed to be always on during the night and off during the day but the Lights Out mod have them always off until a colonist walks nearby, activating them when it's nighttime.
yea, i noticed this too, but i thought it had something to do with the fact the building was still being built (the bedroom)

Is this still an issue as of last night’s update? I should currently be culling out any light that’s outside, so I’d expect those to be unaffected now.

I rewrote the majority of the mod last night to improve the backbone of it, so I’ll resume assessing mod compatibility again this evening.
Last edited by juanlopez2008; 27 Aug, 2021 @ 10:26am
Klaboon 27 Aug, 2021 @ 4:55pm 
Originally posted by juanlopez2008:
Originally posted by warmainiac:
yea, i noticed this too, but i thought it had something to do with the fact the building was still being built (the bedroom)

Is this still an issue as of last night’s update? I should currently be culling out any light that’s outside, so I’d expect those to be unaffected now.

I rewrote the majority of the mod last night to improve the backbone of it, so I’ll resume assessing mod compatibility again this evening.

The bug still persists. The outdoor lamps are always off, even during the night too unless a colonist is nearby and outside, turning them on (when its nighttime).
juanlopez2008  [developer] 27 Aug, 2021 @ 8:14pm 
Originally posted by Kla-boon:
Originally posted by juanlopez2008:

Is this still an issue as of last night’s update? I should currently be culling out any light that’s outside, so I’d expect those to be unaffected now.

I rewrote the majority of the mod last night to improve the backbone of it, so I’ll resume assessing mod compatibility again this evening.

The bug still persists. The outdoor lamps are always off, even during the night too unless a colonist is nearby and outside, turning them on (when its nighttime).

I got done fixing Wall Light compatibility tonight, and I tested with the outdoor lamps from Vanilla Furniture Expanded and I can confirm that they are staying on at night while the inside lights are flicking on and off as expected. I'll push a new version later with these fixes in it.
Klaboon 28 Aug, 2021 @ 12:03am 
Originally posted by juanlopez2008:
Originally posted by Kla-boon:

The bug still persists. The outdoor lamps are always off, even during the night too unless a colonist is nearby and outside, turning them on (when its nighttime).

I got done fixing Wall Light compatibility tonight, and I tested with the outdoor lamps from Vanilla Furniture Expanded and I can confirm that they are staying on at night while the inside lights are flicking on and off as expected. I'll push a new version later with these fixes in it.

Weird, the outdoor lamps would never stay on unless a colonist is nearby. It says "On standby" in the description when the bug is happening, it could be something on my end then
juanlopez2008  [developer] 28 Aug, 2021 @ 12:11am 
Originally posted by Kla-boon:
Originally posted by juanlopez2008:

I got done fixing Wall Light compatibility tonight, and I tested with the outdoor lamps from Vanilla Furniture Expanded and I can confirm that they are staying on at night while the inside lights are flicking on and off as expected. I'll push a new version later with these fixes in it.

Weird, the outdoor lamps would never stay on unless a colonist is nearby. It says "On standby" in the description when the bug is happening, it could be something on my end then

Nah, I bet that something I changed in the process of getting Wall Lights working probably fixed it before I got a chance to check it out. I just pushed the update that brings full Wall Light support, and fixes RimFridge / Androids to work properly as well. Whenever Steam pushes the update your way it should be fixed. Thanks for the help!
DigitalHare 7 Sep, 2021 @ 7:37am 
Interaction with Sam_'s "Furnace" mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=726121441

https://i.imgur.com/7rtlxpN.png Furnace attached to the left leg, right leg no longer has a power supply. Tested, removed LightsOut and the room began to cool on load without mod. Enabled, furnace stays on and uses 0w. Temporary fix to set the power draw to 1% in LightsOut settings.

Positives: Free 1000C room.
Negatives: Free room of death. The beast does not care for my attempts to reign it in. It will burn all.
Arcanant 8 Sep, 2021 @ 2:22pm 
I am not sure if it is a mod conflict, several mod conflicts or just a bug but after reloading a save I am getting a crazy amount of exceptions and my pawns are just standing still. Removing this single mod fixes everything(I know the logs don't point at this one but...)

https://gist.github.com/HugsLibRecordKeeper/fb26f879e8521f769affff76730b698d
juanlopez2008  [developer] 8 Sep, 2021 @ 3:57pm 
Originally posted by Arcanant:
I am not sure if it is a mod conflict, several mod conflicts or just a bug but after reloading a save I am getting a crazy amount of exceptions and my pawns are just standing still. Removing this single mod fixes everything(I know the logs don't point at this one but...)

https://gist.github.com/HugsLibRecordKeeper/fb26f879e8521f769affff76730b698d

It is certainly my mod breaking that; the first error points directly at one of my patches. It was a spot I was aware could potentially have issues, but it wouldn't have been my first guess as it requires some very specific threading problems that I wasn't able to produce in my testing. It doesn't look like you had any threading mods in there (except perhaps the Better Loading mod, which is almost certainly going to do some threading things to stop the freezing on initialization.

I'll definitely correct that, thanks!
Arcanant 9 Sep, 2021 @ 4:51am 
After the update it seemed to work fine until a pawn spawned and started throwing exceptions again. This time it clearly seems to be lightsout(compatibility issue probably with phychic harmonizer lag fix mod) https://gist.github.com/2359c2e8a393a6a498f888382c2eb1c9
juanlopez2008  [developer] 9 Sep, 2021 @ 9:22am 
Originally posted by Arcanant:
After the update it seemed to work fine until a pawn spawned and started throwing exceptions again. This time it clearly seems to be lightsout(compatibility issue probably with phychic harmonizer lag fix mod) https://gist.github.com/2359c2e8a393a6a498f888382c2eb1c9

I don’t see any reference to my mod in the stack traces. I see an obnoxious number of unexpected collection modification messages, but that is the message I put in to notify you that another mod is doing some funky stuff (but that my mod recovered from it). Most of the stuff in the trace seems to have to do with pawn needs/moods/thoughts, which my mod doesn’t touch at all.

These new errors go away when LightsOut is removed? Based on the log here it seems like there’s an internal error in the Psychic Harmonizer mod that isn’t checking for null objects.

I’d guess that (as long as the errors are present without my mod) it is being hit by the same thing that my mod was being hit by, and that you have some mod that’s doing some funny multithreading stuff.
Arcanant 9 Sep, 2021 @ 9:29am 
Originally posted by juanlopez2008:
Originally posted by Arcanant:
After the update it seemed to work fine until a pawn spawned and started throwing exceptions again. This time it clearly seems to be lightsout(compatibility issue probably with phychic harmonizer lag fix mod) https://gist.github.com/2359c2e8a393a6a498f888382c2eb1c9

I don’t see any reference to my mod in the stack traces. I see an obnoxious number of unexpected collection modification messages, but that is the message I put in to notify you that another mod is doing some funky stuff (but that my mod recovered from it). Most of the stuff in the trace seems to have to do with pawn needs/moods/thoughts, which my mod doesn’t touch at all.

These new errors go away when LightsOut is removed? Based on the log here it seems like there’s an internal error in the Psychic Harmonizer mod that isn’t checking for null objects.

I’d guess that (as long as the errors are present without my mod) it is being hit by the same thing that my mod was being hit by, and that you have some mod that’s doing some funny multithreading stuff.

I will do some test and report back
juanlopez2008  [developer] 9 Sep, 2021 @ 9:30am 
Disclaimer: I was only able to look at the log while I was at work, so apologies if I missed anything in there on first glance
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