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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.
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!
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.
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!
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