RimWorld
LightsOut
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Bug with Save Our Ship 2
I am running rimworld 1.3.3389 i wanted to play some sos2 but my turrets could not fire and would do strange things. I hunted the bug down and it turns out to be this mod.
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juanlopez2008  [ontwikkelaar] 9 okt 2022 om 21:12 
I can't do anything without more information.

My mod shouldn't affect turrets at all, so I'm skeptical that it's affecting yours (not that it can't, it would just be strange).

Additionally, my mod only affects the functional power draw of buildings; said another way, the building still thinks it's drawing full power all the time and has no idea it's being affected by my mod (hence why pawns are still able to path to benches).

When my mod breaks, it will typically result in one of two issues: a building pulls full power all the time, even when no in use; or, a building pulls no power at all, even when in use. Neither of these issues will affect how the building operates within the game.

What issues are you seeing, and what's making you think it's my mod doing it?
I seems like only the space ship turrets are affected, and your mod is not the only mod, that is causing this bug.
I loaded rimworld with Harmony, Core, All DLCs, HugsLib, LightsOut, SoS2, ModManager.
Nothing else. With this load order i encountered the bug, as i removed your mod. The turrets where fine, and could shoot during combat. I later discovered, that ColonyGroups would cause the bug too. (Similar load order.)

In the logs where nothing related.
juanlopez2008  [ontwikkelaar] 10 okt 2022 om 7:15 
If multiple, unrelated mods are causing the same bug, then it sounds to me more like a SOS2 bug than anything, and it’s just coincidence that the other mods are installed (or aggravating it)
your right, i think i just gonna live with it
juanlopez2008  [ontwikkelaar] 10 okt 2022 om 16:37 
I’d put a report in for the SOS2 dev to look into, I imagine they can figure it out and fix it!
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