边缘世界 RimWorld

边缘世界 RimWorld

Ceramics VEF
206 条留言
asdlfehasdkwjaghsdm 7 月 15 日 上午 6:40 
I made a 1.6 update of the mod but there might be some things wrong with it https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3525659711&searchtext=Ceramics+VEF+%281.6+Fork%29
asdlfehasdkwjaghsdm 7 月 12 日 上午 6:31 
Yeah on 1.6 the kilns dont load and stuff
Fancypuggo 6 月 25 日 上午 10:06 
1.6? Would love to keep playing with this mod!
Luke Vale 6 月 22 日 上午 8:57 
Seems due to the lack of interest in this mod, there isn't much discussion regarding it. I'd love to see a alternative or for this to be updated, here's hoping. But if not, the mod was wonderful, and a great addition I used alot, and I'll be sad to not have it any more.
Gildedphoenix 4 月 15 日 下午 4:17 
THen the rest::
"START
Power needed: 100 W
Grid excess: 12623 W (2800 Wd stored)

Porcelain Mixer is filled with Sand (filled at 128 of 128)
Porcelain Mixer's 2nd slot is filled with Clay (filled at 19 of 43)
END
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.InspectPaneFiller:DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents (UnityEngine.Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI (UnityEngine.Rect,RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)"
Gildedphoenix 4 月 15 日 下午 4:16 
I just encountered with a pawn stopping bug when pawn was tasked with filling the porcelain mixer, resulting in with pawn standing still. And once I force the task to fill the mixer, I got a debug flashing red error, starts with::

"Inspect string for N7_ElectricPorcelainMixer54984 contains empty lines."
Leoraaaaaaaaaaaaaaaaaaaaa 2024 年 8 月 25 日 下午 11:09 
Just gave it a try and didn't have any issues. Went through and tried every building/bill added. Also made a few things from porcelain
Valikdu 2024 年 7 月 20 日 上午 9:20 
this may work now since there's a new version of Processor framework with same id;

can somebody check it out?
Leoraaaaaaaaaaaaaaaaaaaaa 2024 年 6 月 3 日 上午 11:47 
I'd also love an update to this great mod! Miss playing with it
tabakista 2024 年 6 月 1 日 上午 10:21 
I really miss this mod :(
VerucaKatt 2024 年 4 月 27 日 下午 12:42 
Any plans to update to 1.5?
Lord Dudelsack 2024 年 1 月 7 日 上午 5:51 
if it helps: it seems like the standing error is mostly ( if not only not sure yet) occuring when one of the ingrendiends is missing or not enough for a full fill there. guess the pawn is stuck in a looking for ingrendient loop
Lord Dudelsack 2024 年 1 月 6 日 上午 9:07 
somethings odd with it in my safes. it often seems like either the kilns or the brick/porcelain extruders are resulting in my pawns standing around
derduerk 2023 年 11 月 4 日 上午 11:03 
lags
DeathTomato 2023 年 6 月 19 日 下午 4:16 
Doesn't seem compatible with Vanilla base generation expanded unfortunately, soemthing to do with the KCSG_Base_Faction_NoBridge def?
Ten Said Yes 2023 年 5 月 8 日 下午 4:13 
I for one really like the mud brick drying mechanics of Ceramics VEF and would love to see it made to work with EM materials if present. Not sure how popular an opinion that'd be, but just tossing it out there in case there's any others who'd like to see some inbuilt EM - C:VEF intercompatibility.

That aside, thanks for making the port! I keep coming back to it every install... after accidentally downloading the 1.2 version of Ceramics. Every... time...
Lurmey 2023 年 5 月 2 日 下午 12:03 
That's a good point actually.. I hadn't thought to use Cherry Picker. I'll give that a go.

Thanks :)
Xidon Eye  [作者] 2023 年 5 月 2 日 上午 10:01 
i take a look, hoow this could work togather. but isn't Cherry Picker made for this? or do you like to keep the mud brick drying of Ceramics VEF with EM materials?
Lurmey 2023 年 5 月 2 日 上午 7:07 
Would love if this worked with Expanded Materials - Stones and Mortars. I prefer EM's clay and mud bricks, but I want to keep C-Composite, Silica Wafers and Porcelain.
Auranim 2023 年 2 月 19 日 下午 6:35 
Huh! That was positively surprising! Subscribing now!
Xidon Eye  [作者] 2023 年 2 月 19 日 下午 1:40 
@Auranim Yes, Ceramics is fully compatible with Fertile Fields [1.1] , if nothing big has changed lately...
Auranim 2023 年 2 月 19 日 上午 4:07 
Does this work with clay from Fertile Fields?
Xidon Eye  [作者] 2023 年 1 月 26 日 上午 4:04 
@valikdu i will take a look, but i think, it is named after the material it is build from. plant scraps (from Fertile Fields), fiber (ceramics), fibrous hay (ZARS), straw (Medieval Overhaul) or hay (vanilla).
patching "<stuffAdjective>*NAME*</stuffAdjective>" to the stuffProps of the plant scraps should make it easier for the eye.
i will test it later today.
Valikdu 2023 年 1 月 26 日 上午 3:41 
Can you make it so that the timber frame wall (with the Fertile Fields patch) isn't named "plant scraps timber frame wall"? I love the design of it.
Xidon Eye  [作者] 2023 年 1 月 25 日 上午 4:27 
@123nick this reads like an old bug, from VFE. destroying the faulty processor does help most of the time. but sometimes, the pawns ai will get confused. processor framework, looks lioke to work better. but the mixing of items to one product was not supported, last time i checked.
i hope the VFE processor rework will fix it. untill then, there is sadly nothing i can do.
123nick 2023 年 1 月 24 日 下午 8:50 
There is a bug, idk if with this mod specifically or VFE in general, where if a item needed for a processors input is in a spot colonists cannot path too, it will get them stuck Standing when they try to input it into the processor. this happened when i built my sand traps in such a way there was a tile enclosed by all of them, and a sand spawned there, but none of my pawns could walk to get it. So instead they stand around and are stuck when they try to reserve it to bring it to the brick extruder. Log: https://gist.github.com/HugsLibRecordKeeper/05f46ec0e1ab482afc06d14071a5c165
Oda Nobuna 2022 年 10 月 31 日 上午 10:25 
ah thank you very much ^^ no problem I understand ^^
Xidon Eye  [作者] 2022 年 10 月 31 日 上午 6:43 
@Oda Nobuna sorry i got sadly to much to do outside of rimworld.
there was an error, what is fixed now.
something in KCSG code did change. i read it before, but didn't thougt it would impact the patch.
besides the fix, my own digside base-layout does work now.
Oda Nobuna 2022 年 10 月 27 日 下午 7:06 
mod incompatible with vanilla outpost, is that normal?^^'
Xidon Eye  [作者] 2022 年 10 月 23 日 下午 12:29 
@Galli4nt this mod is completely xml based. i quickly tested it on 1.4, with vef and pf and everything worked. so i updated the about.xml.
Galli4nt 2022 年 10 月 23 日 上午 5:57 
Seen this has been updated since the 1.4 announcement but isn't flagged as 1.4 - is it safe to use or still awaiting another update? (no rush if so, just trying to work out if I can use it yet)
Dominic 2022 年 10 月 16 日 上午 6:13 
Deconstructing doesn't remove it. However it looks to have no effect on gameplay so no biggie
Xidon Eye  [作者] 2022 年 10 月 14 日 下午 2:49 
the message could be left from the "old" missing element. and could disappear after deconstructing and reconstructing the kiln, not minify.
i can't find any differences from the brick kiln to the other kiln. but i put this on the list for the rework update.
Dominic 2022 年 10 月 14 日 上午 6:59 
Thanks a lot it's been fixed to the point where it's playable no problem. The only thing left is a message that says "product is spoiling!" whenever the temperature exceeds the afformentioned 1 to 32 range. So far though seems that's only a visual bug without any actual impact
Xidon Eye  [作者] 2022 年 10 月 13 日 下午 2:00 
hmm... the github wiki does not say they set a base temp range.
...\Steam\steamapps\workshop\content\294100\2607350656\Patches\ProcessorFramework\ProcessorFramework.xml
search for

<thingDef>N7_FiredBrick</thingDef>

and add

<usesTemperature>false</usesTemperature>

but i update it quickly.

i will rework this mod after the new VEF Item Processor 2 is done, what most like will wait for 1.4 going live.
Dominic 2022 年 10 月 13 日 上午 11:14 
I noticed that with processor framework the brick kiln has a safe temperature range of between 1 and 32c it seems weird. Not to mention that it's incredibly infuriating when bricks that are literally baking in fire are being spoiled by ambient temperature over 40 C. Is it possible for you to patch this or if not can you let me know where i can manually edit the values?
Sorry if posting this in the comments as well as discussions is annoying, wasn't sure where its more easily visible.
Cheshire Kate 2022 年 8 月 21 日 下午 7:27 
Thank you, deconstructing and reconstructing fixed the problem
Xidon Eye  [作者] 2022 年 8 月 20 日 下午 5:58 
@Cheshire Kate do you also use [SYR] Processor Framework?
if so, you need to deconstruct all Kilns and drying racks once, with architect tool. and rebuild them.
Cheshire Kate 2022 年 8 月 20 日 下午 5:41 
My porcelain kilns have started giving a NullRef exception today. They were fine yesterday.
https://i.imgur.com/5iT1o2c.png
Xidon Eye  [作者] 2022 年 8 月 13 日 下午 2:09 
@AerosAtar looks like the outpost i handbuild in xml doesn't work anymore. i test some more. thank you
AerosAtar 2022 年 8 月 13 日 上午 10:42 
@Xidon Eye
This mod seems to be triggering a NRE in the VE Framework's KCSG code (the basegen stuff).

I've let the VE team know about the NRE so they can get that fixed, but I suspect you'll want to see if you can track down what in this mod is causing it to trigger.

Log for reference: https://gist.github.com/HugsLibRecordKeeper/741e15e872e051a5ec75645db7c0844d
Xidon Eye  [作者] 2022 年 8 月 13 日 上午 2:26 
@Rents_Due Great to hear.
Rents_Due 2022 年 8 月 12 日 下午 11:39 
did a little reordering of the mods and now it lets me fill.
Xidon Eye  [作者] 2022 年 8 月 7 日 上午 6:56 
do to the "standing." bug issue and the processor framework is so widespread. i did a pf - patch. (not uploaded yet)
there is one problem. the buildings mid game, who will get patched with processor framework aktive (all kilns and drying rack), will give red errors messages untill deconstructed. new processor buildings work fine. i don't see a way to avoid this problem, do to the buildings thingClass get changed.
Xidon Eye  [作者] 2022 年 8 月 7 日 上午 3:37 
@Rents_Due I tested it for hours. The only flaw I found was the "standing". bug, what is a thinktree problem. what comes from VEF. Do you have any mods that modify the materials or processors?
Rents_Due 2022 年 8 月 6 日 下午 1:07 
Basic Kilns not accepting raw materials:
Pawns will not place material in to fired basic Kiln, Primitive Kiln, or Basic Porcelain kiln.
Drying rack and electric kilns work as intended.
Brick and Porcelain automated processors work as intended
Xidon Eye  [作者] 2022 年 7 月 26 日 上午 9:58 
i may need to revisit the later stages of this mod. the original says the silica wafer is needed for solar cells.
rpayne88 2022 年 7 月 26 日 上午 9:01 
Got it, it still says its made on the machining table on the info page (for lack of a better term) for components.
Xidon Eye  [作者] 2022 年 7 月 26 日 上午 7:17 
@rpayne88 you need to craft the components on a Fabrication Bench. for balancing purposes, it was made on the Machining table in the original mod, but more expensive.
i hope to make it more clear in the new update.
rpayne88 2022 年 7 月 26 日 上午 4:24 
What happened to the bill to make components? I have advanced ceramics researched, yet there's no bill to actually make components.