边缘世界 RimWorld

边缘世界 RimWorld

Easy Upgrades (Continued)
149 条留言
Mlie  [作者] 7 月 20 日 上午 11:10 
@无声飞雪 Please see the Reporting Issues section described above
无声飞雪 7 月 20 日 上午 11:05 
JobDriver threw exception in toil unnamed's initAction for pawn 胡桃 driver=JobDriver_IncreaseQuality (toilIndex=13) driver.job=(IncreaseQuality_Building (Job_157912) A = Thing_SculptureGrand49532 B = Thing_WoodLog55271 C = (113, 0, 132) Giver = JobGiver_Work [workGiverDef: IncreaseQuality_Building])
System.ArgumentOutOfRangeException: Length cannot be less than zero.
Parameter name: length
[Ref 95E184C3]
at System.String.Substring (System.Int32 startIndex, System.Int32 length) [0x00031] in <51fded79cd284d4d911c5949aff4cb21>:0
at EasyUpgrades.JobDriver_IncreaseQuality.notifyQualityChanged (Verse.Pawn localPawn) [0x001f1] in <5ead1f27bdab47d8a2468b33390b6f23>:0
at EasyUpgrades.JobDriver_IncreaseQuality+<>c__DisplayClass15_0.<MakeNewToils>b__4 () [0x00000] in <5ead1f27bdab47d8a2468b33390b6f23>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001b0] in <981a33edf24d499488b0f820d94638e1>:0
Stellar Harbour 7 月 17 日 上午 3:46 
Is there a mod for a similar button but to change blueprint resource?
Locs. 1 月 30 日 下午 6:49 
Hi, I would like to know if I'm the only one having problems with this mod, before it worked, but now it's not working, it's not an error or lack of resources, as I tested it on a map with debug/cheat active even without it. Various mods are active or not, with all resources maxed out and everything researched, and the colonists with lvl 20 in all statuses did not upgrade the door or the wood-burning generator to their improved versions. Even if someone isn't going to read this, but if they do I would like some help, it could be from someone who uses the mod or the creator himself could give me some help if it's a comtability error or another configuration error, I'd like to thank you in advance for any help. My English may not be one of the best, it's more like one of the worst, but I tried my best to write this.
ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
ggfirst 2024 年 12 月 25 日 上午 9:02 
@Mile thnak you for reply and MC!
Oh as far as I knew, I thought all the items, even uncraftable ones
technically had recipes. never mind!
Mlie  [作者] 2024 年 12 月 25 日 上午 8:59 
@ggfirst Not easily, as there is no recipe for uncraftable items I cant calculate the material cost
ggfirst 2024 年 12 月 25 日 上午 8:05 
Co you make it so that you can also upgrade uncraftable items?
So that players can upgrade some of the low-quality rare weapons
or bonned persona weapons with good traits on it
cerhio 2024 年 9 月 28 日 下午 3:10 
Is there any way that upgrades can be under a different priority than craft? I love this mod but now I've got my trash people (ie. smelters and stonecutters) trying their hand at repairing things over and over again, just wasting resources.
𝘼𝙮𝙖𝙨 2024 年 5 月 11 日 上午 10:37 
Thank you for all your work @Mlie This one specially is of my favourite mods in any playthrough. I was just wondering, do you think it would be possible/easy to add bionics from Quality Bionics to the compatible items to upgrade?
Mlie  [作者] 2024 年 4 月 27 日 上午 5:54 
@wuhu~pilot Please see the Reporting Issues section described above
wuhu~pilot 2024 年 4 月 27 日 上午 3:30 
I'm not upgrading any item when these codes comes out
wuhu~pilot 2024 年 4 月 27 日 上午 3:27 
@Mlie Could you please check these error codes?
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Mlie  [作者] 2024 年 4 月 7 日 上午 10:49 
@Dax Please see the Reporting Issues section described above
Dax 2024 年 4 月 7 日 上午 9:46 
I've changed some mod settings, like awful to poor chance to be 100%, but it says there's 50% chance and it sometimes fails. Did settings not apply?
有电脑 2024 年 4 月 2 日 上午 5:46 
Not what I expected, but well, all solutions are good solutions, not to say it's a general solution.
Thanks a lot
Mlie  [作者] 2024 年 4 月 2 日 上午 2:17 
@有电脑 For exact values for any slider, this mod may be useful:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2218078784
有电脑 2024 年 4 月 2 日 上午 2:06 
the cost slider in mod-settings may be toooooo smooth, hard to access an inter factor. Percentile is enough I suppose.
saintbrutal 2024 年 3 月 2 日 下午 12:53 
im blind under the command/order and not in the right click context menu.. lol works
Mlie  [作者] 2024 年 3 月 1 日 下午 11:57 
@saintbrutal It does, but the weapon needs to have quality and it has to be craftable, since there is no way for the mod to know how much it chould cost and where to do the upgrade otherwise.
saintbrutal 2024 年 3 月 1 日 下午 6:51 
does this not support modded weapons like tmc weapon pack? dropped a weapon but no right click context menu pop up to upgrade.
Pennynow 2023 年 11 月 28 日 上午 9:30 
Can I add this to an existing save?
Mlie  [作者] 2023 年 11 月 1 日 上午 1:29 
@Äärmik Creating such a gui is a pretty large undertaking, but if you post links to mods and what items you would like to upgrade I can add patches for them
Aarmik 2023 年 11 月 1 日 上午 1:20 
@Mlie Thank you for fixing it so quickly! Have you ever thought about adding a feature where we can define our own upgrade paths in the settings? For example I'm currently doing an ancient vault playthrough and thus have a ton of shelves and would like to upgrade them to big shelves from the deep storage mod.
Mlie  [作者] 2023 年 10 月 31 日 下午 1:13 
@Äärmik Should be fixed now, thanks for reporting!
Aarmik 2023 年 10 月 29 日 上午 5:32 
I have an issue where if a pawn tries to increase the quality of an item and the closest workbench is already occupied by another pawn doing either their own increase quality job or some other bill, it causes a red and yellow error in the dev mode log and the pawn gets stuck "Standing".

HugsLib log: https://gist.github.com/HugsLibRecordKeeper/74da7f82009a5d5bbdc2da54c08cef7e
Mlie  [作者] 2023 年 10 月 29 日 上午 2:50 
@Aequus The info in the description is just support things that has multiple research requirements. There are no specific research for upgrades, it just uses any defined for crafting it
Dima 🥔 2023 年 10 月 29 日 上午 1:00 
New description says about (possible multiple) research requirements for upgrades, but I cannot see any effect of this in-game? Like being able to upgrade marine armor right from start, provided I have fabrication bench. How do I use this feature? Should I make some custom patch or anything?
Svela 2023 年 9 月 25 日 下午 2:51 
Ah, that explains it. The Feathered Wraps are not stuffable.
Mlie  [作者] 2023 年 9 月 25 日 上午 2:36 
@Svela Items that are not stuffable uses a generic formula to define what material is needed. Below industrial tech it requires wood, industrial is steel and above that its plasteel.
Svela 2023 年 9 月 25 日 上午 2:33 
There is an... I don't want to say issue, but not sure how else to say it. When I try to upgrade certain items it'll request wood as the upgrade material. Thing is, those items aren't made of wood. For example, if I try to upgrade the Feathered Wrap from the Oni Of The Rim mod it wants wood instead of Oni feathers, even though the wrap is made of nothing but Oni feathers. Is wood the default material when the mod doesn't know what to use? And if so, do you happen to know how would I go about changing the target upgrade material to it's appropriate item?
Mlie  [作者] 2023 年 9 月 16 日 下午 12:26 
@Victor Added a designator and also fixed increasing quality for art using any art-bench
Victor 2023 年 9 月 8 日 上午 11:51 
The bug also happens with Electric Art Bench (Continued) https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2914607001
Victor 2023 年 9 月 5 日 下午 6:19 
Also, a suggestion: can you add a order to the orders tab? It would be useful for improving everything in an arsenal instead of going item per item.
Victor 2023 年 9 月 5 日 下午 6:17 
Found an issue with Jewelry 's Laser sculping table: if you order a placed sculpture to be improved, the pawn will bring it to the table and place it down, deleting the table, instead of placing the unminified building. This only happens on the modded table.`
Log: https://gist.github.com/HugsLibRecordKeeper/8c6d982bc880edc46d16c865af3d6cd1
Mlie  [作者] 2023 年 8 月 27 日 下午 11:41 
@Matsay Adding specific items can cause issues with other mods, so Id rather not do that. Using another item of the same type may be possible.
Matsay 2023 年 8 月 27 日 下午 10:55 
Using another piece of the same item kinda makes sense to me too... Maybe add a couple advanced components for nanites?
Neidhardt 2023 年 8 月 27 日 下午 5:05 
Perhaps basing upgrade materials on tech level and scaling it off cost or mass could work, though I'm not sure how balanced that would be with mods. I've also seen another mod use the item itself as an upgrade material, requiring you to obtain multiple of an item to upgrade it.
Mlie  [作者] 2023 年 8 月 27 日 下午 2:07 
@Matsay Well, if there is no recipe then it cant calculate the cost.
Matsay 2023 年 8 月 27 日 下午 1:36 
I'd like to again second the idea of using the fabrication bench as an upgrade station for gear with no recipe. This would save us the trouble of having to make all special gear craftable (like eltex or deserter armor) if we ever want to get it beyond good quality.
Mlie  [作者] 2023 年 8 月 27 日 下午 12:33 
@ptcon Should now only show the upgrade gizmo on items that can be crafted
Neidhardt 2023 年 8 月 25 日 上午 3:18 
Perhaps the fabrication bench? Alternatively, you could just disallow them from being upgraded.
Mlie  [作者] 2023 年 8 月 25 日 上午 12:45 
@ptcon Not sure what station that would be?
Neidhardt 2023 年 8 月 24 日 下午 10:48 
Attempting to upgrade an item without a crafting recipe throws an exception. Would it be possible to add a fallback station?
https://gist.github.com/HugsLibRecordKeeper/cb2759a7d9f599462a170d711098ea2c
Mlie  [作者] 2023 年 8 月 12 日 下午 1:33 
@Matsay Should work better now, try it and if some worktable isnt detected please report back.
Matsay 2023 年 8 月 12 日 上午 11:09 
Well I guess if you can find a proper way to do it, I'm just happy to have pointed you to the right direction. Thanks again for all the work, you're making modded playthrough so much richer!
Mlie  [作者] 2023 年 8 月 12 日 上午 9:26 
@Matsay Then I think it would be better if I added reversed lookups for benches to the mod instead of adding patches for a bunch of stuff. Ill add it to the todolist
Matsay 2023 年 8 月 12 日 上午 9:21 
Anyway, I don't want to force the issue upon you, I just thought I'd let you know since I found a solution to a question being asked a while back. Maybe later I'll look up how to properly send the patch to your github and you'll decide what to do with it.
Matsay 2023 年 8 月 12 日 上午 9:15 
You're not patching recipes to the benches, you're patching the benches as recipe users. Which wouldn't be all that useful usually (you're basically duplicating information) except in the case of this mod, since that's the place where it looks for which benches to use.
Mlie  [作者] 2023 年 8 月 12 日 上午 7:55 
@Matsay Usually the mod that adds the item, or the mod that adds the extra workbench handles the integration patches with other mods. Its seems a bit strange that this mod should add other mods recipes to other mods benches?
Matsay 2023 年 8 月 12 日 上午 7:27 
Wouldn't that require to make a different patch for each mod adding a special workbench (i.e. one in VFE Production, another in VFE Ancients, etc)? While doing it on your end would regroup everything in a single patch and allow you to add new workbenches if requested? Seemed more logical to me, but then again you're the one pumping out mod after mod so I defer to your expertise.