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You should be able to reproduce this on any save, Its a vanilla mechanic but the mod makes it easier to encounter (easier to see happen when you set an "ignore" order on the outhouse floor tiles).
I did some more digging; it seems that this has to do with the supply queue for the outhouses. Basically, a dupe cleans the outhouse, the 5kg dirt (with germs) is dropped with the polluted dirt, but if a bunch of dupes have a supply priority, then the dirt that drops is NOT added back into the outhouse, because as its dropping, another dupe has already queued to bring the supply of dirt needed so the germ dirt stays.
If I remove the supply priority from multiple dupes, and keep it on one, then the dirt that drops is resupplied back into the outhouse. You can see it happen if you pause right after a dupe cleans an outhouse (the dirt and polluted dirt will drop together, then the dupe puts the germy dirt that dropped right back into the outhouse).
When you place "don't sweep" zones over an Outhouse, when the dupes go to "unplug" it after 12 uses, it will generate 295.5kg of polluted dirt... and 5kg of dirt, which has food poisoning germs. Not sure why, but both of these generate. I think it had something to do with patch AP-419840 where it states "Dirt is not destroyed on clean (it's dropped with the polluted dirt), and its not returned in full on deconstruct."
Basically, I noticed without the sweep orders, the dirt is not dropped (I guess they put it right back in?) but with the sweep orders, you have 5 kg of food poisoned dirt left over, which in my case... goes right into the food supply through fertilizing farms.
Sweepn't: Pickupable or chore in checking is null, allowing fetch (but should never be null).
Updated the mod for the newest version of the game. Sorry for the delay.
Exception while loading mod Xav.IgnoreFetch at ***/Klei/OxygenNotIncluded/mods/Steam/2957155887.
HarmonyLib.HarmonyException: Patching exception in method System.Void FetchablesByPrefabId::UpdatePickups(PathProber path_prober, Navigator worker_navigator, System.Int32 worker) ---> System.Exception: Parameter "worker_go" not found in method System.Void FetchablesByPrefabId::UpdatePickups(PathProber path_prober, Navigator worker_navigator, System.Int32 worker)
at HarmonyLib.MethodPatcher.EmitCallParameter (System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2[TKey,TValue] variables, System.Reflection.Emit.LocalBuilder runOriginalVariable, System.Boolean allowFirsParamPassthrough, System.Reflection.Emit.LocalBuilder& tmpObjectVar, System.Collections.Generic.List`1[T] tmpBoxVars) [0x00820] in <6dcb326e4f6442999f701f1e67d0b5a0>:0
[...]
Build: U55-661174-SCR
Steps to reproduce:
1. place a critter egg in a sweepn't tile, and then set an incubator to incubate that egg. Dupes will freeze unable to complete the task and unable to ignore it.
2. place egg shell in sweepn't zone. set rock crusher to crush to lime.
Will disable this mod for now.
https://github.com/SanchozzDeponianin/ONIMods/issues/73
- Now you can manage and see sweepn't marked tiles in a brand new overlay, removing the need to have that ugly hand icon showing everywhere.
- Fixed a bug where permissions for tiles would not update correctly.
- Fixed a bug where dropping a wrangled critter in a ignored tile would cause a crash.
If you experience any crashes after this update, please try disabling the mod, saving the game without the mod and enabling it again.
KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0
at IgnoreFetch.IgnoreFetchUtils.isFetchAllowed (Pickupable pickup, System.String chore, IgnoreFetch.IgnoreStore ignoreStore, System.Boolean isArm) [0x00026] in <1a548514f11e4ca4bcb13f9085ce0598>:0
at IgnoreFetch.FetchManagerPatches+FetchManager_FindFetchTarget_Patches.Postfix (Storage destination, FetchChore chore, System.Collections.Generic.List`1[T] ___pickups, Pickupable& __result) [0x00045] in <1a548514f11e4ca4bcb13f9085ce0598>:0
Deleting the mod, loading the save, saving, and reinstalling the mod, solves the problem.
UnityEngine.GameObject uiPrefab) [0x0002e] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at PeterHan.PLib.UI.PUIUtils.AddSideScreenContent[T] (UnityEngine.GameObject uiPrefab) [0x00000] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at IgnoreFetch.UIPatches+DetailsScreen_OnPrefabInit.Postfix () [0x00006] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at (wrapper dynamic-method) DetailsScreen.DetailsScreen.OnPrefabInit_Patch12(DetailsScreen)
at KMonoBehaviour.InitializeComponent () [0x00068] in <3ca21dc18eae422d87255277091f8593>:0
Build: U51-596100-S
Error in DetailsScreen(Clone).DetailsScreen.OnPrefabInit at (3790.0, 176.0, 0.0)
PeterHan.PLib.Detours.DetourException: Unable to find sideScreenContentBody on type DetailsScreen
at PeterHan.PLib.Detours.PDetours.DetourField[P,T] (System.String name) [0x00078] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].Initialize () [0x0001c] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at PeterHan.PLib.Detours.LazyDetouredField`2[P,T].get_Get () [0x00000] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at PeterHan.PLib.UI.PUIUtils.AddSideScreenContentWithOrdering[T] (System.String targetClassName, System.Boolean insertBefore,
at PeterHan.FastTrack.World_LateUpdate_Patch.Postfix () [0x0000f] in <1da3b9bc914d49ce9e3f0a9d24eb99df>:0
at (wrapper dynamic-method) World.World.LateUpdate_Patch2(World)
at (wrapper dynamic-method) GlobalChoreProvider.GlobalChoreProvider.CollectChores_Patch1(GlobalChoreProvider,ChoreConsumerState,System.Collections.Generic.List`1<Chore/Precondition/Context>,System.Collections.Generic.List`1<Chore/Precondition/Context>)
at ChoreConsumer.FindNextChore (Chore+Precondition+Context& out_context) [0x0016a] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at Brain.FindBetterChore (Chore+Precondition+Context& context) [0x00000] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at Brain.UpdateChores () [0x0001b] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at Brain.UpdateBrain () [0x0001b] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at MinionBrain.UpdateBrain () [0x00000] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at IgnoreFetch.IgnoreFetchUtils.isFetchAllowed (Pickupable pickup, System.String chore, IgnoreFetch.IgnoreStore ignoreStore, System.Boolean isArm) [0x00001] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at IgnoreFetch.FetchChorePatch+<>c.<.cctor>b__5_0 (Chore+Precondition+Context& context, System.Object data) [0x0003f] in <c9cbb5a3208342ba8a3a7337c4e9ba61>:0
at PeterHan.FastTrack.GamePatches.ChoreComparator.RunSomePreconditions (Chore+Precondition+Context& context) [0x0007d] in <1da3b9bc914d49ce9e3f0a9d24eb99df>:0
at PeterHan.FastTrack.GamePatches.ChoreComparator.Collect (Chore chore) [0x00041] in <1da3b9bc914d49ce9e3f0a9d24eb99df>:0
at
I've been trying to work on this change for the mod, seeing as people have been suggesting it for a while now. It will be released somewhere in the near future (when i have the free time to work on it lol).
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00063] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x0002d] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00025] in <1e2b7d5db95c4d6b84eabb7ca0270927>:0
at Game.SimEveryTick (System.Single dt) [0x0006c] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at (wrapper dynamic-method) Game.Game.Update_Patch3(Game)
at SolidTransferArm.Sim () [0x00008] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at PeterHan.FastTrack.GamePatches.SolidTransferArmUpdater.BatchUpdate (System.Collections.Generic.IList`1[T] entries) [0x0009d] in <1da3b9bc914d49ce9e3f0a9d24eb99df>:0
at PeterHan.FastTrack.GamePatches.SolidTransferArm_BatchUpdate_Patch.Prefix (System.Collections.Generic.List`1[T] solid_transfer_arms, System.Single time_delta) [0x00013] in <1da3b9bc914d49ce9e3f0a9d24eb99df>:0
at (wrapper dynamic-method) SolidTransferArm.SolidTransferArm.BatchUpdate_Patch1(System.Collections.Generic.List`1<UpdateBucketWithUpdater`1/Entry<ISim1000ms>>,single)
at (wrapper delegate-invoke)
NullReferenceException: Object reference not set to an instance of an object
at IgnoreFetch.IgnoreFetchUtils.isFetchAllowed (Pickupable pickup, System.String chore, IgnoreFetch.IgnoreStore ignoreStore, System.Boolean isArm) [0x00001] in <884d7e52a0f341d8a77ea64302b16330>:0
at IgnoreFetch.FetchChorePatch+<>c.<.cctor>b__3_0 (Chore+Precondition+Context& context, System.Object data) [0x0003f] in <884d7e52a0f341d8a77ea64302b16330>:0
at Chore+Precondition+Context.RunPreconditions () [0x0005e] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
at Chore.CollectChores (ChoreConsumerState consumer_state, System.Collections.Generic.List`1[T] succeeded_contexts, System.Collections.Generic.List`1[T] failed_contexts, System.Boolean is_attempting_override) [0x0000c] in <ad63d841ef814a5d8bf82e8bc9ca21bd>:0
I will be releasing a fix for the "big bug" soon™.
To all of you experiencing this bug, i apologise for the delay in fixing it, life hit me hard these last few months and I wasn't able to fix it sooner.
For extra information feel free to send a message, and i'll reply when i am able to.
For a little more information, it looks like the bug only triggers once a candidate item is in zone 2; the sweeper did pull items out of zone 1 until there was some of that item already in zone 2, then it refused to touch them in zone 1 unless I allowed zone 2 to permit Store Materials.
My setup was a sweeper able to see two Sweepn't zones, one conveyor loader sending to the second zone, one grill, and one gas range. All dupe sweeping banned in both zones, no autosweeping banned in zone 1, Store Materials banned for autosweepers in zone 2. The sweeper should have been able to pick up ingredients from zone 1, grill them, drop cooked food in the loader, and only pull finished food from zone 2 if it's needed for the gas range, not looping food from zone 2 to the loader. Instead, if Store Materials is banned in zone 2 the sweeper acts as if it's banned in zone 1 too and won't deposit any food in the loader. It still picks ingredients from zone 1 to supply the grill, and presumably (though I wasn't able to test) would pull food from zone 2 to supply the range.