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My workaround now is to cool the press so that it outputs ice instead of steam into the environment.
I guess it would also get fixed by clearing all solid pipes.
Best mod for me. I cannot play without.
I've got the same issue (NullReferenceException, PipedEverything.ConduitConsumerOptionalSolid.CapacityForElement)
I disable, save, wait and re enable it, and that correct this issue.
Strange because I do not change my pipe for 10 cycle at least.
Append at cycle 99 !
UnityEngine.Component.GetComponent[T] () (at <c39a522eee05469b8171a6cfeb646c59>:0)
PipedEverything.ConduitConsumerOptionalSolid.CapacityForElement (Pickupable element) (at <a01b619723e24d1895145e9f79bb87bc>:0)
PipedEverything.ConduitConsumerOptionalSolid.ConduitUpdate (System.Single dt) (at <a01b619723e24d1895145e9f79bb87bc>:0)
SolidConduitFlow.Sim200ms (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.StepTheSim (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.UnsafeSim200ms (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.SimEveryTick (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.Update () (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Build: U57-702808-VN
NullReferenceException
UnityEngine.Component.GetComponent[T] () (at <c39a522eee05469b8171a6cfeb646c59>:0)
PipedEverything.ConduitConsumerOptionalSolid.CapacityForElement (Pickupable element) (at <a01b619723e24d1895145e9f79bb87bc>:0)
PipedEverything.ConduitConsumerOptionalSolid.ConduitUpdate (System.Single dt) (at <a01b619723e24d1895145e9f79bb87bc>:0)
SolidConduitFlow.Sim200ms (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.StepTheSim (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.UnsafeSim200ms (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.SimEveryTick (System.Single dt) (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
Game.Update () (at <8543f453fe4a4a6296c5be748aa9bf29>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
LogCatcher:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
Build: U57-702808-SCRP
WaterPurifierComplete.ConduitConsumerOptionalSolid.OnSpawn (55.50,134.01,-19.50)
System.InvalidCastException: Specified cast is not valid.
at WaterPurifier.OnConduitConnectionChanged(Object data)
at WaterPurifier.<>c.<.cctor>b__9_0(component, data)
at EventSystem.IntraObjectHandler.Trigger(gameObject, eventData)
at EventSystem.Trigger(go, hash, data)
at KMonoBehaviour.Trigger(hash, data)
at PipedEverything.ConduitConsumerOptionalSolid.OnConduitConnectionChanged(data)
at PipedEverything.ConduitConsumerOptionalSolid.OnSpawn()
at KMonoBehaviour.Spawn()
Build: U57-702808-SCRP
If you do not find the file, read the description above.
- Allow an option to enable/disable piped geysers/volcanos, feels very cheatty IMHO.
- Allow 3 individual options to disable either liquids, gases or most importantly rails, rails on everything is kinda annoying when you are building a fully automated farm, rails on every hydroponic makes ttraversing a pain
- And finally a non QoL long term very interesting suggestion: link the pipes activation to one or 3 different technologies, mid-late game techs, so you need to traverse the begining without this help, progression would feel fantastic, also with an option to enable or disable this tech-link.
And again, im very very greatfull for the mod as is, its exelent, and i know you do this on your free time, but this suggestions would make the mod a LOT better, TYVM allready for your effort with this.
PS: the apothecary is missiing pipes for some reason
https://pastebin.com/urEqFqZ8
The only way I could get it to work with the new game was to move the mod to the bottom of the mods lists (not sure if that means it loads first or last), but I can confirm the mod works in that new game (the Microbe Musher has a water in port). HTH.
Error in WaterPurifierComplete.ConduitConsumerOptionalSolid.OnSpawn at (144.50, 225.01, -19.50)
System.InvalidCastException: Specified cast is not valid.
at WaterPurifier.OnConduitConnectionChanged (System.Object data) [0x00001] in /home/build/workspace/game/Assets/scripts/game/Buildings/WaterPurifier.cs:83
at WaterPurifier+<>c.<.cctor>b__9_0 (WaterPurifier component, System.Object data) [0x00001] in /home/build/workspace/game/Assets/scripts/game/Buildings/WaterPurifier.cs:79
at EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) [0x00022] in /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:171...
The primary solution is to use a mod updater, that checks the files against Steams database. You could also scrub the cache, but I am not sure where that is. I think in Documents/Klei, from all the conversations I had about that topic.
Another approach that seems to work for everyone is to download the mod from Github and extract it in the correct mods/Steam folder.
By the way, do not use beta branch. I do not care about that.
Error in WaterPurifierComplete.ConduitConsumerOptionalSolid.OnSpawn at (144.50, 225.01, -19.50)
System.InvalidCastException: Specified cast is not valid.
at WaterPurifier.OnConduitConnectionChanged (System.Object data) [0x00001] in /home/build/workspace/game/Assets/scripts/game/Buildings/WaterPurifier.cs:83
at WaterPurifier+<>c.<.cctor>b__9_0 (WaterPurifier component, System.Object data) [0x00001] in /home/build/workspace/game/Assets/scripts/game/Buildings/WaterPurifier.cs:79
at EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) [0x00022] in /home/build/workspace/game/Assets/Plugins/Klei/util/EventSystem.cs:171...
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 0,
"OffsetY": 0,
"Filter": [
"Water"
]
},
{
"Id": "Apothecary",
"Input": true,
"OffsetX": 1,
"OffsetY": 0,
"Filter": [
"LiquidGunk"
]
},
{
"Id": "Apothecary",
"Input": false,
"OffsetX": 0,
"OffsetY": 2,
"Filter": [
"DirtyWater"
]
}
But the pipes could work on other buildings from that mod. The only way to know is testing or reading the code.
However it is also possible the mod creator did not use the default mechanics and created their own emitting logic (which shouldn't be necessary, but could be done). In that case the pipes cannot work, since the storage redirection never stores anything.
public static float SolidMaxMass {
get {
if (_solidMaxMass == float.NaN) {
var warpStorage = Assets.TryGetPrefab(WarpConduitSenderConfig.ID).GetComponent<WarpConduitSender>().solidStorage;
_solidMaxMass = warpStorage.capacityKg / 5f;
+ if ( float.IsNaN(_solidMaxMass) || float.IsInfinity(_solidMaxMass) || _solidMaxMass <= 0 ) _solidMaxMass = 20f;
}
return _solidMaxMass;
dll was v1.0.26.1. Mod updater is installed bur did nothing before forcing an update.
The mod menu displayed v1.0.28.0.
Now it is outputting again. But another issue arose:
It is not respecting the 20kg limit for conveyor rails but puts out the complete storage content in one chunk.
Maybe because you now check the "FumiKMod.SolidMaxMass" and I don't have customize buildings installed so _solidMaxMass is not set?
Also I cannot get the apothecary output to work (my own || Kaedys) I'll test there some more and write it up.
Now the patched Solid Outputs do no longer output Gear Balm to the conveyor rails.
Example config which previously worked for storage:
{
"Id": "StorageLocker", "Input": false,
"OffsetX": 0, "OffsetY": 0,
"Filter": [
"Solid"
],
"StorageIndex": 0,
"StorageCapacity": "Infinity"
},
The Conveyor Loader Building still works so it seems to only be the added outputs.
Maybe this is tied to the update from The Prehistoric Planet Pack DLC Launch:
Solid conduits now transfer the whole pickupable if the mass per unit is greater than 20kgs
Doe it work for others? Can I somehow make this work again?
Cracking idk, possible that is troublesome.