缺氧
Piped Everything
416 条留言
JARcito 12 月 17 日 上午 9:46 
thank you for all the work <3
Yannic 12 月 16 日 上午 10:30 
Is it normal that the Polymer Press outputs small amounts of steam into the environment if it is done with a batch of plastic even with connected gas pipes? This did break my build and I thought that my amber melter did get too hot, but it was the press.
My workaround now is to cool the press so that it outputs ice instead of steam into the environment.
Fumihiko  [作者] 12 月 15 日 上午 7:23 
I don't know the root issue. I am aware that the crash happens, when a specific defective solid chunk is absorbed into a pipe inlet. But I cannot tell why there would be a defective chunk in the first place.
I guess it would also get fixed by clearing all solid pipes.
呈梓 12 月 15 日 上午 1:05 
我用ai修好了 是固体运输管道有问题 我把连接咖啡机的固体管道拆了以后就不报错了
Devon 12 月 14 日 上午 4:01 
Hello
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 !
Fumihiko  [作者] 12 月 10 日 上午 9:19 
This mod works with itself. I think you wrote this in the wrong comment section. Although the solution should be to add brine to the ice maker filter list. If you don't know how, I doubt I could explain it.
robboweaver 12 月 10 日 上午 7:58 
Can you make it work with the 'everything piped' mod? Currently cant pump brine into the ice maker
呈梓 12 月 10 日 上午 1:17 
How did you do it? After I did this, the save file still crashed.
Ostap 12 月 7 日 下午 5:34 
That worked thanks
Fumihiko  [作者] 12 月 7 日 上午 12:34 
I cannot make sense of that. You can try to disable the mod, unpause it for a minute, then save and re-enable it. I think that helped someone before.
呈梓 12 月 6 日 下午 9:12 
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-VN
Ostap 12 月 6 日 下午 8:08 
help plz game crashing

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
sɐuıoooooʞ 12 月 6 日 上午 9:46 
I already tried a forced update, but it didn't help. Manual update seems to have helped, thanks.
Fumihiko  [作者] 12 月 6 日 上午 12:54 
That's from a couple of versions ago. Try force update. There is a button in Mod Manager. Or download and overwrite from Github.
sɐuıoooooʞ 12 月 5 日 下午 7:03 
I have issue with this mod while save file is loading
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
jimmy neutron 12 月 5 日 下午 1:15 
do peat burners have piped outputs too?
pizzabreath 12 月 4 日 下午 4:32 
I love the absolute ♥♥♥♥ out of this mod, absolute game changer. Thank you so much!
corigliano.g.o 12 月 4 日 上午 8:00 
Yea i tinkered with that a bit but i meant a dumbed down checkmark option on an "options" button on on the mod menú in the main menú of the game like other mods do.
Fumihiko  [作者] 12 月 4 日 上午 7:51 
Set GeyserPipes to remove the pipes from geysers. For all other pipes, you can look up the building ID and remove its entry. Admittedly the list got a lot larger over time, so it's a bit of work to find anything specific.

If you do not find the file, read the description above.
corigliano.g.o 12 月 3 日 上午 11:41 
This mod is really gamechanger, really, its beautyfull, altho if you allow me i want to give some suggestions for improvement:
- 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
♀ OdayakanaArashi 11 月 25 日 下午 4:29 
Forced update works! ty!
Fumihiko  [作者] 11 月 25 日 上午 7:33 
Yeah. That's the crash from the last game update. Just update the mod. If you have Mod Manager, you can press 'force update'.
♀ OdayakanaArashi 11 月 24 日 下午 2:08 
Well, this sucks; I was going through a savegame with Piped Everything enabled, and ONI threw this fatal exception after constructing a Liquid Sieve object for cleaning polluted water.



https://pastebin.com/urEqFqZ8
Torshi 11 月 24 日 下午 1:04 
Thank you, dear Fumihiko :)
Fumihiko  [作者] 11 月 21 日 上午 2:44 
Yeah. I am looking at it right now. The issue seems to be that Klei build in a logic bug in the water purifier. Fixable from my side. Working on it.
JARcito 11 月 21 日 上午 2:42 
the mod didnt work in the newer update
Lt. Col Jarvis Pendleton 11 月 20 日 下午 11:05 
Not sure this helps with the fix, but I was able to use this mod in a new game - but I couldn't load an existing save without disabling it.

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.
MordecaiRigs 11 月 20 日 下午 9:59 
I have the same issue with the water purifier.

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...
Neavo 11 月 20 日 下午 9:37 
same issue
雾里 11 月 20 日 下午 9:34 
I reported the error to the AI, and it said there is a problem with the water purifier in the mod and the main game, requesting an update.
Fumihiko  [作者] 11 月 16 日 上午 12:10 
So, I concluded (but not certain) that: ONI puts its modding directory in Documents. Later the Steam Workshop was added. They put in a copy function, so subscribed mods get copied from cache to the modding directory. However sometimes some files don't get copied. So people have a lot of issues and everyone is confused.

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.
ByteNeko 11 月 15 日 上午 7:03 
idk WHY, but like EVERY mod i used to use just DOENST work, but this is the one i NEED the most to work😭
Yalokin 11 月 8 日 上午 1:51 
The issue with my crash on beta branch is connected to water sieve I think. The issue might be the change of object input parameters according to dev patch notes.

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...
Yalokin 11 月 7 日 上午 7:13 
I tried what @Kaedys mentioned, it has its inputs working but the output Pwater drops as bottles:

{
"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"
]
}
Yalokin 11 月 7 日 上午 7:09 
Can we have Apothecary piped as well please? I tried with custom setting but the polluted water doesn't go out. Also now it breaks with beta branch :(
Fumihiko  [作者] 11 月 5 日 上午 10:07 
Yeah, possible. I would assume that bigger mods tend to do more custom components.
But the pipes could work on other buildings from that mod. The only way to know is testing or reading the code.
MiserableGamer 11 月 5 日 上午 8:57 
It's the Ronivans Legacy mod by Sgt_imalas? Would he have changed the emitting logic, do you think?
Fumihiko  [作者] 11 月 4 日 上午 7:46 
So, you did find the mod building id. Regarding the output: you need the correct filter and correct storage. The mod usually tries to guess the correct storage, but it does not always work. If you don't know, you can just try a couple of indexes.

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.
MiserableGamer 11 月 3 日 上午 9:09 
When you say in the readme "Can work for modded buildings, but requires editing the settings" what do you mean? I'm trying to add gas ports for a mod building, the port appears but doesn't output any gas
Kaedys 10 月 12 日 上午 9:52 
Not to mention, adding a port to a building that doesn't currently have one would require being able to somehow specify what the port is supposed to do. If input, is it just enable/disable, or something else? And if output, what variable, or what combination of and boolean comparisons of multiple variables, should that port be outputting? That's something that'd probably justify its own entirely separate mod, and I still don't know how you'd make it user-customizeable for the port logic.
Fumihiko  [作者] 10 月 12 日 上午 1:18 
Oh. That would be pretty difficult. There is also zero overlap with this mod. The name is 'port', but from a code perspective, they have nothing in common.
MiserableGamer 10 月 10 日 上午 1:08 
The automation system where you can use logic to turn buildings on or off?
Fumihiko  [作者] 10 月 9 日 上午 11:58 
What are automation ports?
MiserableGamer 10 月 9 日 上午 1:17 
Could this be expanded to include the addition of automation ports? Or is that already included?
Deadly_Shadow 10 月 3 日 上午 7:55 
I assume a fallback will work and would be simpler (Have no clue what warpStorage and _solidMaxMass values actually are in this case...):
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;
Fumihiko  [作者] 10 月 3 日 上午 1:05 
I can create a new option for solid output mass. Would that solve your issue?
Deadly_Shadow 10 月 2 日 下午 5:30 
Indeed had an old version in the file system.
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.
Fumihiko  [作者] 10 月 2 日 上午 8:53 
I don't see anything wrong with that entry. Are you sure the mod is up to date? Make sure to use an updater.
Deadly_Shadow 10 月 1 日 下午 6:51 
Was absent from the game for some months.
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?
Fumihiko  [作者] 9 月 3 日 下午 1:30 
Morphing shouldn't make a difference. The old geyser is destroyed and replaced with a new one.
Cracking idk, possible that is troublesome.