RimWorld

RimWorld

Eccentric Tech - Spacer Furniture
282 kommentarer
Aelanna  [ophavsmand] For 23 timer siden 
@Padawhat - Are you able to screenshot your setup and provide a mod list? I've ensured that the autoloaders work in my own vanilla and CE mod testing setups, but if there's another mod that might be interfering then I need more information to go on.
Padawhat 10. okt. kl. 9:10 
I feel like I am being incredibly stupid cause I cant get the autoloader to work at all. Its supplied with ammo from the network and connected, I have multiple autoloaders that are directly under multiple turrets and none of them work. Still my colonists manually load them, even when the turrets run out. There is no error being put out into the log so as far as the game is concerned its
working as it should despite it clearly not.
JRSmith G S 5. okt. kl. 5:57 
@Sanicek I thought the same thing, but the auto-loaders do work with CE, they just don't work how you think they'd do so it looks broken.
They only trigger when the gun empties, so you have to do the first reload by hand when you make them or change ammo type. They also have to be placed under the turret not next to them.
sanicek 4. okt. kl. 14:38 
Excellent mod, even more so in the gravship era. I do have autoloader and supply network woes as well though, using CE and can't get the autoloader to work and the defense grid turrets and vertical missile launchers won't reload from the supply network as well. The supply network works fine for stuff like the refinery so possibly this is something with CE or the reload job.
KeiChan0215 20. sep. kl. 7:19 
wait, it works now, I don't know how
KeiChan0215 20. sep. kl. 5:04 
Yup, the Charged Autocannons won't reload too, goodness
KeiChan0215 20. sep. kl. 4:35 
Does Autoloaders support CE? My autocannons won't reload with 20x102mm AP on supply shelves
Aelanna  [ophavsmand] 15. sep. kl. 9:56 
@cinisdeus - No worries, I much prefer that people report any confusion than potentially have a bug sit unfixed. :) Just to explain how the autoloader works though, it triggers whenever a reload/rearm job would be triggered on the vanilla CompRefuelable. Your colonists would not try to rearm a turret automatically until it drops to 50%, thus that's when the autoloader kicks in. On devices with configurable automatic fuel level, that would control when the autoloader kicks in as well!
cinisdeus 15. sep. kl. 7:28 
I apologize, my mistake, it works perfectly, I've just been spoiled by Reel's pipeline that tops off a turrets ammo as it uses it, whereas the autoloader waits til the ammo is at 50% before instantly rearming it. I had just assumed because it was at 77/100 it wasn't rearming it. Thank you for the quick reply and the amazing mods.
Aelanna  [ophavsmand] 15. sep. kl. 6:13 
@cinisdeus - They were indeed designed to work together and I've tested them extensively together. Are you getting any kind of errors and do you have any mods that are altering vanilla turret behavior?
cinisdeus 14. sep. kl. 22:46 
I'm running this mod along with Defensive Grid, have a L32 Machine Gun and tried to install autoloader under it and plasteel in the system, but it doesn't seem to load the turret. I'd had hoped both being eccentric tech they'd work together, are they supposed to or is one of my other mods screwing with it somehow?
Slimez 8. sep. kl. 12:14 
Thanks for the response. Unfortunately, steam wont show it yet since they haven't checked it. That said, the issue is resolved. My steam cloud had given me a failed to sync warning earlier, but it turns out that my steam app said "no connection" at the bottom, despite having great internet. So i changed my download region and then changed it back, and it works now. Sorry for the false alarm, I didnt even know steam could A) load and launch the game, B) subscribe to new content, but couldnt C) put the new content in the game.
Aelanna  [ophavsmand] 8. sep. kl. 12:03 
@Slimez - I am not aware of any such issue and this mod does not do anything to alter normal RimWorld mod loading. Perhaps try restarting the game if Steam itself reports that it's done downloading?
Slimez 8. sep. kl. 11:50 
For some reason this does not even show up in the mod manager even 10 minutes after subscribing on the workshop. I know that while downloading the mod manager shows "downloading..." and then once finished it doesnt display until you reopen the manager, but it wont show up after reopening the manager, or even relaunching the game. Is this a known bug? (By mod manager, I just mean the bare bones mod tab on the menu, not a custom mod loader or anything)
Aelanna  [ophavsmand] 8. sep. kl. 10:57 
@Jolak @Fodofox - As mentioned, the autofabricators do not support categorical recipes which a lot of production chain mods will change the component recipes to be. I need to take the time to see if I can fix this in the future, but simply changing the recipeUsers won't change anything as the autofabricators are not traditional workbenches. Apologies for the inconvenience!
Fodofox 7. sep. kl. 11:47 
I just added this to Designations_Eccentric.xml, hope it fixes the issue with the metals


<Operation Class="PatchOperationAdd">
<xpath>//RecipeDef[defName="EM_Make_ComponentIndustrial_Iron"]/recipeUsers</xpath>
<value>
<li>EccentricFurniture_AutofabricatorBasic</li>
</value>
</Operation>


<Operation Class="PatchOperationRemove"> <xpath>//ThingDef[defName="EccentricFurniture_AutofabricatorBasic"]/comps/li[@Class="EccentricFurniture.CompProperties_Fabricator"]/recipes/li[text()="Make_ComponentIndustrial"]</xpath>
</Operation>
Fodofox 7. sep. kl. 5:59 
There seem to be limitations for the Autofabricator's MakeComponentIndustrial and Autorefinery's Eccentric_MakeChemfuelFromWood recipees, as "Only recipes that use all fixed ingredients and produce a single Resource item can be autofabricated" - Example if "Expanded Materials - Metal" is installed.

Is there a workaround, or compatibility update planned?
Jolak 6. sep. kl. 14:10 
For some reason, the basic autofabricator is not generating components. I have Expanded materials - metals installed, but the advanced autofabricator seems to be working fine with it so I'm not sure if that's the issue.

Has anyone else had issues with the basic auto-fab?
Aelanna  [ophavsmand] 6. sep. kl. 11:33 
@Yrol Akiyama - Heya! I didn't think about that, I can definitely add a mod option for setting the default height as it's not exposed to XML at the moment. Apologies for the inconvenience!
Yrol Akiyama 6. sep. kl. 2:22 
Greetings, Aelanna :o)

"Ceiling Lamp - A stylish, ceiling-mounted lamp. Its height can be adjusted for best presentation."

Where in the Defs can i set the default height?
I use MANY ceiling lamps and it is always a fuss to set the height to my liking,
because if i select multiple Ceiling Lamps and change the height, they do NOT all get changed,
so i have to change them one by one :o/
SquirrelGoblin 1. sep. kl. 12:31 
Love the art.
Whisper 23. aug. kl. 15:01 
Do you think you could make the repair wardrobe act more like a dresser in the way it links to a bed? I'd rather not have it directly touching the bed as it doesn't fit my look. Let me know if its impossible.
Xeonzs 19. aug. kl. 3:26 
The only reason I'm subbed to this mod is for the chandelier and ceiling lamp, they're just so pretty lol
BloodBlight 18. aug. kl. 16:35 
Think I have run into a bug: https://imgur.com/a/rybrJVu I am on Linux, so could be an issue with that. This is new since 1.6, and it worked for a few days, then started doing this. Sometimes it will see that it needs a material, but will not show any pending repairs. LMK If you want logs or anything.
Venseer 17. aug. kl. 20:49 
The autoloaders, I'm still having to manual reload AGS-30s (combat extended turet), I confirmed it worked with Molten Turrets from another mod, is it incompatible with those?
The Unbidden One 17. aug. kl. 19:37 
Thanks for the explanation would never have thought you could build it directly under the turret
Aelanna  [ophavsmand] 17. aug. kl. 19:03 
@The Unbidden One - You need to place the autoloader directly underneath whatever device you want automatically refueled/reloaded. Alternatively, think of it as building the turret on top of it.
The Unbidden One 17. aug. kl. 18:22 
This may have been answered before, but can someone explain the autoloaders to me, do they need to be connected to the device that needs to be reloaded for example a turret or do you just need one attached to the supply network somehow but placement is irrelevant?
Aelanna  [ophavsmand] 14. aug. kl. 6:10 
@劣仁假 - There are some specific issues in the vanilla pathfinding logic where certain jobs can't find items that are inside of walls. I have it on my to-do list to take a look at whether it can be easily fixed but it may end up being outside of the scope of this mod as item finding is very sensitive code. For now, it may be best to not keep herbal medicine inside wall refrigerators.
劣仁假 14. aug. kl. 0:22 
Medicine is stored in the refrigerator, but when the character needs surgery, the medicine cannot be detected,Is this a bug?
DJ_Anuz 10. aug. kl. 12:13 
Not sure if it's mod incompatibility related, but I just noticed today that my repair cabinets are no longer linking to beds... Anyone else experiencing this? Seems to be happening when I remove mods that I've added since the last time I knew it was working.
volpol 9. aug. kl. 1:57 
There is a little visual bug with repair cabinets used on unique weapons. The image of the weapon in question will rapidly flip through different representations, even when the game is paused. This is purely visual, the functionality is not affected. The effect was also present after loading the save with minimal mod list (Harmony + all official + this mod)
Lok Vah Koor 8. aug. kl. 20:06 
After testing, I found that this mod needs to be loaded after Vanilla Expanded Framework and Vanilla Furniture Expanded, otherwise it will cause errors.
Aelanna  [ophavsmand] 2. aug. kl. 18:34 
@Ymir - No worries, please let me know if you run into any additional issues!
Ymir 2. aug. kl. 16:55 
I think it was a me issue, I used RimSort to update all my mods and after a restart everything seems to work as intended. Sorry for wasting your time :/
Ymir 2. aug. kl. 16:37 
They are vanilla turrets with a retexture. Top one is the Slug Turret, bottom one is the Autocannon.
Aelanna  [ophavsmand] 2. aug. kl. 16:26 
@Ymir - What mod are those turrets from?
Ymir 2. aug. kl. 15:43 
I see no errors, but I do get notifications when something is added to the supply network(cables, autoloaders & shelves). Here's a couple of screenshots of what my test enviroment looks like: https://imgur.com/a/pmB36NV
Aelanna  [ophavsmand] 2. aug. kl. 14:35 
@Ymir - The autoloaders do have compatibility code with Combat Extended and worked fine when I tested them against the prerelease build of CE. Are you getting any errors?
Ymir 2. aug. kl. 13:41 
Currently I am unable to get the Auto-loader to work on turrets, no matter what placement I put it in. I currently have Combat Extended activated, however. Is the auto-loader incompatible with that atm or am I just f'n something up?
Cal 2. aug. kl. 7:40 
Looks like there might be a minor incompatibility with VV - New Harvest. VV - New Harvest adds new wood types which seems to be the cause of:

Config error in EccentricFurniture_Autorefinery: (Eccentric Furniture) Recipe Eccentric_MakeChemfuelFromWood cannot be used with autorefinery. Only recipes that use all fixed ingredients and produce a single Resource item can be autofabricated.
恰似宛然一笑生花 1. aug. kl. 16:14 
Hello Aelanna. That's an interesting mod.
So I created a mod " Eccentric Tech - Spacer Furniture_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Cal 1. aug. kl. 9:05 
PS. Love your stuff.
Cal 1. aug. kl. 9:00 
The separate VEF Royalty patch mod is no longer used and the patches were moved into the main mod in like 1.5(?). The Royalty patch included with this still has a loadafter that looks for that mod for sorting which causes it to be sorted wrong by RimSort.

Changing the loadafter to OskarPotocki.VanillaFactionsExpanded.Core fixes the sort and the game no longer has a fit for it being out of order.
L963 28. juli kl. 0:54 
Would it be possible to make the Autoloader compatible with Odysseys shuttles?

While they could technically refuel the shuttle, the autoloader currently blocks the shuttle from landing at that spot
Aelanna  [ophavsmand] 26. juli kl. 5:25 
@ IA-3S - This sounds like you have another mod that is breaking one of the vanilla abstract Defs that other mods including this one relies on. Do you have any idea what that might be and/or would you be willing to help me by removing mods until the error goes away?
IA-3S 26. juli kl. 0:47 
Config error in EccentricFurniture_BedSingle: has costStuffCount but no stuffCategories.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DefDatabase`1<Verse.ThingDef>:ErrorCheckAllDefs ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
Ocomunepom 23. juli kl. 9:53 
o ok, good to know
Aelanna  [ophavsmand] 23. juli kl. 8:21 
@Ocomunepom - Nano repair fuel is only used to repair things that are normally non-craftable, such as quest reward weapons from Royalty. Any item that you can normally craft will require the relevant Stuff material or most relevant non-Stuff material as appropriate.
Aelanna  [ophavsmand] 23. juli kl. 8:20 
@Saulens181 - Thanks for the report, looking into it vanilla added a new tag that enables corner-building for conduits in 1.6, I'll make sure it makes it into the next update.