RimWorld

RimWorld

Soil Relocation Framework (Continued)
229 kommentarer
Mlie  [ophavsmand] For 5 timer siden 
@Lemniscate_Mike Please see the Reporting Issues section described above
Lemniscate_Mike For 11 timer siden 
Started getting an error on game launch pointing to this.
Here's the full log!

https://gist.github.com/HugsLibRecordKeeper/f3b5b77dd30a9d2faaaf18b6595138e6
Mlie  [ophavsmand] 28. sep. kl. 8:16 
@syn See the steps described under reporting issues.
Also, RimPy is abandoned and has not been updated in years.
syn 28. sep. kl. 7:30 
Ok I looked at the mod files and see that there is indeed a patch for VFEClassical, I will try to remove that and see if that fixes it
syn 28. sep. kl. 7:27 
hey Mlie, i think this mod causes an issue with the cement press in VFE Classical. Pawns can't use the cement press, which also causes them to bug out and just stand around if there is an active process in the cement press.

(Also concrete paths now need the VFEC concrete blocks instead of another type of concrete, which is why i built the cement press in the first place.)

Rimpy says to load VFEClassical before this mod, but that seemingly causes these issues, I'm gonna try to load them the other way around.
I
Joanne 21. sep. kl. 6:12 
any chance that this can be updated to place the biome specific soil variations from odyssey? right now if you dig up soil in a grassland for example and place it 3 tiles to the left it uses the default soil texture and doesnt match the surroudning ground you pulled it from. Also maybe a way of moving lava would be very cool but maybe thats beyond scope.
Mlie  [ophavsmand] 18. sep. kl. 7:32 
@tzverg Sorry, there were way to many changes between 1.5 and 1.6 for me to keep the 1.5 version of the mod updated
tzverg 18. sep. kl. 6:42 
@Mlie pls, add this fix for version 1.5
Mlie  [ophavsmand] 14. sep. kl. 21:57 
@tzverg That was included in the last update, as stated in the changenotes
tzverg 14. sep. kl. 17:43 
@Mlie any updates about problem with argonic core mod?
Leo 1. sep. kl. 18:11 
Hi, looks like riverbank soil cannot be dug...
GiPSyFiSH 30. aug. kl. 4:14 
Does this allow me to make marshy soil or dig trenches with water etc. ?
Iirly 15. aug. kl. 8:50 
@Mile I was over on water Freezes mod and would like to ask if it is at all possible, would you consider making this mod compatable with Vanilla freezing water. I miss water freezes and being able to have my primitive/tribals dig ice to make early game cold food storage. (I saw you mention to make the suggestion here.) I hope i put this request in the correct place. Unless there is a discord? If not i apologize.
Honkmonk 11. aug. kl. 13:39 
Thanks :beeped:
Alma_S 11. aug. kl. 0:30 
can this let me cut through frozen lakes to fish in winter?
kifo 9. aug. kl. 14:35 
There have been several reports of the same conflict since last year. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2944251509
Mlie  [ophavsmand] 9. aug. kl. 14:25 
@kifo Please link to tha tmod
kifo 9. aug. kl. 13:28 
Same error as ZzZombo. Narrowed down to conflict with Argonic Core mod. https://gist.github.com/HugsLibRecordKeeper/8e9c37f9a7e733d40c2eda73f4cb4149
Mlie  [ophavsmand] 8. aug. kl. 22:42 
@TheGoFurr I have no active report about that
TheGoFurr 8. aug. kl. 15:24 
Any fix for digging the soil and it not producing the item to carry away?
CaptainGold1 8. aug. kl. 12:48 
To confirm: The fix will likely only work on new maps. You can fix your previously generated maps with dev mode, though.
Go into dev mode, open the "view settings" menu (fourth button from the left on the top), and search for and check "Write Terrain". Then, open the inspector (Magnifying glass at the top). The opened window should have a section that says "top: <something>, under=<something>". Wherever you see terrain that says under=<something that isn't "null">, gravships won't be able to land on that spot. This will likely be any soil on the map that is not regular soil or exposed stone.
To fix that spot, Go into the "debug actions" menu, click on "set terrrain (rect)", and choose the soil that you're trying to fix, like rich, rocky. The debug names aren't exactly the same as the in-game names, but the inspect menu will show you the debug name. Replace all of the soil with the "set terrain" command, and now it should say "under=null".
Mlie  [ophavsmand] 7. aug. kl. 22:25 
@ZzZombo Please see the Reporting Issues section described above
ZzZombo 7. aug. kl. 20:37 
Error in static constructor of SR.SoilRelocation: System.TypeInitializationException: The type initializer for 'SR.SoilRelocation' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.String RimWorld.Frame::GetInspectString() ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Frame.GetInspectString_Patch0 (RimWorld.Frame): IL_009b: call 0x00000031
Mlie  [ophavsmand] 6. aug. kl. 22:31 
@☠Dragnoros, der Wächter According to the patch comment it should work on new maps. But I havent looked into it further, just wanted to push out a fix as soon as possible.
Aargh Tenna 6. aug. kl. 17:18 
@Mile YAY! Amazing, what a good news, thanks so much!
☠Dragnoros, der Wächter 6. aug. kl. 15:40 
@Mile. thx for the update. Does this apply to the new world, or only to maps that already exist in the world but aren't newly generated? I tested it, and my ship was still taken apart, even though it was a newly generated map of an existing world. I've already re-added the mod.
Mlie  [ophavsmand] 6. aug. kl. 14:41 
Issues with the grav-ship should now be fixed thanks to a quick fix by CaptainGold1. However, existing maps will still have the issue, newly generated maps will not.
Aargh Tenna 6. aug. kl. 11:04 
@Warner I am on year 3 with this mod. I can not use gravship (started as wild men, just finally built it). So that ship sailed already. I have to either not use gravship or disable this mod.
[ACHR] Warner 6. aug. kl. 10:53 
@Aargh Tenna you should never disable mods from an ongoing play through even if the mod says its "safe" to do so. It can cause a whole host of issues and can even brick your save.
Aargh Tenna 6. aug. kl. 4:54 
Because it conflicts with Odyssey so badly, I am thinking: enable it, move the soil where you want, disable it. I think this is better than using devmode all the time to fix substructure on your ship.
RomainG 6. aug. kl. 2:26 
It would be really nice if this mod did the same thing with Vanilla/Odyssey frozen water as it does with Water Freezes :)
CaptainGold1 5. aug. kl. 23:05 
I have a temporary fix for the gravship issue (that unfortunately doesn't fix currently affected maps) in a PR currently, hopefully it can be checked and merged soon. If you want the fix now, check the Github, and clone the fork CaptainGold1/SoilRelocationFramework.
[ACHR] Warner 5. aug. kl. 22:34 
I'm getting the same issue as Lorebot. Anytime the terrain is bedrock, soil, soil, substructure. it deletes the substructure. In places where its just bedrock, soil, substructure. it works fine. I'm assuming that its not indented function for it to be layering a second soil layer in some places. I've had it happen with sand that will have soft sand under it. Rich soil with soil under. Stony soil with stony soil under it.
The temp fix for this is to deconstruct the affected areas, dig up the soil layers twice, and then rebuild your sub structure and ship. I've just been spawning in some extra steel and gravlight panels with dev mode when it happens, and leaving the extra behind when i take off. Or you can make a dedicated landing pad on your map by sending a shuttle and clearing away all soil in the landing zone. then it wont happen when you touch down.
Lorebot 3. aug. kl. 10:08 
Looks like the mod is working fine with 1.6, but not with Odyssey. It doesn't let you build gravship substructure on rich soil or sand, and if you land your ship on those terrains it deletes your substructure. Real bummer cause I was enjoying being able to move soil around on a tribal playthrough but when I went back to my gravship save it started acting up.
Mlie  [ophavsmand] 3. aug. kl. 2:41 
@Aargh Tenna Please see the Reporting Issues section described above
Aargh Tenna 3. aug. kl. 2:38 
It just deletes rich soil from flood plains surrounding rivers, without producing any soil at all
Iirly 2. aug. kl. 10:39 
YEEEEESS! Thank you for the update*
killer tomato 2. aug. kl. 9:49 
i do understand that the blinking is not direktly your fault - would you maybe put a info in the description that it can blink if the fertility map is visible and gets updated
(i imagine that someone could assume this would be a mod confilct or good information if you have problems with seizures or so)
Mlie  [ophavsmand] 2. aug. kl. 9:01 
@killer tomato It has to update the fertility map when a tile that changes fertility is placed, elsy you would have the old fertility values
killer tomato 2. aug. kl. 8:48 
Mod seems to work fine - except one issue ... if you use the fertility map feature from rimworld and you build one tile the whole fertilitymap gets updated (it blinks) ... on highest speed with a fast pawn this blinking can be quite annoying
SquirrelGoblin 2. aug. kl. 3:12 
OMG AN UPDATE
I LOVE YOU!!!!
Andrew™ 2. aug. kl. 1:41 
HELL YES DUDE! I was so pumped when I saw that it had been updated on Rimpy! Lets goooooo!
isalcaruz 1. aug. kl. 22:07 
yeeeessssss
Zero Tachikoma 1. aug. kl. 21:37 
ooooooooooooooooooooh
Skalny 1. aug. kl. 20:47 
THANK YOU!!!!!!!!!!!!!!! :mbnecoup::mbnecoup:
Anquest 1. aug. kl. 18:07 
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
rausmaus 1. aug. kl. 17:11 
YES I was just missing this one hard on my first grassland colony. Time to dig some firebreaks.
Mlie  [ophavsmand] 1. aug. kl. 14:21 
@ziplock9000 Please see the Reporting Issues section described above
.Rhah. 1. aug. kl. 13:38 
Huzzah! Thanks for the update, Mlie!
nOOb)mOnkey 30. juli kl. 8:02 
Waiting 1.6 update for this everyday