缺氧
Underground Conduit
160 条留言
Kupie 10 月 19 日 下午 1:20 
Seems to crash more commonly these days. Looks like it might prefix/patch the same thing better info cards does:

UnityEngine.GameObject.GetComponent[T] () (at <82f243aab18c4f32918da2df41974365>:0)
UndergroundConduit.Mod+DetailsScreen_OnSelectObject_Patch.Prefix (DetailsScreen __instance) (at <a9b4dd20389d464790225c2b9639c7d6>:0)
(wrapper dynamic-method) DetailsScreen.DetailsScreen.OnSelectObject_Patch2(DetailsScreen,object)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
(wrapper dynamic-method) SelectTool.SelectTool.Select_Patch1(SelectTool,KSelectable,bool)
NotificationScreen.OnClick (NotificationScreen+Entry entry) (at <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0)
NotificationScreen+<>c__DisplayClass55_0.<AddNotification>b__1 () (at <5acfe9a3d81d4d2fb6ed69192d7ae23e>:0)
MiserableGamer 10 月 5 日 上午 6:44 
Ok, so reduced the amount of Heat Conduits I was using, and it's stabilized - I had a coolant pool that had a load of them in, like a kind of hub
MiserableGamer 10 月 2 日 上午 3:42 
Get this crash more and more frequently, could be the amount of heat conduits I'm deploying?? It's not playing nice with FastTrack, so I'm reducing the number of heat conduits I have, and have disabled FastTrack for now
MiserableGamer 9 月 24 日 上午 7:23 
Got this crash.....couldn't pastebin the entire log as it's too large...

https://pastebin.com/54464Yhm
MiserableGamer 9 月 17 日 上午 8:20 
@AwsetWraeCZE - yeah, pretty much, it has really helped keep things cool in late stage rather than sacrifice FPS with endless liquid pipe loops - I now use a HVAC style system where I pump cooler fresh air in, and extract hotter air and contaminants out, process those and store them for later - don't even use deodorizers across the base anymore
AwsetWraeCZE 9 月 16 日 上午 8:36 
The Heat transfer is about balancing the heat on both sides, correct?
WolfDK 9 月 16 日 上午 7:38 
Found a bug. If you start renaming a Sender or Receiver, and then select an existing channel, the keyboard / mouse whell is not released, preventing you from zooming in/out / moving camera etc.
MiserableGamer 9 月 2 日 上午 9:24 
Would it be possible to add a Copy Settings function to all the different terminals? Heat Terminals have it, but the others don't.....would be really handy when I set a massive farm and have loads of terminals sending solids to the same place
n3mes1s 8 月 21 日 上午 8:21 
Oh wait, the problem happens with automation terminals as well...
n3mes1s 8 月 19 日 上午 9:19 
And for people having crashes, this mod is not causing em. If it was, ALL OF US using it will be suffering from it. Ive been using this mod since day one without any single crash, along with other 30 more mods. Sometimes its not enough to deactivate other mods you need to unsub em. Stop using trash mods and you will see how crashes dissapear lol.
n3mes1s 8 月 19 日 上午 9:18 
There is an issue with power terminals. The channles are not recognized until you exit the game and reload the colony. Not a game breaking issue but its very annoying.
MiserableGamer 8 月 18 日 上午 9:05 
Have reloaded, and done everything that I was doing up to this crash, and it's proceeded fine
MiserableGamer 8 月 18 日 上午 8:50 
Just had this crash, not sure if its related to this mod, but the error mentions conduit flow, so possibly?

NullReferenceException
Operational.SetActive (System.Boolean value, System.Boolean force_ignore) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
MultipleElementSensor.MultipleElementFilter.OnConduitTick (System.Single dt) (at <e21f2f7de2b34ca7ba587467d3b50292>:0)
(wrapper dynamic-method) ConduitFlow.ConduitFlow.Sim200ms_Patch1(ConduitFlow,single)
Game.StepTheSim (System.Single dt) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
Game.UnsafeSim200ms (System.Single dt) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
Game.SimEveryTick (System.Single dt) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
(wrapper dynamic-method) Game.Game.Update_Patch2(Game)
zaunfinkrc 8 月 15 日 上午 9:47 
I've noticed that my dupes can add things to storage receivers, leading to looping storing behaviour. I "fixed" it by setting them to sweep only, but it seems to me like it shouldn't be possible to manually store things in receivers.
KIN  [作者] 8 月 14 日 下午 7:13 
@MiserableGamer
It will work, but depending on the placement, the cooling might not spread a lot, especially if you put it inside a tile, in such cases I suggest connecting a couple of heat conductors to it and they will spread the heating/cooling effect.
You can also connect the heat terminals/conductors to machines (by building them behind such machines) and machines will help cool the gas around them, especially big machines.
MiserableGamer 8 月 14 日 上午 11:33 
What's the best way of using the Heat Terminals? I used to just run copper pipes everywhere to cool the base, but am struggling with FPS issues, so am looking for an alternative - is it enough just to stick an aluminium heat terminal in a room feeding to a terminal to dump the heat? Or do we need to do anything else to help it cool?
da20rs 8 月 14 日 上午 7:33 
I'm having somewhat frequent crashes that the game says is from this mod. I disabled every other mod that was crashing along with this, but the crashes keep occurring, now informing that it's only this mod causing the crash.
Dev, tell me if you want me to paste the log when it happens again, I don't feel good about demanding unpaid labor from the modders xD
Either way I'll keep this mod active as long as the game opens, it's one of my essential mods for the game.
(oh, and just now I saw the "buy me coffee", as soon as my situation allows I'll try to buy you a lot of coffees, because this mod made the game approachable for me after several abandonments, maybe at some point I'll be able to try the challenge of playing harder modes or even unmodded)
Foxyfrost 8 月 14 日 上午 5:36 
BEST MOD
MiserableGamer 8 月 14 日 上午 4:39 
Can you make the Heat Terminals appear on a nearer layer? At the moment they appear underneath wires and stuff
zaunfinkrc 8 月 12 日 上午 1:28 
UndergroundConduit.SideScreen.Refresh () (at <a9b4dd20389d464790225c2b9639c7d6>:0)
UndergroundConduit.SideScreen.Build () (at <a9b4dd20389d464790225c2b9639c7d6>:0)
UndergroundConduit.SideScreen.SetTarget (UnityEngine.GameObject target) (at <a9b4dd20389d464790225c2b9639c7d6>:0)
DetailsScreen.Refresh (UnityEngine.GameObject go) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
RootMenu.Refresh () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
RootMenu.OnSelectObject (System.Object data) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <7becb3f73037484c93dc2b548fe42a58>:0)
BlueprintsV2.BlueprintsV2.BlueprintData.UnderConstructionDataSettingHelper+<>c__DisplayClass8_0.<StartEditingUnderConstructionData>b__0 (System.Object _) (at <b8731ef2fe5e4df4b6c4e19fe063fdb7>:0)
zaunfinkrc 8 月 12 日 上午 1:28 
There seems to be an incompatibility with Blueprints Expanded (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3468585385) . When clicking on "preconfigure building" before it is built, game crashes with:

NullReferenceException: Object reference not set to an instance of an object

(rest in following comment)
Bat stealer 8 月 6 日 下午 11:03 
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay:steamhappy::steamhappy::steamhappy::steamhappy::steamhappy::steamhappy:
Tobi Left 8 月 6 日 下午 12:03 
@KIN got it. Had an old deactivated Mod for performance that fucked my whole game xD now i deleted all mods in my folder, deinstalled the mod now it works way better then before.
n3mes1s 8 月 5 日 上午 11:06 
Oh i see. I was trying to rename it from inside the card, but i didnt know how. So you have to rename the object itself.. thanks.
KIN  [作者] 8 月 4 日 下午 8:54 
@n3mes1s
Make sure to rename the sender a receiver so that they can have the same channel, not the _IDLE_ one, it's all written in the description
n3mes1s 8 月 4 日 下午 8:30 
What im doing wrong?
n3mes1s 8 月 4 日 下午 8:30 
I dont know how to use this mod. I want to "teleport" the polluted water from the toilets to a far away pit, so i build a sender besides the toilets and a receiver in the pit. Plugged em with electricity, connected the receiver to a liquid vent... but no polluted water is dumping in there. It disappears when it reaches the sender...
sɐuıoooooʞ 8 月 4 日 上午 7:02 
@KIN how about my suggetion?

for storage sender, make a checkbox like on the conveyor loader "allow manual operation" so that duplicates do not make unnecessary movements and cannot interact with it when this checkbox is turned on
MiserableGamer 8 月 3 日 上午 5:33 
The mod is definitely a gamechanger, may be considered a little cheaty, but there is already lore in the game for transportation, so I think it fits, and to be honest, it's needed due to the FPS loses as you head further into the game!
Jean-Luc Picard 8 月 3 日 上午 4:58 
trust me, i was surprised as well, i've been using and loving your mod for so long and i don't remember ever getting this type of crash, lol.
tho i can give you an additional info. even tho the error was in regards to your underground conduit, the game recommended for Rocketry Expanded (DLC) to be removed. Funny thing is, the crash happened on a 300 cycles save file (cause.. new dlc so i had to try it) and i didn't get to build rockets yet on this save file.
KIN  [作者] 8 月 3 日 上午 2:55 
@Jean
It's crazy you could crash the game like that, I couldn't replicate the crash but I have added additional checks to prevent it.
Jean-Luc Picard 8 月 3 日 上午 1:30 
got a crash with the following repro steps:
1. Start building a water conduit receiver
2. Before the dupe finishes it, cancel the build

Crash: (i'd put the entire crash but comment has to be max 1000 letters..

NullReferenceException: Object reference not set to an instance of an object

UndergroundConduit.Terminal+<>c.<OnPrefabInit>b__16_0 (System.String str, System.Object t) (at <3c1aafde45954115a48d87cbcf061819>:0)
StatusItem.ResolveString (System.String str, System.Object data) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
StatusItem.GetName (System.Object data) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
StatusItemGroup+Entry.GetName () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
SimpleInfoScreen+StatusItemEntry.Refresh () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
SimpleInfoScreen+StatusItemEntry..ctor (StatusItemGroup+Entry item, StatusItemCategory category, UnityEngine.GameObject status_item_prefab, UnityEngine.Transform parent,
Evangeline 8 月 2 日 下午 5:40 
excellent work @KIN cycle 2528 working again with no issues
nipodemos 8 月 2 日 下午 12:19 
you can double click on the channel name to cycle through all connected things
launghe88 8 月 2 日 上午 11:53 
Maybe like click the name and it will cycle through them like when you click duplicant names and the camera takes you to that dupe
launghe88 8 月 2 日 上午 11:52 
We need a way of locating connected conduits, that's my only issue with this mod, other than that it's perfect now
launghe88 8 月 2 日 上午 11:51 
Ordered Names !FINALLY! Love it
KIN  [作者] 8 月 2 日 上午 9:38 
@MiserableGamer
I am glad you are enjoying the update! :D
KIN  [作者] 8 月 2 日 上午 9:37 
@Tobi
That is weird, I haven't changed anything in the manifest or anything that would show you such message. I also tried with all the DLCs disabled and I was able to use it, maybe you are using a mod manager that is intervening or doing it's own checks?
KIN  [作者] 8 月 2 日 上午 9:33 
I totally didn't think about the complications of changing the name of the IDLE channel! sorry about that! Hahaha
Tobi Left 8 月 2 日 上午 9:00 
I have only the Base Game and cant activate the mod anymore because it says: the current config. of enabled/ disabled DLCs does not match this Mods spezifications. Do u need any DLC for this mod now? :/
Jean-Luc Picard 8 月 2 日 上午 8:22 
oh yeah, i had lots of IDLE channels. my colony is 5k cycles old :D
MiserableGamer 8 月 2 日 上午 7:46 
Make it so!! Did you have lots of senders/receivers sitting on the idle channel? I've updated, and I have dozens of channels and nothing has gone wrong, AND THE CHANNELS ARE SORTED!!!!!! OMG, THANK YOU KIN!!!!!!!!!
Jean-Luc Picard 8 月 2 日 上午 7:15 
ok, managed to fix everything, lol. for anyone having this issue (which is probably everyone), load the save but don't unpause it and go ahead and move everything from "IDLE" to "_IDLE_". After that, you can safely unpause it.
Jean-Luc Picard 8 月 2 日 上午 6:56 
lol, this new update screwed up everything for me. i have all sorts of liquids where they shouldn't be because they travel through the old "IDLE" channel. hopefully i can salvage this or my current save is screwed, lol
MiserableGamer 8 月 2 日 上午 6:05 
Deleted the whole mod folder, and now it works - thank you!!!!!
MiserableGamer 8 月 2 日 上午 5:33 
Yep, mod manager reports 2.2.8 in the listing, but in the options dialog it still says 2.2.7
KIN  [作者] 8 月 2 日 上午 5:01 
Make sure you have version v2.2.8 installed, I recommend using a mod updater
MiserableGamer 8 月 2 日 上午 4:59 
Unfortunately, lists of channels still jumbled!
KIN  [作者] 8 月 2 日 上午 3:43 
Hi everyone, thanks for the feedback.
I have updated the mod, I couldn't replicated the crash but I have added additional checks to prevent it, let me know if it works.
Channels will also be sorted alphabetically in the list now.