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@kanid99 ~ I believe that it should be keeping the bills, I'll look into it ^.^
Nobody seems to be updating it :( It was really nice to not have meat spoil while cooking it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2600234849&searchtext=item+temperature
I play between PC's and it's really annoying they aren't synced through steam :(
@CrimsonKnight ~ Hello again ^.^ That issue is on my list, just taking a bit to get to it due to having a lot to do and being on holidays at the moment
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3343888138&searchtext=more+grouped+buildings
These two mods (effectively the same mod)—
—or possibly their dependent mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2864015430
—do not function with this mod enabled. Not sure if there's anything you can do on your end. Thought I should bring it up. :)
I've removed this mod from my modlist due to the issue, but It shouldn't matter when in my modlist you add it, I got no errors.
https://rentry.co/pymb3pko
Thank's for explaining!
Error log where I captured how pawns get stuck trying to do a job when replacing an existing wall with a new wall. They all stand there and this log starts spamming until the building is replaced
https://rentry.co/yge3u25g
I removed replace stuff - continued from the list.
@Bob-Engelbert ~ Huh, interesting ^.^
https://gist.github.com/HugsLibRecordKeeper/d69913acdd6d763e6582a9318c7e7cf7
Building a bed on top of existing bed.
So yeah, something about this mod is preventing me from deconstructing Though constructing and replacing are working fine. Could be a mod conflict as well somewhere since i have a lot of mods.
Not sure where to go with testing this further, perhaps you can add me and we can talk more about it and try to narrow the issue down ^.^
I thought this was a 'me' problem but it seems an update broke compatibility somehow.
I used to also be able to replace rustic walls with normals and the other way around. I thought sterile wall was vanilla haha
@HazeyInDaHead ~ Appreciate the mod list ^.^ Is it just the sterile wall? If so, I'll probably need to add compat for it
The blueprint turns red like vanilla but I can still build over things like chunks and trees. Any idea whats causing that?
Rentry list - https://rentry.co/ercgxv8m
at RimWorld.JobDriver_ConstructFinishFrame+<>c__DisplayClass8_0.<MakeNewToils>b__1 (System.Int32 delta) [0x001a7] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Pawns.VanillaExpandedFramework_JobDriver_ConstructFinishFrame_MakeNewToils_TickAction_Patch:Transpiler(IEnumerable`1 codeInstructions, MethodBase method)
at Verse.AI.JobDriver.DriverTickInterval (System.Int32 delta) [0x0009f] in <24d25868955f4df08b02c73b55f389fe>:0
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch2(System.String)
[Core, Assembly-CSharp.dll] Verse.AI.JobUtility.TryStartErrorRecoverJob(Verse.Pawn pawn, System.String message, System.Exception exception, Verse.AI.JobDriver concreteDriver)
at RimWorld.CompQuality.SetQuality (RimWorld.QualityCategory q, System.Nullable`1[T] source) [0x00027] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0017c] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER Uuugggg.rimworld.Replace_Stuff.main: IEnumerable`1 Replace_Stuff.DestroyedRestore.ReviveBuilding:Transpiler(IEnumerable`1 instructions, MethodBase mb, ILGenerator ilg)
- TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Pawns.VanillaExpandedFramework_Frame_CompleteConstruction_Patch:Transpiler(IEnumerable`1 codeInstructions)
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Boolean Replace_Stuff.Virtualize_CompleteConstruction:Prefix(Frame __instance, Pawn worker)
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Void
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4B7CF105]
at Verse.Grammar.GrammarUtility+<RulesForPawn>d__1.MoveNext () [0x00149] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Tale_SinglePawn+<SpecialTextGenerationRules>d__10.MoveNext () [0x00082] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Tale+<GetTextGenerationRules>d__29.MoveNext () [0x00151] in