边缘世界 RimWorld

边缘世界 RimWorld

[FSF] Advanced Bionics Expansion
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FrozenSnowFox  [开发者] 2023 年 1 月 9 日 上午 10:06
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polat.cal 2023 年 12 月 22 日 上午 5:00 
Got this red error today, any suggestions?

Config error in FSFAdvBionicEye: stages are not in order of minSeverity
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.DefDatabase`1<Verse.HediffDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass17_0`1<object>:<ForWorker>b__1 ()
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:InnerInvokeWithArg (System.Threading.Tasks.Task)
System.Threading.Tasks.Task/<>c__DisplayClass178_0:<ExecuteSelfReplicating>b__0 (object)
System.Threading.Tasks.Task:InnerInvoke ()
System.Threading.Tasks.Task:Execute ()
System.Threading.Tasks.Task:ExecutionContextCallback (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
System.Threading.Tasks.Task:ExecuteEntry (bool)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
FrozenSnowFox  [开发者] 2023 年 12 月 22 日 下午 1:02 
引用自 polat.cal
Got this red error today, any suggestions?

This looks like some sort of mod conflict. The Advanced Bionic Eye does not even have the stages tag nor any sort of severity. Not on itself nor on any of the ParentDef's it inherits from. Those tags are typically used for temporary conditions like flu or malaria. I'm not sure what sort of mod would do something like this so you'll have to comb through your mod list to try to find the cause. It might be some sort of code based mod that decides when hediff's apply or how they're handled.
polat.cal 2023 年 12 月 23 日 上午 2:27 
Thank you for your quick response!
0ddbase 2023 年 12 月 27 日 下午 2:38 
was doing some testing with the servitor module and it appears that you changed the pain shock threshold to do the exact opposite of what its meant to do. people with it implanted can never be downed from pain due to the pain shock threshold being over 1000% higher rather then lower
its also important to mention that even if it was fixed any kind of pain whatsoever would instantly down them which would not be good for any person with scars at all
FrozenSnowFox  [开发者] 2023 年 12 月 27 日 下午 3:01 
引用自 Oddbase
was doing some testing with the servitor module and it appears that you changed the pain shock threshold to do the exact opposite of what its meant to do. people with it implanted can never be downed from pain due to the pain shock threshold being over 1000% higher rather then lower
its also important to mention that even if it was fixed any kind of pain whatsoever would instantly down them which would not be good for any person with scars at all

I originally wanted to make it so people with the servitor module feel every bit of pain but suffer no side effects. However that's not really possible. Instead I decided to reduce pain to almost nothing in the same way go-juice does. I also increased the pain shock threshold to offset stats like wimp. The actual value is capped at 99% anyway so the actual increase is only 19%.

Thinking about it though I think I'll just remove pain entirely because the current setup isn't how I wanted it initially and its kind of a halfway measure. It'd be better if they straight up didn't feel pain from their injuries at least on the health panel where it reports the current pain level.
0ddbase 2023 年 12 月 27 日 下午 3:11 
引用自 FrozenSnowFox
引用自 Oddbase
was doing some testing with the servitor module and it appears that you changed the pain shock threshold to do the exact opposite of what its meant to do. people with it implanted can never be downed from pain due to the pain shock threshold being over 1000% higher rather then lower
its also important to mention that even if it was fixed any kind of pain whatsoever would instantly down them which would not be good for any person with scars at all

I originally wanted to make it so people with the servitor module feel every bit of pain but suffer no side effects. However that's not really possible. Instead I decided to reduce pain to almost nothing in the same way go-juice does. I also increased the pain shock threshold to offset stats like wimp. The actual value is capped at 99% anyway so the actual increase is only 19%.

Thinking about it though I think I'll just remove pain entirely because the current setup isn't how I wanted it initially and its kind of a halfway measure. It'd be better if they straight up didn't feel pain from their injuries at least on the health panel where it reports the current pain level.
interesting idea! as always thanks for the quick response.
Lade 2024 年 3 月 8 日 上午 5:31 
I was getting errors everytime a kid was being generated with the bionics table setting on and the bionics worktype setting off

I looked inside the Bionics_Worktype xml file and noticed that the lifeStageWorkSettings are being patched to use the FSFBionics WorkTypeDef in both the caseTrue and caseFalse sections, but that WorkTypeDef is defined and used only in the caseTrue section. Removing the lifeStageWorkSettings patches from the caseFalse section made the errors go away and kids are being generated without issues now
FrozenSnowFox  [开发者] 2024 年 3 月 8 日 下午 1:52 
引用自 Lade
I was getting errors everytime a kid was being generated with the bionics table setting on and the bionics worktype setting off

I looked inside the Bionics_Worktype xml file and noticed that the lifeStageWorkSettings are being patched to use the FSFBionics WorkTypeDef in both the caseTrue and caseFalse sections, but that WorkTypeDef is defined and used only in the caseTrue section. Removing the lifeStageWorkSettings patches from the caseFalse section made the errors go away and kids are being generated without issues now

Sorry about that, I've uploaded a fix. Thanks for the thorough report it made it quick and easy to fix.
Pure Fox 2024 年 3 月 13 日 下午 2:09 
I think there is some issue with psychic sensitizer (attuner), there is two versions that can be bought and one of those cannot be installed onto a pawn because no bill is present for it. The other one that works seemed to be the vanilla one, can you take a look?
FrozenSnowFox  [开发者] 2024 年 3 月 13 日 下午 2:21 
引用自 Pure Fox
I think there is some issue with psychic sensitizer (attuner), there is two versions that can be bought and one of those cannot be installed onto a pawn because no bill is present for it. The other one that works seemed to be the vanilla one, can you take a look?

That item was previously the Psychic Heat Sink and is now supposed to be hidden and unobtainable because its obsolete. I guess its pulling data from one of the parentdefs. As far as I can tell from looking at the xml the install recipe should work fine so I'm not sure why it isn't.

The item itself is removed in the upcoming 1.5 update. For now if you aren't adverse to using dev mode I'd suggest destroying it and spawning in the vanilla Psychic Sensitizer. I might look into fixing it later but I'm busy with updates at this time.
Ivan_Blitzkrieg 2024 年 4 月 4 日 上午 7:22 
Hi, if a pawn with a noble title dies having ressurrection core the title is inherited, but the permits still work on the ressurected pawn, could you please somehow patch it so that wouldnt be inherited in case of ressurection core revival?
FrozenSnowFox  [开发者] 2024 年 4 月 4 日 下午 2:45 
引用自 Yoghurt_Daddy
Hi, if a pawn with a noble title dies having ressurrection core the title is inherited, but the permits still work on the ressurected pawn, could you please somehow patch it so that wouldnt be inherited in case of ressurection core revival?

The resurrection core uses the Vanilla Expanded Framework for its effect. I'm afraid that's something that will have to be fixed by the Vanilla Expanded team.
Ender Wiggin 2024 年 4 月 15 日 上午 7:15 
For some reason bills in Bionics table are not working - no one goes to fulfill them and right-clicking with pawn selected shows no menu to prioritize working. All ingredients are available.
Launched game with this mod as the only one active (besides DLCs) and dev-mode completed research research and spawned bionics bench - still doesn't work. But in this clean game I can add bionic parts bills to fabrication bench, and in fully modded only to bionics bench.
FrozenSnowFox  [开发者] 2024 年 4 月 15 日 下午 2:35 
引用自 Ender Wiggin
For some reason bills in Bionics table are not working - no one goes to fulfill them and right-clicking with pawn selected shows no menu to prioritize working. All ingredients are available.
Launched game with this mod as the only one active (besides DLCs) and dev-mode completed research research and spawned bionics bench - still doesn't work. But in this clean game I can add bionic parts bills to fabrication bench, and in fully modded only to bionics bench.

After looking into it I found the problem. The task without the bionics worktype didn't have the bionics table listed as a bill source. I must have forgotten to change that one when I fixed the issue originally. I've uploaded a fix, unsubscribe and resubscribe to ensure steam updates the files. Sorry about the trouble.
Ender Wiggin 2024 年 4 月 15 日 下午 11:20 
Seems to be working now. Thank you!
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