边缘世界 RimWorld

边缘世界 RimWorld

Repair Workbench
Calypso Nate 2018 年 1 月 25 日 下午 3:57
Bugs
Going to start posting some bugs here. Paste the Debug Log and such.
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Calypso Nate 2018 年 1 月 25 日 下午 3:59 
RepairBench: LoadXML: System.ArgumentException: The requested value 'None' was not found.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0
at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0
at Repair.Settings..cctor () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Repair.Settings:.cctor()
Repair.WorkGiver_Repair:CalculateTotalIngredients(Thing)
Repair.WorkGiver_Repair:CalculateTotalIngredients(Thing)
Repair.WorkGiver_Repair:TryFindBestBillIngredients(Bill, Pawn, Thing, List`1, Thing)
Repair.WorkGiver_Repair:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.FloatMenuMakerMap:AddUndraftedOrders(Vector3, Pawn, List`1)
RimWorld.FloatMenuMakerMap:ChoicesAtFor(Vector3, Pawn)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu(Pawn)
RimWorld.Selector:HandleMapClicks()
RimWorld.Selector:SelectorOnGUI()
RimWorld.MapInterface:HandleLowPriorityInput()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


[EDIT] Config File:
<?xml version="1.0" encoding="UTF-8"?>
<Settings>
<ResourceMode>None</ResourceMode>
<RepairRate>60</RepairRate>
<SkillGain>0.55</SkillGain>
<HpPercentage>True</HpPercentage>
<HpPerPack>1</HpPerPack>
</Settings>
最后由 Calypso Nate 编辑于; 2018 年 1 月 25 日 下午 4:00
Acruid  [开发者] 2018 年 1 月 26 日 下午 6:34 
NONE needs to be all caps, like REPAIR_KIT. If i get some time i'll look into switching to the new vanilla mod config system.
Vityou 2018 年 1 月 27 日 下午 5:38 
It says I need resources even though I have a 20% jacket in my stockpile and I have disabled repair kits
Omega13 2018 年 1 月 31 日 上午 7:35 
Very small bug - though repair workbench requires power normally, it can function while depowered during a solar flare
Sorrydough 2018 年 2 月 11 日 下午 7:04 
引用自 Omega13
Very small bug - though repair workbench requires power normally, it can function while depowered during a solar flare
That's intentional, like the tailor bench. It has a speed penalty.
Omega13 2018 年 2 月 12 日 下午 2:16 
Good to know, thank you.
Vormir 2018 年 9 月 15 日 下午 8:45 
I'm experiencing a bug where if one colonist is repairing something and another tries to repair as well he freezes because the workbench is already occupied.
log: {链接已删除}
halogamb 2018 年 9 月 20 日 下午 1:01 
引用自 Vormir
I'm experiencing a bug where if one colonist is repairing something and another tries to repair as well he freezes because the workbench is already occupied.
log: {链接已删除}

I am having this too. Makes the mod very frustrating to use to the point of broken.
最后由 halogamb 编辑于; 2018 年 9 月 20 日 下午 1:05
Acruid  [开发者] 2018 年 10 月 3 日 下午 10:54 
Yeh, something is broken with the work giver. I'll look into it.
Masonik 2018 年 10 月 18 日 下午 7:21 
I got this error trying to remove your mod. I deleted repair kits the repair bench and associated bills.

-----------------------------------------------------

Exception registering RimWorld.Bill_Production [excepted] in loaded object directory with unique load ID [excepted]: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedObjectDirectory:RegisterLoaded(ILoadReferenceable)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

-----------------------------------------------------
Acruid  [开发者] 2018 年 10 月 19 日 下午 3:28 
Masonik, can you upload your save file somewhere after you deleted all the associated bills?
Blackshot 2018 年 10 月 22 日 上午 3:32 
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.
Blitzen 2019 年 3 月 1 日 下午 8:43 
引用自 Blackshot
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.

I'm also having this problem. I'd really like to use the resources option (because it makes more sense and repair kits are exorbitant in terms of steel), but it just feels cheaty if there's no actual cost.
Pelador 2019 年 10 月 6 日 下午 2:15 
Intermittent error:

Think this applies to how Workgiver is using or assigning jobs and likely relates to a duplication in how it is being called, but may not be:


Repair.WorkGiver_Repair provided target Thing_ElectricTableRepair142600 but yielded no actual job for pawn Cola. The CanGiveJob and JobOnX methods may not be synchronized.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Venom Steak 2019 年 12 月 29 日 下午 12:17 
引用自 bl1tz3n
引用自 Blackshot
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.

I'm also having this problem. I'd really like to use the resources option (because it makes more sense and repair kits are exorbitant in terms of steel), but it just feels cheaty if there's no actual cost.

Same here. This would be a fantastic/balanced mod if this one thing were fixed. Pls have a look?
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