[1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]

Started by Fluffy (l2032), September 14, 2015, 06:16:45 AM

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Fluffy (l2032)

I can't do anything with a screenshot. THere's a thousand different reasons this could have happened, and the screenshot doesn't even start to give me a hint. It also doesn't tell me what exact version you're on, what other mod(s) you're using, and if there were any errors earlier. If this happens again, please upload an output_log.

Also, given this report was quite old, it's entirely possible it's already been fixed.

Raf's

Quote from: Fluffy (l2032) on June 13, 2017, 04:44:03 PM
I can't do anything with a screenshot. THere's a thousand different reasons this could have happened, and the screenshot doesn't even start to give me a hint. It also doesn't tell me what exact version you're on, what other mod(s) you're using, and if there were any errors earlier. If this happens again, please upload an output_log.

Also, given this report was quite old, it's entirely possible it's already been fixed.
Probably not your mod, i had it since the first update and i don't remember ever downloading it again, never had that problem.

Fluffy (l2032)

There were actually some ways in which it might have been possible to do this a few prereleases back. Problem with that screenshot is that I have no idea what version he is on.

brbfapping

i apologize, i re-downloaded the mod from the first page and checked both about.xml and i was using the beta for A17
  <targetVersion>0.17.1546</targetVersion>

but the bug still exists in most recent beta A17 update, so here is my save file with my pawn cooking with it disabled his name is Wong https://github.com/LeetCodes/leetcodes.github.io/blob/master/Fapdale-wong%20cooking.rws
most of the mods i'm using are your's, hugslib, edb prepare, allow tool, colony manager, follow me, stack merger, work tab

also here is output_log
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [atiumdag.dll 8.17.10.1280]
    Renderer: AMD Radeon HD 6600M Series
    Vendor:   ATI
    VRAM:     512 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=0 RESZ=0 SlowINTZ=0 ATOC=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading C:\Program Files\rimworld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.146 seconds
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 2560x1417 1Hz; virtual: 2560x1417 at 0,0
<RI> Touch support initialization failed: Call not implemented.

.

UnloadTime: 1.327800 ms
RimWorld 0.17.1546 rev887

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Non platform assembly: data-07831588 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07831588.dll
Non platform assembly: data-0784B5B8 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0784B5B8.dll
Non platform assembly: data-0787D488 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0787D488.dll
Non platform assembly: data-078F4920 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-078F4920.dll
Non platform assembly: data-078FA4A8 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-078FA4A8.dll
Non platform assembly: data-07913710 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07913710.dll
Non platform assembly: data-07947D20 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07947D20.dll
Non platform assembly: data-0794BDC0 (this message is harmless)
Non platform assembly: data-0794BDC0 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0794BDC0.dll
Non platform assembly: data-0794E890 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-0794E890.dll
Non platform assembly: data-0795C0F8 (this message is harmless)
Non platform assembly: data-07953AE8 (this message is harmless)
Non platform assembly: data-07955A00 (this message is harmless)
Fallback handler could not load library C:/Program Files/rimworld/RimWorldWin_Data/Mono/data-07955A00.dll
Platform assembly: C:\Program Files\rimworld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
[HugsLib] HugsLib.HugsLibController

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

[HugsLib] v3.1.0 initialized AllowTool

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.239100 ms

Unloading 68 unused Assets to reduce memory usage. Loaded Objects now: 7116.
Total: 20.824400 ms (FindLiveObjects: 0.313800 ms CreateObjectMapping: 0.384400 ms MarkObjects: 19.997601 ms  DeleteObjects: 0.127200 ms)

Loading game from file Fapdale-wong cooking with mods Core, HugsLib, EdBPrepareCarefully, AllowTool, ColonyManager, FollowMe, StackMerger, and WorkTab

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 12943.
Total: 220.768494 ms (FindLiveObjects: 0.520700 ms CreateObjectMapping: 0.686000 ms MarkObjects: 219.528412 ms  DeleteObjects: 0.032400 ms)

Setting up 1 worker threads for Enlighten.
  Thread -> id: 8e -> priority: 1



thanks for everything :D

Canute

QuoteRimWorld 0.17.1546 rev887

Update Rimworld first on the newest version. You are still useing the A17 version while A17b is the latest. Just redownload it with the sendowl link even when you don't got a new email.
This might solve many problems.

Fluffy (l2032)

if that is the same save file, it would indeed still happen. What I'm more interested in is if it happens again in a new game (or with colonists that joined the colony after updating).

For the record, my current approach to not letting pawns do jobs they can't perform is to set their priority to 0, and then not let them change priorities. In essence, that means the limitation in _only in the UI_. This is the same approach that vanilla takes, but of course, vanilla UI is much simpler. What went wrong is that when changing priorities for a column, it would change them for all pawns - regardless of whether that pawn was capable of the job or not. The UI wouldn't actually show that priority (it checks early on if it should render something, to avoid needless overhead), but behind the scenes, it would exist.

In A16 and earlier versions of the WorkTab, this problem was compounded because the save mechanism was relying on the order of workgivers. That meant adding or even reordering mods could change the order of workgivers, and basically corrupt the priorities. Several failed attempts to fix this lead to a code base that was buggy as hell (changing save formats while maintaining backward and forward compatibility is a massive PITA), and was part of the reason I started anew for A17. The A17 way of storing things is much more robust, no longer relying on workgiver order.

Ashardalon411

Hello Fluffy ! (ty for your usefull mods)
I have see that the blueprint mod, in all versions i have download, always forget the blueprint who i have make.
If in example i reload an autosave of the same game, the mod have totally forgot all of the blueprint maked same if i have made this 15 autosave before.
Its an Alzheimer's bug or a fonction not yet implemend ?
In each case does it possible to fix it ? Already ty ! :D

Does it possible to add a mining order to the blueprints for be usable in a non-mined ground too ? Ty too if yes ! ;)

Fluffy (l2032)

Blueprints are stored only if you right click them and export them. The good part about this is that you can use them in other games. The bad is that I don't auto-import them (clutter), or store them within the current game.

I could certainly store them inside the current game as well, so you wouldn't have to manually export/import them (for that game), which makes perfect sense.

As for a mining designator; no, can't really do that, because I can't know what parts need mining out. E.g. I often start my bedrooms by just cutting a cave into a wall, so I don't want to cut out the walls. Later on, I might want to build real walls, so then I would have to mine out everything. What you can do is hold shift while placing blueprints, which will put planning designators down where there are walls in the blueprint. That helps in planning out the base, and then you can manually do the mining designations.

Ashardalon411

ok i will try that ! ty for your quick answer.

Edit:
QuoteAs for a mining designator; no, can't really do that, because I can't know what parts need mining out. E.g. I often start my bedrooms by just cutting a cave into a wall, so I don't want to cut out the walls. Later on, I might want to build real walls, so then I would have to mine out everything. What you can do is hold shift while placing blueprints, which will put planning designators down where there are walls in the blueprint. That helps in planning out the base, and then you can manually do the mining designations.
i think that its possible if you add a shortcut ALT+Click for decide if the case need a fully dig/build with the blueprint.

Canute

I think you should add the mining designator too.
In your case with the bedrooms, you just need to create 2 blueprints, one with and one without walls.

rambo

the UI is messed up the icons dont appear the productions tab is not there please help

Fluffy (l2032)

I'm not adding complexity where it's really not needed. Having to create two blueprints and keep them in sync is more work than planning + mining. Not to mention you'd have to mock a 'mining area' first by building walls then making a fake blueprint. Also, my example was just that, an example. There's many different possible intentions, and neither I nor the mod are psychics.

That also means that just adding an alt-modifier isn't going to do the trick. Shift for planning serves the purpose equally well, and is much simpler to code, and much more generic in use.

Rambo; I don't even know what mod you're talking about, what version you're on, what you're doing, and what errors you're getting. How do you expect me to help you? Please read the instructions in this forum on how to report bugs.

rambo

Can you tell me where the rules are for reporting a bug is please