[A14] Community Core Library v0.14.3.1

Started by RWCCLTeam, October 20, 2015, 12:08:13 PM

Previous topic - Next topic

WHiZ

I'm not noticing the low power mode working with the ccl vanilla addon in a13. I've watched the cook stoves, the power doors, and the new vital monitor power draws, and they never seem to go down. Unsure if they were just reporting the higher value but drawing smaller #s i added up the total draws on all power equipment on a new build and it seems consistent with them not going into low power mode. can anyone else test to confirm if what i'm seeing is indeed a real problem for them too?

hwfanatic

@WHiZ I had this happen as a result of collision with other mod. Check your log for errors. Try with only CCL and CCL Tweaks enabled and don't forget to restart the game after you change anything in the mods menu.

ORCACommander

#107
well this started happening on reloading my save. If I rebuild the 3 tables mentioned the error goes away. Spams every second or so

Exception ticking TableMachining1465321: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception ticking ElectricSmelter1467090: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception ticking ElectricCrematorium1469410: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.CompPowerLowIdleDraw.CompTick () [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Mod Load order:

<li>Core</li>
    <li>Community Core Library</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>ED-LaserDrill</li>
    <li>Industrialisation</li>
    <li>GlitterTech</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-Embrasures</li>
    <li>ED-Plant24H</li>
    <li>ED-ReinforcedStuff</li>
    <li>ED-Shields</li>
    <li>RepairBench</li>
    <li>More Factions Spawn</li>
    <li>Bulk_Meals</li>
    <li>PersonalShieldMKII-master</li>
    <li>PowerArmourMKII-master</li>
    <li>PowerSwitch</li>
    <li>MeteoriteEvent-MeteoriteEvent1.1</li>
    <li>RazorRain-RazorRain1.1</li>
    <li>Hospitality</li>
    <li>VeinMiner</li>


Save file has been uploaded

[attachment deleted by admin - too old]

jackarbiter

Quote from: WHiZ on April 25, 2016, 10:48:29 PM
I'm not noticing the low power mode working with the ccl vanilla addon in a13.

Go in with the debugging option on and see if you don't get the same error log other people are getting with the lowpowertick. I was getting the same error loading a map last night (machining bench) with just CCL, CCL vanilla tweaks, and Combat Realism 1.6.0, but I didn't want to report it here in case it was the new CR. But apparently orca is having the same problem without CR. My current debug log doesn't have the info, but it looked the same as orca's at the time.
Arbitration - One-folder modpack, marathon overhaul, working vehicles

Rock5

In my last game I quite often saw errors regarding colonists relaxing. I didn't report anything because I had various mods that I thought could be contributing to it. But now I was just mucking around in god mod and passing time when I got one of these errors. I don't have many mods loaded so I feel confident saying it might be CCL so I'm reporting it now.



[attachment deleted by admin - too old]
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Lumaan

Just going to post this to help the CCL team and let others know how to report bugs on CCL *Have see a few time CCL team ask about it*
Post #2 in this thread: https://ludeon.com/forums/index.php?topic=16599.msg179403#msg179403
QuoteBug Reporting

What we need:

    You to use the github issues tracker.  Going forward, issue reports on the forums will be directed to the issues tracker.  Using the forums, issues can be lost.  Help us by using the issues tracker.

Report A Bug
GitHub Issue Tracker

RWCCLTeam

v0.13.1.1 - Bug Fixes

This is just a bug fix release resolving a few issues - mainly with social relaxing and game loading.

As usual, refer to the commit log for full details.

darkrage000

Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

d3d: failed to create 2D texture id=2719 w=1022 h=1015 mips=11 d3dfmt=21 [invalid call]
Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
   Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
   Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Injection Controller :: Initialization :: Errors during injection
   Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0

1000101

I haven't used EdB mod order in a long time, will download and test.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

Powered By

1000101

Ok, I tested EdB's mod order with CCL last night and could not trigger this error.

Many people are reporting in many threads that CCL has bugs/errors/incompatibilities.  I'd like to point out that CCL is virtually bug free at this point and is made in a way to be as compatible as possible with all mods.

Most issues people are having are direct result of certain mods which have errors and CCL chokes as a result.  This is NOT an issue with CCL, it's an issue with those mods and they are causing problems with CCL.

ALWAYS look at your output_log.txt/Player.log and see what mods are throwing errors or warnings before assuming CCL is at fault.  Currently, one of the major issues floating around is with bad xml as noted in this post.  Some mods even have errors with their own assemblies;

eg, AutoEquip (version tested: a13v003 (22/04/2016)):
NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.MapComponent_AutoEquip.get_Get () [0x00000] in <filename unknown>:0

  at AutoEquip.ModInitializerBehaviour.FixedUpdate () [0x00000] in <filename unknown>:0


Or haven't been updated for the new alpha and CCL version (such as Storage Search).

Using these mods while they have errors and bugs means that you assume a certain level of responsibility, including but not limited to not qualifying to post error and bug reports in any thread or about any mod except for the mod with the error.  Errors and warnings appearing after the first could be a direct result of that first error.

Please use common sense when dealing with bugs and errors.  Look through the output log from the top-down and not bottom-up.  The first error encountered needs to be fixed first, this may mean not using that mod until the issue is resolved.  Once all issues have been resolved and CCL still throws an error, then feel free to report it.  Until you do your due diligence, you will be reporting a junk/bogus report.

Remember, use the attachment option and add the full output log (it's a text file, not a screenshot), don't just a post a small section.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

Powered By

falcongrey

Quote from: darkrage000 on April 27, 2016, 03:24:18 PM
Initialized the EdB Mod Order mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

d3d: failed to create 2D texture id=2719 w=1022 h=1015 mips=11 d3dfmt=21 [invalid call]
Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
   Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
   Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Advanced Research :: Validations :: Validated

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Community Core Library :: Injection Controller :: Initialization :: Errors during injection
   Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0

I get this error every start up... with or without EdB installed.  Do you by chance also use Pawn State Icons? (The one updated to A13?)
It matters not if we win or fail. It's that we stood and faced it.

hasu

My language does't work with CCL ;<
Font in game disappears

1000101

Does your log have any errors?  CCL doesn't do anything with or to languages.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

Powered By

RemigiuszL

Is there a temporary solution to the disappearing menu?

Fluffy (l2032)

restart the game after messing with the mod menu. ALWAYS restart the game after adding, removing mods, and even after just looking at the mod list. That also goes for changing languages.

Everytime something weird happens with mods, your first reaction should be to look at the mod list, and make sure it's correct. Next step is to restart the game, so that the game has a nice clean fresh canvas to load your mods onto.