[A14] Community Core Library v0.14.3.1

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

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caekdaemon

Well, this is embarassing, but I seem to have a problem with CCL :( I've been trying to use the new, patched version of RedistHeat, and I'm getting an error with the ducts not connecting to one another - I'm not a programmer and I'm awful with coding, but a glance at my debug file after loading the game shows an error with CCL right near the top of my debug file. I managed to fix the problem with RedistHeat by starting a new world, but this error remains:

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.5850]
    Renderer: NVIDIA GeForce GTX 950
    Vendor:   NVIDIA
    VRAM:     1970 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.064 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1680x1050 59Hz; virtual: 1680x1050 at 0,0
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

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

Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0DCBD810 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DCBD810.dll
Non platform assembly: data-0DD78018 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DD78018.dll
Non platform assembly: data-0D9336E0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0D9336E0.dll
Non platform assembly: data-0DA8B6B8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DA8B6B8.dll
Non platform assembly: data-0DDB7FB8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DDB7FB8.dll
Non platform assembly: data-0DE01C18 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE01C18.dll
Non platform assembly: data-0DE08FD0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE08FD0.dll
Non platform assembly: data-0DE0BF68 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE0BF68.dll
Initialized the EdB Prepare Carefully mod

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

Non platform assembly: data-0DE37F78 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE37F78.dll
Non platform assembly: data-0DE3CB88 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE3CB88.dll
Non platform assembly: data-0DE4C040 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE4C040.dll
Non platform assembly: data-0DE5D118 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE5D118.dll
Non platform assembly: data-0DE64D48 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DE64D48.dll
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

(Filename:  Line: -1)

Non platform assembly: data-0DEABA98 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEABA98.dll
Non platform assembly: data-0DEC4008 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEC4008.dll
Non platform assembly: data-0DEC8010 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DEC8010.dll
Non platform assembly: data-0DED5A48 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DED5A48.dll
Non platform assembly: data-0D0D9010 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0D0D9010.dll
Non platform assembly: data-0DF0CFE8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DF0CFE8.dll
Non platform assembly: data-0DF1E000 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0DF1E000.dll
MapComponentInjector: initializing for RTMadSkills.MapComponent_RTSkillIncreaser

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

Config error in DynChair: DynChair has null thingClass.

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

Config error in Carbonsuit: Carbonsuit has duplicate thingCategory Apparel.

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

Config error in DynChair: DynChair has null thingClass.

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

Config error in Carbonsuit: Carbonsuit has duplicate thingCategory Apparel.

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

Config error in LogFenceGate_Blueprint: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.

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

Could not load UnityEngine.Texture2D at Things/Projectile/Rocket/Rocket in any active mod or in base resources.

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

MatFrom with null sourceTex.

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

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
LT_RedistHeat :: ModHelperDef :: Passed validation, requesting v0.13.1
SkilledBuilder :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Rimfire 2.0 :: ModHelperDef :: Passed validation, requesting v0.13.0


(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


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



I'm using CCL and its optional fixes, with every other mod coming after the two of them, but just in case I've ran into a common compatibility error or something, here's my mod load list from my ModsConfig.xml file.

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>
    <li>Apparello</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GlitterTech</li>
    <li>Powerless! v1.52</li>
    <li>RimPharma v2.11</li>
    <li>Soda Brewing v1.50</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>More Furniture</li>
    <li>Mending</li>
    <li>Daylight Sensors v1.00</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.00</li>
    <li>EdBPrepareCarefully</li>
    <li>Turrets Pack</li>
    <li>Hospitality</li>
    <li>AutoEquip</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SkilledBuilder</li>
    <li>Rimfire 2.0</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>Mad Skills</li>


And I know you like bug reports like this to be submitted to github, but I've never used github before for anything other than downloading before and I have no idea how to submit an issue :'(

skullywag

#121
CCL is very sensitive to other mods being fubared. You have mods in your setup that are not right. All that stuff about null thing class for dynchairs and stuff needs fixing.

Plus the logs you have on the redistheat thread show all kinds of problems with some joy/training objects and stuff. Trim your modlist down and add mods until you see an error, fire those errors at the mod author and they will come here if the issue is CCLs.

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

caekdaemon

Quote from: skullywag on May 05, 2016, 03:11:52 AM
CCL is very sensitive to other mods being fubared. You have mods in your setup that are not right. All that stuff about null thing class for dynchairs and stuff needs fixing.

Plus the logs you have on the redistheat thread show all kinds of problems with some joy/training objects and stuff. Trim your modlist down and add mods until you see an error, fire those errors at the mod author and they will come here if the issue is CCLs.
Ah, alright then! :) I best go and send a few messages then; i believe the dynchair comes from Glitter Tech, and I know what the training objects mod is, I've just got to find the thread, first :p

Kaballah

I suggest you guys to add a generic water object, and then encourage modders to use that (e.g. Skullywag and Cupropanda both have a water commodity that's basically identical, just with a different internal name).

deltasquad22

Apologies in advance if I missed something or am just being stupid and asking a question thats been answered somewhere else or anything along those lines.

Recently, I have have been dying for a research queue mod and the only thing I have found is an old post by Fluffy back in February saying that it was basically done and all he had to do was wait for CCL to update. So I assumed it would just be in his modlist but all I found was ResearchInfo (not sure if they are the same thing or not) which was integrated into CCL in the A13 version. So I am curious as to if its actually a thing or not? And if it is could someone point me to it because I cannot find it within the mod page or within the mod itself. Perhaps I am missing something somewhere along the way or something but idk. I just want a research queue. So yeah thank you for the help (and sorry for the length paragraph)
The dead are likely dull fellows... full of tedious complaints, " The ground's too cold, my gravestone should be larger, why does he get more worms than I do..."

1000101

The Enhanced Research Menu and Research Tree mods were part of CCL in A12.  Fluffy has decided to discontinue the Enhanced Research Menu in A13 and turn the Research Tree into a separate mod.

I've been hounding him about getting the Research Tree done.  He's pulled the code from CCL so I assume it's in the works.
(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.

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deltasquad22

Ohhhh okay. Thank you for letting me know. Now I must endure until its released. :3
The dead are likely dull fellows... full of tedious complaints, " The ground's too cold, my gravestone should be larger, why does he get more worms than I do..."

Shikareth

Ok. I may be dumb but tell me what i'm doing wrong. Installing ONLY CCL -> activating in mods menu -> puff.. no menu buttons. -> alt+F4 -> restart -> same story, no menu.  :-\

RemigiuszL

The same problem. Sometimes I instal mod loader, restart, add CCL on FIRST place (CCL, Core, Mod Loader) and SOMETIMES it's working... but after restart - POOF and no menu again...

Lumaan

Quote from: RemigiuszL on May 09, 2016, 12:55:55 AM
The same problem. Sometimes I instal mod loader, restart, add CCL on FIRST place (CCL, Core, Mod Loader) and SOMETIMES it's working... but after restart - POOF and no menu again...
If that's your load order? Has to be "Core, CCL, (And all the other mods)", never load anything before "Core".

RawCode

loadorder have no effect on menu injection.

1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here

Lumaan

Quote from: RawCode on May 09, 2016, 02:28:36 AM
loadorder have no effect on menu injection.

1) Run game
2) navigate \RimWorld1135Win\RimWorld1135Win_Data\output_log.txt
3) post it here
*Note to self: Test before spreading wrong info* :( Sorry for wrong info.

Krutchen

#132
So, i'm having a problem with my tech tree changes. I'm trying to hide Electric Smelting and Machining, but I seem to get errors when I open the research menu if I hide the researches through advanced research. Maybe there's a few dependencies somewhere, but i'm not sure, because it's working with smithing without causing these problems.

I start by swapping the researches that would require cremation over to a different research req, but that doesn't seem to solve any of the problems I am having.

    <AdvancedResearchDef>
        <defName>SmeltingToMetalII</defName>
        <Priority>-1</Priority>
        <researchDefs>
<li>MetalII</li>
        </researchDefs>
        <effectedResearchDefs>
<li>ElectricCremation</li>
        </effectedResearchDefs>
    </AdvancedResearchDef>

    <AdvancedResearchDef>
        <defName>ResearchHiding</defName>
        <Priority>2</Priority>
        <HideDefs>true</HideDefs>
        <researchDefs>
        </researchDefs>
        <effectedResearchDefs>
<li>Smithing</li>
<li>ElectricSmelting</li>
        </effectedResearchDefs>
    </AdvancedResearchDef>


Do you guys think it's some form of dependency issue? I have also changed the requirements for the electric smelter via ModHelper.xml

            <li>
                <menuHidden>true</menuHidden>
                <designationCategory>Production</designationCategory>
                <targetDefs>
                    <li>ElectricSmelter</li>
                </targetDefs>
<researchPrerequisites>
<li>MetalIII</li>
</researchPrerequisites>
            </li>


Anyways, the error that's happening is as follows:

Exception filling window for RimWorld.MainTabWindow_Research: System.StackOverflowException: The requested operation caused a stack overflow.

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions._IsLockedOut (Verse.ResearchProjectDef researchProjectDef, Verse.ResearchProjectDef initialDef) [0x00000] in <filename unknown>:0

Galvenox

Quote from: RWCCLTeam on October 20, 2015, 12:08:39 PM
What the "Vanilla Tweaks" mod offers

Power Savings
Most buildings will not draw power when they are not in use. This includes the cookstove, television, etc but will remain connected to the power grid. Some exceptions include the comms console which always draws full power.

is there a way to make custom buildings (added by other mods) save power like that?

Fluffy (l2032)

CompLowIdleDraw iirc. Look at the modders' release examples.