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Author Topic: [A16] Repower - Machine Idling and Power Rebalancing  (Read 35122 times)

Shotgunfrenzy

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #75 on: December 13, 2017, 04:30:38 AM »

Thank You!!!

neozargos

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #76 on: December 17, 2017, 09:52:57 AM »

We need THIS for B18
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SpaceDorf

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lperkins2

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #78 on: January 04, 2018, 04:45:05 PM »

Got the source code for your unofficial update?  Even a diff against the last official version would be great, I want to make some changes.
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Ristelle

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #79 on: January 06, 2018, 09:32:15 AM »

Source for Jastro's unofficial update: Box

I also made a version which brings some of the values of the power usage down to something more realistic. 500W for opening a autodoor is too much.Patched
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Exende

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #80 on: January 08, 2018, 09:28:38 PM »

Code: [Select]
Exception ticking Watch: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetBaseValueFor (Verse.BuildableDef) <0x0001d>
at (wrapper dynamic-method) RimWorld.StatWorker.GetValueUnfinalized_Patch1 (object,RimWorld.StatRequest,bool) <0x000a2>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x000be>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00042>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00034>
at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction (RimWorld.JobDriver_WatchBuilding) <0x000b5>
at (wrapper dynamic-method) RimWorld.JobDriver_WatchBuilding.WatchTickAction_Patch1 (object) <0x000e9>
at RimWorld.JobDriver_PlayHorseshoes.WatchTickAction () <0x000a5>
at RimWorld.JobDriver_WatchBuilding/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x0001d>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x0024d>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at Verse.Pawn.Tick () <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

got this error with the horseshoe
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PreDiabetic

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #81 on: January 10, 2018, 05:04:35 AM »

This mod should be baseline in main game. I only power on my electric stove (IRL) when I need otherwise it doesn't consume power at all.
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Fatsack

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #82 on: March 04, 2018, 12:46:02 AM »

Got this bug while playing, had your mod named.   

Exception ticking Kort: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatWorker.GetBaseValueFor (Verse.BuildableDef) <0x0001d>
at (wrapper dynamic-method) RimWorld.StatWorker.GetValueUnfinalized_Patch1 (object,RimWorld.StatRequest,bool) <0x0009f>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x000be>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00042>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch2 (Verse.Thing,RimWorld.StatDef,bool) <0x0004b>
at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction (RimWorld.JobDriver_WatchBuilding) <0x000b5>
at (wrapper dynamic-method) RimWorld.JobDriver_WatchBuilding.WatchTickAction_Patch1 (object) <0x000e9>
at RimWorld.JobDriver_PlayHorseshoes.WatchTickAction () <0x000a5>
at RimWorld.JobDriver_WatchBuilding/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x0001d>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x0024d>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
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Harry_Dicks

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #83 on: March 04, 2018, 09:37:22 AM »

Got this bug while playing, had your mod named.   

-snip-

I am an error log scrub, and really don't know what I'm looking at. But by glancing over that, it appears to me it has something to do with the pawn having trouble viewing the horseshoes game and/or interacting with this viewing experience. For my own sake, could you please show me how this is related to this mod?
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Fatsack

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #84 on: March 04, 2018, 05:17:26 PM »

at RePower.JobDriver_WatchBuildingPostfix._WatchTickAction

so the RePower mod has a class file JobDriver_WatchBuildingPostfix that has a method WatchTickAction that is in the stack trace.   Since this is the only modification file mentioned in the stack trace and the fact this does not occur in vanilla without the mod, troubleshooting reasoning points to that method in this mod being the problem.
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BulletDelivery

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #85 on: March 15, 2018, 09:54:13 PM »

This is the fix for JobDriver_WatchBuildingPostfix error. Since the source code wasn't available, I had to decompile the dll file, make changes, and compile it.

The source of the problem is the duplicated code in the mod's postfix methods. This resulted in the same code effectively being executed twice which caused NullReferenceException under certain circumstances and prevent pawns from watching TVs.

Replace RePower.dll file in the mod's assembly folder with the one below.
https://www.dropbox.com/s/n2tn3t4nos74txl/RePower.dll?dl=0
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Telarin

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #86 on: March 19, 2018, 07:42:05 AM »

I wanted to add support for More Vanilla Turrets. Took a look at the example file provided, and it seemed pretty straightforward, however, it doesn't seem to work directly for turrets. I'm guessing since they are unmanned, the game has no way to know when they are in use or not in use. Are there any extra settings not shown in the example file that I can use to make this work?
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vaguiners

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #87 on: July 31, 2018, 04:00:14 AM »

1.0 pls
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NubsPixel

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #88 on: September 04, 2018, 07:42:10 AM »

Unofficial Update for B19:
Steam Workshop

Or see attachments.

Note:
Will remove upon request by original modder.
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Jiro

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Re: [A16] Repower - Machine Idling and Power Rebalancing
« Reply #89 on: November 11, 2018, 12:22:37 PM »

Will the b19 unofficial work okay with 1.0?
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