oni-mods's People
oni-mods's Issues
Unblockable Rockets not working
I havent played since may, so i don't know which patch, but likely space scanner patch with different obstruction checking or so...
Crash when rover starts a dig task
Basically the title.
Rename Asteroids Crash
You CANNOT have any of the following characters in asteroid names (on windows atleast) or it will just crash
<
:
"
/
|
?
*
these are windows banned characters for file names
Priority zero crash
Hi!
here's the log
Priority Value Out Of Range: -200
at UnityEngine.Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <9fe2cbebfa394c8da6af069ec8cc9ef4>:0
at Debug.LogErrorFormat (System.String format, System.Object[] args) [0x00000] in <7110358c02a14df2a7a2562defcc57da>:0
at Chore.Chore..ctor_Patch0 (Chore , ChoreType , ChoreProvider , System.Boolean , System.Action1[T] , System.Action
1[T] , System.Action1[T] , PriorityScreen+PriorityClass , System.Int32 , System.Boolean , System.Boolean , System.Int32 , System.Boolean , ReportManager+ReportType ) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at Chore
1[StateMachineInstanceType]..ctor (ChoreType chore_type, IStateMachineTarget target, ChoreProvider chore_provider, System.Boolean run_until_complete, System.Action1[T] on_complete, System.Action
1[T] on_begin, System.Action1[T] on_end, PriorityScreen+PriorityClass master_priority_class, System.Int32 master_priority_value, System.Boolean is_preemptable, System.Boolean allow_in_context_menu, System.Int32 priority_mod, System.Boolean add_to_daily_report, ReportManager+ReportType report_type) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at FetchAreaChore..ctor (Chore+Precondition+Context context) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at FetchChore.PrepareChore (Chore+Precondition+Context& context) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at ChoreDriver.SetChore (Chore+Precondition+Context context) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at SolidTransferArm.Sim () [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at SolidTransferArm+BatchUpdateContext.Finish () [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0 at SolidTransferArm.BatchUpdate (System.Collections.Generic.List
1[T] solid_transfer_arms, System.Single time_delta) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in <7110358c02a14df2a7a2562defcc57da>:0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in <7110358c02a14df2a7a2562defcc57da>:0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in <7110358c02a14df2a7a2562defcc57da>:0
at Game.SimEveryTick (System.Single dt) [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0
at Game.Update () [0x00000] in <4d5210689d454b148ee8bf399a4b6b43>:0
Build: U33-474321-S
Rebuild/Republish Rename Asteroids
The Rename Asteroids mod seems to be 404'ing on Steam Workshop. At one point earlier this month a new build of ONI came out that seemed to have broken the mod, but I just forked your repo and rebuilt it locally and it seems to be working fine. So maybe it just needed a rebuild? If so, could you please republish it?
Can't install Unrestricted Transit Tubes
Can you add a direct download for Unrestricted Transit Tubes? Steam workshop isn't working, when I subscribe, nothing happens. I've restarted my game several times.
After the new update of the game, the rename function is no longer available. Once you try, you will jump out of the game.
After the new update of the game, the rename function is no longer available. Once you try, you will jump out of the game.
Meep artworks broke D:
Last update overhauled how Artables work, so Meep artworks no longer show up.
Now Artable Stages are a database entry, and each define the kanim file they pull from. Most vanilla artables now have individual kanim files as well.
Patching all ArtableStages to reference the unified kanim file again instead would work.
Can't store clothing in anything but locker
Might be missing something here, but when using this mod, the "clothing" category disappears from every other "storage" unit. This means I can't ship clothes to another planet with the teleporter. Is this intended?
PriorityZero - Dupes and bots picking up Zero priority stuff
I have noticed that both dupes and bots are picking up everything even if the priority is set to Zero. Even after canceling the sweep and restarting the game, the issue persists.
They also pick up Zero priority items as a resource when something needs to be build.
Mod Filter - Translation
Russian Translation:
ToolTip component = this._clearSearchButton.GetComponent();
if (component != null)
{
component.toolTip = "Очистить поиск";
___toggleAllButton.gameObject.AddOrGet().toolTip = "Отключено, пока фильтр активен";
micro transformer broken after patch
the object shows up in the research list but is unavailable in the build list.
Crash on Rename Rocket
So that crash I mentioned in Issue #16 seems to be back with your published version. Here's the stack trace I get.
MissingMethodException: TMPro.TMP_InputField KInputField.get_field()
RenameAsteroids.WorldSelector_AddWorld_Patch+<>c__DisplayClass0_0.<Postfix>b__1 () (at <06927263747e433fa725204bee073585>:0)
MultiToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <3b2edb1f16074677a3f4deae979b16b6>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <58401a2b09134cca8c5631d2aacd8c01>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <58401a2b09134cca8c5631d2aacd8c01>:0)
UnityEngine.EventSystems.EventSystem:Update()
Build: U41-498381-S
I've also got a save file you can use to repro it. Immediately after load, try to rename "Ejected Calypso IX".
I'll try rebuilding locally again to see if I can produce it with that build.
Update broke this mod 10-7-2021
Just a heads up, an update to the main game broke this mod for me and causes the game to crash upon loading with the mod enabled.
Priority Zero crashing on game startuup after Sweet Dreams Update
From the Player.log:
[16:23:28.466] [1] [ERROR] null Exception while loading mod asquared31415.PriorityZero at /home/jason/.config/unity3d/Klei/Oxygen Not Included/mods/Steam/1972768699.
HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> PriorityZero.Chore_Ctor_Patch::Transpiler(System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> origCode)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00057] in <2f5aaaa000594d07b9998f4cff1e9662>:0
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00127] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at KMod.UserMod2.OnLoad (HarmonyLib.Harmony harmony) [0x00007] in <dc391dbff65646049e9051f4b3341508>:0
at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <dc391dbff65646049e9051f4b3341508>:0
Exception while loading mod asquared31415.PriorityZero at /home/jason/.config/unity3d/Klei/Oxygen Not Included/mods/Steam/1972768699.
HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> PriorityZero.Chore_Ctor_Patch::Transpiler(System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction> origCode)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00057] in <2f5aaaa000594d07b9998f4cff1e9662>:0
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00127] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at KMod.UserMod2.OnLoad (HarmonyLib.Harmony harmony) [0x00007] in <dc391dbff65646049e9051f4b3341508>:0
at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <dc391dbff65646049e9051f4b3341508>:0
and later in the log it throws a bunch of these (which it doesn't without the mod enabled)
KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <695d1cc93cca45069c528c15c9fdd749>:0
at KScrollRect.OnScroll (UnityEngine.EventSystems.PointerEventData data) [0x00077] in <c775f779c2e74519bbe6a3fcac766187>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IScrollHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <cd39d368a6f9460e9fdef80bb3118790>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006c] in <cd39d368a6f9460e9fdef80bb3118790>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
It doesn't work in the latest version of the game
It doesn't work in the latest version of the game
Better Multitool Animations - crash
Just had a crash in Spaced Out, public testing branch 485768. I marked the Rover's Lander for deconstruction with the deconstruct tool and received this crash message:
ScoutRover does not have component AttributeLevels
UnityEngine.Debug:LogError (object)
Debug:LogError (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Debug.cs:142)
StateMachine4/TargetParameter<MultitoolController, MultitoolController/Instance, Worker, object>:Get<Klei.AI.AttributeLevels> (MultitoolController/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1850) BetterAnimations.BetterAnimationsPatches/MultitoolController_Patch:GetScaleHelper (single,MultitoolController/Instance) (wrapper dynamic-method) MultitoolController/Instance:MultitoolController+Instance.PlayPre_Patch0 (MultitoolController/Instance) MultitoolController:<InitializeStates>b__4_0 (MultitoolController/Instance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/fx/MultitoolController.cs:28) StateMachine
4/GenericInstance<MultitoolController, MultitoolController/Instance, Worker, object>:ExecuteActions (StateMachine4/State<MultitoolController, MultitoolController/Instance, Worker, object>,System.Collections.Generic.List
1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:875)
StateMachine4/GenericInstance<MultitoolController, MultitoolController/Instance, Worker, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:834) StateMachine
4/GenericInstance<MultitoolController, MultitoolController/Instance, Worker, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1141)
StateMachine/Instance:StartSM () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:253)
StateMachine4/GenericInstance<MultitoolController, MultitoolController/Instance, Worker, object>:StartSM () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1010) Worker:StartWork (Worker/StartWorkInfo) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/Worker.cs:426) GameStateMachine
4/State/<>c__DisplayClass81_01<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object, Deconstructable>:b__0 (WorkChore1/StatesInstance<Deconstructable>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2052) GameStateMachine
4/State/<>c__DisplayClass80_0<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:<ToggleWork>b__0 (WorkChore
1/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1992)
StateMachine4/GenericInstance<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>:ExecuteActions (StateMachine4/State<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>,System.Collections.Generic.List1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:875) StateMachine
4/GenericInstance<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:834) StateMachine
4/GenericInstance<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1141) GameStateMachine
4/EventTransitionData<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:ExecuteTransition (WorkChore
1/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:254)
GameStateMachine4/EventTransitionData<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>:OnCallback (WorkChore1/StatesInstance<Deconstructable>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:264) GameStateMachine
4/EventTransitionData/<>c__DisplayClass7_0<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:<Register>b__0 (object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:280) EventSystem:Trigger (UnityEngine.GameObject,int,object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:161) EventExtensions:Trigger (UnityEngine.GameObject,int,object) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/EventSystem.cs:582) GameStateMachine
4/State/<>c__DisplayClass73_0<Navigator/States, Navigator/StatesInstance, Navigator, object>:b__0 (Navigator/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:1828)
StateMachine4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:ExecuteActions (StateMachine
4/State<Navigator/States, Navigator/StatesInstance, Navigator, object>,System.Collections.Generic.List1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:875) StateMachine
4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:834)
StateMachine4/GenericInstance<Navigator/States, Navigator/StatesInstance, Navigator, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1141) Navigator:Stop (bool,bool) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:461) Navigator:AdvancePath (bool) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:414) Navigator:GoTo (KMonoBehaviour,CellOffset[],NavTactic) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/components/Navigator.cs:303) GameStateMachine
4/State/<>c__DisplayClass114_01<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object, Deconstructable>:b__0 (WorkChore1/StatesInstance<Deconstructable>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/GameStateMachine.cs:2613) StateMachine
4/GenericInstance<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>:ExecuteActions (StateMachine
4/State<WorkChore1/States<Deconstructable>, WorkChore
1/StatesInstance, WorkChore1<Deconstructable>, object>,System.Collections.Generic.List
1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:875)
StateMachine4/GenericInstance<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:834)
StateMachine4/GenericInstance<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1141)
StateMachine/Instance:StartSM () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:253)
StateMachine4/GenericInstance<WorkChore
1/States, WorkChore1/StatesInstance<Deconstructable>, WorkChore
1, object>:StartSM () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1010)
Chore:Begin (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/Chore.cs:710)
WorkChore1<Deconstructable>:Begin (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/chores/WorkChore.cs:190) ChoreDriver/StatesInstance:BeginChore () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:30) ChoreDriver/States/<>c:<InitializeStates>b__5_2 (ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:107) StateMachine
4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:ExecuteActions (StateMachine4/State<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>,System.Collections.Generic.List
1<StateMachine/Action>) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:875)
StateMachine4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:PushState (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:834) StateMachine
4/GenericInstance<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object>:GoTo (StateMachine/BaseState) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1141)
StateMachine4/Parameter
1/Transition<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Evaluate (ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1293)
StateMachine4/Parameter
1/Context<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Set (Chore,ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1369)
StateMachine4/Parameter
1<ChoreDriver/States, ChoreDriver/StatesInstance, ChoreDriver, object, Chore>:Set (Chore,ChoreDriver/StatesInstance) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/statemachine/StateMachine.cs:1251)
ChoreDriver:SetChore (Chore/Precondition/Context) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/demands/ChoreDriver.cs:172)
Brain:UpdateChores () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/Brain.cs:80)
Brain:UpdateBrain () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/Brain.cs:57)
BrainScheduler/BrainGroup:RenderEveryTick (single,bool) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:207)
BrainScheduler:RenderEveryTick (single) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/ai/BrainScheduler.cs:360)
SimAndRenderScheduler/RenderEveryTickUpdater:Update (IRenderEveryTick,single) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:188)
UpdateBucketWithUpdater`1:Update (single) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater/BucketGroup:AdvanceOneSubTick (single) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater:RenderEveryTick (single) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:264)
Game:LateUpdate () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1628)
Build: U38-485768-SD
Rename asteroid doesn't persist
When I rename an asteroid or rocket, then close the program, it reverts to the old name when I load back in. Mod version is 2.0.1, and I've tried reinstalling it without effect. On the most recent version of the game on linux.
Any Starting Dupe crashes the game
Any attempt to start the game with the mod Any Starting Dupe results in a crash handler screen. The dump to this is as follows:
Exception while loading mod asquared31415.AnyStartingDupe at /home/kandarihu/.config/unity3d/Klei/Oxygen Not Included/mods/Steam/1911094447.
HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Void AnyStartingDupe.AnyStartingDupe::Prefix(System.Boolean& is_starter_minion)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00057] in <2f5aaaa000594d07b9998f4cff1e9662>:0
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x00127] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.b__10_0 (System.Type type) [0x00007] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action
1[T] action) [0x00014] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <2f5aaaa000594d07b9998f4cff1e9662>:0
at KMod.UserMod2.OnLoad (HarmonyLib.Harmony harmony) [0x00007] in <437833dd773d45f3870b79786069bdf9>:0
at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <437833dd773d45f3870b79786069bdf9>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in :0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in <89c670ec71c64b5a974aef2c6ea838e5>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <89c670ec71c64b5a974aef2c6ea838e5>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <89c670ec71c64b5a974aef2c6ea838e5>:0
at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00000] in <437833dd773d45f3870b79786069bdf9>:0
at KMod.Mod.Load (KMod.Content content) [0x00000] in <437833dd773d45f3870b79786069bdf9>:0
at KMod.Manager.Load (KMod.Content content) [0x00000] in <437833dd773d45f3870b79786069bdf9>:0
at Global.Awake () [0x00000] in <437833dd773d45f3870b79786069bdf9>:0
at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in :0
at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in :0
at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in :0
at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in :0
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.GameObject parent, System.String name, System.Boolean initialize_id, System.Int32 gameLayer) [0x00000] in <89c670ec71c64b5a974aef2c6ea838e5>:0
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <89c670ec71c64b5a974aef2c6ea838e5>:0
at LaunchInitializer.Update () [0x00000] in <437833dd773d45f3870b79786069bdf9>:0
Build: U48-568201-V
ModI18n + MicroTransformer = null Exception while loading mod asquared31415.MicroTransformer
[ERROR] null Exception while loading mod asquared31415.MicroTransformer at C:/Users/DENIS/Documents/Klei/OxygenNotIncluded/mods/Steam/1991239137.
System.NullReferenceException: Object reference not set to an instance of an object
at ModI18n.Utils.LoadStringsWithPrefix (System.String prefix) [0x00008] in :0
at ModI18n.Patches+AddBuildingToPlanScreenPatch.Prefix () [0x00000] in :0
at (wrapper dynamic-method) ModUtil.ModUtil.AddBuildingToPlanScreen_Patch1(HashedString,string,string,string,ModUtil/BuildingOrdering)
at ModUtil.AddBuildingToPlanScreen (HashedString category, System.String building_id, System.String subcategoryID) [0x00000] in <1c7e9ccb4aa844e2be4538990aabf98e>:0
at ModUtil.AddBuildingToPlanScreen (HashedString category, System.String building_id) [0x00000] in <1c7e9ccb4aa844e2be4538990aabf98e>:0
at MicroTransformer.SmallTransformerInfo.OnLoad (HarmonyLib.Harmony harmony) [0x0000a] in :0
at KMod.DLLLoader.LoadDLLs (KMod.Mod ownerMod, System.String harmonyId, System.String path, System.Boolean isDev) [0x00222] in <1c7e9ccb4aa844e2be4538990aabf98e>:0
Exception in Worker.StartWork(Diggable), Field 'Workable.AnimOffset' not found.(don't know if this is actually related to this mod))
no idea if this is actually related to this mod but figured it might help posting here because this is a mod that does stuff with dupe animations
this happens right whenever any dupes are about to start digging
Exception in: Worker.StartWork(Diggable)
System.MissingFieldException: Field 'Workable.AnimOffset' not found.
at (wrapper dynamic-method) Workable.Workable.GetWorkOffset_Patch1(Workable)
at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00172] in <187e1bcdf4c948ba9c868da763cc778d>:0
at UnityEngine.Debug.LogError (System.Object message, UnityEngine.Object context) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj, UnityEngine.Object context) [0x00000] in :0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in :0
at Worker.StartWork (Worker+StartWorkInfo start_work_info) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at GameStateMachine4+State+<>c__DisplayClass85_0
1[StateMachineType,StateMachineInstanceType,MasterType,DefType,WorkableType].b__0 (StateMachineInstanceType smi) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at GameStateMachine4+State+<>c__DisplayClass84_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__0 (StateMachineInstanceType smi) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at StateMachine
4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List
1[T] actions) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at StateMachine4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at StateMachine
4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at GameStateMachine4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteTransition (StateMachineInstanceType smi) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at GameStateMachine
4+EventTransitionData[StateMachineType,StateMachineInstanceType,MasterType,DefType].OnCallback (StateMachineInstanceType smi) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at GameStateMachine4+EventTransitionData+<>c__DisplayClass7_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<Register>b__0 (System.Object d) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 at EventExtensions.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <d35824e72985464e85149179dd14d71e>:0 at GameStateMachine
4+State+<>c__DisplayClass77_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].b__0 (StateMachineInstanceType smi) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at StateMachine4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine
4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List1[T] actions) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at StateMachine
4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].PushState (StateMachine+BaseState state) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at StateMachine4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].GoTo (StateMachine+BaseState base_state) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at Navigator.Stop (System.Boolean arrived_at_destination, System.Boolean play_idle) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at Navigator.AdvancePath (System.Boolean trigger_advance) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at TransitionDriver.UpdateTransition (System.Single dt) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at Navigator.SimEveryTick (System.Single dt) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0 at BucketUpdater
1[DataType].Update (DataType data, System.Single dt) [0x00000] in :0
at UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) [0x00000] in :0
at StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) [0x00000] in :0
at StateMachineUpdater.AdvanceOneSimSubTick () [0x00000] in :0
at Game.SimEveryTick (System.Single dt) [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
at Game.Update () [0x00000] in <187e1bcdf4c948ba9c868da763cc778d>:0
Build: U46-550759-S
Comment - Rename Asteroids
You should mention that 'Rename Asteroids' allows you to rename rockets as well. I think this is even more useful!
autofollow cam
hey there, love this idea and have been looking for something similar for years.
would it be possible to select a specific dupe?
would it be possible to select a specific zoom level?
for instance, i always select my builder 'bob' and zoom out so i can see 2 levels above and below him.
would be amazing if it would automatically jump to him and zoom out a bit.
MissingMethodException Crash when double-clicking the name of a rocket
I got a crash when trying to rename a rocket while it's in flight.
The log file's attached, but the trace in the log was:
MissingMethodException: TMPro.TMP_InputField KInputField.get_field()
at RenameAsteroids.WorldSelector_SpawnToggles_Patch+<>c__DisplayClass0_0.<Postfix>b__0 () [0x00000] in <06927263747e433fa725204bee073585>:0
at MultiToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00041] in <1c7e9ccb4aa844e2be4538990aabf98e>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <0b23117e1c7442f8b1842fe2f3bf6fcb>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006c] in <0b23117e1c7442f8b1842fe2f3bf6fcb>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Feature Request: Configuration File for Micro Transformers
It'd be nice if we could tweak this to our tastes with things like:
- Adjustable wattage
- Adjustable heat output
- Can be flooded?
- Can be entombed?
- Place in the research tree
- Requires refined metals?
After all, some people will want it to fit better with other mods (e.g.: Customize Buildings), or others just want a more challenging game.
ONI mod - Automated Canisters - Stopped working
It was working just fine two days ago, but now is flagged as DLC incompatible?
Either that, or an 'updated version' by yourself or another user was removed from steam.
Could we get a DLC update or the source code please? (my Oxygen generator is broken without it!)
[Micro Transformers] Only 1 outlet and in-game displays 1000W?
Love the mod and I'm glad that it functions correctly. There's just a couple bugs I've found so far. The first is that it only has 1 plug interface in-game. Putting the second wire in the correct spot still works, but it should have a plug on both spots.
The other, and I'm not sure if it's just a game limitation or if it's not functioning properly, but when hovering on a circuit using this transformer, it still displays 1000W even though it should be 750W.
does not work with DGSM
To test this i unistalled all my mods from the oxygen not included and then only added DGSM Duplicants Generation Settings Manager and your mod which was MEEP and it crashes my game but if i uninstall MEEP it then doesn't crash with my game. just thought i let you know its not compatible with it
Rename Asteroids CTD
The February 25th update seems to have broken the mod. It still shows up, but double clicking the asteroid name now causes a crash to desktop.. Just a heads up in case you haven't played recently. Thanks.
Micro Transformer - Translation
It would be nice to be able to localize into another language. "Micro Transformer" - "Микро трансформатор"
ONI mod - No Mop Limits - Not working
Hey, this doesn't seem to be working with the current version of ONI. Thank you.
Crashes on startup with new patch (9/16)
This affects another mod I use but seems to apply to every mod that adds new tiles
looks like they added an additional (mandatory) field to RegisterBuilding calls:
"System.MissingFieldException: Field BuildingDef.isSolidTile not found."
Priority Zero crash
Priority Zero keeps crashing seemingly randomly. It happens when i click something, but what i click and when it happens seem completely arbitrary.
I haven't been able to reproduce it on purpose, except that it happens somewhat frequently, every 10 or 20 cycles or so.
The error message given was this the last two times it happened:
Priority Value Out Of Range: -200
UnityEngine.Debug:LogErrorFormat (string,object[])
Debug:LogErrorFormat (string,object[])
(wrapper dynamic-method) Chore:Chore..ctor_Patch0 (Chore,ChoreType,ChoreProvider,bool,System.Action`1<Chore>,System.Action`1<Chore>,System.Action`1<Chore>,PriorityScreen/PriorityClass,int,bool,bool,int,bool,ReportManager/ReportType)
Chore`1<FetchAreaChore/StatesInstance>:.ctor (ChoreType,IStateMachineTarget,ChoreProvider,bool,System.Action`1<Chore>,System.Action`1<Chore>,System.Action`1<Chore>,PriorityScreen/PriorityClass,int,bool,bool,int,bool,ReportManager/ReportType)
FetchAreaChore:.ctor (Chore/Precondition/Context)
FetchChore:PrepareChore (Chore/Precondition/Context&)
ChoreDriver:SetChore (Chore/Precondition/Context)
Brain:UpdateChores ()
Brain:UpdateBrain ()
MinionBrain:UpdateBrain ()
BrainScheduler/BrainGroup:RenderEveryTick (single,bool)
BrainScheduler:RenderEveryTick (single)
SimAndRenderScheduler/RenderEveryTickUpdater:Update (IRenderEveryTick,single)
UpdateBucketWithUpdater`1<IRenderEveryTick>:Update (single)
StateMachineUpdater/BucketGroup:AdvanceOneSubTick (single)
StateMachineUpdater:RenderEveryTick (single)
Game:LateUpdate ()
Build: U35-477316-S
750w?
Hobble it to 500w if you must, but 750w is rediculous.
Mop limit still exists, in DLC U36-481873-S
Enable the mod and start the game with no crash, but the mop limit still exists.
[Auto follow Cam] It starts to follow even when I am playing the game
sometimes you start to build things or change priorities or observe your dupes doing the job without moving the camera. But the mouse is still moving, I am still playing!
But your mod start to follow a dupe disregarding this, i think it checks the camera being moved rather than the mouse being moved
So my suggestions is:
only start auto-follow-cam when the game has no mouse nor keyboard input for 30 seconds
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