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aaroncrobinson avatar grapples avatar lex1975 avatar mossieuleblanc avatar scthunder avatar syrchalis avatar

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expandedroofing's Issues

Transparent roofs are ugly

Not really a major issue, but is it possible for transparent roofs to connect and not create a ugly grid pattern on the ground?

To add Spanish translation

Hey Aaron, I translated your mod to spanish (Castilian and Latin America), but cannot upload it here.
It says: "Uploads are disabled: file uploads require push access to this repository"
I'm not very skilled with github, sorry, but could you help me with this?

Insulation for glass roof

Hello,

I'd like to build a greenhouse in a very cold biome. However, the heat just escapes faster from my greenhouse than I can pump it in. Even with tripple walls!

Most modern windows have double- or triple-plane glass for better insulation. Could you maybe add insulation roofing to your mod? It could cost more, but actually keep the heat inside the greenhouse in -40 degree biomes.

Solar Controller missing an NetID value

Made a Solar Controller in my colony, realized I had a better spot to put it, and tried to move it, my colonist then no longer wanted to path or anything. Tested it with all means of movement, up to literally debug deleting it and having the colonists make a new one from scratch.

Exception in JobDriver tick for pawn Crouchy driver=JobDriver_HaulToContainer (toilIndex=2) driver.job=(HaulToContainer (Job_8934873) A=Thing_SolarController941218 B=Thing_Blueprint_Install_SolarController953765)
System.InvalidOperationException: Nullable object must have a value.
at System.Nullable`1[T].get_Value () [0x00008] in :0
at ExpandedRoofing.CompPowerPlantSolarController.get_NetId () [0x00000] in <595f9dd0c97d4eb485bdff44a709f167>:0
at (wrapper dynamic-method) ExpandedRoofing.SolarRoofingTracker.ExpandedRoofing.SolarRoofingTracker.RemoveController_Patch0(ExpandedRoofing.SolarRoofingTracker,Verse.Thing)
at (wrapper dynamic-method) ExpandedRoofing.CompPowerPlantSolarController.ExpandedRoofing.CompPowerPlantSolarController.PostDeSpawn_Patch0(ExpandedRoofing.CompPowerPlantSolarController,Verse.Map)
at Verse.ThingWithComps.DeSpawn (Verse.DestroyMode mode) [0x00026] in :0
at (wrapper dynamic-method) Verse.Building.Verse.Building.DeSpawn_Patch4(Verse.Building,Verse.DestroyMode)
at Verse.Thing.DeSpawnOrDeselect (Verse.DestroyMode mode) [0x0001f] in :0
at RimWorld.MinifyUtility.MakeMinified (Verse.Thing thing) [0x00024] in :0
at RimWorld.Toils_Construct+<>c__DisplayClass1_0.b__1 () [0x00089] in :0
at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch2 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch6 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

This is directly copied from the debug log, unfortunately, I am bad at getting the better means of log reporting, so I hope this suffices enough?

No wild grass and trees under transparent roofs

I dunno if i'm the only one who get's freaked out by this. But since some version wild plants don't spread under roofs anymore even if there is enough light. and that goes for your transparent roof too.
Is it possible for you to change this?

Basalt thick roofs broken

Whenever i try to build a thick roof out of basalt the materials are consumed, the work is done, the "new roof" sprite appears, but the roof doesn't get added and the tile remains uncovered.
The granite and limestone roofs for example work fine.

Check buildable thick roofs blocking drop pods

Caar Jul 2 @ 4:07pm
Quick question, aren't the buildable thick roof's supposed to stop drop pods from going through them? I built a few on my buildings and drop pods still got through. Funnily enough the roof wasn't damaged at all (unlike constructed roofs that get destroyed when a drop pod goes through them).

Zone Designator [B]roke

Issue: Can research transparent roofs, can click on the designate transparent roof zone button, and can click to begin selecting said designation, but can't left-click to actually finalize the designation. Left clicking does nothing. Nada. Zilch.
image

Vanishing UI after Research

Dear modder, dear contributers,

I encountered a strange bug using this mod in Rimworld 1.1.2579
I would like to report it for further inspection.

What is the bug?
Plainly, the bug causes UI elements to vanish, like the toggle for powering on or off a machine or device. The button hotkey becomes unresponsive. Further, if you open the Zone-Menu the "menu-box" (Zones, Production, Misc etc) vanishes and the UI becomes mostly unresponsive.
The game cannot be salvaged, reloading a save created after the bug was triggered will not help. Removing the mod, however, to returning to an older save game previous to any research from the mod, works.

How is it reproduced?
The bug occurs without exception the moment I finish a research added by this mod. It does not make a difference which research I picked for my testing. The moment the first research is done my UI vanishes. This remains the case even if all other research has been finished, including other roof types added by the mod.

What steps have already been taken?
I tried multiple versions of the mod, including Mlie's Steam Uploads as well as this original repository.
I moved the mod up and down in my load order, and verified the right version of harmony was in place at the very top.
I tried on multiple days, reactivating the mod and deactivating it multiple times.
An error log was not thrown, apparently.

Lastly, I do not have any experience with this mod prior to 1.1. It was meant as a replacement for Dub's Syklight.
I do not own the Royalty DLC, if it makes a difference.

Kind regards
Tschuangtse

Pictures added to illustrate the missing UI.
After Research 2
After Research

Nothing can remove thick roofs

Whenever a thick roof is built (for example the ones i used to test above) it cannot be removed. (Except through the basalt glitch) Since i built it i should be able to remove it.

Lastest version throws a mass of errors

Was testing the latest version before uploading it to the workshop, and it's presenting the following errors:
https://git.io/fA19q
First error from this mod appears at line 1046.

I got my partner to test it, to confirm I hadn't messed something up. After that, I verified it was this version by downloading the previous version and testing it.

1.0.1974 broke the mod

Something with custom work types was changed and since this mod includes roof maintenance it also broke.

Not up-to-date (1.5)

Needs updating to 1.5
Alternatively, you should probably explicitly say you've abandoned the mod on its page, if the 2 a half years since you've actually done anything hasn't been some weird fluke. I love the mod and appreciate the work you've put in, but not saying anything kind of leaves everyone hanging, especially if they can't pay enough attention to notice the writing on the wall

Deconstruction of Objects under solar roofing

When you designate an area to build solar roofing the objects in that same space are deconstructed. So far the only exception I have noted are floors, walls and power conduits.

Even the solar controller gets deconstructed. You can place the objects again once the roofing constructed.

Controler not seeing all solar roof tiles

So i have this mod isntalled together with like 80 other mods, and all was working fine (sorta) till i had the mentioned error that others had already where the controller still works, but just shows an error in the data box in the bottom left

now at day 2 i found out that there arent all roof tiles being seen, the controller says 84 roof tiles even tho alst evening i was already at 96 (and even that i found a littlebit weird since its a "big" area. anyways i tried it again on another spot, there i suddenly had from 114 placed solar roofes only 69 that are seen and used. then i did the whole thing again on a different spot with a small roof, i placed 9 roof tiles and the controller, all ok, then i palce an additional 9, and the controler now was seeing 14. since i can actually do maths and it should be 18, i think there is another bug in the mod sadly.

anyways a great mod so thanks already for this

Cannot place solar roofing

Running the steam workshop build of this git. When trying to place solar roof, I click start and end point for the zone. The second click that should start the building ends up deselecting the zone. Roof is never built.
Turning on development mode gives: "Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.ThingMaker.DMD<DMD<MakeThing_Patch1>?-1253556864::MakeThing_Patch1>(Verse.ThingDef,Verse.ThingDef)
at (wrapper dynamic-method) RimWorld.GenConstruct.DMD<DMD<PlaceBlueprintForBuild_Patch3>?-1366774912::PlaceBlueprintForBuild_Patch3>(Verse.BuildableDef,Verse.IntVec3,Verse.Map,Verse.Rot4,RimWorld.Faction,Verse.ThingDef)
at ExpandedRoofing.Designator_BuildCustomRoof.DesignateSingleCell (Verse.IntVec3 c) [0x000e4] in :0
at Verse.Designator.DesignateMultiCell (System.Collections.Generic.IEnumerable`1[T] cells) [0x00041] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x0012c] in <36108d57f84d49cabdae818c2a53fc38>:0
at RimWorld.MapInterface.HandleMapClicks () [0x0000f] in <36108d57f84d49cabdae818c2a53fc38>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00089] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.Root.OnGUI () [0x0003d] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
"

Bug in SolarRoofingTracker

I wondered why the solar roof area was always wrong, pretty sure it's this line.
Shouldn't it be found.ElementAt(i) instead of i, just like the line before? Else you'd always delete the 2nd to xth cellset ever created, I think. Correct me if I'm wrong.

Please push the 1.2 update

This mod looks pretty interesting, however I'm not using the Steam version of the game (where the 1.2 update would be available according to the Steam Workshop page). Could you please push and release it here as well?

Thanks!

Solar roofing gives an error and is replaced with normal roofing

A comment was posted on the Steam upload of the mod, that said the following:

I am not getting any error messages, but a high percentage, probably 80%+ of the solar roofing I build turns into Constructed Roof upon completion; it is called solar roofing (building), and then when completed, called constructed roof. Not sure what is happening there.

I got my partner to do a bit of testing, and he confirmed it happens only when:

  1. Not connected to a solar controler or an already existing solar roof
  2. Is built by a pawn, not build in God-mode.

He provided me with his output_log.txt, which I'll link to below. The errors are the last blocks from line 168 till the end.

https://gist.github.com/HugsLibRecordKeeper/fbdcec85e9d78d4b1dd4f7551174580e#file-output_log-txt-L22

missing from steam workshop?

is there a reason why it is gone from the steam workshop? i saw you updated it to b19 but its not on steam anymore... are you planning on re adding it anytime soon?

Remove insect spawning under thick roof

Hey Aaron,

just wanted to pitch my two cents in after trying your mod out for a few days. For me, personally, I feel there should be some sort of incentive to research and build thick roofs; if a thick roof acts exactly like a regular mountain roof, creepy crawly insects included, then why would players bother to go through the hassle of spending ~12000 research points when they could just deal with the insects with old-fashioned steel and lead and research something more valuable?

If you do end up reading this, I'd massively appreciate it if you could consider adding this into the next update of the mod.

Cheers,
sabrt00th

1.1 update

Will this be updated for Rimworld 1.1, or is the mod dead/abandoned?

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