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oni-mods's Issues

Gas Range dropping CO2 bottles

My gas range has an output pipe connected to the CO2 output which is going to a gas storage - about half of the CO2 goes into the pipe and half drops as bottles in front of it (not sure if its duplicated or if its just half/half).

Half door gets flooded by liquid and does not interact with automation

Mechanized airlock (vanilla) door does not get flooded by liquids, so the half door should not have that interaction as well. Half door also does not react to automation signals at all (powered or unpowered). See if you can look into that. Multiple people on steam have also confirmed the automation not working.

Improve "Load a mod" page for Linux users

I have figured out that true folder name for "dev" and "local" are "Dev" and "Local", which makes difference on Linux platform. Can you modify your doc to mention this, so others won't spend several hours trying to set up local mod development?

Material replacement?

I'm able to replace sandstone tiles with granite and any pipe with any insulated pipe, but not sandstone pipes with granite pipes, ECT.

kanim

hi, nighttinggale. can you make a short guide how to make custom assets for animation?
the png and the bytes files.

Suggested Improvements for Usability (I thought this mod was breaking my polymer refinery)

I had a lot of other useful and helpful information here, including mods.json listing for piped output, my modlist and load order, etc... and before posting I wanted to confirm that the issue persists when only piped output is loaded, and it does... but I also realized that there are ports I was unable to see. Apparently the reason the polymer refinery wasn't working was because I hadn't hooked up the gas outputs. There are two reasons I thought this was a bug:
A) the vent ports are often dark grey, so dark in some cases they can be very hard to see
B) the polymer refinery does not throw a red flag when the gas output aren't hooked up, and it also doesn't dump into the environment... it just does nothing instead.

I'm not sure if this is something you can fix or if it's more of an issue with the game, but your mod is great as-is. I just wish my plastic refinery would've done something more sensible than just not work.

PipedOutput crashes on Linux

I subscribed the Mod on Steam and under Windows everything works fine. After trying to get it working on Ubuntu 20.10 the game crashed. I already unsubscribed the Mod and installed it manually. Also I removed all other mods.

[23:57:04.175] [1] [INFO] PipedOutput: Successfully loaded from path 'root' with content 'DLL'.
[23:57:04.176] [1] [INFO] Subscribe to mod PipedOutput
Stacktrace:

  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object,UnityEngine.Transform,UnityEngine.Vector3&,UnityEngine.Quaternion&) [0x0000a] in <72f576cbaa2848aa8460c9f8ee4344dd>:0
  at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object,UnityEngine.Transform,UnityEngine.Vector3,UnityEngine.Quaternion) [0x00006] in <72f576cbaa2848aa8460c9f8ee4344dd>:0
  at UnityEngine.Object.Instantiate (UnityEngine.Object,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform) [0x00027] in <72f576cbaa2848aa8460c9f8ee4344dd>:0
  at UnityEngine.Object.Instantiate<T_REF> (T_REF,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Transform) [0x0000a] in <72f576cbaa2848aa8460c9f8ee4344dd>:0
  at Util.KInstantiate (UnityEngine.GameObject,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.GameObject,string,bool,int) [0x000a2] in <3b39d8ef6df744caaa4fb49d98fe8806>:0
  at Util.KInstantiate (UnityEngine.GameObject,UnityEngine.GameObject,string) [0x00010] in <3b39d8ef6df744caaa4fb49d98fe8806>:0
  at LaunchInitializer.Update () [0x000ae] in <b3075eb7758949c1881d0afdaa279bc5>:0
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) [0x00020] in <9577ac7a62ef43179789031239ba8798>:0

You can find the complete logfile on pastebin.

Crash on automation update (Build: AP398437) with Sensory Overload version v1.7.0.0

Initialize engine version: 2018.4.14f1 (05119b33d0b7)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8)
    Vendor:   
    VRAM:     6097 MB
    Driver:   27.21.14.5012
Begin MonoManager ReloadAssembly
- Completed reload, in  0.141 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 0.587800 ms
[15:37:57.143] [1] [INFO] KProfiler: Start
[15:37:57.279] [1] [INFO] Applying resolution 2560x1440 @165hz (fullscreen: True)
[15:37:57.279] [1] [INFO] Low Res Textures? No
[15:37:57.283] [1] [INFO] release Build: AP-398437
SYSTEM INFO:
    Platform=WindowsPlayer
    OSname=Windows 10  (10.0.0) 64bit
    OSversion=10.0.19041.0
    CPUmodel=All Series (ASUS)
    CPUdeviceType=Desktop
    CPUarch=AMD64
    ProcBits=64
    CPUcount=12
    CPUtype=Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
    SystemMemoryMegs=32677
    GPUgraphicsDeviceID=6088
    GPUname=NVIDIA GeForce GTX 980 Ti
    GPUgraphicsDeviceType=Direct3D11
    GPUgraphicsDeviceVendor=NVIDIA
    GPUgraphicsDeviceVendorID=4318
    GPUgraphicsDeviceVersion=Direct3D 11.0 [level 11.1]
    GPUmemoryMegs=6097
    GPUgraphicsMultiThreaded=False
    GPUgraphicsShaderLevel=50
    GPUmaxTextureSize=16384
    GPUnpotSupport=Full
    GPUsupportedRenderTargetCount=8
    GPUsupports2DArrayTextures=True
    GPUsupports3DTextures=True
    GPUsupportsComputeShaders=True
    GPUsupportsImageEffects=True
    GPUsupportsInstancing=True
    GPUsupportsRenderToCubemap=True
    GPUsupportsShadows=True
    GPUsupportsSparseTextures=True
    System Language=English
[15:37:58.248] [1] [INFO] Initializing at 2020-03-08 15:37:58.248
[15:37:58.249] [1] [INFO] Save path: C:\Users\chris\Documents\Klei\OxygenNotIncluded
[15:37:58.748] [1] [INFO] Using builtin mod system.
[15:37:58.749] [1] [INFO] Loading mod content DLL [Sensory Overload:1744801152] (provides DLL)
[15:37:58.752] [1] [INFO] Loading MOD dll: MoreTemperatureSensors.dll
[15:37:59.024] [1] [INFO] Localization.Initialize!
[15:37:59.029] [1] [INFO] Test Data Location / docs / C:\Users\chris\Documents\Klei\OxygenNotIncluded
[15:37:59.029] [1] [INFO] Test Data Location / local / C:\Users\chris\AppData\Local\Klei\OxygenNotIncluded
[15:37:59.033] [1] [INFO] Test Data Locations / C:\Users\chris\Documents\Klei\OxygenNotIncluded\test / write True / read True / removed True
[15:37:59.033] [1] [INFO] Test Data Locations / C:\Users\chris\AppData\Local\Klei\OxygenNotIncluded\test / write True / read True / removed True
[15:37:59.036] [1] [INFO] Logged into Steam with ID:76561197969398955, NAME:Zoolie
[15:37:59.037] [1] [INFO] [Account] Requesting auth ticket from Steam
[15:37:59.993] [4] [INFO] [Account] Got login for user KU__0Ou24D1
MissingMethodException: void GeneratedBuildings.RegisterLogicPorts(UnityEngine.GameObject,LogicPorts/Port)
  at BuildingConfigManager.RegisterBuilding (IBuildingConfig config) [0x00131] in <62de69961f464b72923c510914d6557e>:0 
  at (wrapper dynamic-method) GeneratedBuildings.LoadGeneratedBuildings_Patch1(System.Collections.Generic.List`1<System.Type>)
  at LegacyModMain.LoadBuildings (System.Collections.Generic.List`1[T] types) [0x00050] in <62de69961f464b72923c510914d6557e>:0 
  at LegacyModMain.Load () [0x00042] in <62de69961f464b72923c510914d6557e>:0 
  at Assets.CreatePrefabs () [0x00000] in <62de69961f464b72923c510914d6557e>:0 
  at Assets.OnPrefabInit () [0x0031c] in <62de69961f464b72923c510914d6557e>:0 
  at KMonoBehaviour.InitializeComponent () [0x00068] in <47504a45704048478872cc29d12c0f37>:0 
Rethrow as Exception: Error in GameAssets(Clone).Assets.OnPrefabInit
  at KMonoBehaviour.InitializeComponent () [0x000b1] in <47504a45704048478872cc29d12c0f37>:0 
  at KMonoBehaviour.Awake () [0x00008] in <47504a45704048478872cc29d12c0f37>:0 
UnityEngine.Object:Internal_InstantiateSingleWithParent_Injected(Object, Transform, Vector3&, Quaternion&)
UnityEngine.Object:Internal_InstantiateSingleWithParent(Object, Transform, Vector3, Quaternion)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion, Transform)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform)
Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32)
Util:KInstantiate(GameObject, GameObject, String)
LaunchInitializer:Update()
 
(Filename: <62de69961f464b72923c510914d6557e> Line: 0)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)

Unloading 859 unused Assets to reduce memory usage. Loaded Objects now: 34228.
Total: 76.860900 ms (FindLiveObjects: 1.701100 ms CreateObjectMapping: 1.476100 ms MarkObjects: 72.678600 ms  DeleteObjects: 1.004800 ms)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 3.486300 ms
[15:38:03.738] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).

Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 36042.
Total: 78.093200 ms (FindLiveObjects: 1.760800 ms CreateObjectMapping: 1.562200 ms MarkObjects: 74.690400 ms  DeleteObjects: 0.078100 ms)

[15:38:03.875] [1] [INFO] -- MAIN MENU -- 
[15:38:04.076] [1] [INFO] Screen resolution updated, saving values to prefs: 2560x1440 @ 165, fullscreen: True
[15:38:04.131] [1] [INFO] Using local MOTD at version: 9, web version at 7
[15:38:04.571] [1] [INFO] publishing mod Flow Splitters
[15:38:04.583] [1] [INFO] publishing mod Wounded Go To Med Bed
[15:38:04.594] [1] [INFO] publishing mod Research Manager // by @Ony 👾
[15:38:04.595] [1] [INFO] publishing mod ChainedDeconstruction
[15:38:04.617] [1] [INFO] publishing mod Favorite Resources // by @Ony 👾
[15:38:04.619] [1] [INFO] publishing mod Bigger Capacity
[15:38:04.631] [1] [INFO] publishing mod Configurable Motion Sensor Range
[15:38:04.640] [1] [INFO] publishing mod The Duplicant Reacharound
[15:38:04.660] [1] [INFO] publishing mod Critter Proof Doors
[15:38:04.768] [1] [INFO] publishing mod Sensory Overload
[15:38:04.786] [1] [INFO] publishing mod Deconstructable POI Props
[15:38:04.796] [1] [INFO] publishing mod Show Building Ranges
[15:38:04.806] [1] [INFO] publishing mod Queue for Sinks
[15:38:04.815] [1] [INFO] publishing mod Mod Manager // by @Ony 👾
[15:38:04.817] [1] [INFO] publishing mod Smart Pumps
[15:38:04.827] [1] [INFO] publishing mod Better Automation Overlay
[15:38:04.833] [1] [INFO] publishing mod Automation Expanded
[15:38:04.840] [1] [INFO] publishing mod Super Building Extension
[15:38:04.847] [1] [INFO] publishing mod Drains
[15:38:04.853] [1] [INFO] publishing mod Canister Fillers
[15:38:04.858] [1] [INFO] publishing mod Butcher & Fishing Stations
[15:38:04.870] [1] [INFO] publishing mod Sensors for conveyor
[15:38:04.873] [1] [INFO] publishing mod Wireless Automation
[15:38:04.882] [1] [INFO] publishing mod Alarm - Notification Trigger
[15:38:04.891] [1] [INFO] publishing mod Claustrophobia - Stuck Duplicant Alert
[15:38:04.900] [1] [INFO] publishing mod Breath Traits Affect Held Breath
[15:38:04.908] [1] [INFO] publishing mod Wall Pumps and Vents
[15:38:04.921] [1] [INFO] publishing mod Pliers
[15:38:04.923] [1] [INFO] publishing mod Falling Sand
[15:38:04.933] [1] [INFO] publishing mod Blueprints
[15:38:04.954] [1] [INFO] Subscribe to mod Flow Splitters
[15:38:04.963] [1] [INFO] Subscribe to mod Wounded Go To Med Bed
[15:38:04.971] [1] [INFO] Subscribe to mod Research Manager // by @Ony 👾
[15:38:04.979] [1] [INFO] Subscribe to mod ChainedDeconstruction
[15:38:04.989] [1] [INFO] Subscribe to mod Favorite Resources // by @Ony 👾
[15:38:04.997] [1] [INFO] Subscribe to mod Bigger Capacity
[15:38:05.005] [1] [INFO] Subscribe to mod Configurable Motion Sensor Range
[15:38:05.013] [1] [INFO] Subscribe to mod The Duplicant Reacharound
[15:38:05.021] [1] [INFO] Subscribe to mod Critter Proof Doors
[15:38:05.028] [1] [INFO] Subscribe to mod Sensory Overload
[15:38:05.036] [1] [INFO] Subscribe to mod Deconstructable POI Props
[15:38:05.044] [1] [INFO] Subscribe to mod Show Building Ranges
[15:38:05.052] [1] [INFO] Subscribe to mod Queue for Sinks
[15:38:05.060] [1] [INFO] Subscribe to mod Mod Manager // by @Ony 👾
[15:38:05.068] [1] [INFO] Subscribe to mod Smart Pumps
[15:38:05.077] [1] [INFO] Subscribe to mod Better Automation Overlay
[15:38:05.085] [1] [INFO] Subscribe to mod Automation Expanded
[15:38:05.093] [1] [INFO] Subscribe to mod Super Building Extension
[15:38:05.101] [1] [INFO] Subscribe to mod Drains
[15:38:05.109] [1] [INFO] Subscribe to mod Canister Fillers
[15:38:05.119] [1] [INFO] Subscribe to mod Butcher & Fishing Stations
[15:38:05.128] [1] [INFO] Subscribe to mod Sensors for conveyor
[15:38:05.137] [1] [INFO] Subscribe to mod Wireless Automation
[15:38:05.145] [1] [INFO] Subscribe to mod Alarm - Notification Trigger
[15:38:05.153] [1] [INFO] Subscribe to mod Claustrophobia - Stuck Duplicant Alert
[15:38:05.160] [1] [INFO] Subscribe to mod Breath Traits Affect Held Breath
[15:38:05.168] [1] [INFO] Subscribe to mod Wall Pumps and Vents
[15:38:05.176] [1] [INFO] Subscribe to mod Pliers
[15:38:05.184] [1] [INFO] Subscribe to mod Falling Sand
[15:38:05.192] [1] [INFO] Subscribe to mod Blueprints

Natural gas changing to CO2 in natural gas generator

Started noticing recently my natural gas generators becoming damaged. Each time is from a wrong element type. Finally caught the issue, but it looks like the element is changing inside the input port of the generators.

Not sure if it is an issue with the game or the mod, but I had not seen it before enabling the mod a few days ago.

Also, I found the output log here: %appdata%..\locallow\klei\Oxygen Not Included

oni-issue.zip

Video:
(I used jing so its a .swf file and its choppy...)

https://drive.google.com/open?id=1xfdTWJpIDyLgZOe5xEG4wl-OFpvURkr6

Piped Output: Electrolyzer creates unexpected heat

In my case, water is piped in at approx. 86°F, while Oxygen and Hydrogen are piped out at approx. 154°F.

This is a major source of heat in my base that did not exist prior to installing this mod.

HalfDoor -Spaced Out - No Earthly Resin Update - Crash after deconstruction

Deconstructing a halfsize manual airlock results in the following crash

NullReferenceException
Door.Close () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Buildings/Door.cs:625)
DoorTransitionLayer.EndTransition (Navigator navigator, Navigator+ActiveTransition transition) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/TransitionDriver.cs:326)
TransitionDriver.EndTransition () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/TransitionDriver.cs:844)
TransitionDriver.UpdateTransition (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/TransitionDriver.cs:814)
Navigator.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:475)
Navigator+States+<>c.<InitializeStates>b__5_2 (Navigator+StatesInstance smi, System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/components/Navigator.cs:81)
BucketUpdater`1[DataType].Update (DataType data, System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:96)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152)
StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244)
Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1368)
Game.Update () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Game.cs:1344)

RP-383949: PipedOutput: Single mod: Startup fails.

NullReferenceException: Object reference not set to an instance of an object
  at WoodLogConfig..cctor () [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) UnityEngine.Object:Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object,UnityEngine.Transform,UnityEngine.Vector3&,UnityEngine.Quaternion&)
  at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, Vector3 pos, Quaternion rot) [0x00000] in <filename unknown>:0 
  at UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
  at UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original, Vector3 position, Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
  at Util.KInstantiate (UnityEngine.GameObject original, Vector3 position, Quaternion rotation, UnityEngine.GameObject parent, System.String name, Boolean initialize_id, Int32 gameLayer) [0x00000] in <filename unknown>:0 
  at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <filename unknown>:0 
  at LaunchInitializer.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 60 Hz
Desktop is 1920 x 1080 @ 60 Hz
Failed setting thread niceness (priority) to 0 due to EACCES (errno 13) violation. Lowering niceness (raising priority) requires CAP_SYS_NICE or superuser.
 
(Filename:  Line: 127)

Receiving unhandled NULL exception
#0  0x007ffe2f2c4900 in funlockfile
#1  0x007ffe2f2c4ea8 in mono_class_is_valuetype
#2  0x007ffe2f2c4eb0 in mono_unity_liveness_start_gc_world
#3  0x007ffe2f2c4f00 in mono_unity_liveness_start_gc_world
#4  0x007ffe2f2c4f50 in mono_unity_liveness_calculation_from_statics
#5  0x007ffe2f2c4fc0 in operator new[](unsigned long, std::nothrow_t const&)
#6  0x007ffe2f2c5180 in operator new[](unsigned long, std::nothrow_t const&)
#7  0x007ffe2f2c5190 in operator new[](unsigned long, std::nothrow_t const&)
#8  0x007ffe2f2c51f0 in operator new[](unsigned long, std::nothrow_t const&)
#9  0x007ffe2f2c5210 in operator new[](unsigned long, std::nothrow_t const&)
#10 0x007ffe2f2c5250 in operator new[](unsigned long, std::nothrow_t const&)
#11 0x007ffe2f2c53c0 in operator new[](unsigned long, std::nothrow_t const&)
#12 0x007ffe2f2c5530 in operator new[](unsigned long, std::nothrow_t const&)
#13 0x007ffe2f2c55b0 in oc_frag_recon_inter2_c
#14 0x007ffe2f2c5ba0 in __libc_start_main
#15 0x007ffe2f2c5c60 in oc_frag_recon_inter2_c

Piped Output: Natural Gas Generator

When a natural gas generator is used causes an error message to appear that reads "Error Occurred Please Restart Game" both me and a youtuber named "Brothgar" have come across this bug causing this mod to break a save of mine setting me back possibly 15 cycles, and because I would need to disable this mod to play, it would also break some of my systems that rely on this mod.
image

Max Gas Pressure

I assume this is an issue for other items as well but I noticed this with the electrolyser.

If the electrolyser has both outputs pipped and the atmosphere around it is at max gas pressure it will stop outputting.

I have confirmed there was no issue in either output being able to take more gas.

PipedOutput crash on macOS

Hi,

So I was trying to run this mod, but it always crashes the game. I thought it was a conflict with one of the already enabled mods but loading game only with this mod enabled also crashes the game. Please, have a look at my logs. Maybe it will help you to figure out the problem :)

https://pastebin.com/D7hgn2d6

Crash from solid conduit temperature sensor

If there is an empty crate on the rail passing through the temperature sensor the game will crash with the following exception:

[11:21:10.605] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
  at UnityEngine.Component.GetComponent[PrimaryElement] () [0x00000] in <filename unknown>:0 
  at MoreTemperatureSensors.SolidConduitTemperatureSensor.ConduitUpdate (Single dt) [0x00000] in <filename unknown>:0 
  at SolidConduitFlow.Sim200ms (Single dt) [0x00000] in <filename unknown>:0 
  at Game.StepTheSim (Single dt) [0x00000] in <filename unknown>:0 
  at Game.UnsafeSim200ms (Single dt) [0x00000] in <filename unknown>:0 
  at Game.SimEveryTick (Single dt) [0x00000] in <filename unknown>:0 
  at Game.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Natural Gas Generator Crashes when Built

When the Natural Gas Generator is built the game will crash. I disabled the mod and the game did not crash when I built an NGG. I do have other mods enabled so I am not sure if any of them are conflicting with yours.

NullReferenceException from Building Temperature Sensor (LU-372041)

Occurs when loading any save with a Building Temperature Sensor built and hooked into the automation network. If I recall correctly, the setup I have is the BTS hooked into a polymer press, to shut it off when it gets too hot.

Build: LU-372041

[18:10:53.988] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
NullReferenceException: Object reference not set to an instance of an object
  at LogicPorts.SendSignal (HashedString port_id, Int32 new_value) [0x00000] in <filename unknown>:0 
  at LogicTemperatureSensor.UpdateLogicCircuit () [0x00000] in <filename unknown>:0 
  at LogicTemperatureSensor.OnSpawn () [0x00000] in <filename unknown>:0 
  at MoreTemperatureSensors.BuildingTemperatureSensor.OnSpawn () [0x00000] in <filename unknown>:0 
  at KMonoBehaviour.Spawn () [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error in Nightinggale.BuildingTemperatureSensorComplete.BuildingTemperatureSensor.OnSpawn
  at KMonoBehaviour.Spawn () [0x00000] in <filename unknown>:0 
  at KMonoBehaviour.Start () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

NullReferenceException with SolidConduitElementSeensor

Hi,

Recently (after quite a few days played with mod enabled and sensors created in game) I get consistent bug that disables all mods. It appears after a while in game (sometimes a minute after load, sometimes it needs a few minutes to occur).

The exception in log is:
[16:56:14.496] [1] [INFO] Error occurred with mods active. Disabling all mods. NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath (System.Type,intptr) <0x00081> at UnityEngine.Component.GetComponent<PrimaryElement> () <0x00088> at MoreTemperatureSensors.SolidConduitElementSensor.ConduitUpdate (single) <0x000ff> at SolidConduitFlow.Sim200ms (single) <0x003d5> at Game.StepTheSim (single) <0x01815> at Game.UnsafeSim200ms (single) <0x0007a> at Game.SimEveryTick (single) <0x000fe> at (wrapper dynamic-method) Game.Update_Patch1 (object) <0x003bf>

To be honest I can't imagine game without your mods anymore so I hope you could help me.

Fabricator and Piped Dispenser small issue

Greetings Nightinggale.
I have been working with your NightLib for quite some time now, and so far, it worked wonders with my
mods. Alas, I have found myself in a kind of a pickle right now, while trying to use optional output door/exhaust to
receive element from the fabricator storage. The method I had posted bellow works fine if I'm using element converter;
it does receive the element converter stored data and outputs it, with or without the pipe, as it should work. However,
the same method didn't worked if I use the fabricator.outstorage. See the

            BuildingTemplates.CreateComplexFabricatorStorage(go, fabricator);
            fabricator.outStorage.capacityKg = 2000f;
            fabricator.storeProduced = true;
            fabricator.inStorage.SetDefaultStoredItemModifiers(FoundryStoredItemModifiers);
            fabricator.buildStorage.SetDefaultStoredItemModifiers(FoundryStoredItemModifiers);
            fabricator.outStorage.SetDefaultStoredItemModifiers(FoundryStoredItemModifiers);
            fabricator.outputOffset = new Vector3(1f, 0.5f);

            PipedDispenser dispenser = go.AddComponent<PipedDispenser>();
            dispenser.storage = fabricator.outStorage;
            dispenser.elementFilter = new SimHashes[] { SimHashes.MoltenGlass };
            dispenser.AssignPort(GlassOutputPort);
            dispenser.alwaysDispense = true;
            dispenser.SkipSetOperational = true;

            PipedOptionalExhaust exhaust = go.AddComponent<PipedOptionalExhaust>();
            exhaust.dispenser = dispenser;
            exhaust.elementHash = SimHashes.MoltenGlass;
            exhaust.elementTag = SimHashes.MoltenGlass.CreateTag();
            exhaust.capacity = 500f;
            this.AttachPort(go);

The building does produce the Molten Glass, but it don't dispense it, it keeps it stored in the building. I don't understand
as to why this issue is happening, so I would like your thoughts about this, if you can.

[Half Door] Any chance of a ladder half door?

Being able to add half doors for stuff like my ladders is great, but I wish there was something like a ladder door so that my duplicates wouldn't slow down so much traversing the space between the two ladders.

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