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nightinggale-oni-mods's Issues

Won't update to 1.4.2 on base game (Piped Output)

Dropping this over here as requested. I'm on the base game without the DLC enabled (build U40-493472-V). I do use mod updater and have tried forcing an update more than once; however, it seems to be stuck on v1.4.1.0 and it's definitely not working in-game. Mod Updater shows that it looks like it's up-to-date but clearly not. I've gone through my mods and I'm not aware of any that should result in incompatibility issues. I checked the debug log and 1.4.1 seems to load in fine, just doesn't work.

pipedoutput crash on Linux

Player.log

The only way to fix this is to unsubscribe and delete the mod folder. I'll try doing that, disabling all the other mods and resubbing.

I'll post that log next.

Crash "MissingMethodException"

The mod keeps getting in the way of me launching the game, so I tried to launch it with only this mod, and it still didn't work.
Full error report below:

Exception in RegisterBuilding for type FertilizerMakerConfig from Assembly-CSharp
System.MissingMethodException: void ElementConverter/OutputElement..ctor(single,SimHashes,single,bool,bool,single,single,single,byte,int)
at Nightinggale.PipedOutput.MasterPatch.Prefix (BuildingDef def) [0x000b3] in <9d0ecf7c906a4023a3818c35f9e44c51>:0
at (wrapper dynamic-method) Assets.Assets.AddBuildingDef_Patch1(BuildingDef)
at BuildingConfigManager.RegisterBuilding (IBuildingConfig config) [0x00173] in <1726ad14e928409087f7fe566b21e0ff>:0
at GeneratedBuildings.LoadGeneratedBuildings (System.Collections.Generic.List`1[T] types) [0x00076] in <1726ad14e928409087f7fe566b21e0ff>: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 DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in :0
at GeneratedBuildings.LoadGeneratedBuildings (System.Collections.Generic.List1[T] types) [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0 at LegacyModMain.LoadBuildings (System.Collections.Generic.List1[T] types) [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0
at LegacyModMain.Load () [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0
at Assets.CreatePrefabs () [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0
at Assets.OnPrefabInit () [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0
at KMonoBehaviour.InitializeComponent () [0x00000] in :0
at KMonoBehaviour.Awake () [0x00000] in :0
at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>: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 :0
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in :0
at LaunchInitializer.Update () [0x00000] in <1726ad14e928409087f7fe566b21e0ff>:0
Build: U44-537329-S

Error with the new update on October 4th 2022

This is the error I get when I have ONLY this mod enabled. None other are enabled.

Exception in RegisterBuilding for type FertilizerMakerConfig from Assembly-CSharp
System.MissingMethodException: void ElementConverter/OutputElement..ctor(single,SimHashes,single,bool,bool,single,single,single,byte,int)
at Nightinggale.PipedOutput.MasterPatch.Prefix (BuildingDef def) [0x000b3] in <9d0ecf7c906a4023a3818c35f9e44c51>:0
at (wrapper dynamic-method) Assets.Assets.AddBuildingDef_Patch1(BuildingDef)
at BuildingConfigManager.RegisterBuilding (IBuildingConfig config) [0x00173] in <6ab6b57553ed449280aa2485c86e9aab>:0
at GeneratedBuildings.LoadGeneratedBuildings (System.Collections.Generic.List`1[T] types) [0x00076] in <6ab6b57553ed449280aa2485c86e9aab>: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 <1b5c2ff4f53d4a48b7159ed84d905978>:0
at DebugUtil.LogErrorArgs (UnityEngine.Object context, System.Object[] objs) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at DebugUtil.LogException (UnityEngine.Object context, System.String errorMessage, System.Exception e) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at GeneratedBuildings.LoadGeneratedBuildings (System.Collections.Generic.List1[T] types) [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0 at LegacyModMain.LoadBuildings (System.Collections.Generic.List1[T] types) [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0
at LegacyModMain.Load () [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0
at Assets.CreatePrefabs () [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0
at Assets.OnPrefabInit () [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0
at KMonoBehaviour.InitializeComponent () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.Awake () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at UnityEngine.Object.Internal_InstantiateSingleWithParent_Injected (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3& pos, UnityEngine.Quaternion& rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Internal_InstantiateSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Transform parent) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>: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 <1b5c2ff4f53d4a48b7159ed84d905978>:0
at Util.KInstantiate (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.String name) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at LaunchInitializer.Update () [0x00000] in <6ab6b57553ed449280aa2485c86e9aab>:0
Build: U43-525812-S

feature request for Piped Output - Updated

I would like to have an option switch whether Piped Output is applied to the electrolyzer or left as it is.
This mod would be especially helpful for new players, as adding Output Pipe to many buildings would save a lot of work.
However, for the electrolysers, some people would like to have a direct line to the Output Pipe.Others, would like to do what players have traditionally done: "high pressure oxygen". Using the game's one cell, one object mechanic, hydrogen and oxygen are automatically separated and a high pressure gas reservoir is created.
With this mod, when the tube is not taken over, it seems that instead of producing oxygen and hydrogen in turn from the top left cell, both left and right cells produce gas, which would render the "high pressure oxygen" structure ineffective. So I hope that the electrolyser will be able to choose whether to leave it as it is or to add a pipe.

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