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oni-mods's Issues

Null Reference Exception in Wallpaper mod

I've had this error before but at the time was unable to pin it down. I suspect another mod is involved but am unable to reliably reproduce the issue.

In this instance, I had just placed a build order for a not gate and was then building automation wires. As I was dragging the wire placement, the game crashed to desktop with no message. After all the NREs is the actual crash:

�[48;5;24m  [FavoriteResources]: PrebuildTool_Activate �[48;5;0m
�[48;5;23m  [FavoriteResources]: Building: <link="LOGICGATENOT">NOT Gate</link> state: Complete �[48;5;0m
�[48;5;23m  [RestoreLastBuild]: SaveLastBuild for building: <link="LOGICGATENOT">NOT Gate</link> (Copper) �[48;5;0m
[17:39:15.252] [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 KSelectableExtensions.GetProperName (UnityEngine.GameObject) <0x0007b>
at KSelectableExtensions.GetProperName (UnityEngine.Component) <0x00096>
at Wallpaper.WallpaperPatches/OverlayMenu_OnOverlayChanged_Patch.Postfix (HashedString) <0x000bf>
at (wrapper dynamic-method) OverlayScreen.ToggleOverlay_Patch3 (object,HashedString,bool) <0x00734>
at (wrapper dynamic-method) InterfaceTool.DeactivateTool_Patch1 (object,InterfaceTool) <0x0018a>
at PlayerController.DeactivateTool (InterfaceTool) <0x000b9>
at PlayerController.ActivateTool (InterfaceTool) <0x00046>
at SelectTool.Activate () <0x00032>
at ToolMenu.OnKeyUp (KButtonEvent) <0x00208>
at KScreenManager.OnKeyUp (KButtonEvent) <0x000c0>
at KInputHandler.HandleKeyUp (KButtonEvent) <0x0009f>
at KInputHandler.HandleKeyUp (KButtonEvent) <0x001b2>
at KInputHandler.HandleEvent (KInputEvent) <0x000ba>
at KInputController.Dispatch () <0x00069>
at KInputManager.Dispatch () <0x00060>
at KInputManager.Update () <0x00088>
at GameInputManager.Update () <0x00031>
at Global.Update () <0x0001f>

 
(Filename:  Line: -1)

[17:39:15.265] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.296] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.317] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.339] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.359] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.381] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.403] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.424] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.444] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.468] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.488] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.507] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.527] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.547] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.559] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.578] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.589] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.610] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.630] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.659] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.680] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.705] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.726] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.747] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.768] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.790] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.811] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.832] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.852] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.873] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.893] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.913] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.941] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.952] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.961] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:15.981] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.004] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.015] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.024] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.045] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.054] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.074] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.085] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.105] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.129] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.153] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.163] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.183] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.193] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.213] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.223] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.243] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.253] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.275] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.286] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.306] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.316] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.335] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.345] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.364] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.373] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.392] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.402] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.421] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.431] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.450] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.460] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.479] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.489] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.508] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.518] [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 TextLinkHandler.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

[17:39:16.536] [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 HoverTextScreen.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

�[48;5;24m  [FavoriteResources]: PrebuildTool_Activate �[48;5;0m
�[48;5;23m  [FavoriteResources]: Building: <link="LOGICTIMEOFDAYSENSOR">Clock Sensor</link> state: Complete �[48;5;0m
�[48;5;23m  [RestoreLastBuild]: SaveLastBuild for building: <link="LOGICTIMEOFDAYSENSOR">Clock Sensor</link> (Copper) �[48;5;0m
�[48;5;24m  [FavoriteResources]: PrebuildTool_Activate �[48;5;0m
�[48;5;23m  [FavoriteResources]: Building: <link="LOGICGATENOT">NOT Gate</link> state: Complete �[48;5;0m
�[48;5;23m  [RestoreLastBuild]: SaveLastBuild for building: <link="LOGICGATENOT">NOT Gate</link> (Copper) �[48;5;0m
�[48;5;24m  [FavoriteResources]: PrebuildTool_Activate �[48;5;0m
�[48;5;23m  [FavoriteResources]: Building: <link="LOGICWIRE">Automation Wire</link> state: Complete �[48;5;0m
�[48;5;23m  [RestoreLastBuild]: SaveLastBuild for building: <link="LOGICWIRE">Automation Wire</link> (Copper) �[48;5;0m
[17:39:33.134] [1] [INFO] Save_file: C:/Program Files (x86)/Steam/steamapps/common/OxygenNotIncluded\SimDLL_CRASH_release_383949_20191226-10.39.32.sav
[17:39:33.881] [1] [INFO] Reporting error.

[17:39:33.881] [1] [INFO] SimDLL Crash Dump
[17:39:33.881] [1] [INFO] 
[17:39:33.893] [1] [INFO] Submitting crash:
Initialize engine version: 2018.2.20f1 (cef3e6c0c622)
GfxDevice: creating device client; threaded=1
Direct3D:
	Version:  Direct3D 11.0 [level 11.1]
	Renderer: NVIDIA GeForce GTX 1080 Ti (ID=0x1b06)
	Vendor:   
	VRAM:     11127 MB
	Driver:   26.21.14.3200
Begin MonoManager ReloadAssembly
- Completed reload, in  1.152 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 0.485700 ms
[17:43:17.710] [1] [INFO] KProfiler: Start
[17:43:17.788] [1] [INFO] Applying resolution 3440x1440 @75hz (fullscreen: False)
[17:43:17.788] [1] [INFO] Low Res Textures? No
[17:43:17.806] [1] [INFO] release Build: RP-383949
SYSTEM INFO:
	Platform=WindowsPlayer
	OSname=Windows 10  (10.0.0) 64bit
	OSversion=10.0.17763.0
	CPUmodel=Z270X-Gaming 5 (Gigabyte Technology Co., Ltd.)
	CPUdeviceType=Desktop
	CPUarch=AMD64
	ProcBits=64
	CPUcount=4
	CPUtype=Intel(R) Core(TM) i5-7600K CPU @ 3.80GHz
	SystemMemoryMegs=16329
	GPUgraphicsDeviceID=6918
	GPUname=NVIDIA GeForce GTX 1080 Ti
	GPUgraphicsDeviceType=Direct3D11
	GPUgraphicsDeviceVendor=NVIDIA
	GPUgraphicsDeviceVendorID=4318
	GPUgraphicsDeviceVersion=Direct3D 11.0 [level 11.1]
	GPUmemoryMegs=11127
	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

Fervine opens and closes every few seconds

Describe the bug
Since the Launch Update (or an other fix between this and Recreation) Fervine started to open and close every other second even when in rooms that are not its ideal temperature. I tested it in areas above and below 20°C and had either opening and closing problems or the plant would stop opening at all after some time of playing.

To Reproduce
Steps to reproduce the behavior:

  1. Plant Fervine in newest update
  2. Wait some seconds for it to start glowing
  3. Watch it open and close all day long
  4. Watch it not open anymore at all

Expected behavior
Should be opened and glowing as long as the plants Body Temperature is fine and the air around it is not at 20°C

Screenshots
Gifs of showing both behaviours. Forgot to show the temp around it in the "closed" fervine, but it was at the same temp at that moment.

Album Link
Closed all time
Opening and closing

Output log
Should not be much help, but here's the log

Lights Out -- Error: Restart Game

With only Lights Out active, I get Error: Restart Game message. I cannot start the game pressing the play/pause button on the upper left of the screen, but it does start with the spacebar, after which the play/pause button functions fine. Darkness appears to be working and can be toggled on/off in the escape menu. But the Error Message remains and going to the Main Menu via the escape key results in forced restart and disabling of the mod.

This is the release branch of the game and not the Automation Upgrade Beta.
Mod was originally manually downloaded and installed, (thanks for the help doing that!), after the error began, I deleted that and subscribed, thinking it was perhaps outdated, but got the same result.

output_log.txt

Epic Launcher Users

Is your feature request related to a problem? Please describe.
Are you planing on making the .Dll files available for Epic Launcher users? I did not know that buying the game on the epic store would limit mod use when I bought the game. I see some Mod creators have compiled versions here on github and as far as we (Epic users) are limited to only using those. I looked for a mod loader that would use my steam info to download the mods but I have not found a work around. Your mods look amazing and I would love to use them in my game play. Thanks for any info or advice you may have.
Sha

Describe the solution you'd like
A clear and concise description of what you want to happen.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

Lights Out crashes when attempting to use printer

Describe the bug
"Error occurred - Please Restart Game" when printer tries to spit something out.

To Reproduce
Steps to reproduce the behavior:

  1. Start a new game with any options, game crashes before dupes exit the printer
    OR
  2. Open the printer when new printables are available

Output log

IndexOutOfRangeException: Array index is out of range.
at LightGridManager+LightGridEmitter.AddToGrid (Boolean update_lit_cells) [0x00000] in :0
at LightGridManager+LightGridEmitter.Refresh (State state, Boolean force) [0x00000] in :0
at Light2D.OnSpawn () [0x00000] in :0
at KMonoBehaviour.Spawn () [0x00000] in :0
Rethrow as Exception: Error in Devon.Light2D.OnSpawn
at KMonoBehaviour.Spawn () [0x00000] in :0
at KMonoBehaviour.Start () [0x00000] in :0

IndexOutOfRangeException: Array index is out of range.
at LightGridManager+LightGridEmitter.RemoveFromGrid () [0x00000] in :0
at Light2D.FullRemove () [0x00000] in :0
at Light2D.OnCleanUp () [0x00000] in :0
at KMonoBehaviour.OnDestroy () [0x00000] in :0

Drywall also Hiding plants

When using the drywall hides pipes mod it will also end up hiding plants, which I'm assuming is not intended.

lights Out mod - config file not working

Describe the bug

The config file isn't working for me. I'm trying to put the lowest fog to 100 and it keeps on putting it to 30. I went to (...\Documents\Klei\OxygenNotIncluded\mods\Steam\1860377458) and renamed it to config.json as the template says to do but when ever i loaded up my world it was still at the defult darkness of 30.

To Reproduce and Expected behavior

I got rid of every mod that have expept the lights out mod and started to change some other vaules in the config file like "dupe light" I put it to true and went to my world and my dupes weren't emitting light. Then i did it with the level of "consequences" for unlit areas. It was at one then I put it to zero and my dupes were still effected by the darkness.

I uninstalled the mod and reinstalled when that didn't work I uninstalled the game and reinstalled and that didint help. I also restarted my computer.

Refined Metals Usable As Raw Metals

I'm just being pedantic but is there anything you can do about the material ordering? Either refined metals at the end, or raw before refined in pairs. It's harder to parse when it goes "raw copper, refined copper, refined iron, raw iron, raw wolframite, refined wolframite, refined gold, raw gold" for example.

Hydrogen Geiser

Hi there!

I'm trying to create a hydrogen geiser, I'm using your mods as base but somehow I'm screwing up in terms of production. Could you please take a look? I'm planning on making similar but for other gases and fluids.

HydrogenGeyser.zip

I'm adapting your algae grower to convert CO2 into O2, however I'm somehow screwing up. Mind taking a look into it too?
OxygenMaker.zip

Thank you advance and happy new year, best
Carlos

Domestic Fervine Death triggers Error

Describe the bug
A domestic Fervine plant causes Error: Restart message upon death/auto uproot.

Also, Fervine shows it needs to be planted in a Farm plot (farm tile, planter box, etc.) in the description, but it is only able to plant in decorative containers (flower pot, hanging pot, wall pot, aero pot).
(tbh, I'd rather Fervine plant in a decorative container than farm plot.)

Notably, the decorative containers (like aero pot) show contents as "None". Not sure if this is related to the error on death.

To Reproduce
Steps to reproduce the behavior:

  1. Place decorative container (tested with hanging pot) and plant a Fervine bulb in too cold area.
  2. .
    a. Click on decorative container to observe "Contents: None" message.
    b. Wait for Fervine flower to die (took roughly 4 cycles in testing)
  3. "Error: Restart Game" occurs. No Fervine bulb is yielded if continuing to play after error.

Expected behavior

  1. Decorative container to show contents as "Fervine" or "Fervine Bulb"
  2. Domestic Fervine body temperature to decrease with environmental temperature. (A wild Fervine planted on ground auto-uproots as normal).
  3. Fervine uprooted from pot to yield Fervine bulb.
  4. Domestic Fervine death not to yield error crash.

Additional context
Tested with new save and only Enable all Mods, Mod Updater, and Fervine enabled. All are latest versions.
Save file and Output.log attached. Relevant snippet below.

Output log

[04:32:36.048] [1] [ERROR] Fervine Exception in: (Fervine).Fervine.Fervine+States.root.Dead.Enter 
System.MissingMethodException: void Notification..ctor(string,NotificationType,HashedString,System.Func`3<System.Collections.Generic.List`1<Notification>, object, string>,object,bool,single,Notification/ClickCallback,object,UnityEngine.Transform)
  at Fervine.Fervine+States+<>c.<InitializeStates>b__2_0 (Fervine.Fervine+StatesInstance smi) [0x00045] in <f4cb674954ba4ec0a7c751dbeba0260f>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <903923176e4e4f479714161d96f17b25>:0 
[04:32:36.055] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
Exception in: (Fervine).Fervine.Fervine+States.root.Dead.Enter 
System.MissingMethodException: void Notification..ctor(string,NotificationType,HashedString,System.Func`3<System.Collections.Generic.List`1<Notification>, object, string>,object,bool,single,Notification/ClickCallback,object,UnityEngine.Transform)
  at Fervine.Fervine+States+<>c.<InitializeStates>b__2_0 (Fervine.Fervine+StatesInstance smi) [0x00045] in <f4cb674954ba4ec0a7c751dbeba0260f>:0 
  at StateMachine`4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine`4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List`1[T] actions) [0x00048] in <903923176e4e4f479714161d96f17b25>:0

output_log.txt
Fervine.zip

Sorry for the wall of text!

Ranch Sensor Bug

The critter sensor displays the correct number of critters in the room but always returns as inactive.

Lights Out

Config file is no longer working, all directions were followed and have been in use for about a month. Stopped at some point not sure when as the mod still works, just not the custom configs.

To Reproduce
1.Change config value
2.Nothing changes

Expected behavior
When editing config.json file values, the change to take place in game.

Screenshots
If applicable, add screenshots to help explain your problem.

Additional context
Add any other context about the problem here.

Output log
If applicable (game crashes or displays errors) please copy and paste part of the output_log.txt game file that contains information about the crash/error.

Splitters - crash on debug delete

Describe the bug
Destroying (debug) a splitter crashes the game

To Reproduce
Steps to reproduce the behavior:
Debug-destroy a splitter. Deconstruction by dupe (including instant reconstruction) works fine.

Expected behavior
No crash :^)

Output log
not available atm

[Bigger Build Menus] Crashing on startup with "Insufficient Space Error"

Describe the bug
When starting the game on the latest patch (RU-393231), the game displays an error dialog.

The mod is then disabled.

To Reproduce
Steps to reproduce the behavior:

  1. Update to RU-393231.
  2. Launch
  3. See error

Expected behavior
The mod loads normally.

Screenshots
image

Output log

[20:03:53.712] [1] [INFO] 	Uninstalling mod Bigger Building Menu
[20:03:53.717] [1] [INFO] UnauthorizedAccessException during IO on  E:/Documents/Klei/OxygenNotIncluded/mods/Steam/1703611962 , squelching. Stack trace was:
 Access to the path "E:/Documents/Klei/OxygenNotIncluded/mods/Steam/1703611962\BiggerBuildingMenu.dll" is denied. 
   at Klei.FileUtil.DoIOFunc[T] (System.Func`1[TResult] io_op, System.Int32 retry_count) [0x00032] in <255e8df2ed3b42c48b4a09ca4de40b8a>:0 
  at Klei.FileUtil.DoIODialog[T] (System.Func`1[TResult] io_op, System.String io_subject, T fail_result, System.Int32 retry_count) [0x00000] in <255e8df2ed3b42c48b4a09ca4de40b8a>:0 
[20:03:53.717] [1] [INFO] Error encountered during file access: IOError error: E:/Documents/Klei/OxygenNotIncluded/mods/Steam/1703611962
[20:03:53.718] [1] [INFO] Reporting error.

[20:03:53.718] [1] [INFO] Access to the path "E:/Documents/Klei/OxygenNotIncluded/mods/Steam/1703611962\BiggerBuildingMenu.dll" is denied.
[20:03:53.718] [1] [INFO]   at Klei.FileUtil.DoIOFunc[T] (System.Func`1[TResult] io_op, System.Int32 retry_count) [0x00032] in <255e8df2ed3b42c48b4a09ca4de40b8a>:0 
  at Klei.FileUtil.DoIODialog[T] (System.Func`1[TResult] io_op, System.String io_subject, T fail_result, System.Int32 retry_count) [0x00000] in <255e8df2ed3b42c48b4a09ca4de40b8a>:0 
[20:03:53.730] [1] [INFO] Submitting crash:
DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
 
(Filename:  Line: 543)

[20:03:53.744] [1] [INFO] Can't uninstall Bigger Building Menu: directory deletion failed
[20:03:53.744] [1] [INFO] 	Failed. Will re-install on restart.

Freezing when creating original dupes from printing pod

When a new item is requested from printing pod, game freezes and reports a mod error.

With only Lights out installed start a new game. First print on the first cycle freezes game. Going to menu shows mod error. All menus are clickable, including return to menu where you get the error message.

I am unaware of any logs that may apply.
This is the latest version downloaded from github as I was unsure if it successfully loaded from steam, although it appears it did as that is when the problem began with no problems prior while using this mod. It initially happened on the fourth cycle print on a heavily modded save. I started a new game and it crashed on the initial print. Only Lights Out was installed at the time.

In case I installed it wrong, I deleted everything in the original folder and copy/pasted the entire Github Lights Out folder contents to the folder. It appears to have compiled correctly upon looking at it again. I created the .json file and tried again with the same result.

I did not have this issue with the previous version.

LightsOut LuxThreshold not working

i put the LuxThreshold in the config file to 700 and the game keep it at 1000, try it to put it again to 1800, it is still at 1000, all the other variables work fine.
this are the values that i have

"LuxThreshold": 700,
"LowestFog": 20,
"HighestFog": 255,
"LitDecorLux": 500,
"LitWorkspaceLux": 500,
"DisturbSleepLux": 600,

Sorry my bad english

Wallpaper Mod on Steam not working

I wanted to start decorating my Great Hall with Wallpaper, but could not find it in my utilities building menu. I looked up the description which said it is researched in Home Luxuries, but although I researched that item. No mention of Wallpaper is made.
I assumed a mod incompatibility and disabled all my mods but the Wallpaper one, reloaded my save game and still no mention regarding wallpaper.

Dev Questions

Let me know if I should post this somewhere else.

Is there a list of animation names? For instance, you define the AlgeaGrower as anim: "algaefarm_kanim". Where did you get that string? I examined some asset files with a hex editor and found some, but it's not a very clean list.

Is there an Oxygen Not Included developer hub somewhere with all this info on it?

Mount Ceiling Lights sideways

I've been playing your darkness revised mod.

I quite like it, except the lighting in the game is terrible at best.

If we could mount the ceiling light sideways, it could act like a spot light because that debuff in the darkness truly makes the game painfully slow.

I would just like an actual way to combat the debuff with some strategy, but floor lights have hardly any radius, and ceiling lights are ok, if you mount them 6 or 7 tiles high, which is just not reasonable for the game in most situations.

Thanks.

About "Light out"

Describe the bug
Hello.
After installing this mod, I went out into space, and when I went to install the bunker door at midday, I get an error.
In "C: \ Users \ Username \ AppData \ LocalLow \ Klei \ Oxygen Not Included", and When I searched for "output_log.txt", I found no null data, I don't know what's wrong as well.

I leave you a screenshot with the file "output_log" in case of an error.
Thank you!
output_log.txt
에러발생

Lights Out mod - Lighting decor not working.

Describe the bug
In the Lights Out mod, you get no decor bonus for lighting.

To Reproduce
I am using the latest version from steam, I only started using this mod a week ago.
I have tested with only this mod enabled - disabling all other mods, restarting, and starting a new colony.
I have tested multiple times having light lux in ranges from 0-2300.
I have tested different light sources like pod, ceiling light, and light bug, none provide the lighting bonus.
I have tried default settings, not using the config file at all. I have also tried using the config file (copying and renaming per instructions) and setting the LitDecorLux to varying levels to no effect, even as low as 1.

Expected behavior
Expected behavior is to get a lighting bonus to decor when there is some lux level achieved in a tile, preferably the value set for LitDecorLux in the config file.

Screenshots
Lights Out - Light Lux
Lights Out - Decor

Additional context
I plan on using this with Decor Reimagined and Expanded Lights mods.

Output log
I don't think one is necessary as this is easily reproducible but will provide one upon request.

the mod gets disabled and disable all mods when enabled

Describe the bug
when I enable the mod and restart the game both this mod and other installed mods get disabled by the game

To Reproduce
Steps to reproduce the behavior:

  1. install the mod
  2. enable the mod and restart

Expected behavior
the mod would work normally

Screenshots
nope

Additional context
nope

Output log
If applicable (game crashes or displays errors) please copy and paste part of the output_log.txt game file that contains information about the crash/error.
output_log.txt

palmera tree bug

[09:04:29.686] [1] [ERROR] PalmeraTreePlant Exception in: (PalmeraTreePlant).PalmeraTree.PalmeraTree+States.root.Dead.Enter
System.MissingMethodException: void Notification..ctor(string,NotificationType,HashedString,System.Func3<System.Collections.Generic.List1, object, string>,object,bool,single,Notification/ClickCallback,object,UnityEngine.Transform)
at PalmeraTree.PalmeraTree+States+<>c.b__2_0 (PalmeraTree.PalmeraTree+StatesInstance smi) [0x00045] in <529d8c36c59645d785633018ea2cc34a>:0
at StateMachine4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List1[T] actions) [0x00048] in <79d2d4d3b2c24823adbee3657342b590>:0 [09:04:29.690] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active). Exception in: (PalmeraTreePlant).PalmeraTree.PalmeraTree+States.root.Dead.Enter System.MissingMethodException: void Notification..ctor(string,NotificationType,HashedString,System.Func3<System.Collections.Generic.List1<Notification>, object, string>,object,bool,single,Notification/ClickCallback,object,UnityEngine.Transform) at PalmeraTree.PalmeraTree+States+<>c.<InitializeStates>b__2_0 (PalmeraTree.PalmeraTree+StatesInstance smi) [0x00045] in <529d8c36c59645d785633018ea2cc34a>:0 at StateMachine4+GenericInstance[StateMachineType,StateMachineInstanceType,MasterType,DefType].ExecuteActions (StateMachine4+State[StateMachineType,StateMachineInstanceType,MasterType,DefType] state, System.Collections.Generic.List1[T] actions) [0x00048] in <79d2d4d3b2c24823adbee3657342b590>:0

Config option for wallpaper mod.

Is your feature request related to a problem? Please describe.
I would like to add more materials and colors to the wallpaper mod.

Describe the solution you'd like
A config option for the wallpaper mod that allows for additional materials, and add color options for the materials. (Or change existing colors)

Describe alternatives you've considered
I have not considered any alternatives.

Additional context
Just wanted to put out this suggestion. I love the wallpaper mod, but I find some colors are lacking. (Green for example) Or change some of the colors. If this is simple to implement. If not, feel free to close this request.

Feature request - Piped Algae Terrarium with less water volume

Problem: Algae Terrarium use a lot of input and output water (input=300 g/s; output=290g/s;), this wastes a lot of time of Duplicants.
Solution/Idea: Algae Terrarium as in PipedOut (nightinggale mod), that can absorbs water from ground and pipes out polluted water but with these ratios: 100 g/s water input, 90 g/s polluted water output (pipe).
Is it possible or useful?

Thanks in advance

Plan Buildings Without Materials not working

Describe the bug
I've just installed "Plan Buildings Without Materials" but it doesn't work - or at least I can't figure out how to get it working.

To Reproduce
Steps to reproduce the behavior:

  1. Have no plastic (but have plastic discovered)
  2. Try to "build" a Mini Liquid Pump

Expected behavior
I'd expect that I can plan buildings without materials ;)

Screenshots
screenshot

Additional context
It's not a new game but an existing one.

I'm running ONI LU-366134.

Enable All Mods: Suggest "Enable last known good"

When trying to find out which mods are broken, I would enable a couple mods and restart the game. If it works, I'll enable more and restart. At this point, if it fails ONI will color the last-known-good mods as pink while the might-be-bad mods remain colored red. I then have to select the last-known-good mods and skip the ones that failed.
"Enable All" is great, but for finding which mods are broken a "Enable Known Good" button that only enables the ones that are white or pink would be very helpful as well.

Crash occur with Lights Out (Darkness Revived) mod

Apparently, when my dupe reach the surface, the crash takes place. Here is a part of the log
INFO] Error occurred with mods active. Disabling all mods (unless dev mods active).
IndexOutOfRangeException: Array index is out of range.
at (wrapper dynamic-method) LightGridManager/LightGridEmitter.AddToGrid_Patch1 (object,bool) <0x000ce>
at LightGridManager/LightGridEmitter.Refresh (LightGridManager/LightGridEmitter/State,bool) <0x00139>
at Light2D.FullRefresh () <0x00107>
at Light2D.OnMoved () <0x00027>
at CellChangeMonitor.RenderEveryTick () <0x00378>
at Game.Update () <0x00396>

Eerie Colors

Describe the bug
Same problem with lights out, config not working.

Obscuring of dll name

<PostBuildEvent>$(ILMergeConsolePath) /out:$(TargetName)-merged.dll $(TargetName).dll CaiLib.dll /targetplatform:v4,C:/Windows/Microsoft.NET/Framework64/v4.0.30319

Hey, I run a mod that allows to change parameters of plants, even from other mods. For that I catch all methods that call ExtendEntityToBasicPlant and find out the Type of each method.
For your Fervine mod, the full AssemblyQualifiedName is "Fervine.FervineConfig, Fervine-merged, Version=2019.9.5.0, Culture=neutral, PublicKeyToken=null"
Now I need to load the dll into my assembly to hook into it with harmony (with Assembly.LoadFile(dll_path); ).

In any case, it seems you rename the dll when you run ILMerge. So when I search for the file "Fervine-merged.dll" I find nothing, since it's renamed to "Fervine.dll" with that post-script. I don't know what ILMerge is used for. I suspect that this rename is not needed.

For now I will simply fix the string, but obviously this doesn't hold if you make new plants or rename your mod in the future.
if (nameDll == "Fervine-merged.dll") nameDll = "Fervine*.dll";

Would be nice, if you could help me, by either pointing out what I could do better or being consistent with your dll name.

By the way, the mod is called "Customize Plants" and I have the source here LINK
Will push an update shortly. Also also, I have different names on all platforms, sorry for any confusion that might cause :P

ONI crash when trying to upload

Describe the bug
ONI crashes when clicking on the "Upload" for the tools not included mod.

To Reproduce
Steps to reproduce the behavior:

  1. Verified local files with steam
  2. Create a new game
  3. Click upload
  4. ONI freezes for 2-3 sec then crashes hard.

Output log

oniCrash.txt

[praise] give this person a metal

"Debug does not discover map (DebugDoesNotDiscoverMap.dll)

Enabling debug mode (backspace) does not discover the map and prevents creatures on the entire map from spawning"

This should help with performance and map degradation I reported a long time ago, expected behavior on disabling debug mode after use, it re-fogs but background enviornment remains active, leading to sads.

ur doin gods work

god bles

u da best

u da real mvp

💯 👍 😀 👏 💥 🥇 🌊 :octocat: 🎉 ❤️ 😍 😍 😍 😍 😍

closed so I don't muck up your tickets, hopefully you see this anyway.

Hopefully I understood correctly and this will block the discovery function from tripping the environment all together, pretty sure that's the case because, as we know, this is also when creatures are spawned.

Make the Flow splitter more mathematically correct

Is your feature request related to a problem? Please describe.
flow splitter uneven division

Describe the solution you'd like
Can you rewrite the mod so when there's more than 10K for water and 1K for gas in the pipe than it divides it evenly too, not like now - def max to 1 pipe, all the rest to another :))))))

Describe alternatives you've considered
There are no alternatives (c) Reapers

Additional context
dads ol

Water Sieve request

Is your feature request related to a problem? Please describe.
No problem

Describe the solution you'd like
Id like the Water Sieve to output at 30c instead of 40c

Describe alternatives you've considered
I'd be fine with either some information on how to do it myself, or if it's not too much to ask, if someone could make a quick mod for it? I've tried looking at the current Water Sieve mod to see if I could work it out myself, unfortunately Im not sure how to open dll files.

Additional context
I just think 40 is too hot, and 30 would be more convenient for bristle blossoms. I figure a small change like that shouldnt be too hard, but I admit not knowing where even to start.

Please and thankyou for your time :)

Wireless Automation Receivers not changing signal

Receivers aren't changing signal when the emitters change. They made automation switches player controlled and I know receivers are coded as a type of switch so maybe something they changed about the base class broke the way receivers are toggled?

To Reproduce
I made a new save with only WA activated and built an emitter receiver pair hooked up to a switch and lightbulb respectively. No matter what I do with the switch the receiver always says 'inactive' and the lightbulb won't come on.

Output log
The issue does not cause any crashes just not working as expected.

Flow Splitters incorrectly multiply germs due to reciprocal ratio

Description

Flow splitters multiply germs due to incorrect calculation.

To Reproduce

Steps to reproduce the behavior:

  1. Place a pool of polluted water with 50,000 germs per 1 kg.
  2. Pump the input into a flow splitter, with each branch piped to valves and then vents.
  3. Packets of polluted water entering the flow splitter carry 500 germs.
  4. Set one vent to 100 g/s.
    Packets leaving the other, unconstricted side of the flow splitter now carry 12,500 germs.
  5. Change to 1 g/s.
    Packets leaving the other, unconstricted side of the flow splitter now carry 1,250,000 germs.

Expected Behavior

Packets leaving the flow splitter in the 100/9900g case carry a total of 500 germs, split 5/495.
Packets leaving the flow splitter in the 1/9999g case carry a total of 500 germs, split 0/500 or 1/499.

Observed behavior

Packets leaving the flow splitter in the 100/9900g case carry a total of 12,505 germs, split 5/12,500.
Packets leaving the flow splitter in the 1/9999g case carry a total of 1,250,000 germs, split 0/1,250,000.

Code & Math

The problem is here:

else if (willFitInOutput1 < halfMass)
{
var overflowOutput1 = halfMass - willFitInOutput1;
var ratio = (halfMass - overflowOutput1) / halfMass;
delta1 = flowManager.AddElement(_outputCell, contents.element, halfMass - overflowOutput1,
contents.temperature, contents.diseaseIdx, (int)((contents.diseaseCount / 2f) * ratio));
delta2 = flowManager.AddElement(_secondaryOutputCell, contents.element, halfMass + overflowOutput1,
contents.temperature, contents.diseaseIdx, (int)((contents.diseaseCount / 2f) * (1f / ratio)));
}
else
{
var overflowOutput2 = halfMass - willFitInOutput2;
var ratio = (halfMass - overflowOutput2) / halfMass;
delta1 = flowManager.AddElement(_secondaryOutputCell, contents.element, halfMass - overflowOutput2,
contents.temperature, contents.diseaseIdx, (int)((contents.diseaseCount / 2f) * ratio));
delta2 = flowManager.AddElement(_outputCell, contents.element, halfMass + overflowOutput2,
contents.temperature, contents.diseaseIdx, (int)((contents.diseaseCount / 2f) * (1f / ratio)));

The use of the reciprocal of the ratio is incorrect. You wanted 1-ratio, not 1/ratio.
In other words, for a ratio of, say, 1/50=2%, you wanted the other branch to get 100%-2%=98%, not 50/1=5000%.

For the 100 g example, the math works to yield exactly the 12,250 germs observed in game (slightly different from example above because input of 490 germs rather than 500).

halfmass = 5 kg
overflow = 4.9 kg
delta1 mass = 0.1 kg
delta2 mass = 9.9 kg
ratio = half-overflow / half = 0.1/5 = 0.02
delta 1 gets 490/2*0.02 = 5 germs
delta 2 gets 490/2*50 = 12,250 germs

The math works out similarly perfectly for the 1g case, where 490 germs become 1,237,500, which is what's seen if you set the valve accordingly in the save.

Technical Details

FlowSplitters was installed locally, from https://static.toolsnotincluded.net/Mods.zip
ONI version LU-372041
FlowSplitters.dll reports file version 2019.9.5.0, CRC-32: 68fd081d
All other mods were disabled for this testing.

Save & Screenshot

Save game: germs.zip
Desktop Screenshot 2019 10 14 - 07 40 13 51
The bottom portion of the right pipe contains packets from before the flow splitter was installed.
The top portion of the right pipe contains packets from after the flow splitter was installed.
The valve is currently at 100g, producing ~12,250-germ packets in the right section.

LightsOut border crash

The border bug where the game crashes when panning out to the border is due to missing boundry checks in EntityConfigManager_LoadGeneratedEntities_Patch.Prefix. (LightsOutPatches.cs)

Code below crashes when trying to access cell -1 as CellAbove, CellUpRight etc returns -1 when at the border.

var light = (Grid.LightIntensity[Grid.CellAbove(cell)]
+ Grid.LightIntensity[Grid.CellUpRight(cell)]
+ Grid.LightIntensity[Grid.CellRight(cell)]
+ Grid.LightIntensity[Grid.CellDownRight(cell)]
+ Grid.LightIntensity[Grid.CellBelow(cell)]
+ Grid.LightIntensity[Grid.CellDownLeft(cell)]
+ Grid.LightIntensity[Grid.CellLeft(cell)]
+ Grid.LightIntensity[Grid.CellUpLeft(cell)])
/ 8;

Creating a helper that checks for < 0 seems to fix the problem.

ONI v364722 updated affected mod list

ONI v364722 changelog which about mods:

Mod should supply an 'anim' directory structured like our 'game/Assets/anim' directory. 
The game will look for a *_anim.bytes, *_build.bytes, and *.pngs for textures. The folder name dictates the animation name. If an existing animation is modded, the one in game is replaced; otherwise a new animation is added.

@Cairath's affected mods list:

1703606095_algae_grower
https://steamcommunity.com/sharedfiles/filedetails/?id=1703606095

1706142008_mosaic_tile
https://steamcommunity.com/sharedfiles/filedetails/?id=1706142008

1708810461_fervine
https://steamcommunity.com/sharedfiles/filedetails/?id=1708810461

1708823360_flow_splitters
https://steamcommunity.com/sharedfiles/filedetails/?id=1708823360

1714517353_ranching_sensors
https://steamcommunity.com/sharedfiles/filedetails/?id=1714517353

1718226085_wireless_automation
https://steamcommunity.com/sharedfiles/filedetails/?id=1718226085

1738906344_conveyor_rail_filter
https://steamcommunity.com/sharedfiles/filedetails/?id=1738906344

1823182964_palmera_tree
https://steamcommunity.com/sharedfiles/filedetails/?id=1823182964

Please balance mosaic and marble tiles!

This should be nerfed, since just simple floor of these allow to get maximum 120 decor, because of high 15 decor and on top of that, 3 tile radius. This is ridiculous - so unbalanced, so cheap... Even vanilla carpet tiles have 10 decor and 1 radius - and these are good...

I would love to have nerfed these to like 10 decor and 1 radius at least.

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