RimWorld

RimWorld

297 ratings
Argonic Core
   
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Mod, 1.4, 1.5, 1.6
File Size
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14.861 MB
Mar 8, 2023 @ 6:39pm
Aug 16 @ 1:58pm
19 Change Notes ( view )

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Argonic Core

In 1 collection by Argón
Argón's Mods [Active]
14 items
Description


A code framework to use on my mods. Feel free to make use of it if you want as well, just tag this mod as a dependency.

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[github.com]
89 Comments
kifo Aug 9 @ 1:38pm 
Error in static constructor of SR.SoilRelocation: System.TypeInitializationException: The type initializer for 'SR.SoilRelocation' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.String RimWorld.Frame::GetInspectString() ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Frame.GetInspectString_Patch2 (RimWorld.Frame): IL_009b: call 0x00000031
kifo Aug 9 @ 1:36pm 
I have the same problem with Soil Relocation Framework with Argonic Core. https://gist.github.com/HugsLibRecordKeeper/8e9c37f9a7e733d40c2eda73f4cb4149
Argón  [author] Jul 17 @ 1:08pm 
I'm pretty sure it relates to some code handling the Blueprints (the invisible building before it's built) and the Frames (The in-construction squared version of it). Argonic core patches code in the base game that handles when and under which conditions a Blueprint turns to a Frame and a Frame to a finished building. I'm sure Research Reinveted does the same too. I don't think it'll work, but maybe modifying the load order of both mods can maybe change it. I can't promise I'll be able to fix it anytime soon, but maybe this information can help in the case RR author(s) want to help fix it on their side or if anyone wants to make an independent patch.
Artelas Jul 17 @ 5:04am 
Thank you for answering. There are no errors, actually.
Let me explain what a prototype is. In vanilla when technology for building walls is researched - you can build walls, simple as that. With Research Reinvented after some progress in this technology, pawns can try to build prototype of walls. They are usually built already damaged or very low quality. Also building prototypes helps with progress in corresponding technology.
With Argonic Core prototypes are built, but as a final building. It is not damaged and doesn't give any points to research progress.
Argón  [author] Jul 15 @ 3:45pm 
I don't use that mod, so I'm not familiar with it. If you can send a more accurate error log it would be helpful. I can't promise a working patch anytime soon, but I'll do my best to integrate mods.
Artelas Jul 14 @ 3:17pm 
Sorry if I shouldn't ask it here, but it seems that Argonic Core somehow interfering with mod Research Reinvented, preventing building prototypes. Is it possible to make a patch for it?
moo Jul 1 @ 11:44pm 
I might have found a second bug. Harder to reproduce, but it has fired during cooking and tailoring jobs

Did not find skill of def , returning Shooting: 5 (1415.492xp)

I'll create a second thread on the discord for this one
moo Jul 1 @ 11:17pm 
I have uncovered something with the 1.6 version. I think the framework has code within these two functions - IngestionOutcomeDoer and IngestibleProperties

The issue is that on viewing the extended info for some items, is failing to load the info and stealing the dev log window and putting it into the info panel.

I pulled out Argonic Core / Expanded Materials - Metals / Tribal Medicine and the error went away.

I have more details on my discord - https://discord.gg/6VYwwqJCx8 under #rimrim_mega-moo-pack_known-bugs
Argón  [author] Apr 16 @ 12:58pm 
I'll see if I can make a less disruptive patch on my end.
Inglix Apr 16 @ 11:16am 
On its own it wouldn't be game-breaking, but since it throws an exception during the static constructor it looks like it basically aborts all the other patches that would have executed after this one and possibly breaks the whole mod because it fails to complete type initialization.

Case in point, when I remove Argonic Core and start the game again, the error from this conflict is gone but other conflicts between Soil Relocation Framework and other mods present themselves, meaning those patches never got a chance to execute previously.

Anyhow, I'm not trying to suggest you or Mlie need to feel obligated to resolve it. Just want to make sure all parties understand what's going on, even if the only result is that the mods are advertised as incompatible with one another.