RimWorld

RimWorld

Rimefeller
3,020 Comments
NothingToSay Jul 29 @ 6:01pm 
I'm having issues where the rimefeller isn't intergrating into grav ship despite its visual showing it should. the tank refuses to fill with chemfuel. the same goes with rimefeller --> VFE pipe networks chemfuel despite both mods seem to have support and a patch mod even trys to fix this but none seem to be working in 1.6.
SyperHyper Jul 26 @ 4:30am 
@Dubwise hello! Will you make a same mod but for ores?
shea_4 Jul 23 @ 10:39am 
I am experiencing the same problem as @fug - Fuel Pump limits get reset whenever I land on a new map.

@Dubwise - if your post "errrrrrr the settings are probably map component based..." is a response to this, then I have a suggestion:

Store the setting in the Resource Console (RC), then propagate the setting to other RCs found on the map whenever the map loads or a setting changes. Limit this so that RCs on land (NOT built on Grav. Substructure) only propagate to other RCs on land; and RCs on a Gravship (built on Grav. Substructure) only update RCs that are built on the Gravship (connected via Grav. Substructure).

If RCs exist both on land and on a Gravship, then the RCs built on the Gravship should control Chemfuel Pumps built on the same Gravship; and RCs on land should control Chemfuel Pumps on land.

This way the RCs on land and on a Gravship can act semi-independently while connected to the same oil pipeline network.
D3m0nku5h Jul 23 @ 4:38am 
Yeah , had it all but i had to resubscribe to fix it in the end , now is fine .
I had no errors so is weird🤷🏻‍♂️.
Axis of Lint (ADG) Jul 22 @ 5:07pm 
@D3m0nku5h

Do you have a console built? I believe the patches won't show up unless you have a console and then when you either select it or you select an oil rig to place (It's been a few months since I've played so I could be incorrect).
D3m0nku5h Jul 22 @ 1:34pm 
is it possible that i don't have any oil on the map ? i have all the research done but i can't see no oil ...
Dertroks Jul 22 @ 11:08am 
Oh gotcha, thank you for the detailed response!
GreasyMitts Jul 22 @ 8:31am 
Napalm mortars go through gravship shield generator when I was sieged not sure if it’s a bug or the shield is just dog water but I thought I’d mention it
Dubwise  [author] Jul 21 @ 9:08pm 
errrrrrr the settings are probably map component based so i would need to maybe do them in the resource console itself but limit to building only 1 resource console per map except you could fly one to another map on a ship so that wouldn't work and i didn't want the console to have to be piped to the machines its controlling, but if you have settings on a home map and settings onboard a grav ship then you land the gravship which settings get used for the map, so basically the console would need to be piped into the network to control things but that would also break existing saves and people would need to build new pipe networks to get their bases running again so im not sure what the best solution is for that one .....?
Dertroks Jul 21 @ 9:02pm 
I mean it would be weird to a degree sure, but would still be nice if it was a toggle able option for example. To not rely on massive hydroponics if you wanna build a megabase in space
fug Jul 21 @ 8:50pm 
This probably isn't a big deal without stacksize mods, but my entire fuel storage gets dumped out into pumps every time I fly to a new map with the gravship because the pump limit setting gets reset to disabled. Would it be possible to get that to carry over?
WabbaCat Jul 21 @ 3:15pm 
Oil on asteroids?
Wouldn't that be incredibly odd for there to be oil on an asteroid?
Dubwise  [author] Jul 21 @ 1:09pm 
pushed fixed for a gravship launch error, and missing IsBurning workgiver checks
Dertroks Jul 19 @ 9:40pm 
Is there oil on asteroids? If not is it possible to get on some of them? Love your mods they're a staple for any playthrough
1 Extra Chromosome Jul 19 @ 3:36pm 
Sometimes I like to RimAFeller
tankuwell Jul 17 @ 3:48pm 
can call it "Texas tea"
Dubwise  [author] Jul 17 @ 3:37pm 
rimefeller, like rockefeller, dya get it, like ole john d rockefeller, standard oil, it would be too obvious to just call it dubs oil drilling mod v1.2.3.4567(1.6)
Greirat Jul 17 @ 3:24pm 
legit couldnt find this mod because of the spelling
Sgt.Squeegee Jul 17 @ 9:21am 
Are these mods intended to be researched and used before spacer tech? Want to add it into my playthrough but unsure how quickly I could get to use it on a tribal start.
tankuwell Jul 17 @ 7:14am 
thanks for your efforts
Dubwise  [author] Jul 17 @ 6:28am 
pushed a fix for corner pipe construction
Dubwise  [author] Jul 16 @ 10:02am 
massive fuel storage tank, and you can refuel the gravship tanks through a feed pipe but there's a potential crash if you use a valve and shut it off at the moment, dont need a valve though
rolfey1328 Jul 16 @ 9:34am 
Does the chemfuel storage for this mod work for a gravship?
Dubwise  [author] Jul 16 @ 8:04am 
really, thats so bizarre that it fixed it for them but not you, and i cant reproduce the issue at all, there must be a mod that both of you are using which is triggering the condition, all i can do is take wild stabs in the dark at code changes and push it and see if the reports go away
Yanzihko Jul 16 @ 7:11am 
Forgot to mention: I've read your discussion with @Kardek, and reinstalled both your mods and harmony. Issue with closed valves still persists.
Yanzihko Jul 16 @ 7:09am 
Hey Dubs, i have wanter to report an Issue. Toggled off valves in all your mods cause game to freeze when Gravship is launched. You still can access menu using "ESC" button and go to the main menu.

When Valves from Hygiene and Rimfeller are turned OPEN, gravship launches without an issue.

In case you won't be able to fix this issue, please, put a forced disclaimer telling you to open all valves before launching Gravship.

Thank you for updating mods to 1.6 so fast, can't play without them. Have a nice day.
w-w-waldbrand Jul 16 @ 5:56am 
Reinstalling Harmony (and actually getting the one for Apple Silicon) helped. Sorry for bothering you, it just never happened before and just reinstalling the mod didn't work. Thanks a lot for your work!
Dubwise  [author] Jul 16 @ 5:18am 
oh good i'll rollout the same fix to my other mods with valves then
Kardek Jul 16 @ 5:09am 
The magic worked, valve closed and ship works. Thanks mate!
Dubwise  [author] Jul 16 @ 4:47am 
pushed update, unsub resub, see if that magically fixes it
Dubwise  [author] Jul 16 @ 4:41am 
another 10 jumps and no error again, im just going to throw in more null checks and hope that solves it, just a thing you have to do with rimworld mods is null check absolutely everything even if it shouldn't possibly be null
Kardek Jul 16 @ 4:33am 
Hahah re: coffee. Let me know if I can do anything else (least I can do from the joy your mods bring!). Valve is state is 100% trigger for my situation. Will try a few more things on this end and post any learnings
Kardek Jul 16 @ 4:28am 
Pic after selecting the destination to fly to and normally where you get the animation of lift off and ship flying off the map
https://ibb.co/rGp3jm7T
Dubwise  [author] Jul 16 @ 4:28am 
actually im starting to wake up a bit more now my coffee is kicking in and i see that in your log the error originated from RemoveGravshipFromMap, but also a meditation alert readout is throwing an error for what im assuming is a null map, and in my log the pipe error originated from a deconstruct designator trying to destroy a building, which makes no sense because im not clicking any deconstruct buttons, and that combined with this other random error on this jump that threw the error for me, i think there's some kind of wider issue here
Kardek Jul 16 @ 4:24am 
Give me a few and I'll paste a pic of what it looks like in fail event. Your comments on despawning could be right as there is still a partial ship on the map
Kardek Jul 16 @ 4:23am 
Side note issue seems same with LightsOut removed (just fyi)
Dubwise  [author] Jul 16 @ 4:20am 
also it didn't prevent me from jumping, it still all worked it just threw the error
Dubwise  [author] Jul 16 @ 4:20am 
and it took about 10 jumps
Dubwise  [author] Jul 16 @ 4:20am 
aha i just got the error finally! but it was combined with Thing Fingerspike128733 is associated with invalid map index 0, which tells me there is some kind of issue with map despawns
Kardek Jul 16 @ 4:19am 
Sorry from bottom to top RF Chemfuel tank, RF small chem generator, RF valve, RF pipes, Gravship Fuel tanks (2).

Trying without lights out per your comment below too
Dubwise  [author] Jul 16 @ 4:15am 
it looks like there's another building between the valve and what im assuming is the fuel tank?
Kardek Jul 16 @ 4:12am 
Did a bit of testing on the valve and what I was seeing. Valve open takes off ok, valve closed the issue.
Dubwise  [author] Jul 16 @ 4:11am 
only thing i can imagine is that the map or the parent building is being destroyed before the despawn functions are finished, maybe some rare condition or a mod causing it, best i can do is throw in more null checks
Dubwise  [author] Jul 16 @ 4:06am 
hmm im spamming valves and destroying them, can't get any errors flicked on or off, did some more launches and nothing throwing errors yet
Kardek Jul 16 @ 4:06am 
Retexture removed and same issue. Cheers
Kardek Jul 16 @ 4:01am 
Its a retexture mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2937674636) . Trying without it now
Kardek Jul 16 @ 3:55am 
Confirmed its valve related, not siphon (by removing each in turn and testing)
Dubwise  [author] Jul 16 @ 3:54am 
also i see POSTFIX LightsOut: Void LightsOut.Patches.Power.CleanupBuildingsOnDespawn:Postfix(ThingWithComps __instance)

it could be that
Dubwise  [author] Jul 16 @ 3:53am 
im guessing you're using a mod since the buildings are all different, try removing whatever is modding my mod and see if it still happens
Kardek Jul 16 @ 3:52am 
This appeared in player log that I thought gave me a clue it might be Rimefeller

https://logpaste.com/Az8RO8sV

Let me know if you would prefer full log etc. Thanks again! I will try and quickly work out if it was the siphon or the valve more specifically