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@Kasane Randall Thanks, I'll merge it. Though if it's a thing you'd be up for I do prefer external translations, exactly so that translators can update on their own schedule.
* Update compat with Research Data
* Ensure transpilers apply in correct order with ReplaceStuff loaded
* Make prisoner interrogation check for mental breaks
This isn't a problem unless you're using a configuration that doesn't allow theory research.
The "ReviveBuilding" transpiler should be the auto-addition of the old bills:
- Destroyed buildings that are auto-rebuilt will remember their settings
and it works as intended, new beds keep their assigned pawns, new workbenches keep all their bills after theyve been rebuilt after destroying them (made my pawns actually shoot all of this to destroy it).
No log errors regarding RR or Replace Stuff while doing so
Actually, looking at it's GitHub it appears it has two prefixes and a transpiler of its own on it. Its likely the transpiler that RR is colliding with. I can add a loadBefore rule, but before I do could you please confirm that Replace Stuff's transpiler doesnt break that way instead? Going by the code, if that transpiler (named ReviveBuilding, if that helps determine what it's meant to do) is in effect, a completed building should print "Checking {newThing} for revival" in the log.
This is my hugslib log: https://gist.github.com/HugsLibRecordKeeper/f1f5272bfcbb72e1d4cb6d3b1c374f5c
If the relevant transpilers fail to apply, that will only produce a warning (because I handle the failure) somewhere during game launch. It won't be throwing errors while prototypes are being built. And there are separate transpilers for failing to finish a construction and actually finishing a construction (different code paths) so its entirely possible for one of them to fail and one to succeed.
Full log would reveal more.
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
at 1.5 all was good T_T
It works the same as in vanilla Anomaly. Ludeon actually did something sort of interesting with research there for once, so I left it as is :)
It's supposed to, but the transpilers responsible are prone to tripping over other mods patching the same functions. Check your log.
Or your builders just have a terrible Intellectual skill.
Not confirmed yet, but from a technical standpoint I don't see any reason it wouldn't be. Should be fine, feel free to report any issues you run into.
– https://steamcommunity.com/sharedfiles/filedetails/?id=3492739424
for anyone who is interested in deeping researching mechanics.
(scroll to bottom). Despite it mentioning the world tech mod, removing that did not fix the issue. It seems like there is a problem generating the starting reading policies?
Hey, did you know that RimFridge has a super secret invisible research project used internally for its power factor settings that has itself as its own prerequisite? Because I sure didnt! Because its invisible!
Anyway , that particular case of Shenanigans should now be handled, and the project tree crawler it was exploding should now handle that particular case better, and in case of longer project loops it should now recover from the error more gracefully. See if that helps.
Prototyping needs to be done by you by telling the pawn to build or craft a prototype.
New patch and all, could be their mods missing something too but hopefully this was helpful. I do not have the addon.
But I've been able to research it in previous playthroughs so no clue.
Here's my modlist.
https://justpaste.it/jkidl
Are you using the Research Reinvented addon as well? Maybe thats your issue there. I have no problems with Dubs Hygiene.
Otherwise yes, the research for Utility Columns is bugged. My researchers just wont do research at all when i select it. The project tab is also completely empty.