RimWorld

RimWorld

Argonic Core
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.
Argón  [author] Apr 15 @ 9:49pm 
Ohh, that makes sense. It sounds like the error isn't game-breaking though, as it is most likely an edit that modifies the text that displays on the inspector tab. However, Rimworld can be crazy sometimes.
Inglix Apr 15 @ 8:17pm 
I'll chime in with some info about the conflict with Soil Relocation Framework. Both it and Argonic Core have transpilers which modify Frame.GetInspectString that try to modify the same line of code in that method.
Argón  [author] Mar 30 @ 11:53am 
Es un framework con código para mis otros mods. En algún momento lo voy a documentar.
Joselito Mar 30 @ 3:53am 
esto k ase?
Argón  [author] Oct 12, 2024 @ 9:02am 
Haven't tried. I think I got a report before, but can't really think of what's the cause.
Soaryn ツ Oct 12, 2024 @ 6:55am 
@Argón I believe this is incompatible with Soil Relocation Framework (Continued)
Argón  [author] Sep 24, 2024 @ 5:16pm 
Thank you a lot for taking the time to report and address these details! I'm taking note of it all so I can make sure to solve any possible problem. :p2chell:
rebelops Sep 24, 2024 @ 11:00am 
Update: The Prowler built fine using tempered steel – I cancelled the job post-hauling to be sure – so only the UI for the blueprint was incorrect. If it had any impact on the vehicle component stats, I couldn't see it from the inspector.
rebelops Sep 23, 2024 @ 12:40pm 
Load order didn't seem to matter – the error was never thrown from your end. I was able to add EMM to an ongoing save that had SRF already in it and everything seemed to work fine regardless.

The only issue I found was that when I set a blueprint for the Prowler from Vanilla Vehicles Expanded and told it to sub in tempered steel, it would revert back to vanilla steel – at the correct cost – before the pawns could complete the job, say within a few in-game hours. I'm not sure if this has anything to do with the frameworks being in conflict or not, but I suspect that resource substitution comes from this and not EMM, so it might. I'm not even sure if vehicles can take advantage of stuff modifiers, which was the original point of the test!

That actually might've been the only time that I used substitution since it was an ongoing save. I'll have to pay attention to see if the same problem crops up with anything besides vehicles.
Argón  [author] Sep 22, 2024 @ 3:13pm 
Hmmm... It seems like it's a problem regarding overlapping transpilers. It might be a little difficult to address. I'll try to see if I can at least understand why it happens though.
rebelops Sep 20, 2024 @ 1:19pm 
You got it:

https://gist.github.com/HugsLibRecordKeeper/ee7c8a6c30e839f45ef737d78b72cc6a

I figure I should technically report it to SRF, but since it's semi-abandonware, I went here.
Argón  [author] Sep 19, 2024 @ 10:56pm 
If you have a proper log, that would be incredibly helpful. Sometimes it's hard to test one's code against all possible other code frameworks, so any information like this is very helpful to improve.
rebelops Sep 19, 2024 @ 8:58pm 
This one seems to cause a problem for something in the C# of Mlie's continuation of the Soil Relocation Framework (and probably the original as well)… although the pawns were still able to dig on the dev map, so it might be harmless? Tested with a load order pared down to just these two and their dependencies.
Argón  [author] Sep 19, 2024 @ 4:31pm 
Yes, although RimPy may sometimes place it further down the list and it doesn't seem to affect the game that much, as long as it is loaded properly before or after any required mod.
Wildaces22 Sep 18, 2024 @ 8:42pm 
I take it this needs to be placed near the top like all other "core" mods?
beoxy May 9, 2024 @ 1:47am 
Thank You for the great work! I'm looking forward to the updates and changes.:steamthumbsup:
SmolSprite Apr 23, 2024 @ 11:57am 
@Argón Whatever you did fixed it friend :steamthumbsup: just did a devtest and everything was fine no crashes or logs! :luv:
SmolSprite Apr 23, 2024 @ 11:47am 
@Argón I actually don't use EM-Christmas :o I had recently completely wiped my entire game and redid my modlist so thats why i found it. I actually saw it because of the error reading mod "visual exceptions" i think its called, it pinned argonic core as the main error tick. The error log @nuruk posted is exactly what i was getting. :)
Argón  [author] Apr 22, 2024 @ 7:45pm 
Fixed it by momentarily disabling the faulty feature. I'd still need that log if you could please provide it. It would be of huge help.
Argón  [author] Apr 22, 2024 @ 6:44pm 
@SmolSprite: Oh, that error is not supposed to be there. I think it's because you're also using EM - Christmas, right? Can you send me said error report? It's crucial for me to fix this bug.
SmolSprite Apr 22, 2024 @ 3:43pm 
I had an issue only w/ this mod where my game freezez the moment a pawn tried to build anything w/ wood, similar to others issues but causing a full crash. I narrowed it down a bit and the error log is giving a job ticking error and saying it has run out of memory. Hope this helps! :)
ЛОРД ҐУЗЛИК Apr 15, 2024 @ 4:56am 
1.5
Argón  [author] Feb 25, 2024 @ 11:29am 
It's coming soon. I've been working on different proyects at the same time, but I hope it can be released soon. I just don't want to rush it and give you something full of bugs.
Latex Santa Feb 25, 2024 @ 11:23am 
@Argón
Really looking forward to the rework of your Expanded Materials mods.
I quite like them, and can't imagine playing without them for long.
Annabellee Feb 5, 2024 @ 9:32pm 
ok saw the null key error just wanted to make sure it was Smi-harmless.
Argón  [author] Jan 29, 2024 @ 6:57am 
The first one is probably an error though it should theorethically not affect your gameplay. I'll check into it, however, as I need this to be working fine before I release the rework of EM - Metals. Second one is a debug log I left uncommented, doesn't affect the game aside from the annoying logging. In fact, it actually shows the code is working as intended. I'll fix it, though.
Dragonheart013 Jan 19, 2024 @ 12:21pm 
Also going to add in I just had the wood issue show up mid game too now

There's also debug log spam of white lines when building stuff of:

Discarded Frame_LWM_BigShelf912675. No longer exists.
Dragonheart013 Jan 18, 2024 @ 9:38pm 
Every time I load my save game I've been getting a bunch of this error in the log:

Null key while loading dictionary of Verse.Thing and ArgonicCore.GameComponents.InnerDict. label=optionalMaterialInUse

Like, several hundred instances. Though only on load, doesn't seem to pop up after
TheGotlinator Jan 17, 2024 @ 3:17am 
can confirm, the architect wood problem appeared half way through my third archonexus colony as well.
Helbreht Jan 11, 2024 @ 3:17am 
And another one. Yep, same old bug reapeared.
Vazzaroth Jan 10, 2024 @ 4:39pm 
Another +1 on having this wood issue. Oddly enough, it popped up in the middle of the game.
Reidlos Jan 7, 2024 @ 6:10pm 
echoing the bug with the Vanilla Furniture Expanded - Architect wood. I just tested and Argonic Core + VFE-A prevents finishing the build
Argón  [author] Jan 7, 2024 @ 5:44am 
The materials are meant to appear split, but it's not meant to contribute to both. I'll check just in case.
Hodor Jan 6, 2024 @ 2:47pm 
I also have a bug from this mod, structures with required material amounts like 20x wood for butcher table is now split for wood butcher table to 20x wood & 75x wood in tooltip.materials deposited seems to contribute to both amount, so you end up using less materials.

I stripped to this mod, vanilla expanded core framework, all dlcs, rimpy mod manager, mod manager. So I think it has to do with argonic core since it's depending on the ve core framework I think?
Argón  [author] Jan 5, 2024 @ 7:40am 
Interesting bug, I'll be sure to check on it.
Teag Jan 4, 2024 @ 9:43pm 
This framework seems to be incompatible with Vanilla Furniture Expanded - Architect. I have an issue where when I try to build the special wood-offshoot walls (birch, mahogany, walnut) my pawns will bring wood to the blueprint but won't build the wall, because it's "missing 5x birch/mahogany/walnut". I stripped down my mods to basically just these and the issue seems to persist at any mod order in RimPy.
Argón  [author] Jun 10, 2023 @ 10:02am 
Not for now, but the reworks of the Expanded Materials series will
dthednonator Jun 9, 2023 @ 12:48pm 
Are there other mods that use this framework than just your tribal medicine mod?
Mittens Jun 9, 2023 @ 8:14am 
Yup, fixed on my end now! Thanks for such a quick response! :D
Argón  [author] Jun 8, 2023 @ 10:37am 
I think it should be fixed now, sorry for the inconvenients.