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Discard problematic method
Allow Remove/Smooth/Paint floors under the diagonal walls
In the screenshot I put up 7 hours ago, I had already tested the wall narrowed that way.
Anyway, I once again observed people working in the room above.
https://steamcommunity.com/sharedfiles/filedetails/?id=3352175156
Rex reached Lea via an diagonal path, after which Lea was well taken care by some people
When I first loaded your save after starting the game, I got a bunch of errors, so I'm testing by loading another map once and then loading your save
If you're getting red errors on load as well, that's not a problem you can ignore
https://drive.google.com/file/d/1-H_1fgVm6oR0fXFc_SrDKletk-oS39Eq/view?usp=sharing
What happens if you try to build the wall like this and then force pawn to do something in the room?
CE errors are produced by stuff that wasn't patched and I removed, pretty much harmless.
In your mod list, I reproduced all the mods (except Some Things Float and MobileDragoon (that is WIP), Because witch made the game unplayable in my environment (probably some compatibility issue)), and observed your colony
Set up storage in the room and set the priority to critical ,and I saw trashbins bring stuff into that storage
https://steamcommunity.com/sharedfiles/filedetails/?id=3351900117
Maybe there is no problem with pathfinding. It could be some other mod settings or ...in my environment I was getting CE related job errors every few seconds. I think you need to check those errors and address them one by one
Yes, AI can get into the room while drafted, but now on it's own. No path
https://drive.google.com/file/d/1-DDqXRWlW6XY5CSrU-ZCCaFWsJXSkwFB/view?usp=sharing
Here's the save. Notice the bedroom on the left side with the decals on floor. It's unreachable
Test result
Can you identify in more detail the conditions under which the problem occurs, or share the save data with me again.
OK discard that method once. It was to avoid minor errors, but it seems to cause more serious errors.
You have confirmed that the mod is up to date, right? (steam doesn't always update it) If it still happens, I'll try to find a better way.
BTW, what was the map size? The error looks like it's happening in the corner of the map.
@GVLT
Does this mean that the pawn AI won't try to get through the narrow path, although it can get through it in a drafted state? I'll look into it.
The ability to build floors under walls is included in NANAME Floors , but is not supported for painting. If I add it, I'd like it to be that mod, is that OK ?
at PassingBetweenDiagonalWalls.Patch_RegionCostCalculator_PathableNeighborIndices.Postfix (System.Int32 index, Verse.Map ___map, Verse.AI.PathingContext ___pathingContext, System.Collections.Generic.List`1[T] __result) [0x00099] in <58fcb6c25b234941a8d658ae1f95aeb8>:0
at (wrapper dynamic-method) Verse.AI.RegionCostCalculator.Verse.AI.RegionCostCalculator.PathableNeighborIndices_Patch1(Verse.AI.RegionCostCalculator,int)
at Verse.AI.RegionCostCalculator.PreciseRegionLinkDistancesNeighborsGetter (System.Int32 node, Verse.Region region) [0x00017] in <cd7169108ea74757aa50c5b33d275c15>:0
at Verse.AI.RegionCostCalculator+<>c__DisplayClass38_0.<GetPreciseRegionLinkDistances>b__0 (System.Int32 x) [0x00000] in
https://steamcommunity.com/profiles/76561198322678771/screenshots/
Of course it's passable
The walls contained in the DiagonalWallList.xml in the mod folder should be passable.
To keep your mods up to date, re-subscribe after every update, Steam's automatic updates are not always reliable.
Or whenever you restart Steam, it should be checked
I have no idea actually. Maybe removing and then installing mod back helped something.
Or rather, what happened to the IndexOutOfRangeException error? I haven't found a solution yet.
? where?
https://steamcommunity.com/sharedfiles/filedetails/?id=3348957755
https://steamcommunity.com/sharedfiles/filedetails/?id=3348957837
It seems that problems regarding lag are gone, but there is a slight problem now: pawns are not building things way to which are routed trough diagonal walls. Look for example at screenshot I provided.
I thought about it quite a bit, but I'm pretty sure I've handled where that error can occur.
And I couldn't reproduce the bug.
You're not using the github version, are you? I hadn't pushed it there yet.
It shouldn't happen with the steam version.
Can you tell me more precisely the circumstances under which it happens. Is it when a pawn is put out to caravan?
The part that was causing the problem was the same as expected, but the last update didn't fix the problem? That's odd
Here is the link, though not the one where I spotted Passable Walls in the console, but exception is the same.
hmm that's a little hard to resolve without a log.
I could not confirm the same issue here. I added a check in the suspect area and updated it, but if it's not fixed, give me the log.
Oh dang it. it slipped my mind
This time I made sure that every problem that has ever occurred would not occur
Sorry to make you report it so many times. Next time you have the same problem, punch me
The process of trial and error had reoccurred problems that had been solved before. Thanks for letting me know. It's already solved.
I see you're in the middle of something so it probably has to do with the temp fix. Just stopped by to let you know and to thank you again for the mod.
Yea, told you so. I will get the new version then.
Wait, I haven't updated it yet lol.
Tests have shown that this problem goes away after a save/load. So I guess you just haven't run into the problem yet. I'm working on it, so you'll have to wait a bit for a complete fix.
OK, I was finally able to reproduce the situation with a small list of mods. Apparently the problem was not what I thought it was. I think I will finally be able to fix the problem now. Sorry it took so long
Updated.
Maybe it's fixed, but ...... is a little hard to test. If it's not fixed I'll look into it more closely.
As for the lag, once you clear the logs in game, it seems like you're getting every tick errors in places that have nothing to do with my mod
Clean pathfinding on the other hand produces pulsating lag spikes for me on this map making the game unplayable
I have a patch that I've applied to Clean Pathfinding but not to Perfect Pathfinding. I was limiting it because it changes the roofing behavior around diagonal walls just a little bit, but I think I should apply this to the base game
I just released an update. But it will need observation for a while
I think it's okay to go back to Perfect Pathfinding now, but let me know if you run into any more problems.
I've installed clean pathfinding today to try to resolve the issue. I must say it helped a bit. Overall the lag spikes are gone for some time on save reload.
I tried replicating the mod list and let colonists and trashbins haul to a room that is only accessible by a narrow diagonal path, but that didn't seem to cause any problems
The situation may be more unique
I'm considering the possibility that dirty avoidance feature of Perfect Pathfinding is related
If you want more support, send me your save file by any way
Unfortunately I haven't been able to reproduce the situation yet, I'll try to reproduce the mod list. For reference, patching the same locations are VFE Security, VFE Insectoids 2, Perfect Pathfinding, and CE.
Here is the link for the log. Hope that helps
I will try to remove "Pick Up And Haul" in case there is an incompatibility between this mod, Adaptive Framework and your mod and will post log If no avail.
If you are the one who can give me the information I need, such as HugsLib logs, conditions that happen, save files, etc., I'm active in fixing it.
I applied the patch applied to Clean Pathfinding to the Pathfinding Framework as well.
If this does not solve the problem, I think I need to get a save file, as this problem is a bit difficult to reproduce.