Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.MaterialPool:MatFrom(String, Shader, Color, Int32)
RimRoads.RoadTracker:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Planet.World:FillComponents()
RimWorld.Planet.World:ConstructComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.WorldGenerator:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:DMD<DMD<LoadGame_Patch3>?-571118336::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Tried to get a material from a different thread.
Verse.Log:Error(String, Boolean)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.MaterialPool:MatFrom(String, Shader, Color, Int32)
RimRoads.RoadTracker:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Planet.World:FillComponents()
RimWorld.Planet.World:ConstructComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.WorldGenerator:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:DMD<DMD<LoadGame_Patch3>?-571118336::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Not sure if this is a bug or a feature (never used the original mod), but this seems like the opposite of how construction should work.
if (!this.caravan.Resting)
{
[..work on the road]
}
https://github.com/jecrell/RimRoads/blob/master/Source/RimRoads/RimRoads/CaravanJobDriver_ConsructRoads.cs#L81-L93
https://github.com/jecrell/RimRoads/blob/master/Source/RimRoads/RimRoads/CaravanJobDriver_DeconstructRoad.cs#L52-L63
The check "if (!this.caravan.Resting)" seems to produce the wrong results for me, returning that "this.caravan.Resting" is true for me during the day (when the caravan is "idle" and not moving) and false at night, allowing work to happen
I cannot confirm, but I think between 1.0 and 1.1 idle caravans are now considered "resting" regardless of the time of day.
We could probably solve this by just doing "if (this.caravan.Resting)" but that is kind of hacky and might mess up other logic...
Caravan (Day, Moving) - this.caravan.Resting = false
Caravan (Day, Idle) - this.caravan.Resting = true
Caravan (Night) - this.caravan.Resting = false <---- WEIRD!
Maybe the meaning of this property changed? It seems to represent whether a caravan is "idle" instead of whether it is "resting". In which case changing the check to "if (this.caravan.Resting)" would solve the issue.
Also you're the bomb, thanks so much for porting this mod to 1.1! Even with the wack construction cycles I'm still building my roads
Everything else seems to be working great for me. I notice they are building at nigh too. Doesn't really matter to me though, I think it's great.
If you add that, RimWorld 1.1 will check if the required MODs were loaded before.