RimWorld

RimWorld

Vanilla Outposts Expanded: Power Grid
 This topic has been pinned, so it's probably important
[Zerg03] MrHydralisk  [developer] Nov 30, 2023 @ 6:34am
Bugs/Issues
For bugs. Please provide enough info to reproduce the issue. If it's error, then provide a full log file.
Last edited by [Zerg03] MrHydralisk; Nov 29, 2024 @ 6:46pm
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Showing 1-15 of 15 comments
real doggo Jan 13, 2024 @ 5:40am 
seemingly does not function with anything that lets you settle impassable mountains. I use biomes! caverns, put main settlement there and the wind farm a few tiles off, add pylons until it reaches main base, place connector and connect, it states its producing 18k energy on world map, the power point in the settlement produces 0 when it states its connected.

attempted to make the mod function in my pack where both settlements were on flat ground and it functioned just fine with new settlement and power point along with same wind farm.
[Zerg03] MrHydralisk  [developer] Jan 13, 2024 @ 8:15am 
real doggo, it cause how Power Grid optimisation works. To not simulate additional weather, day time and etc values it uses connected map values, thus keeping effect on perfomance being as low as possible. So basically since you made settlement in cave and connected a Wind Turbine Power Grid to it, then Power Grid getting wind value 0 from settlement and making it produce 0 power.
real doggo Jan 13, 2024 @ 6:31pm 
ooooh alright, i thought it worked by running it based on the tile that its on not the tile its delivering to. would geothermal work instead then or is impassable still a null value for all cases since its not meant to be inhabited?
[Zerg03] MrHydralisk  [developer] Jan 14, 2024 @ 5:21am 
real doggo, I not really familiar with limitations of cavern base tbh, but prob outside of Solar and Wind everything else should work without issue.
JanGroparu Jul 25 @ 12:47pm 
I enabled only harmony, core and DLC's, VEF, Vanilla Outposts Expanded, Your mod and Vanilla Factions Expanded - Settlers. It blackscreens upon opening the game and I find this in the log:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF26D26] Duplicate stacktrace, see ref for original

I imagine this is the problem, but please tell me what else I should provide in order for you to be able to help me.
[Zerg03] MrHydralisk  [developer] Jul 25 @ 12:53pm 
JanGroparu, where does it say that it related to this mod? But in any case you would need to provide full log file.
It seems Steam won't let me comment that here, could you please accept my friend request in order to DM it to you?
[Zerg03] MrHydralisk  [developer] Jul 25 @ 1:21pm 
JanGroparu, you just can use HugsLib and in Debug log just press "Share logs", then send link here. Alternatively there is also a Discord server.
That's the problem, the game black screens before I can ever hit share logs.
[Zerg03] MrHydralisk  [developer] Jul 25 @ 1:32pm 
JanGroparu, you can still open Rimworld folder in AppData and get log file from there, then upload it either on discord server or on any google drive and sent link here.
Here you go:
https://drive.google.com/file/d/1Ikwfnt8D8NlA_ODD-vDZFwr9ciWXJWS9/view?usp=sharing

Edit: I assumed Vanilla Outposts Expanded: Power Grid was the problem, because when I removed it from a longer list of mods, it worked just fine. It is definitely something to do with Settlers as well as that also solved the black screen when removed.
Last edited by JanGroparu; Jul 25 @ 1:38pm
[Zerg03] MrHydralisk  [developer] Jul 25 @ 1:44pm 
JanGroparu, good that you were able to get the file log, since now I can see the actual error. Which is all related to Settlers from VanillaFactionsExpanded. It possible they didn't update them properly for 1.6 or smf. So sent this log to them, so they could pin point why it happening with Settlers and fix it.
Sure thing, and thanks for the help!
Niilo's QoL mod has an option to remove the Vanilla Expanded nuclear generator when Dubs Rimatomics. That results in a cross-reference error on startup for the Power Grid mod:

Could not resolve cross-reference: No Verse.ThingDef named VPE_NuclearGenerator found to give to VOEPowerGrid.ConstructionOption VOEPowerGrid.ConstructionOption

In my case this is because of Niilo's QoL, but I'm pretty sure there are other mods out there that remove the VE nuclear generator. I can personally think of three mods that add nuclear power generation, so it's a common point of overlap that some players want to clean up.

Is there any chance you could make your check more robust to handle the generator def being absent, for example checking if the VPE_NuclearGenerator exists, rather than checking if the VFE Power mod is active?
[Zerg03] MrHydralisk  [developer] 15 hours ago 
Poindexter1985, removing def itself is always unhealthy and risky as you already found out why, so not much I need to do about mod that intentionally does hazard action. From what Ik if you want to remove some defs without causing such issues, then you should use Cherry Picker mod. Cause that one at least doing it properly.
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