RimWorld

RimWorld

Repair Workbench
Calypso Nate Jan 25, 2018 @ 3:57pm
Bugs
Going to start posting some bugs here. Paste the Debug Log and such.
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Showing 1-15 of 24 comments
Calypso Nate Jan 25, 2018 @ 3:59pm 
RepairBench: LoadXML: System.ArgumentException: The requested value 'None' was not found.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0
at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0
at Repair.Settings..cctor () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Repair.Settings:.cctor()
Repair.WorkGiver_Repair:CalculateTotalIngredients(Thing)
Repair.WorkGiver_Repair:CalculateTotalIngredients(Thing)
Repair.WorkGiver_Repair:TryFindBestBillIngredients(Bill, Pawn, Thing, List`1, Thing)
Repair.WorkGiver_Repair:JobOnThing(Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.FloatMenuMakerMap:AddUndraftedOrders(Vector3, Pawn, List`1)
RimWorld.FloatMenuMakerMap:ChoicesAtFor(Vector3, Pawn)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu(Pawn)
RimWorld.Selector:HandleMapClicks()
RimWorld.Selector:SelectorOnGUI()
RimWorld.MapInterface:HandleLowPriorityInput()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


[EDIT] Config File:
<?xml version="1.0" encoding="UTF-8"?>
<Settings>
<ResourceMode>None</ResourceMode>
<RepairRate>60</RepairRate>
<SkillGain>0.55</SkillGain>
<HpPercentage>True</HpPercentage>
<HpPerPack>1</HpPerPack>
</Settings>
Last edited by Calypso Nate; Jan 25, 2018 @ 4:00pm
Acruid  [developer] Jan 26, 2018 @ 6:34pm 
NONE needs to be all caps, like REPAIR_KIT. If i get some time i'll look into switching to the new vanilla mod config system.
Vityou Jan 27, 2018 @ 5:38pm 
It says I need resources even though I have a 20% jacket in my stockpile and I have disabled repair kits
Omega13 Jan 31, 2018 @ 7:35am 
Very small bug - though repair workbench requires power normally, it can function while depowered during a solar flare
Sorrydough Feb 11, 2018 @ 7:04pm 
Originally posted by Omega13:
Very small bug - though repair workbench requires power normally, it can function while depowered during a solar flare
That's intentional, like the tailor bench. It has a speed penalty.
Omega13 Feb 12, 2018 @ 2:16pm 
Good to know, thank you.
Vormir Sep 15, 2018 @ 8:45pm 
I'm experiencing a bug where if one colonist is repairing something and another tries to repair as well he freezes because the workbench is already occupied.
log: {LINK REMOVED}
halogamb Sep 20, 2018 @ 1:01pm 
Originally posted by Vormir:
I'm experiencing a bug where if one colonist is repairing something and another tries to repair as well he freezes because the workbench is already occupied.
log: {LINK REMOVED}

I am having this too. Makes the mod very frustrating to use to the point of broken.
Last edited by halogamb; Sep 20, 2018 @ 1:05pm
Acruid  [developer] Oct 3, 2018 @ 10:54pm 
Yeh, something is broken with the work giver. I'll look into it.
Masonik Oct 18, 2018 @ 7:21pm 
I got this error trying to remove your mod. I deleted repair kits the repair bench and associated bills.

-----------------------------------------------------

Exception registering RimWorld.Bill_Production [excepted] in loaded object directory with unique load ID [excepted]: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LoadedObjectDirectory:RegisterLoaded(ILoadReferenceable)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

-----------------------------------------------------
Acruid  [developer] Oct 19, 2018 @ 3:28pm 
Masonik, can you upload your save file somewhere after you deleted all the associated bills?
Blackshot Oct 22, 2018 @ 3:32am 
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.
bl1tz3n Mar 1, 2019 @ 8:43pm 
Originally posted by Blackshot:
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.

I'm also having this problem. I'd really like to use the resources option (because it makes more sense and repair kits are exorbitant in terms of steel), but it just feels cheaty if there's no actual cost.
Pelador Oct 6, 2019 @ 2:15pm 
Intermittent error:

Think this applies to how Workgiver is using or assigning jobs and likely relates to a duplication in how it is being called, but may not be:


Repair.WorkGiver_Repair provided target Thing_ElectricTableRepair142600 but yielded no actual job for pawn Cola. The CanGiveJob and JobOnX methods may not be synchronized.
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch0(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Venom Steak Dec 29, 2019 @ 12:17pm 
Originally posted by bl1tz3n:
Originally posted by Blackshot:
Hey. I set the mod to "use resources". Now if I give the order to repair a thing, the people take the required resources and bring them to the table. But after the successfull repair, the resources don't despawn.

I'm also having this problem. I'd really like to use the resources option (because it makes more sense and repair kits are exorbitant in terms of steel), but it just feels cheaty if there's no actual cost.

Same here. This would be a fantastic/balanced mod if this one thing were fixed. Pls have a look?
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