Nightinggale Posted August 5, 2019 Author Share Posted August 5, 2019 The problem is that No Fixed Temperatures replaces the array, which Piped Output alters. If Piped Output is loaded last, it should modify the data inserted by No Fixed Temperatures. Load Piped Output first and whatever it writes will be discarded by No Fixed Temperatures. Link to comment Share on other sites More sharing options...
Guinaro Posted August 5, 2019 Share Posted August 5, 2019 Yes that was indeed the trick. Moved Piped Output to last position in my mod list for now. Thanks for the quick replies. Link to comment Share on other sites More sharing options...
Cairath Posted August 5, 2019 Share Posted August 5, 2019 @Guinaro The recent patches got rid of most of fixed temperatures anyway, are you sure that mod is still required? Link to comment Share on other sites More sharing options...
Nightinggale Posted August 5, 2019 Author Share Posted August 5, 2019 6 minutes ago, Cairath said: @Guinaro The recent patches got rid of most of fixed temperatures anyway, are you sure that mod is still required? That's another thing I was wondering about, but I didn't mention it because it might still be useful. It looks like it sets all minimum temperatures to 0 K, meaning it won't heat up the output from various buildings. I will however write a bug report on the mod because not only does it cause potential mod conflicts, it also appears to have a bool flipped, meaning now instead of outputting the input temperature, it outputs the building temperature. That's likely not what it intended. Link to comment Share on other sites More sharing options...
Cairath Posted August 5, 2019 Share Posted August 5, 2019 Just now, Nightinggale said: That's another thing I was wondering about, but I didn't mention it because it might still be useful. It looks like it sets all minimum temperatures to 0 K, meaning it won't heat up the output from various buildings. I will however write a bug report on the mod because not only does it cause potential mod conflicts, it also appears to have a bool flipped, meaning now instead of outputting the input temperature, it outputs the building temperature. That's likely not what it intended. I don't think Trevice plays anymore, so he probably doesn't even realize there were changes Link to comment Share on other sites More sharing options...
Nightinggale Posted August 5, 2019 Author Share Posted August 5, 2019 Just now, Cairath said: I don't think Trevice plays anymore, so he probably doesn't even realize there were changes Good point. I will however still write what is causing the mod conflict and how to avoid it. It could be a useful template for other modders to follow. Link to comment Share on other sites More sharing options...
trevice Posted August 5, 2019 Share Posted August 5, 2019 Yeah, that's one of my first mod . Sorry. I was aware that it could cause conflicts, and planned to do a better job, but, you know... life... Also, as pointed, I didn't realize there were changes. I'll try to fix it asap or even delete the mod, thanks for the tips in the wiki. Link to comment Share on other sites More sharing options...
Nightinggale Posted August 7, 2019 Author Share Posted August 7, 2019 Released Piped Output 1.2. This fixes a problem with the natural gas generator where the vanilla ConduitDispenser could wake up and output CO2 in the input pipe, which the input will then take in and cause wrong element damage. Link to comment Share on other sites More sharing options...
Mantak Posted August 7, 2019 Share Posted August 7, 2019 Thanks for Piped output & Sensory overload mods, they are really good! Link to comment Share on other sites More sharing options...
Guinaro Posted August 9, 2019 Share Posted August 9, 2019 @Nightinggale Could you have a look at the building temperature sensor from your Sensory Overload mod? It seems no to toggle the signal upon crossing treshold values. It only toggle when manually setting different treshold values. Thank you. Link to comment Share on other sites More sharing options...
Nightinggale Posted August 15, 2019 Author Share Posted August 15, 2019 I did a quick update to Coal Generator Delivery Fixes to make it compatible with the newly released game patch. Link to comment Share on other sites More sharing options...
WardenCommander Posted August 16, 2019 Share Posted August 16, 2019 Hello @Nightinggale could you make that machines in your PipedOutput mod connect to lets say cooling loop? Link to comment Share on other sites More sharing options...
Lookwow Posted August 21, 2019 Share Posted August 21, 2019 Anyone else have issues with the Electrolyzer outputting super hot o2? Im inputting 42F water and the O2 out to the pipe is 152F. I tried disabling all other mods and its still the same Link to comment Share on other sites More sharing options...
Cairath Posted August 21, 2019 Share Posted August 21, 2019 2 hours ago, Lookwow said: Anyone else have issues with the Electrolyzer outputting super hot o2? Im inputting 42F water and the O2 out to the pipe is 152F. I tried disabling all other mods and its still the same That's how the game works. Link to comment Share on other sites More sharing options...
snoozer Posted August 24, 2019 Share Posted August 24, 2019 The Conveyer Rail Element Sensor seems to have no element list. Or do I miss something? Spoiler Link to comment Share on other sites More sharing options...
Nightinggale Posted August 25, 2019 Author Share Posted August 25, 2019 I updated Piped Output to disable gas range and rust deoxidzer because they have issues. They might come back someday, but for the time being not adding output to those is better than conflicting with other building components in those two buildings. I posted a bug report regarding the crashes on mac and linux. On 8/16/2019 at 2:37 PM, WardenCommander said: Hello @Nightinggale could you make that machines in your PipedOutput mod connect to lets say cooling loop? I'm not entirely sure what you want me to do. 14 hours ago, snoozer said: The Conveyer Rail Element Sensor seems to have no element list. Or do I miss something? Reveal hidden contents Great. Another mod, which decided to break itself Link to comment Share on other sites More sharing options...
WardenCommander Posted August 25, 2019 Share Posted August 25, 2019 @Nightinggale I was thinking that you cold add cooling input/output similar to Metal Refinery, so that heat is dumped into a coolant liquid. It could be separate mod, like new research, where new upgraded buildings are added.. or you could include in your PipedOutput mod, your decision. Would be usefull to have this option for all heat producing building, or at least for most Some other ideas: and if possible for a Gas/Liquid Reservoir, then you could cool/heat air liquid. Also, could you add water input for Super Computer, so that dups dont need to carry water And Pitcher Pump that could connect to a water pipe Pretty Please Pitcher Pump Link to comment Share on other sites More sharing options...
snoozer Posted August 26, 2019 Share Posted August 26, 2019 The Conveyer Rail Temperature Sensor seems to have have a problem with empty conveyer rail boxes. The game throws a "Error Occured. Please restart the game" message and pauses the game. A bridge in front of the sensor kinda fixes this since it removes empty boxes. Output_log: Spoiler [15:00:31.489] [1] [INFO] Error occurred with mods active. Disabling all mods (unless dev mods active). NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr) at UnityEngine.Component.GetComponent[PrimaryElement] () [0x00000] in <filename unknown>:0 at MoreTemperatureSensors.SolidConduitTemperatureSensor.ConduitUpdate (Single dt) [0x00000] in <filename unknown>:0 at SolidConduitFlow.Sim200ms (Single dt) [0x00000] in <filename unknown>:0 at Game.StepTheSim (Single dt) [0x00000] in <filename unknown>:0 at Game.UnsafeSim200ms (Single dt) [0x00000] in <filename unknown>:0 at Game.SimEveryTick (Single dt) [0x00000] in <filename unknown>:0 at Game.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Screenshot Spoiler Link to comment Share on other sites More sharing options...
scitor Posted August 29, 2019 Share Posted August 29, 2019 @Nightinggale Hey, an awesome mod collection you have there Could I point your attention to the github repository, where there's a certain PR waiting to introduce even more awesomeness into the pack (if you so wish ofc) Thanks for your work anyway, enjoying many of your mods Link to comment Share on other sites More sharing options...
Nightinggale Posted August 29, 2019 Author Share Posted August 29, 2019 22 minutes ago, scitor said: Could I point your attention to the github repository, where there's a certain PR waiting to introduce even more awesomeness into the pack (if you so wish ofc) I know. I took a brief look and it looks ok. Right now it's waiting for me to have enough time and focus to review it properly. I do plan to do so in the near future. Link to comment Share on other sites More sharing options...
Nightinggale Posted August 31, 2019 Author Share Posted August 31, 2019 Updated HalfDoor with @scitor's pull request. It now adds a half version of all 3 types of doors. Also I added my own addition: a log writer. It now writes the mod and mod version to the output log. This will tell if (once again) some future issue is due to steam not updating correctly. Link to comment Share on other sites More sharing options...
Jespercal Posted September 12, 2019 Share Posted September 12, 2019 @Nightinggale I was wondering, what type of filter list was the rail element sensor suppose to use? The single choice, like the vanilla filters or the multiple-choice, like storage containers? Edit: I just went with the storage bin filter and got it working. Link to comment Share on other sites More sharing options...
Gemmaturtles Posted October 5, 2019 Share Posted October 5, 2019 I was just feeling annoyed by the inability to do precisely what pressure valve will allow me to do. I love you for this. And now I have also discovered your automation mod which gave me other things I've been wanting. You're my absolute favorite. Link to comment Share on other sites More sharing options...
Storm Engineer Posted December 14, 2019 Share Posted December 14, 2019 On 8/25/2019 at 3:57 PM, Nightinggale said: I posted a bug report regarding the crashes on mac and linux. EDIT: I just came here to say it's crashing for me and I'm on Linux. Any development about this? Link to comment Share on other sites More sharing options...
Storm Engineer Posted December 14, 2019 Share Posted December 14, 2019 UPDATE: So I tried manually installing the mod and it still crashes the same. Link to comment Share on other sites More sharing options...
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