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354 ExcellentAbout Tobruk
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The Codex was a great idea some time ago, but it seems like it's been neglected and underutilised. When introducing new features into the game, Klei does not cover the topic fully in the Codex, sometimes with glaring holes. Example: I'd really like to know what can happen once Duplicant irradiates themselves. Searching for Radiat[ion] and we've got a hit! Let's look at the entry. "Toxic to the duplicants"... Hmmm... okay. How? Maybe it gets explained in the Radiation sickness entry? Does not explain at all: why it's toxic whether there's any threshold of rad intake that causes problems for duplicants how to cure it
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What mod could cause this?
Tobruk replied to Tobruk's topic in [Oxygen Not Included] - Mods and Tools
I was so sure this could be mod-related I didn't even look for vanilla bug errors. Thank you! -
I'm sometimes getting an error and it's been happening in situations so diverse that: I cannot disable mod by mod and check whether it still happens, because it happens randomly and at long intervals I cannot pin-point the exact mod by observing when it happens, since the game crashes in wildly different situations NullReferenceException: Object reference not set to an instance of an object RancherChore+RancherWorkable.OnPendingCompleteWork (Worker work) (at <7e5a6eddfdfc4c1da900a524ff2b6754>:0) Worker.Work (System.Single dt) (at <7e5a6eddfdfc4c1da900a524ff2b6754>:0) GameStateMachine`4+State+<>c__DisplayClass80_0[StateMachineType,StateMachineInstanceType,MasterType,DefType].<ToggleWork>b__1 (StateMachineInstanceType smi, System.Single dt) (at <7e5a6eddfdfc4c1da900a524ff2b6754>:0) BucketUpdater`1[DataType].Update (DataType data, System.Single dt) (at <8c239b169b544cce8b8bc7ddd2d09e10>:0) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <8c239b169b544cce8b8bc7ddd2d09e10>:0) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <8c239b169b544cce8b8bc7ddd2d09e10>:0) StateMachineUpdater.AdvanceOneSimSubTick () (at <8c239b169b544cce8b8bc7ddd2d09e10>:0) Game.SimEveryTick (System.Single dt) (at <7e5a6eddfdfc4c1da900a524ff2b6754>:0) Game.Update () (at <7e5a6eddfdfc4c1da900a524ff2b6754>:0) Build: U42-512719-SD My mod list: blueprints fixed threshold walls paint wallls better air filters updated useful tags lite pliers 2021 waste not want not traffic visualiser efficient supply better info cards build over plants engineer build priority suppress notifications enable achievements wallpaper more marble sculptures decor reimagined no long commutes queues for sinks no drop repeat last build tinted aquatuner liquid worn suit doesn't drop canister true tiles replace floors sealed pump mod manager
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Usually we're using power transformers as transferring from main heavy-watt wire grid --> into local consumers, like so: But have you considered using the power transformer the other way around? That is: from local producers on a conductive wire --> into main heavy-watt wire grid? I'm just looking for feedback and your pros/cons of doing this. At a glance it frees me from using the cumbersome heavy-watt wire and messing with its bridges.
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Yes, that was it. Thank you