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About Nightinggale

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  1. One thing I noticed with enums is that they are often typecast to int and then during compiling it changes into the int value. If mods could use enum types as arguments, this might not be a problem (naturally I can't tell for certain without testing). I wrote wrapper classes myself. internal static int Subscribe<ComponentType>(this KMonoBehaviour behaviour, GameHashes hash, EventSystem.IntraObjectHandler<ComponentType> handler) where ComponentType : Component { return behaviour.Subscribe((int)hash, handler); } This way I don't have to typecast GameHashes and the decompiler can figure out the GameHashes string rather than just printing the int value. No I'm not telling you to rush to change the entire codebase to comply to this, but it is an issue to consider for future code. Also in general strict types helps to prevent bugs. If you intend an argument to be an enum, specify that it's an enum and the compiler will help to ensure that it is the correct enum type being used. Sure ObjectLayer is used as array index, which makes it less obvious how to deal with this, but it could still be strict enum typed if it has a get wrapper returning a reference.
  2. This is an awesome feature. In the past I had the issue of supporting either the stable version or the beta, but it wasn't possible to get a mod to support both. mod_info would have solved it as I could have archived the stable release version and then update the root mod for the beta. This really makes distribution a whole lot easier both for modders and for players, particularly on the steam workshop. The only downside to it is that it seems like extra work for no reason until you get that it allows multiple mods in one distribution. Perhaps this should be made clear earlier in the text. It starts out with explaining the specs, but it would be nice to have a section just before that clearly telling us why we would want to use it as opposed to the past where everything went fine without it.
  3. It's just a plain text file, meaning any plain text editor. I use notepad++, but regular notepad should work just fine as well.
  4. First of all I think the problem should be fixed in my end and not in ONI. Generally speaking Klei doesn't fix mods. Secondly there is no need to ask those questions. Mod creators can actually look up the answers themselves. If a mod problem is to be reported to Klei, then it's because "your change prevents me from modding X". If this is needed, then I will do so myself and very detailed, but so far I have nothing pointing in that direction.
  5. You make it sound like nothing happens to the modding system, which isn't the case. However I agree it's easy to miss unless you really pay attention. Usually all you can see on the forum is a single line in the changelog, like this: Sure the amount of dev replies on the forum is quite low, but they have made a statement about it being intentional. You can agree or disagree with their reasoning behind it, but that's how it works here. However replies are just words. What's important is what happens to the game. The metric I use is what happens when I report an issue. In the quoted case it was fixed in the following patch and that has happened multiple times. Will the newest reported issue be fixed soon? I don't know, but based on the history it's possible. Chances are certainly a whole lot higher than if nobody reports such issues. Besides even if Klei ignores the modding community (which I don't think is the case), then abandonware would still be the wrong term to use. ONI itself is available and is still being updated.
  6. Do anybody else understand this statement because I don't. Abandonware is usually used for games, which can no longer be bought. It's not a legal term, but an excuse to share stuff online. What usually happens is that some company buys another (often bankrupt) company, which is then bought by another etc. Sometimes multiple companies buy parts of a bankrupt company. Eventually nobody (not even the owner) knows who owns what from the original company. I fail to see how that can be related to anything regarding Klei or ONI.
  7. I found a way to make working windows mods, which crashes on mac and linux. Even worse it's fairly easy to do so and you have no indication of it when testing on windows. I had no idea about this until lots of people reported my mod to be crashing. It's a problem with the execution of IBuildingConfig. Take for instance EthanolDistilleryConfig. It has DoPostConfigurePreview, DoPostConfigureUnderConstruction and DoPostConfigureComplete. Adding a Postfix to all 3 works on windows, but the first two will cause a NULL exception on mac and linux, apparently because the methods are empty. My guess is that there is some sort of optimization going on, which prevents replacing an empty virtual method with another virtual method. There is a related issue, which also affects windows. If one of the virtual methods isn't mentioned by the building and you patch it, the building will work because you end up patching IBuildingConfig. The problem here is that your newly created building will work, but your change will also apply to all other buildings not mentioning the method in question. Solution: I think both problems can be solved by not using virtual methods. Make them abstract instead and fill out buildings with empty methods as needed. That will force the compiler to make code for each method in each class even if those methods doesn't contain any code. At least I hope so. I have no way of testing this. I hope to see a fix for this soon. Right now Piped Output is broken on mac and linux.
  8. I think I reported this at some point. If the resolution is low enough, it is possible to set UI scale high enough to make certain buttons appear off screen, which removes the ability to click certain buttons, including the ability to change resolution and UI scaling. When I encountered that I had to edit kplayerprefs.yaml manually to lower UI scaling.
  9. The new research screen zoom is much better, but it is flawed when you get to the edge. The problem is that if you zoom in and you are outsize the tech tree, the game will automatically jump back. This results in two problems: as UI increases, the tech tree increase in size faster than the allowed zone, making some techs appear outsize the allowed area the bouncing is uncomfortable to watch and prone to cause motion sickness Personally I would prefer to just get rid of the bounce back feature as this will solve both problems. Perhaps add some "jump to tree" feature instead as that will fix any issue where players accidentally move too far away. This is either a button or triggered by closing the screen and opening again. Either way it shouldn't trigger repeated and unexpected screen bouncing. One thing to keep in mind here is that there is talk in the modding forum about adding techs. This means the tech tree might not be fixed in size forever and might end up depending on which mods are loaded. This is also a reason to not hardcode edges.
  10. That's the first thing I noticed with this update. Or more specifically the first thing I noticed was people telling me it broke my mod Turns out that all I had to do was adding the same tooltip method, which was almost just copy pasting the tooltip code. I wish all bugfixes were this easy. Can I have that as a feature request? All new bugs must be easy to fix
  11. I'm not sure what to make of the mod manager nightmare. Now it seems Rimworld is affected by this problem too where unsubscribing and then subscribing can fix mods, which breaks when the mod creator uploads a new version. If Steam broke their workshop, then it would be hard for Klei to fix it. What's weird is that if Steam broke, they can't I find anything about it online. I only noticed because I was told my Rimworld mod broke and then somebody else commented that it was due to another mod and it's assumed the mod creator screwed up, but the fix looks surprisingly similar to the fix for ONI mods. It's kind of suspicious that two different games break in the same way at the same time.
  12. Your CPU is 71 C. It's rated to handle 100 C and performance shouldn't drop (thermal throttle) as long as it's below 90-95. You do not have an overheating problem. It sounds like you have a computer/fan problem though, which isn't surprising. It's an issue with all small/thin computers and what you have is essentially a really thin computer stuck on the rear of a monitor. There isn't room for a proper airflow generated by low noise fans. One positive thing to say though is that your CPU is the type of CPU, which is in the absolute top in the benchmark thread. While your gaming experience might be noisy, you likely get way more FPS than most players. That comes at a cost though because it's not the most power efficient CPU. Last, but not least, there is a performance issue in general and there are multiple threads about the topic on the forum. There is no question that all players and Klei wants the game to be faster, but it's easier said than done.
  13. Oil floater is a concept name for a critter, which floats on oil and poops crude oil. They changed the name in the UI, but internally they still have the concept name. This means Klei has one name for most critters and the players know them by some other names. The same for buildings, plants and likely other stuff too. Confusing? Apparently so because the log used the wrong floater name
  14. Yes we are looking in to it. Thanks for the description in your bug report! I encountered a new version of this issue. At first it was updates not being applied, like people got the previous version of the mod. Now my newest release (post Launch release) have feedback that the mod doesn't do anything at all. I suspect since the mod is just a single dll file that those people might have ended up with a mod without any files in it. Since the mod adds pipe outputs to buildings it's fairly obvious if it's installed or not. Also so far people have reported issues with 1/3 of my mods and it's multiple people for each mod. People report back that downloading from GitHub and installing the mods in local fixes the issues, meaning it is indeed confirmed to be an issue with not getting the mod correctly from Steam, not a problem with the mods themselves.
  15. Now it happened again. Another new user got confused that the oil well is suddenly in a cloud of natural gas. The problem is that there is no mentioning of natural gas in the UI. This is because apparently the OilWellCap component lacks an UI. However the UI mentions the contents of the ElementConverter. The solution is surprisingly simple. Set oilWellCap.addGasRate to 0 and add SimHashes.Methane to the ElementConverter's output. The gameplay result is the same. The min temperature is higher than the water's boiling temperature, hence it's still a fixed temperature. The rate is the same. Both components work at the same time. OilWellCap still vent gas the same way and it stops both components when the max pressure has been reached. There is nothing in OilWellCap which requires the component to produce the gas itself. It just checks Storage for gas contents. I tested this with a proof of concept mod and it looks fine to me. The only difference is that the gas is now in the UI and new players should no longer be surprised.