RimWorld
Coal Expanded (Continued)
101 comentarios
VegetableKing 19 JUL a las 9:08 
Ok ill try to work it out with proximity then. Great mod btw!
Mlie  [autor] 19 JUL a las 2:29 
@VegetableMaster Not without some other mod no
VegetableKing 19 JUL a las 0:53 
My pawns do not seem to preferrably use coal to refuel. They use it if coal is closer to the torch/fire/etc. but if wood is closer they use wood instead. Any way to give a priority what to use without proximity?
Ghojo 17 JUL a las 13:28 
Coal fire giving off toxic fumes would be a great addition! :)
son1C 1 ENE a las 12:50 
Should also work with the Wood fired generator, so removing the "Coal Power Production" research would also be a good idea I guess
son1C 1 ENE a las 12:47 
@Mlie Thanks, that sounds awesome! Here is the link to that mod: https://steamproxy.com/sharedfiles/filedetails/?id=3288440994
Mlie  [autor] 1 ENE a las 12:43 
@son1C I could add such a patch, could you link to that mod?
son1C 1 ENE a las 12:38 
Hi, would it be possible to include an option to remove the Coal Production research (and it's corresponding coal only items) or maybe auto-detect if "LWM's Fuel Filter" is installed? The fuel filter mod already allows to enable the functionality of the objects added by the research.
jojobe 25 DIC 2024 a las 6:46 
how to shut off the coal heaters.
Mlie  [autor] 4 SEP 2024 a las 22:10 
@Flat No idea
Flat 4 SEP 2024 a las 21:55 
is this compatible with Medieval Overhaul?
JunoCat運富 3 AGO 2024 a las 20:07 
@Mlie thank you so much ♥ ♥ ♥
Mlie  [autor] 3 AGO 2024 a las 13:16 
@JunoCat竜風 Added vein designator for coal
JunoCat運富 2 AGO 2024 a las 21:19 
Wish coal could have vein mine button like other ores in 1.5 I edited coal ore config file and added such thing for myself but after some time it disappeared
Peifmaster 25 MAY 2024 a las 11:48 
Good to know! I had cross-posted the issue already, I'll mention that as well over there.
Thank you!
Mlie  [autor] 23 MAY 2024 a las 23:41 
@Peifmaster The issue is because Commons Sense has a code that checks all Coolers in each room to see (I assume) if the room is meant to have a temperature below 0, making it a cool-room.
However, in their code they assume that all coolers have a temperature-setting. Since the coal cooler has a static target temperature their code fails to find the temperature setting and breaks all gizmos in that room.
Peifmaster 23 MAY 2024 a las 18:04 
Steps to re-create:
1. Have this mod and Common Sense loaded, order irrelevant as it occurs both ways.
2. Start a Dev QuickTest
3. Enable god mode for ease of testing
4. Generate an empty room
5. Place any building with gizmo GUI in the room (I tend to use workbenches)
6. Place an active cooler in the room.

The error pops up at one of the following times:
1. Sometimes the error throws immediately
2. If not thrown immediately, sometimes it throws when the workbench is selected
3. If not thrown yet, will usually throw when saving the game
4. Seemingly always throws on loading the saved game.
Peifmaster 23 MAY 2024 a las 18:04 
I have returned, having followed proper instructions this time. @Mlie, my apologies, it seems sleep-deprived me from yesterday was over-eager and unable to read what was literally directly above the comment box. Error-log has been uploaded:

https://gist.github.com/HugsLibRecordKeeper/360d4e62613da3d05ef9546d1b6f7567

I managed to narrow it down to an interaction between this mod's active cooler and the Common Sense mod. It is literally only the active cooler that throws this error; I tested all the other buildings from this mod.
Peifmaster 22 MAY 2024 a las 23:45 
That’s fair. I guess I could’ve waited until the weekend when I actually have the time to boot up Rimworld. On mobile, and I guess I got too caught up in sharing my findings. Been poring over web posts and a printout of the error log all week. I’ll send up the log at my next opportunity.
Mlie  [autor] 22 MAY 2024 a las 22:32 
@Peifmaster Please see the Reporting Issues section described above
Peifmaster 22 MAY 2024 a las 22:14 
Apologies for the wall of text, the character limit was met and exceeded, and its the only way i know to communicate the issue, as my coding skill level is below that of a rank amateur--the only thing i ever seem to be able to do right is pseudocode, i'm absolute pants at actually coding using most languages i've tried.

Love your work, thanks for the mountains of effort you perform in service to this game's mod community! A non-negligible number of entries in my 800-mod build have your name on them. My Colony thanks you for your sacrifices on their behalf.
Peifmaster 22 MAY 2024 a las 22:13 
The fact that a very similar and essentially the same error log was being reported to occur in ORK Framwork (a tabletop RPG editor program), I think it's safe to say that the error is almost certainly a bog-standard coding exception in Unity rather than any Rimworld specific bug. The discussions I was reading about this issue mentioned two possible solutions: 1. ensure the code was compiled using the most recent version of unity, presumably so that it can catch the error and report it to you; 2. include an else/exception escape route for all sets of GUI.BeginGroup() / GUI.EndGroup() pairs, in order to ensure that the same number of groups are closed as were opened.
Peifmaster 22 MAY 2024 a las 22:13 
Had a bug that was making my build unplayable, causing all buildings in a room to have blank room stat blacks and not show their gizmos while selected. I eventually narrowed it down to this mod. The initial error throw is a "NullReferenceException" that is caused by the Active Cooler building--though it could possibly be additional buildings from this mod as well, I don't use them and didn't build them test when I only ever use the Active Cooler building from this mod.

The error log eventually spits out around a thousand "GUI Error: You are pushing more GUIClips than you are popping" entries. From my very basic searching and reading, it appears to be caused by a Unity coding exception within the GUI.BeginGroup() and GUI.EndGroup() functions. As the actual buildings were functioning correctly--but were bricking my ability to further use or toggle them--I believe that the error is limited to the GUI portion of the code rather than the functionality.
SCVL 21 ABR 2024 a las 0:10 
I forgot that bloomery came from other mods, playing with too many mods make thing blend together, sorry
Mlie  [autor] 20 ABR 2024 a las 23:07 
@SCVL Bloomery?
SCVL 20 ABR 2024 a las 22:50 
Can you add recipes to make charcoal at bloomery too, it kinna weird that you can't make charcoal there while campfire can
alfn86 13 ABR 2024 a las 8:49 
does the normal brazier is powered by coal too or just this from the mod?
Mlie  [autor] 19 MAR 2024 a las 9:04 
@Stellar Harbour Okay, I have listed steps to report issues just to not have these types of drawn out conversations. But Ill take a look at it when Im done with my other mods
Stellar Harbour 19 MAR 2024 a las 8:37 
Yep, since you made 1.5 update
Mlie  [autor] 19 MAR 2024 a las 5:21 
@Stellar Harbour Are you referring to some feature of 1.5 perhaps?
Stellar Harbour 19 MAR 2024 a las 4:18 
Added "Mine vein" designator. This command orders colonists to mine out all connected mineral of a single type with one click.
Mlie  [autor] 19 MAR 2024 a las 4:04 
@Stellar Harbour Sorry, I dont understand what you mean?
Stellar Harbour 19 MAR 2024 a las 3:45 
There's no new mine vein function for coal ore
Daquanamarcus Lovelace 29 DIC 2023 a las 5:22 
gem
Happy_Kobold_Merchant 29 NOV 2023 a las 19:42 
Great for a desert mountain game. Thanks
BlueTressym 27 AGO 2023 a las 20:59 
Thank you!
Mlie  [autor] 27 AGO 2023 a las 10:58 
@BlueTressym Coal brazers should be added to the relevant royalty titles now
BlueTressym 26 AGO 2023 a las 22:15 
Hiya. The coal brazier apparently doesn't count as a brazier for the purpose of throne room requirements, which is somewhat annoying. I have 4 of them in there but the 'Acolyte Ceremony' quest is still locked, claiming I have 0/2. :steamsad:

There's no error in the log.
Mlie  [autor] 1 AGO 2023 a las 9:57 
@ZX Zero Strange, they do not show up even if I add them manually to it. On the other hand a grill is hardly an appropriate utility to make baby-food on 🙂
ZX Zero 1 AGO 2023 a las 8:25 
The coal grill dont have baby food
AcetheSuperVillain 7 MAY 2023 a las 7:47 
is this compatible with Project RimFactory - Materials?
LordQarlyn 19 ENE 2023 a las 7:24 
@Thundercraft. That's exactly what I had in mind. Just be a convenience since letting coal stoves burn out during a heatwave can be annoying 😅
Thundercraft 18 ENE 2023 a las 14:37 
Obviously, there's no way to literally "turn off" a coal-burning stove as if it was a gas stove or a light switch. However, figuratively-speaking, one could effectively "turn off" a coal-burning stove by smothering the flames with either water or something like sand or ash. A coal fire interrupted like this would still retain most of the remaining, un-burnt fuel for use later.
Mlie  [autor] 18 ENE 2023 a las 10:49 
@don Not sure how you could turn off a coal burned stove. You can just not refill the fuel and it will burn out.
LordQarlyn 18 ENE 2023 a las 6:01 
Thanks for continuing this mod. Just one question, would it be possible to add an on/off switch to the coal stove? Would be useful for summer times. Thanks again!
Mlie  [autor] 25 NOV 2022 a las 11:16 
@terkmc They should probably add mod-compatibility on their end
terkmc 25 NOV 2022 a las 11:06 
Would it be possible to ask for a compatibility with Vanilla Expanded Ideaology's Fire Worship meme? The brazier and stuff does not seem to count for their fire requirement.
Claiming_Herald 13 JUN 2022 a las 17:14 
"coal for smokehouse and smokepit" The absolute sigma energy of eating beef preserved in the smoke of a mix of Anthracite and Lignite coal.
jojobe 27 ABR 2022 a las 4:22 
The charcoal crematory does not work. they will not use it.
Shavius 12 ABR 2022 a las 13:20 
Thx for replying