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(bugfix) Fix bug where turrets cannot be loaded #1209
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(bugfix) Fix bug where turrets cannot be loaded #1209
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Old value was too powerful compared with a Lion bite (!)
Increased the sidearm money to ensure more frequent sidearms.
Boosted AUGS' rate of fire to match descriptions, and to distinguish it some more. Slightly boosted range.
Increased the range of the AUG based on effective range of 500m Adjusted the sight effectiveness for some of the older weapons to make them consistent with new weapons sight effectiveness.
Technically this should never show up in 1.1, but for some reason people seem to be running the latest CE dev bracnh in RW 1.0...
Vanilla Weapons Expanded
…tches Vanilla Expanded Weapons Compat Patch Updates
This reverts commit 8b797f0.
This reverts commit 4022ec3. Remove from O21 Races branch.
This reverts commit 13fb0d6.
Vanilla Vehicles Expanded Patches
….1Patch Update to (Rim) Contractor's Arsenal
…Patch1.1 Patch update for Dragonian Race 1.1
…-Races Patch additional O21 forgotten realms Races
Fix wrong comment
- Also increase ammo search range from 40 tiles to 100 tiles. - Fix bug where lastSurrdoundingAmmoCheck would not be updated if GenClosestAmmo cache hit. - Fixes CombatExtendedRWMod#1188
What's the reasoning behind the try-catch block? |
We certainly appreciate the help, though unfortunately the issue persists. In testing, I'm seeing some truly bizarre behavior, but I'm hopeful you'll find the details helpful. I've included video of my testing, and a trace for the reload job error I encountered.
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All those issues sound like issues with the caching system. Unless there is some 1.1 specific reason it has to be there it should be rolled back. |
The variable tracking the last check should be updated regardless of whether the cache lookup bails early. I could have added the last check update before every return, but figured this was easier and clearer. I do agree that if there's no real good reason for this cache class, it should be removed. |
So here's the case for reverting the cache class
Pro:
@MadaraUchiha can you ditch the caching in favor of 1.0 style reloading while keeping mech functionality intact (potentially by reimplementing it in a more reasonable format such as a ThinkNode)? |
My RimWorld specific C# experience is very much lacking, but I'll give it my best shot. If you have any resources that you think can be useful (i.e. save me on reading decompiled RimWorld code) please let me know :). |
I'll ping @zhrocks11 on this for the sake of bringing him into the loop so he's aware that @MadaraUchiha will be taking over the turret issue. |
GenClosestAmmo cache hit.
Additions
N/A
Changes
Adjustments to other features made in this merge, e.g.
GenClosestAmmo
cache hit would cause the TTL to never be updated.References
Reasoning
Alternatives
Remove the
GenClosestAmmo
class, as suggested by @NoImageAvailable.Testing
Check tests you have performed: