jinxOAO / DSPmod_MoreMegaStructures

Add more megastructures.
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Compatibility Issue in 1.3.1 and 1.3.2 with the mod FractionateEverything By MengLei #28

Closed FloridamanCoke closed 7 months ago

FloridamanCoke commented 7 months ago
An error has occurred! Game version 0.10.29.21904
39 Mods used: [StellarAutoNavigation1.8] [ErrorAnalyzer1.1.0] [DSPBigInventory1.0.8] [DSPMultiplyStackSize1.0.13] [Multfuntion_mod3.3.9] [Dark For Infomation1.0.2] [Free Warp1.0.0] [LDBTool3.0.1] [DragBuildPowerTower1.0.0] [LSTM0.8.7] [SplitterOverBelt1.1.6] [DSP Mod Save1.2.1] [DSP Common API1.6.4.0] [FractionateEverything1.0.0] [DSPOptimizations1.1.16] [CloseError1.0.0] [Assembler UI Speed Info Mod2.3.0.0] [NebulaMultiplayerModApi1.3.1.3] [Common API Nebula Compatibility1.6.4.0] [Galactic Scale 2 Plug-In2.13.1] [Galactic Scale 2 Nebula Compatibility Plug-In1.0.0.0] [Get Fogged Plug-In1.0.0] [VeinityProject0.2.4] [Lazy Outposting1.4.2] [MoreMegaStructure1.3] [OverflowTank1.1] [WaterElectrolysis1.2] [FoundationMask0.0.3] [智能物流计划1.0.2] [AssemblerVerticalConstruction1.1.3] [More Replication1.3.1] [Blueprint Tweaks1.6.3] [Blueprint Tweaks Installation Checker1.6.3] [Giga Stations Nebula Compatibility2.3.5] [GigaStationsUpdated2.3.5] [Rebind Build Bar1.0.4] [UXAssist1.0.12] [CheatEnabler2.3.9] [FactoryLocator1.2.1] 
ArgumentException: An item with the same key has already been added. Key: 565
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior);(0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value);(0)
CommonAPI.Systems.ProtoRegistry.RegisterRecipe (System.Int32 id, ERecipeType type, System.Int32 time, System.Int32[] input, System.Int32[] inCounts, System.Int32[] output, System.Int32[] outCounts, System.String description, System.Int32 techID, System.Int32 gridIndex, System.String iconPath);(0)
MoreMegaStructure.MMSProtos.AddNewItems2 ();(0)
xiaoye97.Patches.VFPreload_Patch.VFPreloadPrePatch ();(0)
VFPreload.InvokeOnLoadWorkEnded ();(0)
VFPreload+<PreloadThread>d__42.MoveNext ();(0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress);(0)
== Mod patches on the stack ==
InvokeOnLoadWorkEnded(Prefix): static void xiaoye97.Patches.VFPreload_Patch::VFPreloadPrePatch()
InvokeOnLoadWorkEnded(Postfix): static void xiaoye97.Patches.VFPreload_Patch::VFPreloadPostPatch()
InvokeOnLoadWorkEnded(Postfix): static void CommonAPI.VFPreloadPatch::OnMainMenuOpen()
InvokeOnLoadWorkEnded(Postfix): static void Eirshy.DSP.VeinityProject.VeinityProject::SetupLate()
InvokeOnLoadWorkEnded(Postfix): static void BlueprintTweaks.InstallCheck.UIMainMenuPatch::OnMainMenuOpen()
InvokeOnLoadWorkEnded(Postfix): static void RebindBuildBar.Patches::LoadBar()
InvokeOnLoadWorkEnded(Postfix): static void UXAssist.GamePatch+LoadLastWindowRect::VFPreload_InvokeOnLoadWorkEnded_Postfix()
InvokeOnLoadWorkEnded(Postfix): static void FactoryLocator.Plugin::Init()
InvokeOnLoadWorkEnded(Postfix): static void DSPMultiplyStackSize.Patch::VFPreload_PreloadThread_Patch()
jinxOAO commented 7 months ago

I'm sorry, add this compatibility may require a huge changing of recipe IDs. However, I noticed that I didn't update my old mod FractionateUniverse, so I made a quick patch. Although I feel thankful for his helping to fix that mod, but all the recipe IDs from my old mod have been changed in his fix version, which made those ID conflicts with MMS. So I suggest you use FractionateUniverse instead of FractionateEverything for now, if you need both MMS and FractionateEverything.