Anyone know of a fix for the 4th May 2023 update?

anyone else getting this
[Sync Pipes] Exception thrown. See log file for more details

TjTsrtDe5ANx1SV.jpg Whispers88

I think I accepted everyones invitation. Let me know if I missed yours

please add me to, it took me ages to remember how to message someone new in discord 😂

No offense, but developers are no longer necessary to address these issues as I was able to resolve them using chat.gpt

Dn5jOLvGndAAL9g MyNinja

No offense, but developers are no longer necessary to address these issues as I was able to resolve them using chat.gpt

That's killer. 😂

A bit of an info for anyone coming here. One of the "fixed" versions running around kinda disables building rotation, probably it was branched off the stable and not the beta build.

The solution is replacing lines 5453-5458 with this:

object OnStructureRotate(BaseCombatEntity entity, BasePlayer player)
{
PipeSegment segment = null;
entity?.TryGetComponent(out segment);
return segment;
}​

Credit goes to this thread in the forums.
https://umod.org/community/sync-pipes/44004-rotate-built-not-possible
Andrea87

A bit of an info for anyone coming here. One of the "fixed" versions running around kinda disables building rotation, probably it was branched off the stable and not the beta build.

The solution is replacing lines 5453-5458 with this:

object OnStructureRotate(BaseCombatEntity entity, BasePlayer player)
{
PipeSegment segment = null;
entity?.TryGetComponent(out segment);
return segment;
}​

Credit goes to this thread in the forums.
https://umod.org/community/sync-pipes/44004-rotate-built-not-possible

Thank you. So just to confuse things slightly after looking at that thread... that code you posted was from the fixed 0.9.32 beta. The code I see in the fixed 0.9.33 supplied directly by @Joe90 contains:-

        bool? OnStructureRotate(BaseCombatEntity entity, BasePlayer player)
        {
            PipeSegment segment = null;
            return !entity?.TryGetComponent(out segment);
        }

Can we assume that this is the same fix just coded differently? I am not a dev. 🙂