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报告翻译问题
Error drawing planet layer WorldLayer WorldDrawLayer_WorldObjects_Expandable: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 99E6CCDF]
at RimWorld.Planet.WorldDrawLayer_WorldObjects+<Regenerate>d__7.MoveNext () [0x000a6] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at Verse.GenCollection.ExecuteEnumerable (System.Collections.IEnumerable enumerable) [0x00010] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldDrawLayerBase.RegenerateNow () [0x0000d] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldDrawLayerBase.Render () [0x00011] in <03b1338ddc7e423bb1b01ce5b7962e88>:0
at RimWorld.Planet.WorldRenderer.DrawWorldLayers () [0x000c5] in <03b1338ddc7e423bb1b01ce5b7962e88>:0 on layer planet
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
etc...
Ya'll let me know if it's working or not, I figure if it wasn't a LOT more people would be complaining lol
Gravship launches now follow the same abandoned-settlement cleanup rules as manual abandonment — no more surprise leftover markers after launching.
Safer world tile handling to prevent NREs with Close Settlements and other settlement/tile mods.
Improved abandoned tile gizmo logic so it plays nicely with other mods and only appears when cooldown rules allow.
General stability improvements to reduce save corruption risk.
I've tested with the following enabled to ensure functionality.
Gravship Non Destructive Launch
Gravship Launch Site Timeout
Launch Sites Expire
Close Settlements
IF YOU HAD A BORKED SAVE DO NOT attempt to rescue it, load a working auto save and re-save your colony.
Testing without any other related mods, this one works by itself without any issues. I have to adult today but I’ll see what I can do tonight about at least some safeguards.