安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Thanks!
For instances like that, or other mods that don't end up making it to 1.5, would it be possible to find blue spells as scrolls or those items in the screenshots randomly on traders, or craftable?
TryFindSpawnCell Null - no spawn cell found
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
MoharHediffs.Tools:Warn (string,bool)
MoharHediffs.RandySpawnerUtils:TryFindSpawnCell (MoharHediffs.HediffComp_RandySpawner,Verse.IntVec3&)
MoharHediffs.HediffComp_RandySpawner:TryDoSpawn ()
MoharHediffs.HediffComp_RandySpawner:CheckShouldSpawn ()
Followed by "Had to break the loop" and "TryFindSpawnCell Null - no spawn cell found" traces
BM_SnowstormSound (mod RWoM Custom Class - Blue Mage) sound is missing resolved grains and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
List of other sounds affected: BM_PrismaticBeamSound, BM_PoppiSmileSound, BM_BrimstoneSound, BM_DamnationSound, BM_CrowstormSound, BM_CircleOfProtectionSound, and BestialBellow_Sound.
Mod RWoM Custom Class - Blue Mage dependency (Metalocif.CCFramework) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Acidic Web is fixed, it should work like before but not kill things instantly and not bug out on killing things, because I coded my own damageWorker for this (I really feel like there was a simpler way but whatever).
Hydra's Blood and Demonic Pact, which didn't work with some HAR races, should work now.
(the reason is that they apply hediffs to specific body parts, shoulders and jaw respectively, but some HAR races don't have parts named exactly that)
The Black Hole spell is something I'll probably end up doing (at least in the Epic Battle Fantasy mod), I just have to code a better knockback damage worker, since the VEF one is limited.
Adding tumors to things is interesting, but I'm not sure it's very nebula-flavored. Might do it regardless.
The reason you can't add spells from the Blue Mage to your class is because my spells are ~super special cantrips (like the Druid's Briar Patch) and I love overcomplicating things. I'd recommend copying my XML and make them their own spells that are not cantrips.