Library Of Ruina

Library Of Ruina

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BaseMod for Workshop
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标签: Tools
文件大小
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更新日期
7.900 MB
2021 年 9 月 16 日 上午 10:05
9 月 21 日 下午 6:44
45 项改动说明 ( 查看 )

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BaseMod for Workshop

描述
感谢Cyaminthe为ExtendLoader做出的贡献。
感谢abcdcode此前为我们做出的贡献,感谢模组部成员在制作期间提供的帮助。
一直以来,Mod对于0Harmony等工具的引用都是杂乱的,例如0Harmony.dll所引用的Mono为11.3版本,但实际文件为11.4版本等,这有许多的隐患,我们根据最新的BepInex更新了相关引用,并在多次启动时提高BaseMod加载的优先级来规避一些引用错误问题。如果加载时遇到错误,请尝试重启游戏。
我们也更新了部分功能的使用说明,这会在游戏启动后复制到\Library Of Ruina\LibraryOfRuina_Data\Managed\BaseMod\Documents中(很抱歉创建快捷方式的尝试遇到了问题),这些使用说明也会在之后进行更新。
若需要上传与更新Mod,请使用Mod上传工具,上传工具在BaseMod的根目录中。
热门讨论 查看全部(1)
25
8 月 30 日 上午 10:07
Q&A
h4kot4
178 条留言
1727025395 11 月 15 日 下午 7:32 
作者我想知道有关从Nexus上迁移旧的MOD更具体的教程,比如新的MoD文件夹是按invitation editor里面的格式还是说只需要一个文件夹,然后把所有的相关文件改成XML格式之后塞进去就好了。还有其中的汉化文件该怎么处理。
Cyaminthe  [作者] 11 月 4 日 上午 2:51 
@Glerm
You put them in [your game folder]/LibraryOfRuina_Data/Mods. If you're unpacking archives, note that StageModInfo.xml (or ModInfo.xml for appearance mods) needs to end up exactly ONE folder down (that is, Mods/[mod folder]/StageModInfo.xml, NOT Mods/[mod folder]/[another folder]/StageModInfo.xml, and ESPECIALLY not Mods/StageModInfo.xml).
Glerm 11 月 3 日 上午 10:47 
Yo quickish question. There are some mods that arent listed in the workshop. Either because they are cheat mods or for some.... other... reasons.

But my main point is those mods... need to be put in a folder. Now I am not smart... infact I am quite stupid... But for the life of me I cant figure out which folder works.

I feel like the lack of a frontal cortex in my brain is being microwaved and I will soon turn into a peccatulum because I wouldnt even know I was distorting. But please tell me what folder do I put the mods that I got into?
sluprr 9 月 21 日 下午 10:30 
how do i use basemod?
Cyaminthe  [作者] 9 月 21 日 下午 6:48 
@Collapsar
Thank you for the report! The issue should be fixed now.

@What? Is that? What? Huh?
Your message lacks any information that could be useful for diagnosing the issue. What prevents you from running the game? Does it crash before getting to the mod selection screen, or after, or does it not function normally, or what?
Collapsar 9 月 21 日 上午 2:01 
报告:FindActivatedPassives方法中的索引错误

模组出现了一个导致游戏崩溃的错误。在BaseMod.PassiveAbilityExtension.FindActivatedPassives方法中,代码错误地试图从一个新建的空列表中获取元素,导致了ArgumentOutOfRangeException

T obj = activatedPassives[index]; // Wrong!
应该是T obj = passiveList [index];

请修复

Subject: Mod Bug Report: Index Error in FindActivatedPassives Method

There's a crash in mod. In the BaseMod.PassiveAbilityExtension.FindActivatedPassives method, the code incorrectly tries to get an item from a newly created empty list, causing an ArgumentOutOfRangeException.

Problem line:

T obj = activatedPassives[index]; // Wrong line
Solution:
It should get the item from passiveList instead:
T obj = passiveList [index]

(Use DeepSeek Translation)
What? Is that? What? Huh? 9 月 20 日 下午 1:13 
i cant understand how to launch game with mods, i cant even turn on library of ruina normally anymore
Cyaminthe  [作者] 7 月 9 日 下午 3:09 
@_X_
Open the game's properties on Steam, "selected launch option" should be right in the General tab.
_X_ 7 月 9 日 下午 3:00 
@Cyaminthe hey. I've actually seen you write about it before, when i was searching for the solution. I searched for it, but couldn't find it. Could you please tell me where or how to start with this launch option? From steam? From the folder of the game itself? Somewhere else?
Cyaminthe  [作者] 7 月 9 日 下午 1:35 
@_X_
Are you using the "LOR With Mods" launch option?