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报告翻译问题






Share The Load (id=1356838246)
Please Haul Perishables (id=2807630952)
Haul After Slaughter(id=2801452324)
Pick Up And Haul(id=1279012058)
and maybe even
Giddy-Up 2(id=2934245647)
Minecarts - Get Haul'n Update(id=2998019751)
"You know how the pawns go somewhere, deliver stuff maybe even build something, but next to never, should something lay on the ground nearby do they come to the idear to take that back even if only for a meter towards the direction of their next task which maybe closer to a storage of what was laying on the ground next to them.
Has anyone ever solved that?"
and here you seem to have solved this. cybergasm *splush* ... sorry for that ^^
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1544626521
It's the same ID as in the URL of this mod:
1161112205
just a short explanation of what happened:
pawn just harvested a small field of rice to feed himself,
he then ignores the rice to go across the map to chop a tree
rice starts to deteriorate due to being left outside
he continues to ignore the rice until rice is gone...
"Colonists now opportunistically haul items while working if their current target is roughly in the same direction."
The mod might not even be necessary if this change works like it's supposed to.
Was about to submit a possible bug report of an injured colonist deciding to haul the Orstrich they'd just killed but I see this is already a toggleable option.
Wonderful work, this mod should be included in the base game.
ReflectionTypeLoadException getting types in assembly WhileYoureUp: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.18.0.0, Culture=neutral, PublicKeyToken=null'.
Overall it's very handy mod and I like it, but hunters problem is ruining it for me (especially on large map).
In the meantime, thanks for the great mod!
Haven't had time to make any changes besides what's necessary to get it working in 1.0 -- but subscribe and enjoy!
I've tried the reduce cpu usage in the mod settings, and I saw improvement, however, it was minimal. Perhaps a slider could be added to set the max distance to trigger While You're Up?
A more versitle way to remedy various encountered issues would be to add a toggle box for each colonist which stops them from using the mod.
Just had to add my two cents because I love this mod. I would, however, love to be able to have a just little bit more control over it.
@kevlou Seriously, one of the most important mods for this game. Should be added to Vanilla!
Also, I'm suspect your program logic is far from trivial (e.g. avoiding infinite loops). Really clever.
Okay, so there's one small problem I have: The effect of this mod can be a bit too 'aggressive' sometimes... Here's an example:
Billy is close to a wall blueprint, with just enough wood nearby to finish that wall. I really need him to build this wall /now/ because it fixes that gaping hole in my freezing chamber. Did I mention it's noon on the hottest day of summer so far?
So I tell him to prioritize building that wall, but now he decides he should also deliver wood to the 20 wall blueprints half-way across the map.
Okay, sure. Only now, the wood lying around nearby isn't enough anymore, so he needs to run to the stockpile first to get wood for all the blueprints. Meanwhile, my priceless elephant meat rots away (I promise, it's elephant steak. Not made from raiders.)
I already tried the 'minimize CPU' option, but it doesn't seem to make any difference here. I could think of two ways how this might be addressed:
(1) Add an option to the Mod settings: "Don't use 'While You're Up' functionality when user gives 'prioritize' command"
(2) Add an extra job button: "Prioritize (focussed)" (which uses Prioritize with Vanilla behavior)
Not sure if you're still actively working on this mod, let alone if you have the time to do so, but I wanted to throw it out here, because this is one of my favorite mods. Thanks!
P.S. Sorry for the wall of text!
I can see it just like this mod, a person after finishing any job should look on the ground and think "is it dirty HERE? Well, i'm a good pawn, i will clean it"
Nathan with job HaulToCell (Job_181322) A=Thing_MedTimes_MealJerkedMeats129676 B=(152, 0, 133) tried to get CurToil with curToilIndex=1 but only has 1 toils.
Verse.Log:Error(String)
Verse.AI.JobDriver:get_CurToil()
Verse.AI.JobDriver:get_HandlingFacing()
Verse.AI.Pawn_JobTracker:get_HandlingFacing()
Verse.Pawn_RotationTracker:UpdateRotation()
Verse.Pawn_RotationTracker:Notify_Spawned()
Verse.Pawn:SpawnSetup(Map, Boolean)
Verse.GenSpawn:Spawn_Patch1(Thing, IntVec3, Map, Rot4, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Send a fella to deconstruct a ship part in the end of the map and the guy comeback with empty hands.
Keep up the good work
@Ironbuket i haven't noticed any issue at all with cooking fine meals. Dunno about the mental break issue however.