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报告翻译问题






release-949 (x64)[M]
smart_crafter/smart_craft_order_list.lua:226: attempt to compare nil with number
stack traceback:
[C]: ?
smart_crafter/smart_craft_order_list.lua:226: in function '_sc_get_least_valued_entity'
smart_crafter/smart_craft_order_list.lua:209: in function '_sc_get_recipe_cost'
smart_crafter/smart_craft_order_list.lua:186: in function '_sc_get_recipe_info_from_ingredient'
smart_crafter/smart_craft_order_list.lua:67: in function '_ace_old_add_order'
...nehearth_ace/monkey_patches/ace_craft_order_list.lua:181: in function 'insert_order'
...nehearth_ace/monkey_patches/ace_craft_order_list.lua:163: in function 'add_order'
stonehearth/components/workshop/craft_order_list.lua:109: in function <stonehearth/components/workshop/craft_order_list.lua:103>
also all sound droped out
mostly with workshop templates and when i start a building without having the neccessary job.
e.g. starting a building that needs items from the blacksmith and i don't have someone with this job yet.
In the meantime, I'd suggest that you look into the ACE mod, as it also has the same functionality as this one, and more to boot!
Thanks!
BUT, this mod does not work at the moment, so I suggest you do not install it.
how to download
Thanks for the effort. I look forward to the rehash!
so in the end (for now) id rather do it myself and not end up with the whole having to delete 10-20 qeued items cause i lost track
But if you load your game again, you can manage to craft some stuff that didn't appear previsouly, but some new one won't be able to be crafted.
This mod is broken anyway, and Drotten said he will try to find time to fix it. Please, read previous comments. ;)
Thank you for reporting the bug!
Nonetheless; thank you for reporting them!
Sometimes not allowing to queue Padded Vests for Rayyas.
Adding "ingredients" to the queue even if already posessed (Blacksmith/Weaver/(Mason or Potter or Carpenter, specifically for Firewood)
I haven't taken a peek at your mod as of yet, but maybe you have a recipe that produces a raw resource? A resource that you don't have in your town inventory I might add.
To explain, the crafters often think they need to craft more coke (the higher tier coal) everytime I ask them to craft something. I looked into my kingdoms inventory, curious to see how much just normal coal I had. I had 42 of that coked coal already made. happened to gold ingots as well, when the requirements were already made.
Lastly, just incase this may play a role I had 5 of my hearthlings become blacksmiths because I wanted them to produce ingots faster before I realized this bug
It's more work than your suggestion, but I think it's worth it in the end.
an alternative suggestion is to, in addition to flipping the order of crafting, ask that the crafter maintain a stock of the minimum number of items needed to craft (in this case, 2 gold and 3 steel). this will ensure that the crafter will always try to build the finished, desired product first, rather than having a large stock of undesirable intermediaries. down-side to this is that it leaves behind the "maintain stock" order, so the player would need to clean up afterwards if they don't want to hold an extra intermediary
for example, let's say you want to make 20 mean beds (stone or wood, doesn't matter). the crafter will then make 20 sleeping spots, and only once those are done will they even think about making a mean bed. in the meanwhile, your poor hearthlings will have nowhere to sleep.
flip the order around, and the crafter will still make the sleeping spots first, because the crafter goes down the list to find the first item they can actually do. however, once they've made a sleeping spot, they'll then make the bed
Though time right now is limited on my end so I don't dare to say when those fixes will be live, sorry for the inconvenience everyone.