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2022-Mar-11 10:13:32 Lua Error:mods/1396033829/trade_expedition.lua:555: attempt to index field 'trade' (a nil value)
[LuaMachine.cpp | 373]
2022-Mar-11 10:13:32 Lua stack:
1. "mods/1396033829/trade_expedition.lua:555: attempt to index field 'trade' (a nil value)"
0. "mods/1396033829/trade_expedition.lua"
-1. "mods/1396033829/trade_expedition.lua:555: attempt to index field 'trade' (a nil value)"
-2. unknown
-3. "attempt to index field 'trade' (a nil value)"
-4. 1
-5. table<unknown>, 90679272
-6. "damaged"
-7. userdata[TravelerShip], 1137368128
-8. 0
-9. table<unknown>, 90145704
-10. "damaged"
-11. userdata[TravelerShip], 1137368128
-12. nil
-13. 10.000000
-14. 1.000000
-15. 10.000000
-16. nil
-17. 10.000000
-18. "logs"
-19. "logs"
-20. table<unknown>, 798487656
-21. table<unknown>, 798487656
-22. userdata[TravelerShip], 1137368128
-23. unknown
-24. unknown
-25. nil
-26. unknown
-27. unknown
[LuaMachine.cpp | 375]
I found a bug or better said a glitch which will give you infinity resources.
How to do it: Store 10k units of any kind of material ( I prefer Logs) in your Market. Select your item you want to buy and increase its value to 10k also.
10k is the max you can offer or buy but somehow you can trade any kind of item 1:1, as long as your offer is 10k of X.
So basically you can trade 10k Logs for 10k Steel Tools. With 10k Steel Tools you can buy any other item you want like warm clothing or food. When you are low on Steel Tools just buy 10k Logs (which cost 158 Steel Tools) and repeat.
In Vanilla the limited maximum amount is 32627 but no building can store that much without mods / editor changes.
While running this mod I have no way of getting ironwares and no way of getting gold. What am I missing?
Seems like an infinite loop....
*派遣有利可图的贸易考察与特殊的机会事件
*发现贸易伙伴并从他们的报价中获利
*采金增税
*生产和出口武器、珠宝或两者兼而有之
*用镀金的教堂、庆典、高贵的衣服和其他昂贵的奢侈品来展示你的繁荣
https://psteamcommunity.yuanyoumao.com/id/eien_no_shikaku
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1159861622
I am unsure if any other Church or Cathedral would work as desired with this TRADE EMPIRE
Not sure why one Modder would advertise MODs on another MOD Authors site
Otherwise :) Not taking the bait
https://psteamcommunity.yuanyoumao.com/id/eien_no_shikaku/myworkshopfiles/
Currently 139 great mods for now and more to come soon!
- -
For research with the Academy MOD:
Early in the game it may be best to just trade for what you need at the Trade Dock (Gold, Books, etc
I need this to research ship construction because lauch expedition!
Thanks for the mods that you make. They have really brought to life the true potential of the game.
Anyway, I am really struggling with how the gold aspect of the game works. I used the mod load order sheet to ensure everything was in the right order..... I built an ore mine and then realised I needed to research cupellation for that. How do I get the five pieces of gold needed to research that ? There is also no iron mine in my buildings list.
Thanks in advance !!
Nearest tavern is 2 house lengths away, so it's the festivity court, long house, long house, playground, and tavern next to the playground, adjacent to the 2nd house. I would screenshot it, but I'm in a different game right now helping a friend.
No mods for alcohol storage, it's all stored in the tavern, and as mentioned, I even imported alcohol to see if that helped, and also manually carried some alcohol to the court and could not interact.
Ok, I'll save the file the next time I play and the game crashes.
How far away is your nearest tavern with alcohol in stock from your festival court?
Are you using any mods that change where alcohol is being stored?
Could you maybe provide me with a copy of the log file containing infos about this crash - the log file is in the game main directory (usually: steampps/common/Life is Feudal Forest Village) and gets overwritten whenever the game is started, so I'd need a copy of the file right after it crashed
As an update, I have tried running a festivity without alcohol and when it gets to 3/4 of the upgrade hammers in the window after stocking it with the food and musicians, the game crashes. I've tried and received the same issue at the same point where it is supposed to start the festival each time.
Hi everyone, (I was told that I should post this here as well as where I originally posted it. Thanks.)
As you can see by the subject line, my issue is that the Festivity Court is not stocking alcohol, but is stocking everything else for the festival-to-come. I've tried locking the alcohol from consumption and unlocking it again.
The alcohol simply fills up to 15 at the tavern and sits there. I even tried to manually carry the alcohol from the tavern to the festivity court, but there is no where to "interact" with the court, only drop resource. If I leave the alcohol in the villager's inventory and go back to overhead view, he simply walks it back to the tavern and restocks it.
If anyone has figured this issue out, please advise. I will entertain valid ideas and reply with the result.
Thanks!
-DL
https://psteamcommunity.yuanyoumao.com/app/496460/discussions/0/1642042464741808141/
Sollten deine Bürger sich überhaupt nicht bekleiden (auch nicht mit normaler Kleidung), ist etwas anderes nicht in Ordnung.
Die Waren aus "Seamstress Shop" sind NICHT die selbe Ware wie die (verwendbare) Noble Kleidung (als Symbol die braune Weste mit hellem Hemd)
Diese sollte über Handel erworben, und nicht hergestellt werden (würde dem Sinn des Handels-Mods widersprechen).
Die Kompatibilität anderer Mods mit 'Handelsimperium' besteht darin, dass hochpreisige Waren über Handelsexpeditionen/Markt getauscht werden können.
Falls im "Seamstress Shop" auch "Noble Kleidung" hergestellt werden kann, bin ich mir nicht sicher, ob es sich hierbei tatsächlich um die 'echte' handelt, bitte erfrage das beim Autor des Mod :-)
Have you already tried the save-and-reload method to clear up random building accassability glitches?
Hab meinen letzten Speicherstand in 10facher Geschwindigkeit 1 Jahr ablaufen lassen und es gab keinen Absturz. Noch dazu läuft das Spiel um einiges flüssiger als vorher
Muss nur noch rausfinden welcher Buchhalter die Steuern eintreibt damit diese ordnungsgemäß zur Schatzkammer transportiert werden ;)
Tax rate and collection are now global and dependant on workers:
- The tax collection interval is now dependent on the efficiency of the accountant house worker.
- If a city has several accountants, tax collection will happen more often, and the complete amount will be collected in one of the accountant buildings (rather than all the buildings collecting an amount in the same intervals)
- The tax debuff won't be worse with more frequent taxing, but citizens will have it all the time (rather than getting a huge debuff that ticks out after a while)
- Tax collection is now also sped up by science research (if mod "Research and Academy" is active)
TheHolyChemical - Please let me know if this update helped with your issue!
Die Steuerrate und die die Häufigkeit sind jetzt global und abhängig von Arbeitern:
- Wie oft Steuern eingenommen werden hängt jetzt von der Effezienz des Buchhalters ab.
- Falls eine Stadt mehrere Buchhalter hat, werden häufiger Steiern eingenommen, und die komplette Summe wird in einem der Buchhalter-Gebäude gesammelt (anstatt dass immer im selben Abstand alle Buchhalter zugleich Steuern einnehmen)
- Der Steuer-Debuff wird bei häufigeren Steuern nicht größer, aber die Bürger haben ihn dann die ganze Zeit über (anstatt dass der Debuff jedes Mal extrem hoch stackt und dann ausläuft)
- Die Geschwindigkeit, mit der die Steuern eingetrieben werden, wird jetzt auch durch Wissenschaftsforschung beschleungt (wenn der Mod "Forschung&Akademie" aktiv ist)
As for your issue - while it wasn't indented that someone build several accountants, this should not be the problem here. As shouldn't the popuplation. Although it is a big chunk of calculations to do in a short time, and can definitely cause some temporaray lag, the error message hints to a different problem.
Do you still have the log file from which you copied the error message?
I use about 90 active mods and i know it's a miracle that my game is still functional at this state (except for this little problem now)
My population is nearly 700 growing, i have 9 accountant houses all generating gold
But always close to summers end the game crashes and log shows this:
2019-Jun-08 02:08:15 Lua Error:mods/1396033829/taxes.lua:152: Attempt to call a non-callable object.
[LuaMachine.cpp | 373]
I tried to deactivate all accountant houses and set taxes to zero, but crash continues
Is it because my population is growing to fast and 9 accountant houses calculating taxincome is too much for the game?
- If workers eat a rich meal at a tavern, they now gain the dunkenness buff.
Rich meals are available at taverns with spices.
Eating at taverns is available with the mod option "eateries" of the Kitchen mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1139075897
****
Update:
- Arbeiter, die in einer Taverne eine Reichhaltige Mahlzeit essen, erhalten den Alkohol-Buff.
Reichhaltige Mahlzeiten können in Tavernen mit Gewürzen hergestellt werden.
Das Essen in Tavernen wird durch die Mod-Option "Restaurants" des Küche-Mods möglich.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1139075897
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1692701889
- When a trade expedition is started, the port workers have to transport all the trade wares you are sending to the building first. Donkey routes can help with the transporting.
- At a market/dock, the trade should be sent off as soon as you click the button, but it will take about a month (game time) until the traders return with your purchase
B@lth@z@rd666 - Thanks! Working on another addition to "Guards!Guards!" at the moment which will also have some ties into this mod.
Love your mods!
The upcoming update of Research&Academy will change the prices of the most basic research to no longer cost any gold.
Gold is required for all early research, meaning I cannot build most buildings that would generate or trade for gold.
Thank you Megadori