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报告翻译问题
<ThingDef ParentName="StoneBlocksBase">
<defName>BlocksVacstone</defName>
<label>vacstone blocks</label>
<description>Blocks of compacted vacstone rock harvested from asteroids.</description>
Got that from the Stone_Various file in the ThingsDefs_Misc folder of Odyssey
Directory will look like this for example
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1522257424\Patches
Copy/paste the existing Patches.xml and name the new file something like "AM_Patch.xml"
Use a text editor inside the new file to add "AM_" before the StoneBlocksBase reference, and that'll get it working. The final patch file will look like this:
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[@Name = "AM_StoneBlocksBase"]/tradeability</xpath>
<value>
<tradeability>All</tradeability>
</value>
</Operation>
</Patch>
If anyone can point me to a helpful youtube link, or know how I can do a test/verification if AM is installed to run the patch, I can make it part of the mod natively without everyone having to add patches manually.
The code posted below contains a bug. The second line uses "PatchOperationReplace" which does not work if there is no subsection "/tradeability" to replace.
It is not some other mod, it is this line of code in this mod.
#<Patch>
# <Operation Class="PatchOperationReplace">
# <xpath>*/ThingDef[@Name = "StoneBlocksBase"]/tradeability</xpath>
# <value>
# <tradeability>All</tradeability>
# </value>
# </Operation>
#</Patch>
If the subsection StoneBlocksBase/tradeability is something new added by this mod, then the problem is the patch fails because it cannot replace something that does not yet exist. Use the PatchOperationAdd to create new content.
I was able to get these mods to play together by placing “Tradable Stone Blocks” somewhere above these mods in the load order. I usually play with my mod right after the Core game file, as it doesn’t rely on HugsLib or any other script extenders to work.
Hope this helps!