安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I've been slowly losing my mind in debug trying to replicate the error, but so far everything from Callout is being resolved without any errors (thankfully).
I believe it is time for me to apply the very "responsible" fix of turning auto-open off until weird things start happening again. Sorry for any confusion!
I thought this bug was already fixed on Callout's side? Since 1.6 Callouts should be using a dynamic method to detect whether EBF is loaded and work accordingly.
For sanity check, I am referring to this https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3552812111
I'm occasionally recieving error messages that read "Elite Bionics Framework has detected a mod using the unmodified GetMaxHealth() method", and the mod detected is 'CM-Callouts'. A pretty minor bug
EBF has enabled other mods to provide HP buffs for many years, but it's on those other mods to provide the buff numbers. EBF is here to add up the numbers and apply the final "total" buff.
Right now there should be numerous code examples here and there for how to do HP buffs. eg look at the numerous mods in the Known Dependent Mods section.
Created new issue for now https://github.com/Vectorial1024/EliteBionicsFramework/issues/111
i keep getting these in a loop:
"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x00407] in <0e2efd90d0a44649ae0b05b6b29f5ca7>:0
- TRANSPILER rimworld.v1024.ebframework: IEnumerable`1 EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal:Transpiler(IEnumerable`1 instructions)
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in F:\Steam\steamapps\common\RimWorld\Mods\Immortals\Source\Immortal_Component.cs:162
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <46372f5dadbf4af8939e608076251180>:0
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE] Duplicate stacktrace, see ref for original"
guess that leave me with aotc and aotc:pinnacle of creation
i will wait for the mod owner's answer while testing stuff
thank you again
Sounds like *not* a EBF problem; see No More Lethal Damage Threshold:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2657551690
------
@AbsoluteGato
From what I read, uranium slug turrets can be really powerful oneshotting pawns; also see above.
I am unfamiliar with the V.O.I.D. mod, but is it possible the slug turret (which mod?) have been dealing 25% max HP amount as its damage for this whole time?
so what is going on? he should have tons of max health due to zenith bionics but 1 hit attack from a slug turret that happen to hit him manage to damage him significantly?
Mod options -> Display HP diff in hediff name
Simple put, this error means: A mod named "Elite Bionics Framework (EBF)" failed to load because it attempted to modify (or "Patch") a method in another mod called "Immortals", but failed to find the target method, causing the entire mod initialization process to crash.
The Dead Man's Switch is now added to the list. Thanks for the report!
re SOS2, I actually don't quite understand for many years: does SOS2 add archotech organs that has extra HP? or is there something about SOS2 modifying body part HP that I don't know about? I kept getting "needs SOS2 compatibility" messages from many people for many years yet I just don't understand the situation.
Dead man's switch (has these bionics)
-Mechaneural limbs
-Biosyntethic limbs
both are compatible with EBF, found myself while trying to patch it cuz i didn't know it was compatible
<comps MayRequire="V1024.EBFramework"> <!-- 部件血量加多少% -->
<li Class="EBF.Hediffs.HediffCompProperties_MaxHPAdjust" MayRequire="V1024.EBFramework">
<scaleAdjustment>0.75</scaleAdjustment>
</li>
</comps>
Known issue. That's their problem. Also see https://github.com/Vectorial1024/EliteBionicsFramework/issues/81
This mod has already declared it does not work with Mechalit Core v2 (and also Cyber Fauna).
Either use this mod or Mechalit Core v2. Not both.
if i need good parts on my animals
The error from EBFLegacy is now fixed.
Error while instantiating a mod of type EliteBionicsFrameworkLegacy.EBFLegacy: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Boolean EliteBionicsFrameworkLegacy.Patches.QualityBionicsRemastered.EBF_QualityBionics_CollectTypes::Prepare()
This question does not belong here.
If they patch EBF just to cancel the dialog box but never bothered to fix their code (ahem Quality Bionics Remastered ahem), then once again, it really is on DaLLaN, and I shall stand vindicated.
Also, from what I can read at their GitHub repo, the Consciousness Patch code is written in a way which is arcane (AI generated?). Compatibility cannot be confirmed.
That's it. Just wanted to inform you if you were not already aware. I hope folk respect your decision, regardless of what it is.
EBF会将“Consciousness Patch”这个mod的“Breathing, Bloodpumping and Blood filtration”的状态改变超过100%,这会导致数值会变的非常夸张。
I will only add to the discussion on DaLLaN that I have been too busy for too long to actually implement the changes at the correct timing. I stand by my decision. The correct timing to remove support is when RimWorld 1.6 came out, but I was too busy.
Re Quality Bionics Remastered, there is actually a planned 2nd look at the compatibility. I will try to get to it asap.
I will not apologize for removing support for DaLLaN's mods because that is a right move, but I will instead apologize for failing to think of a good way quick enough for other mods to programmatically provide max HP buff data to EBF. This has missed my mind for many years wondering why adoption of EBF is not high enough when seemingly the pathway should be there (it was never there).
So there's no technical reason here, you're just upset that the creator of that mod had a grievance with Ludeon?