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报告翻译问题






thanks
Did what Mydear suggest and traps still doing minimal damage (2-3% each hit)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
(part 2)
Exception ticking BetaTraps_TrapDeadfall43271 (at (137, 0, 133)). Suppressing further errors. Exception: System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool)
[Ref 35A026C]
at BetaTraps.Building_TrapRearmable.SpringSub (Verse.Pawn p) [0x00033] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Spring (Verse.Pawn p) [0x00028] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.CheckSpring (Verse.Pawn p) [0x00017] in <5f6de28d692645cb996be366eab9d39a>:0
at BetaTraps.Building_Trap.Tick () [0x0006b] in <5f6de28d692645cb996be366eab9d39a>:0
at Verse.Thing.DoTick () [0x0007b] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.TickList.Tick () [0x00139] in <fcfab19af5d14a608a65ebd77f29482f>:0
Also an option to set a trap_destruction_chance_on_trigger would be nice
And/Or even a random rare event a trap triggers itself with no pawn needed
But to each their own.
Now I am getting back in, and I want to point out, INVISIBLE or not (D&D nerding here) you would still proc traps even if invisible, as your weight and existence is still there. Does this make them more 'OP'...maybe...maybe..I have yet too see many outsmart bullet...I mean Traps.
in all fairness, an Option to change that would be ok, but I like the idea that a invisible guy would still fall for my traps. I will have to play and see how much it interrupts this mechanic.
https://gist.github.com/HugsLibRecordKeeper/3a750762cd243a580c3cee0529e3682c
1. Implement the different armor pen -> atm even with better material, the low pen stays the same
2. Adjust traps for the new invisible enemies. Vanilla traps dont activate while they are invisible, traps from this mod do activate which as OP and defies the mechanic of invisibility.
Besides this, great mod so far!
doing a clean install right now for that
Unfortunately due to what appears to be a bug in hugslib, if I want settings to keep working I had to make some rather significant changes to how I integrated with the library. As such it is now a required dependency. Not like anybody will even notice... everybody has it installed already anyways.
Please make more traps!
Thanks for remembering to update, this is a must have mod.
[code]
public override void Tick()
{
if (def.HasModExtension<BetaTrapDefModExtension>())
{
ArmorPenetrationAmount = def.GetModExtension<BetaTrapDefModExtension>().TrapArmorPenetration;
}
...
[/code]
Since this value doesn't change in game, performance and suitability-wise, kindly, don't you think it would be better if you put this check on the SpawnSetup(), rather than checking it constantly at 60 hz rate.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=2940400005