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报告翻译问题
still exist after deconstructing Ice Kettles 3 times
If a hyperlink/reference to the Klei forums is needed I can make another post specifically to be included here, but there are also other people noticing this disparity.
SimAndRenderScheduler+Sim4000msUpdater.Update (ISim4000ms updater, System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <82d98ed04cc642f199bc654910617431>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <82d98ed04cc642f199bc654910617431>:0)
Game.SimEveryTick (System.Single dt) (at <da38104af1d24eb199a83654e3e6683e>:0)
Game.Update () (at <da38104af1d24eb199a83654e3e6683e>:0)
Build: U54-646843-SCR
PeterHan.StockBugFix.FoodDiagnostic_CheckEnoughFood_Patch.GetRequiredFoodPerCycle (System.Collections.Generic.IEnumerable`1[T] dupes) (at <876aa8bccfba44fda3152dd8848f7747>:0)
PeterHan.StockBugFix.FoodDiagnostic_CheckEnoughFood_Patch.Prefix (FoodDiagnostic __instance, ColonyDiagnostic+DiagnosticResult& __result, System.Single ___trackerSampleCountSeconds) (at <876aa8bccfba44fda3152dd8848f7747>:0)
(wrapper dynamic-method) FoodDiagnostic.FoodDiagnostic.CheckEnoughFood_Patch1(FoodDiagnostic)
DiagnosticCriterion.Evaluate () (at <da38104af1d24eb199a83654e3e6683e>:0)
ColonyDiagnostic.Evaluate () (at <da38104af1d24eb199a83654e3e6683e>:0)
FoodDiagnostic.Evaluate () (at <da38104af1d24eb199a83654e3e6683e>:0)
This mod will break the translation of food.
In a brand new game with almost no mods (just this and Mod Manager), I've tested whether or not the "manual operation" of the Automatic Dispenser is still bugged out. And after thorough testing with multiple Automatic Dispensers, I can confirm that the bug addressed in the Automatic Dispenser BugFix mod still persists. By that I mean that mod I just mentioned is still needed, while this "Stock Bug Fix" does *not* fix it. That is, flipping the "Turn Off/On" button does *nothing* until after you save the game and reload.
@Stephen [author]
When I wrote, "..the Automatic Dispenser no longer has a manual operation mode"... Well, I was partially wrong. But, I was also right. By that I mean I've since learned there is another, separate bug on the Automatic Dispenser where the "Turn Off/On" button disappears and it disappears *permanently*.
With Automation Wire, try connecting an Automatic Dispenser to, say, a Switch. The "Turn Off/On" button disappears, which I suppose is okay because it's currently being controlled by automation via the Switch. However, try to deconstruct part of that Automation Wire connecting the two - even the part that plugs into the port. Notice that the "Turn Off/On" button is still missing? Finally, save the game and reload or restart. Notice that the "Turn Off/On" button is still gone? That's right, it's gone forever. The only way to get it back is to Deconstruct the Automatic Dispenser and rebuild it.
This fix does not work (DLC)