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Saving and restarting did the trick. Clearly something - either a mod conflict or just the fact that the session had been running for nearly 12 hours (which seems to build up issues over time naturally). I appreciate the advice though. I was panicking a bit, as this person was key to my colony.
If those look normal, perhaps another mod is trying to work with the sleeve and getting confused.
Like you said, I'm guessing it's a brain damage side-effect. Perhaps the Brain Shock effect when a pawn with a brain implant gets EMP'ed could be involved?
Don't see anything in logs that look different from normal gameplay logs, and nothing that points to Altered Carbon specifically. I've set aside a copy of the bugged save, so if there is anything I can grab and provide to help troubleshoot, feel free to let me know.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2920678419
The compat-list says: Proficiencies currently belong to the pawn, not to the "stack."
And here is what author answered to my sentence about this:
Would love to, but last I checked, the author doesn't handle comps properly and provides no API for handling them third party.
A 30 minute code change on their side would turn a fragile multi day patch on our side into a 1 minute permanent solution. Either way, it's certainly that mod's responsibility to handle comps properly and to provide a mechanism to determine which comps belong to the "stack" vs the sleeve."
So, whenever I try to create or copy a sleeve I get an error that mention a "CanUseHeadType" which is apparently Null, a "Object reference not set to an instance of an object" is it truly from this mod, in which case, is it easily fixable on my own side or would it require a mod update ?
A lot of my colonists are quite hard to tell apart when they're a tiny fraction of their normal size in that dropdown of a bunch of other sleeves.
Say, assign a sleeve to a colonist, so that when possible, the stack will automatically needlecast to that sleeve, preventing you from having to manually go in, tell them to needlecast, and find which of the 'empty sleeve' bodies have the right tiny icon before finally casting them to it?
It would mostly be useful for situations where the power is a bit unreliable.
If you stack skip an Archotech stack in to a Shambler, the original colonist doesn't die, and isn't affected at all beyond the cooldown, but the shambler then has an Archotech stack which can be extracted. You just get to dupe Archotech stacks and save shamblers that way!
– https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2374079539
I actually think the quest itself is fine as-is (aside from hoisting an unwanted colonist onto me), but the description itself needs to be more clear about what it is for, what's happening and what you're getting from her. This seems obvious when you know what you're looking for, but the entire sequence was actually pretty easy to miss.
I also think it came at a time when venturing out would have been unreasonable and was on the other side of an impassable mountain range for me... most of the other ingame content triggers just hang out until I want to mess with them. Perhaps make the quest drop in the same way, but if you take too long you find the questgiver's corpse with a stack and have to resleeve her to actually open the questline?
I am good, just busy! But thanks for worrying.