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Point 2 resulted in some other bugs. Let's say I'd rather not risk that.
Thank you very much for these pointers. Wouldn't have thought of that myself.
Personally i reduced the implant market value and nerfed the danmaku implant (to half that of the reloader since both can be implanted at the same time) and it feels really satisfying with all my other mods.
The ultra expensive yokai parts are unchanged and make for really tasty end game goals. Or a really good reason to arrest or betray an allied caravan. Which i never do at all ever otherwise. Very nice mod.
1) You duplicated the abstract base classes from Vanilla. You need to make an original name for your abstract base class, best practices include a mod prefix so that there are no future mod conflicts.
Eg Change Name="BodyPartProstheticBase" to Name="IAS_BodyPartProstheticBaseUnmakable" and replace all the ParentName="BodyPartProstheticBase" to the new abstract base class.
I also removed the WorkToMake stat.
As for the other two duplicate abstract base classesi just deleted them. But the above naming rule applies.
2) You were using ParentName="ImplantHediffBase" when you should be using ParentName="AddedBodyPartBase". Implants do not have part efficiency since they do not replace the part. Only the offset applies.
3) Last the self deleting caused by the comps. You are using Class="HediffCompProperties_SelfHeal". But healing is done by reducing severity which deletes the hediff. Delete this and it works.
If it isnt in the files then i can only assume its a default assignment.
Here is a picture so you can see what i mean. Green dot on the right is for areas i edited (yes i made your arms even cheatier)
https://ibb.co/vv065yy
If you set the hediff severity to 1 for the minimum, maximum, and within the subset of properties it stays on properly with all settings.
RimWorld 1.5.4063 rev1072
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()
Could not resolve cross-reference to Verse.BodyPartDef named LeftArm (wanter=appliedOnFixedBodyParts)
Could not resolve cross-reference to Verse.BodyPartDef named RightArm (wanter=appliedOnFixedBodyParts)
The implants are working, but I'm not sure if all of them are working exactly as intended. None of them are vanishing after being installed.
Finally make it do according to what its description suggests.
The mysterious limbs supposedly do not spawn in raiders unless a mod (like compressed raiders) has something to do with it.
The Danmaku Implant removes all cooldowns for weapons. This results in an attack rate comparable to a chainsaw, since it was meant for ranged, but affected melee cooldowns as well.
One implant I don't remember which allowed my melee pawn to hit the targer 10 times per second.
The workaholic implant when in a child's brain automatically disappears.
Some content is hidden as they're not suited to most playstyles or modlists.
(Yeah there was uh... Some kind of multiplication error I think)
That, and it allows a discreet 'testing' bed for certain things I'm curious about.
..While putting it there for anyone who spawns them.
That being said, have fun!
I *may* change this in the future, considering how unreasonably rare they are.
Hopefully fixed now.
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Part 1:
Could not resolve cross-reference: No RimWorld.StatDef named comfortFallFactorOffset found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
XML error: <disablesNeed>Comfort</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>YokaiSkin</defName><label>unidentified skin</label><labelNoun>unidentified skin</labelNoun><description>An installed unidentified skin.</description><descriptionHyperlinks><ThingDef>YokaiSkin</ThingDef></descriptionHyperlinks><disablesNeed>Comfort</disablesNeed><comps><li Class="HediffCompProperties_HealPermanentWounds" /><li Class="HediffCompProperties_SelfHeal" /></comps><stages><li><partEfficiencyOffset>5</partEfficiencyOffset><statOffsets><MeleeDodgeChance>27</MeleeDodgeChance><ArmorRating_Sharp>10</ArmorRating_Sharp>
Part 1:
XML error: <disablesNeed>Rest</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>SavantBrain</defName><label>unidentified brain</label><labelNoun>an unidentified brain</labelNoun><description>An installed unidentified brain implant.</description><descriptionHyperlinks><ThingDef>SavantBrain</ThingDef></descriptionHyperlinks><disablesNeed>Rest</disablesNeed><comps><li Class="HediffCompProperties_HealPermanentWounds" /><li Class="HediffCompProperties_SelfHeal" /><li Class="HediffCompProperties">
...
The following error occurs:
XML error: <disablesNeed>Rest</disablesNeed> doesn't correspond to any field in type HediffDef. Context: <HediffDef ParentName="ImplantHediffBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.6, 0.6, 1.0)</defaultLabelColor><isBad>false</isBad><priceImpact>true</priceImpact><countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant><defName>WatcherImplant</defName><label>watcher implant</label><labelNoun>A watcher brain implant</labelNoun><description>An installed watcher brain implant.</description><descriptionHyperlinks><ThingDef>WatcherImplant</ThingDef></descriptionHyperlinks><disablesNeed>Rest</disablesNeed>
...
like the value of the implants and how to craft them/what they cost to make