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报告翻译问题






any chance you could randomize what ores actuall spawn on "self spawned in" asteroids?
the base game has the issue that spawned in asteroids (with no mods installed) ALWAYS have ice and nickel. and since i used the star system generator to generate asteroid belts, all i get on my asteroids is gold, uranium and deuterium and none of the other defined ores which sucks :/
this issue has been posted YEARS ago on the keen forum...
you can reproduce this, by enabling creative in the alt+F10 menu, then press shift+F10 and spawn in a procedually generated asteroid.
only random generated asteroids, spawned for the "asteroid density" setting have the custom ores
i just talked about this over at the configurable parameters mod but i dont think that they have a fix for that either....
-Voxel and blueprint settings should now work correctly on multiplayer.
-Added backup system to preserve settings on published worlds or when Config is lost.
It's most likely a mod conflict brought about by mods updating things for Apex. I tried loading up my multiplayer save that has your mod and worked before the update (save has 97 mods in total), same error. I then added it to a test save that didn't have it before the update and has a quite small mod list. It worked on that one.
Exception occurred: System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at ExpandedSettings.ExpandedSettingsCore.Init()
at ExpandedSettings.ExpandedSettingsCore.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
-Added options to modify radiation for sun, blocks, and planets.
When i change <OxygenConsumptionMultiplier>-1</OxygenConsumptionMultiplier> to <OxygenConsumptionMultiplier>5</OxygenConsumptionMultiplier> does it make me use actually more oxygen?
<PlayerInventoryMultiplier>-1</PlayerInventoryMultiplier>
the "-1" means that there are no changes on those options, only if you use values under or over "1" the mod apply those multipliers
something like:
<PlayerInventoryMultiplier>5</PlayerInventoryMultiplier>
<PlayerInventoryMultiplier>-1</PlayerInventoryMultiplier>
doesent seem to change anything
The only recommendation is to add as many more settings as you can!
im using the MES Planet Creature Spawner by the way...
For the record, the issue seemed to be that the mod wasn't properly handling custom voxels that did not have a MinedOre value set. I think I covered all of the cases this time.
Parameter name: key
at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Collections.Generic.Dictionary`2.FindEntry(TKey key)
at ExpandedSettings.OreYieldModifiersConfig.GetOreData(String oreType)
at ExpandedSettings.ExpandedSettingsCore.Init()
at ExpandedSettings.ExpandedSettingsCore.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)