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Thanks @CatlikeSpectator! This has been a staple for me since when I first modded qud!
I posted a thread about it and someone else said the issue had something to do with the helmet also using the face slot? Not sure if that is accurate or not. Cheers
Based on your last comments, the content of PopulationTables.xml should be:
<?xml version="1.0" encoding="utf-8"?>
<populations>
<population Name="IchorMerchantInventory" Load="Merge">
<group Name="Items" Load="Merge"> <!-- Add the Load="Merge" attribute to each nested group, mimicking the base game's PopulationTables.xml structure -->
<object Blueprint="cats_waterbottle" Chance="100" Number="1-2"/>
</group>
</population>
</populations>
Thankfully, it is a rare, random event that "cats_waterbottle" is chosen as an ingredient.
The error is:
ERROR - Booting game :System.NullReferenceException: Object reference not set to an instance of an object
at XRL.Annals.ImportedFoodorDrink.Generate () [0x00422] in XRL.Annals\ImportedFoodorDrink.cs:87
To fix this, open PopulationTables.xml in this mod. Delete the following lines:
<population Name="Ingredients_EarlyTiers" Load="Merge">
<group Name="Items" Load="Merge">
<object Blueprint="cats_waterbottle" Number="1" Weight="10"/>
</group>
</population>
Believe it happened on a map with glowpads
Unused attribute "Amount" detected.
Seems Number="1-2" should be used instead of Amount="1d2"
MODERROR [1Percent Loot Drops Expanded] - File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 467:5 Attempt to merge with Naphtaali which is an unknown blueprint, node discarded
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 657:58 No XRL.World.Parts.BleedingOnHit.SelfOnly property exists.
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 383:80 No XRL.World.Parts.DesalinationPellet.ConvertLiquid property exists.
MODERROR [1Percent Loot Drops Expanded] - System.MissingMemberException: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/2400127933/ObjectBlueprints.xml, Line: 383:102 No XRL.World.Parts.DesalinationPellet.ConvertLiquidTo property exists.
ERROR - no modobject on mod line liquid-cooled
RunSegment: System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object) ---> System.NullReferenceException: Object reference not set to an instance of an object
at Qud.UI.TinkeringDetailsLine.setData (XRL.UI.Framework.FrameworkDataElement data) [0x00315] in <a0a21aa3ac614d3dbc2a21617a664398>:0
(etc)
so best delete that part of your bloodonhit part
basically changing line 253 to <object Name="BaseGyreWight" Load="Merge"> should fix that one issue
please change line 5 of your pop tables for the mod to <object Blueprint="cats_waterbottle" Chance="100" Number="1d2"/>
It's a short blade equipped in the floating nearby slot. It has a small chance to attack and poison your targets in melee, which is greatly increased when kept supplied with honey. It disappears upon being unequipped.
Would love for a doc containing all the items' and their respective drop source, description etc.
Functionally, it's just an item that's guaranteed to have the "disguise" mod every time it appears. If there's a way to control the results, I'm not familiar with it.