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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
63,227ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Slope -> Basic Road [Serialization]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
63,229ms | Resolving legacy prefab: Avenue Large With Buslanes Grass Tunnel -> Basic Road [Serialization]
No idea if this is specific to RON or this mod, or why my legacy prefabs can't be loaded. In game, all the prefabs are present and I am able to create new lines of all types (blimps, monorail, etc)
485,762ms | Simulation error: Object reference not set to an instance of an object
at BuildingManager.UpdateData (SimulationManager/UpdateMode) <0x010a3>
...
I am not in front of my computer right now, but I can attach logs and LSM output later I am also using the load order mod/tool (not sure if this would affect anything). Again, theres no missing nets identified by LSM.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2131244176
I have it downloaded, haven't unsubscribe it.
Any idea what might have gone wrong and where?
I tried to replace two roads that were taken down from the workshop - set the values for those to Gravel Road just to find them easier once the game would load, but they still show up as missing in LSM, so the save still doesn't load.
<Entry key="1413507943.Oneway Road Elevated0">
<Value />[3731818.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[3746336.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
Or should the Prefab values all look like this instead??
<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
Also, if I did use the correct options from the Elevated and Bridge sections, would I still use the asset ID 2392988611, or would I use the corresponding ID to the Elevated or Bridge sections (in the example I just posted, the ID for the DataName for Data Entry 42 is 3746336 and for Data Entry 43 its 3758133)
I hope my questions make sense, this is probably the most advanced process I have ever tried.
Thank you for any hellp!!
Elevated and Bridge sections had these entries further down in the file, so I was not sure which one to use:
Data Entry 42 Show More
DataType
UnityEngine.GameObject
3746336DataName
Basic Road Bridge0
3746355DataLabel
Untagged
-4023278 bytes not displayed
Data Entry 43 Show More
DataType
CustomAssetMetaData
3758133DataName
1u Two-Lane One-Way Road NP_bridge_metadata
3758176NumEntries
24
-4020558 bytes not displayed
I just decided to choose the UnityEngin.GameObject Id (Data Entry 42)
Or should I have used the _metadata name from Data Entry 43??
<Entry key="1413507943.Oneway Road Elevated0">
<Value />[2392988611.Basic Road Elevated0_Data]</Value>
</Entry>
<Entry key="1413507943.Oneway Road Bridge0">
<Value />[2392988611.Basic Road Bridge0_Data]</Value>
</Entry>
<Entry key="1413507943.1U Two-Lane Oneway_Data">
<Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>
Or would elevated & bridge still use <Value />[2392988611.WQ 1u Two-Lane One-Way NP_Data]</Value>?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value />
</Entry>
<Entry key="BasicRoadPntMdn">
<Value />
</Entry>
--------
Could I do like this?
</Entry>
<Entry key="Tiny Cul-De-Sac">
<Value>Basic Road</Value>
</Entry>
<Entry key="BasicRoadPntMdn">
<Value>Basic Road</Value>
</Entry>
They possibly are missing in the savegame, but the LSM isn't able to detect them since it considers all assets that not starts with a Workshop number as like they are from a game DLC, what is false for Next2. If you find any entry like that, place a proper value like in the image then try loading the game again. In last case, you can send your replacement file xml here to I take a look. There's a button to lead you to replacement file in the mod options menu.
But thank you for your hard work in the production of this mod. I'm sure many of us city-builders will require this mod in future, some way or another!