安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Hmm, had a quick look at the code in the erroring method, not sure why its happening there, will have a muck about and see if i can repo tomorrow
your getting two seperate mods mixed up, corruption is Not part of the Adeptus mods that i make, its a mod made by someone else(Cpt.Ohu), that i keep updated and Try to keep working in the current builds of rim, since he was blessed with a wee nurgling to look after!
regarding the bolter tech, if you look at the (Vanilla)research window, the left hand pannel will show you what all each research unlocks, in conjuction with what other researches are required for said item.
If your using a mod that modifies the research window, or replaces how research functions, some research Might not unlock things correctly- ReseachPal/Tree both break some of the vanilla research functions, as they rewrite how its handled
if your using HAR(Humanoid Alien Races) then mechanicus tech and research is restricted to being constructed by memmbers of the mechanicus 'race'
Am I doing something really stupid?
I can see and research all the bits from your amazing mod but I don't seem to be able to actually manufacture anything?
I have the imperial machining bench down and I've researched loads of stuff, bolt tech and up to scions of Mars for example, but I just can't see anything to manufacture in the workbenches?
Exception ticking PSYWarpBolt_Medium213939: System.NullReferenceException: Object reference not set to an instance of an object
at Corruption.Core.Items.Projectile_Trail.Tick () [0x00045] in <efa5943263d9465c8b9e87ec03bd3ef3>:0
at Verse.TickList.Tick () [0x0015c] in <38562b1a2ab64eacb931fb5df05ca994>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
I dont believe i have any other mods that add powers except for the Adeptus mods. Thank you for keeping this alive regardless!
Thank you, looks to be the same issue, i wonder if some rendering code changed, jsut odd neither have the NarrowWide textures
it doesnt really, it predates them, and yeah, the worship module is Pretty similar to what Ludeon did with Ideology- one of the reasons Ohu, the original author, stepped away, as the same thing happened with Royalty, the Psykers module is Very similar to alot of what ludeon added in that
Thanks, I'll have a look, must be it
are you still subbed to the original?
yup, its already updated, i thought id pushed an update for it on xmas day with the rest of them, but apparently not, will do that in a moment
top right corner of the title image above shows supported versions
Yup, started on this one last night, still trying to get the assembly to compile in 1.4, the changes to how pawn heads work mean some reworking is required, as it broke the possession graphics rendering
@Tomoyboy
None that im aware of, but its not something ive tested, im afraid i havent actually used the mod myself. not entirely sure on what alls included
no, sorry, MP compatibility isnt something that i know how to handle
ah, thank you for the clarification
yup, hidden faction
ah i was mistaken, the recipe hasnt been removed, but nothing uses it, will add it to the machining table for now