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报告翻译问题
"Error in static constructor of CustomizeAnimals.HarmonyPatches: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Null method for syrus.customize_animals"
"Exception from asynchronous event: System.TypeLoadException: Could not resolve type with token 0100003c from typeref (expected class 'RimWorld.CompProperties_AbilityRequiresTrainable' in assembly 'Assembly-CSharp, Version=1.6.9371.18214, ...)"
Those are the exceptions, out of the many, many other errors, that stood out in regards to CustomizeAnimals - and to be honest, I have no idea how either of these two is possible to occur.
There is nothing that should be null during the HarmonyPatches initialization, nor should the base-game type "CompProperties_AbilityRequiresTrainable" be unresolved.
But I'm probably missing something in all that mess...
Well, that's almost 13k lines of log...guess that's the biggest log I had to look through for an error and there are a lot of them.
Could you post a log you get when doing the exact same thing while not using Customize Animals?
This is the log. Thanks
Code update, mainly for SpecialTrainables
I'll play with it even with a few bugs here and there haha (although this is the first one I ever found)
Much love and good day to you!
Fixed CanCrossBreedWith, CrossAggroWith & SpecialTrainables being cleared when other settings are modified while these are unchanged
---
The three settings should now no longer be cleared when unchanged.
Also did some other reworking, hopefully all still works properly.
While I'm unhappy about bugs, I'm happy when they are found and reported, that way I can fix them, and at some point, maybe, it will be bug free! The issues are ususally careless copy-paste and not testing all the edge cases, coupled with many reworks as I get new ideas for how to tackle certain issues... sorry!
Even modifying the xml manually out of the game, adding the special training back, just causes the mod to "reset", in the mod configs in game (nothing is blue/edited anymore, the xml resets to blank).
If someone found a workaround or knows what causes this (Windows?? Me and my partner have 10 and 11, we both have this issue), I'm all ears! Don't know if mod author is still there either, but thought I'd share if anyone is wondering why their settings don't stay.
When changing an animal (to make it a pack animal for example), and not touching special training/crossbreeding, when relaunching the game, it removes their "special training" and cross-breeding, if there is any by default.
When adding/changing a special training, everything else added/changed stays the same including the special training (eg: adding forage to an animal or changing their special training to another one, stays).
If the option to train them is there, then they should do those tasks sporadically once they are trained to do so.
Tested it with monkeys and rats (smallest animal I could think of) and as far as I can tell it worked for both of them.
Does "Trainability: disable body size limits" option work? I switched it for Haul but my terriers and monkeys still cant haul because of body size limit. Game was restarted.
You can set both "Food type" (what an animal eats) and "Will never eat" (what an animal shall never eat) to adjust that
Added fence blocked settings, allowing overriding animals being blocked by fences
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Hoping it works fine and all...
Added toxic environment resistance setting
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@KawwaK
I'd love to have this for plants, weapons, etc... But it was lot of work to make, though adding new settings is now mostly copy & paste, so making something for plants, weapons or something else would at least not require me to redo the whole UI/settings, probably...it's still a ton of work.
Interesting to hear about the apparently version related issue. Wonder what happened there.
And "Toxic Environment Resistance"? Never heard of that, will put it on my list to look into (the todo list for CA was currently empty actually)
@waghhhhhhhhhhhh
Glad to hear!
Check for SteamAppId for Odyssey instead of Name
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Should work now, I hope. Didn't expect the DLC names to get translated
Or hm...do you play the game in another language? ... I don't know...
Added CanCrossBreedWith & CrossAggroWith settings
but.. you mentioned a check for vacuum res, you think it's an issue with me not having any DLC?
vacuum res. might not be the only DLC specific trait the mod incorporates? idk, the crashlog shows a loop of "Could not regenerate layer" fog_of_war, and snow
here's the link:
https://gist.github.com/HugsLibRecordKeeper/dbba226d192705c0e9d331b4a2d02fc9
i hope this helps
Added check for Odyssey being active for Vacuum Resistance & Special Trainables
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@Zalbag13
That solves one the vacuum resistance error, but without further info I'm unsure what the Game_FinalizeInit_Postfix issue is.
The first crash happens even before game generation proceeds, inside the mod's global settings initialization.
The second occurs when the mod tries to hook into the game's start process via Harmony.
This is unlikely to be caused by load order or another mod"
"Based on the stack trace, the issue lies in GlobalSettings.Initialize() and HarmonyPatches.Game_FinalizeInit_Postfix()."
i'm hoping this is helpful, if you want i can give you the github link for the full report.
"Exception: System.TypeInitializationException: The type initializer for 'CustomizeAnimals.Settings.SettingVacuumResistance' threw an exception. —> System.NullReferenceException: Object reference not set to an instance of an object
at CustomizeAnimals.GlobalSettings.Initialize () …
at CustomizeAnimals.CustomizeAnimals.Initialize () …"
and
"Exception from asynchronous event: System.NullReferenceException … at CustomizeAnimals.HarmonyPatches.Game_FinalizeInit_Postfix()"
were the stand outs."
Added special trainables setting (i.e. "training types")
Might have a little performance impact on loading a save file due to having to make sure all animals have the correct abilities, hope it works fine.
- blocked by fence -> rejected: it depends on roaming behaviour, any animals that roams will be blocked by fence, all others will not. While I thought of a way that might work to dettach the two behaviours, it would likely cause sideeffects, so I decided to not implement it
- training types (Odyssey) -> todo: yet to look into it because I mistook it with normal training types earlier
- vacuum resistance (Odyssey) -> done: tested and worked with humans, hopefully also with animals
Added vacuum resistance setting
Made toxic resistance setting available for humans -- don't remember why it wasn't but it seems to work? Hopefully there's no reason I'm missing/forgot about why I did not include that setting for humans...
For example, an otter should be able to "comfort" if a Seal is, by default, allowed to. And they should be allowed to dig, considering in the description it even mentions Otters using simplistic tools like rocks, to open shellfish.