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报告翻译问题
Could not execute post-long-event action. Exception: System.MissingMethodException: void Verse.LongEventHandler.QueueLongEvent(System.Action,string,bool,System.Action`1<System.Exception>,bool)
[Ref 3A5F56FD]
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.StaticConstructorOnStartupUtility.CallAll_Patch5()
I also have Map Preview, not sure if that makes a difference.
Dont know why its this one in particular, they dont have anything in common
There's an non-stop error. While I tried to find the error, I realized it's deep with in the ChooseYourRecipe.dll which unfortunately without having the non-compiled code, I cannot edit.
It's a shame because it's a very good mod. The thing is, through the help of AI I found what kind of error and what's missing, but I can't fix it with out having the code.
Or,disabled bill on a specific workbench?
Like, that you can add stuff thats "Needed ingredient", to make the stuff you want? Does a mod like that exist?, or does this mod do something similiar?
I like this mod, it let's me clear up so much useless clutter by removing recipes I just don't use in a typical run. However even doing that, I will still see "Simple Meal" 3-4 times depending on the ingredient I use.
If it's possible, adding the option to personally name those recipes in the production tables menu would be amazing. Being able to just type out: Simple Menu (Raw Fungus), Simple Menu (Human Meat), etc... would be a life savior. When going back to Suspend, UnPause, and rearrange those bills in the menu window.
[BetterLoading] Modders: Consider either loading this data on world load, using a regular static constructor but asking your users to put the mod last in the load order, or if it MUST be done now, consider using BetterLoading API to detect the start of StageRunPostFinalizeCallbacks, which fires once static constructors are done. Players: I'm not interested in this warning, if a mod is breaking, show this message to the person who made that mod, not to me. They can reach out to me if they need assistance.
[BetterLoading] One or more mods have Harmony-Postfixed StaticConstructorOnStartupUtility#CallAll. This is likely to cause errors or undesired behavior, as BetterLoading changes this method to be called from another Thread than the UI one. A list of patches follows. In addition, when BetterLoading is installed, this postfix will run before any static constructors do, so it likely will not behave as the modder intended anyway.
[BetterLoading] - static System.Void ChooseYourRecipe.StaticConstructorOnStartupUtilityPatch::Postfix()
When choosing recipies have a
Recipe name | Mod source
structure. It would help even further with recognizing which recipe is which.
there's already a mod that does. Can't quite remember the name. But fairly certain it has "gizmo" in it's name. Since it edits Gizmos (buttons in architect menu).
like if i wanted to do away with stone gathering spots once im in space?
when i have tons of mods and a conflict that im not sure what caused it, i often split the modlist in half (with a full backup of my save/ludeon folder), and it can help narrow down the culprit. (usually it only takes up to about 8 attempts to work out which half, quarter etc it was) :)
{链接已删除}https://drive.google.com/drive/folders/1G0Q7cL1OimYuOGbhVb7DZApiPyzAwCtc?usp=sharing