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报告翻译问题






The XML patch errors (Failed to find BaseMechanoid) are gone.
The mod now loads cleanly with "0 failed" from XmlExtensions.
So the issue happens only when the mech definition mods are loaded after Tweaks or missing entirely.
The mod keeps logging XML patch errors like this during loading:
[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
xpathParent="/Defs/ThingDef[@Name='BaseMechanoid']"
It happens when using Dead Man’s Switch mech mods without VFE Mechanoids.
Probably because there’s no BaseMechanoid node in those mods.
Could you make the patch skip gracefully or use a looser xpath (like //ThingDef[contains(@Name,'Mechanoid')])?
Environment: RimWorld 1.6.4566 rev606, XmlExtensions v1.7+, latest Mechanoid Tweaks.
- Use ChatGPT
Dead Man’s Switch 메카 계열만 사용 시, BaseMechanoid 노드를 찾지 못해
[Mechanoid Tweaks] Patch operation failed 로그가 계속 발생합니다.
VFE Mechanoids 없이도 동작하도록 XPath 조건을 완화하거나,
존재하지 않을 때 자동으로 스킵되게 해주시면 감사하겠습니다.
- 챗지피티 사용
[Mechanoid Tweaks - Start of stack trace]
XmlExtensions.Log(xpath='Defs/ThingDef[2831]/defName'): Failed to find a node referenced by <xpath>
XmlExtensions.ForEachDescendant(storeIn='DEF', currPrefix='Defs/ThingDef[2831]', xpathParent='/Defs/ThingDef[@Name="BaseMechanoid"]'): Error in <apply> in the operation at position=1
[End of stack trace]
Source file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
...
[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
file: D:\Program Files\Steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.PatchOperation:Complete (string)
I thought I saw a mod that does that but can't find it anywhere now.
As for RechargeSpeedMult and FallRateMult, you are correct in assuming they are in the dll, as they don't actually have xml facing stats I can edit unfortunately.
To address some other questions, I think dormant self-charging works differently to actual charging, which is why it was not affected. I might have a look into it one day, but as of right now this mod is under maintenance, not active development.
I might have a look at band nodes and see if I can add a custom bandwidth for it, as well as fixing some bugs sometime soon
I was also snooping around at the Patch and Settings XMLs and was led to a dead end in terms of how rechargeSpeedMutl and fallRateMult are handled. I guess the rest is in the .dll? I see you included in the Source (thank you), but my VS is not setup at all on this device so I have not looked any further.
Since Mechlink‘s bandwidth can be modified, could you make the bandwidth increased by Band Node be also adjustable?