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报告翻译问题






i'm playing on a tiny planet so faction bases can be much closer together
Nearly every time I've run into that issue it's because there was something causing a faction leader not to be generated which is usually some form of missing def from a mod which it expects to be there.
Manually add factions after you start the game with Vanilla Expanded Framework to solve the problem of not being able to add in all the factions you want on world gen.
After spending the day resubbing to what I actually use, I've loaded it up and the issue is gone.
I noticed as well that I was getting errors regarding mods, even with nothing active, so if you do have a lot of subbed mods, it may be worth culling the way outdated and unused mods to prevent possible issues.
Every time I go to generate a world map, I always encounter errors spawning the majority of factions. I get multiple errors of "Failed to find faction base tile for (insert faction name)"
It is definitely due to this mod as even if I only load this mod, I get the error.
The only other oddity I have noticed in general, is that every map I've generated seems to have separation from the main land mass from the north and south poles (In essense, the map generates, though the poles are mostly disconnected from the mainland every time, which usually doesnt happen) though this happens even with no mods running.
I have verified cache and such and still have the issue. I will add the error logs into the bug reports, as it doesn't give me the option to upload them.
I had to set the mod to be directly below the game DLCs for it to show up
...
https://gist.github.com/HugsLibRecordKeeper/d5bd6b2b02af16390097ffc37b5447e2
...
Failed to find faction base tile for The Blue Delta Settlement
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
FactionControl.IncreaseAttemptPatch:Prefix (RimWorld.Planet.PlanetTile&,RimWorld.Planet.PlanetLayer,RimWorld.Faction,bool,System.Predicate`1<RimWorld.Planet.PlanetTile>)
(wrapper dynamic-method)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
FactionControl.IncreaseAttemptPatch:Prefix (RimWorld.Planet.PlanetTile&,RimWorld.Planet.PlanetLayer,RimWorld.Faction,bool,System.Predicate`1<RimWorld.Planet.PlanetTile>)
(wrapper dynamic-method)
..
on world generation:
https://gist.github.com/HugsLibRecordKeeper/3ba23e5cee31669971a1c91880cda508
https://pub.microbin.eu/upload/eel-goose-emu
Bug is fixed!
New saves should work directly.
People with old saves please:
1. Load your world
2. Open the mod options
3. Press the Fix Odyssey Bug
I'm sorry for any inconveniences.
Thanks to azrazalea for allowing me to get Odyssey sooner.
It looks like if you change <tile> xxx,0 </tile> to <tile> xxx,1 </tile> in your save file it will move a settlement straight up into the orbit layer.
Search for "SpaceSettlement" to locate the mistakenly-grounded orbital platforms.
If, like me, you have only 1 space platform then you can still fix your save it's just more annoying. What I did was:
- Generated a new save with proper space stations.
- Changed the <faction> of these new stations to match my broken save.
- Changed the <ID> to 12 new world object IDs that didn't exist in my save yet.
- Copied the 12 new space stations into the correct place in my old save file.
- Prayed they didn't overlap with existing asteroids because I did not bother checking.
I'm not responsible for what happens to your save, you better back it up before you open it in a text editor like VS Code or NP++.