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
调用 GenRadial.NumCellsInRadius() 时传入了过大的半径值(281.84)
Combat Extended 模组检测到这个异常并抛出错误
The self shutdown function of the mechanical family in the WVC Work Modes module attempts to find a nearby shutdown location
Too large radius value (281.84) passed in when calling GenRadial. NumCellsInRadius ()
The Combat Extended module detects this exception and throws an error
but on normal work mode they still do they job
In any case. TPS drop as any other bug, please report in bug report, with screenshots of Dubs Performance Analyzer and log
This is not calculated in any way, the safe zone/spot is assigned by the player.
@NeinDao
1) What are you talking about?
2) Any mech is supported.
@电脑玩家柊镜
What? This is a mod with a focus on reducing vanilla impact on performance first, and only then the convenience of group management.
I'll think about it.
@djjft2708
1) Enable in settings
2) Assign mechs
3) Profit
Work, Escort On Draft,Charging
I think all my mechanical can use this type
Resource spawner. Place a zone, assign mechs. That's it. No matter where, what and how. It works exactly as it's written in the description.
i set a mech to scavenge setting. put down a scavenge zone and get free stuff?
does it matter where i make the scavenge zone?
It's much simpler, that's how it's done in vanilla. Mechs can't shutdown in prison cells.
Please re-subscribe or check the integrity of your files.
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
红字报错
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<WVC_WorkModes.WorkModeResearchRequirementDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<WVC_WorkModes.WorkModeResearchRequirementDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
Please re-subscribe or check the integrity of your files.
If it's not a problem with this mod, please tell me the name of the mod.
https://gist.github.com/HugsLibRecordKeeper/5cbbc15180c6921ef851106a62165417
I was curious if anyone else reported it because its actually really handy to have a mech resting area on your GravShip, since you can't force all mechs on your ship during the launch ritual
Try putting my mod last
I will attempt the load order, would you have a suggestion?
Yes, for incompatibilities a bug report will do. However, I will warn you that nothing can be done from my side. My mod does not use harmony patches in any form, the amount of custom code is minimized, all this is done with a bet on maximum compatibility and minimal impact on performance. And any incompatibilities caused by harmony cannot be fixed by me.
Try a different load order, and if this does not help, contact other authors with a log and a description of the problem.
Would it be correct to post about incompatibilities here or in bugs?
Here is a quick log with just three mods:
https://gist.github.com/HugsLibRecordKeeper/fc991da86939c921757fc6ada8794af1
Advanced Mechs, WVC Work Modes and Tunnelers can Deep Drill.
The other two work fine, but when work mode is put together, it is throwing these red errors.