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
I tried a different approach to how my addition is handled, but it failed just the same, I also tried adding some patches to debug what is happening, without much more insight into the issue. It executes properly - except for when the exception occurs.
I have posted a report about this on their bug reports section, maybe they have an idea what is going on...
I have no idea why it happens though, it's like my patches are just ignored at that point, which causes the method to fail because it cannot handle my additional group id. It even ignores my attempt at catching the exception using a finalizer patch.
So, the Vanilla Expanded mod and its addon are not cause to the problem, I'm using only my mod and Performance Optimizer now.
Because I finally got it as well, but it only occurs very sporadicly, without a very clear pattern as to what causes it - mainly because trying to debug it seems to have made it not appear anymore...
Quite unsure what actually happens there and unable to reproduce it, so I need more details into how you produced that issue.
https://gist.github.com/HugsLibRecordKeeper/05fc083bdc059e83a85c22ce371bbe6f
Fixed Sleep Accelerator Settings not being saved
---
Finally noticed that mistake, it was always working for me because the method that checks for modification works for building cost etc, but when you only change the specific settings (rest & hunger) it didn't notice the changes and would not save.
Fixed error on saving NeuralSuperchargerSettings when changing PawnCapacityModifiers
---
@WhiteMantis
Fixed the error that would occur when changing a setting, but it was only related to the Neural Supercharger. Modifying the settings afterwards saved and loaded everything fine. If there's still issues on your end after the update, please post it here (include any errors that occur at the time).
Also wanted to add: Excellent mod, love it for space consolidation on pod farms and customization per pod size as well and it did (before my current issue above) work quite well with flushing training if the larger pods are set to really fast cycle times (for the sake of personal balance). Same with the neural superchargers in being able to adjust for faster charging (with higher power consumption...)
No plans for that currently
Main thing with resizing structures is having to change the graphics, which is a lots of work for me, since I lack experience in doing so. If it's just something like 3x3 to 2x2, that may be easy. Anything else can be much harder
I'd probably be annoyed by the size of those structures - which was why I made this mod, but I haven't played since Biotech released, so I never saw the size of them
@Syrus Works great thanks! Any chance of a Biotech machines(mechtech specifically) variations mod? Hard to fit everything on my ship with how big they are.
That setting just affects how many years the age reversal cycle reverses, it does not affect how often a pawn requiring age reversal wants it. But once they hit a certain age, they should stop demanding age reversal either way
Any specific setting you are modifying?
Anything in the error log?
Update for 1.6
Could be, could not be. If you test it, feedback is appreciated
(Settings can be set per variation, this is because some people may wish to balance smaller pods by making them slower or such.)
Thanks in Advance
https://gist.github.com/HugsLibRecordKeeper/0e0e206fece5aab8a72ff000f6a4be0e
If you could take a look whenever you've got the spare time, it'd be greatly appreciated. Thank you very much for the mod!
Thank you
@GoSu
I appreciate the thought, but I don't take donations, thanks though
Variations includes its own settings apart from Faster BP, because it allows modifying each version of the buildings, this was impossible to make compatible with Faster BP. It was requested and I considered it a useful idea - it is optional as settings can be copied to all at once as well, if desired.
Finally, your tone comes off as insulting the work I put into this, you may not see the use in this mod, that does not mean others don't either. Faster BP and Resize got their purpose and work together, when using Variations though, both of them are incompatible and redundant.
I have created a pull request with the changes I desired for your mod, with those it is compatible with Variations.
Do what you wish with it.
I would rather say that Faster Biosculpter Pod and BPaNS Resize are made redundant by this mod, which was made after the latter, to allow people to use all variations, instead of being limited to only replacing the original pod with one option.
@GoSu First and foremost, thank you for using my mod. I suggest you replace Biosculpter Pod and Neural Supercharger Variations with Biosculpter Pod and Neural Supercharger Resize and then install Faster Biosculpter Pod for cycle tweaking. I have worked with the latter mod's developer to make it compatible with Selective Bioregeneration.