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






there is no relation between the individual geysers that get replaced so there is no way of checking any duplication
spaced out starts and moonlets do not possess any random geysers, only classic, base game starts have 12 and geoactive adds 4 (both scaling with asteroid size changes)
And wehne I add the traid "geoactive" I can only forcefully overwrite 6
For example: Main planetoid - 1 Hermit, some random, 3 max.
Teleport planetoid - some random, 2 max.
now
This one seems to be the problem. If i disable it things work fine again.
Error in SwitchPrefab.FCycle.OnSpawn at (0.00, 0.00, 0.00)
System.NullReferenceException: Object reference not set to an instance of an object
at UtilLibs.UIcmp.FCycle.UpdateLabel () [0x00000] in <53b9a5235f4e40a28416f282fcc07bd3>:0
at UtilLibs.UIcmp.FCycle.OnSpawn () [0x00006] in <53b9a5235f4e40a28416f282fcc07bd3>:0
at KMonoBehaviour.Spawn () [0x0005d] in <7becb3f73037484c93dc2b548fe42a58>:0
Build: U56-693461-SCRP
I was able to do this just fine a hour earlier but then bought the prehistory DLC and now this happens. Disabling the DLC does not restore the function to working order.
Problem is that the seed I have saved had the "reroll starmap" option activated. Does this mean that this precise starmap-layout is now lost (because it was "uncoupled" from the original seed)?
I generated a test cluster with all 3 variants (starter tundra, warp tundra, regular tundra), all 3 had the tear opener.
do you have any mod that overrides the tundra moonlet or adds a modified variant of it without a tear opener?
Massive appreciation for your modding work
its actually a windows 11 settings issue that messes with the game, after that, even on massive asteroids i have absolutely no issues and it runs smooth as possible, obv goes down in the 40-50fps on very populated big worlds,. but thats expected, but at least theres no weird warping/hiccuping when moving
not worth the ui effort
Like forcing a specific gravitas building or cool steam geyser cave to spawn?
Also could size of biomes be edited?
the game is very wasteful there
the game is single threaded in a few critical locations, those other unused cores cannot there
the larger an asteroid the more pathfinding & rendering calculations the game has to do.
even strong systems will struggle at a certain size.
I once made a 960*1520 map for testing, that runs at 8fps in cycle 1 at normal speed
In non-onedrive cases its usually sufficient to skip the restart message with esc, wait in the main menu for like 30seconds and then restart manually