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It gets me thinking though. I'm not sure how feasible it is, but could it be possible to make different samples be different work type, you know, according to their requirements? It's probably tied to bench itself, though, isn't? Well, nevermind, just an idea.
But its hasbeen requested before, so maybe i will add a option to switch between them next time i update the mod. :)
If it were, however, research, I cannot see how it would be worse in any way. You need this stuff for your research to be done anyway, might as well have researcher make it. And it gives intellectual xp too.
You also need to do it if you are using the add-on mod for this.
Delete the file and it should be gone :)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473370247
RR: Stepping Stones research spot require papers
VFE Tribals working fine without papers
And for the Research Bench there its placed in the tech level i do not think i change that from vanilla.
But i can put it on the ToDo list to look if there are any wird things with VFE Tribals but its not going to be right now :)
No, I cannot use a research spot without research papers.
The second option: Simply move the research sample bench to “culture” research.
In my previous message, I was meaning "Research Bench" research, not the "Crafting Facilities".
But you can use the spot without research paper in VFE Tribals so you do not need the research sample bench at the start.
The research spot has very slow research so you will need to switch later on.
What I mean is: put the functionality of the research sample bench in the research sample spot with increased manufacturing costs, and move the research sample bench in Crafting facilities research.
Why? It's a little strange to see a research sample bench available earlier than a regular table.
If you are still getting the ".dds" errors in the log, you may need to unsubscribe from the mod, make sure manually that all the files from the mod in the Steam workshop content folder are gone, and then resubscribe to the mod again to get the new files.
And do the same for the add-on mod if you are using it.
Exception loading UnityEngine.Texture2D from file.
absFilePath: N:\SteamLibrary\steamapps\workshop\content\294100\3001121619\Textures\ArchotechAnalyzer\ArchotechAnalyzer_north.dds
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
absFilePath: C:\//////////////\steamapps\workshop\content\294100\3001121619\Textures\ArchotechAnalyzer\ArchotechAnalyzer_north.dds
Exception: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
Thanks for maintaining and updating this over the years!
– https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2566455429
like, making some technologies available to reasearch only by getting a specific item that spawns somewhere in the world.
Hit F12 and past the link to a full log. in the other post you made. then i take a look at it after im done with what im working on.
A couple other of my mods had texture errors that they fixed after the update too, not sure what RW changed but it's something.
If I load with just this mod I get two errors(I'll put them in a discussion).
Had not been playing after last update, but have just tested, and got a lot of texture errors.
But found out its RimPy .dds textures that no longer works, so now its time to change to RimSort.
The textures itself in this mod works fine, get no errors if only using the mod, and also tested with my 400 long mod list, so long im not using RimPy.
But i have not testet is, so plz. let me know it it works :)
– https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3492739424
or do you have any concerns on compatibility?
All work stations that require fuel, if there are non and they are being used the user will fuel it if one with haul have not done it first.
But pawns set to the stations kind of work will not fuel it unless they are doing work.