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报告翻译问题






1. set "auto-replace" to true by-default on explosives
2. preserve selected channel when replacing spent explosive. this one is especially annoying if you have constructoids doing the replacement, as then you have to re-click each explosive one-by-one and wait for a living pawn to travel just to flicker the switch, which should've been set right from the start
Exception ticking world pawn Silo. Suppressing further errors. System.NullReferenceException: Object reference not set to an instance of an object
This was for a non colonist pawn. The exception is thrown at `return pawn.Map.listerBuildings.allBuildingsColonist.OfType<IRedButtonFeverTarget>().Any<IRedButtonFeverTarget>();`. My guess is that `listerBuildings` is null for non colonists. The solution should be switching the `&&` arms in `MentalBreakWorker_ColonistsOnly : MentalBreakWorker`.
log: https://gist.github.com/HugsLibRecordKeeper/491b74bf47a9f6d619b825ec9e8df65e
I've played rimworld since like the month it became available ( alpha )
I sincerely appreciate that you resurrect and maintain mods. You've been the "salvation" of many searches of mine over the years.
Make sure you do us both a favor and get a donation link up - Maybe you have one? I'll check more now.
I'll happily send you $20 bucks here and there to show my appreciation and gratitude.
Thanks again!
it's always going to be funny that nobody found this bug until now XD
select it:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object