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
It looks like work types aren't being disabled properly for royals
Sidenote, it doesn't appear like i can remove worktypes after i've added them. After unchecking them in Many Jobs it has me restart, but it doesn't remove them. I can add them with no issue though.
I should ask, why did you preserved the crafting skill as relevant for refining, smelting, and stonecutting?
I only have "compact work tab" from the mods that edit it. It's a freshly made test colony, as I'm setting up UI and the like before actually playing anything. Do you know what could be the cause?
https://gist.github.com/HugsLibRecordKeeper/19c7e5b730952bf4d8ee5a8d13cad8cd
I may still have the old .DLL version on my laptop and I’ll test that as well.
Feel free to join my Discord if you want to talk about this in real time. I'll be around most of this afternoon and evening, give or take.
https://pastebin.com/jirpfuPj
[code]
Exception in Verse.AI.ThinkNode_ConditionalWorkMode TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at WorkTab.Pawn_WorkSettings_CacheWorkGiversInOrder+<>c.<Prefix>b__5_3 (RimWorld.WorkGiver wg) [0x00000] in <af80248bef7c47129c5fc81e0208ed49>:0
[/code[