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Thanks again hYPERION, and if you ever want to take it back, please use anything I've done to update.
You boys are Chads amongst Men.
Thanks very much for all of your efforts. o7
I personally dont really plan to work on it unless I start using VF more in my runs which I doubt I will without enemies using vehicles or it being nicer with mechanitors. Its a fantastic mod but not a great fit so far in my playthroughs.
Could we get a quick update to get the vehicle running, at least, please?
The vehicle itself only requires minor changes to get mostly working.
Whatever the case, I'm eagerly waiting for an update to the Snow Crawler.
I'm itching to start a Sea Ice or Glacial Plains run.
Cause my pawns keep getting hypothermia when travelling in -50*C :s
Got it. I’ve just tried breaking the scenario:
🔹If I remove the built-in “Start with” block, I can’t reattach the Wintermute, which is the expected Vehicle Framework behavior.
🔹Changing the amount of Wintermutes spawned work as expected.
🔹Changing the arrival method to “Drop pods” work and vehicles spawn as soon as drop pods hit the ground.
🔹Changing, removing or adding various other scenario options without touching the “Start with” block that attaches the Wintermute also work.
🔹Saving any of the above as a separate scenario and loading work.
Looks like it’s been fixed. I’ll let Phil know.
💬 Apologies for the overly late reply.
No worries, I appreciate the response.
If done how the scenario bundled with the mod handles it then its worked without issue as far as I've heard.
Apologies for the overly late reply.
Hey, I have a Vehicle Framework question. It’s currently not possible to start a scenario with a vehicle—I think the issue was with the game generating vehicles as pawns instead of doing it via the framework—and I thought about doing the same thing that you did with the Snow Crawler for a mod of mine: create a draft XML scenario that players will be able to customize and add my vehicle there.
I talked with Phil and he can’t remember if he fixed that bug. Have you ever heard from players complaining about the scenario included in the Snow Crawler?
Thanks!
Reading the error it seems related to the fuel pump added by Vanilla Expanded Vehicles and not my mod, testing with it all seems well with no errors and the pump does work and fill the snow crawler when it has more than 0 gas in the tank the pump continues to top it off. I can't replicate this issue even changing the settings of max fuel in VF for the Wintermute.
If the snow crawler is next to a fuel pump see if the error continues to spam removed from it or in a new save with less mods without it, this may be more on Vanilla Expanded Vehicles' side.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Vehicles.SettingsCache:TryGetValue<object> (Vehicles.VehicleDef,System.Reflection.FieldInfo,object&)
Vehicles.SettingsCache:TryGetValue<int> (Vehicles.VehicleDef,System.Type,string,int)
Vehicles.CompFueledTravel:get_FuelCapacity ()
VanillaVehiclesExpanded.CompRefuelingPump:CompTick ()
Verse.ThingWithComps:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
and this is spamming litteraly 10 thousands times in logs. constantly. it wont stop
(If they don't change much, the update on my side might be as simple as just adding the version tag)
Thanks for your work!
Using the uncustomized scenario bundled with the mod should also work as this is configured correctly.
If this issue is occurring with the stock scenario I'm not certain what the cause is, potentially some sort of conflict. Local testing shows the mod still works fine on my end so I'm not certain how to replicate the problem.