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The plant is not intended to give you a piles of fruits, mind you. The older versions of this mod were giving such an output that I actually had to dedicate a separate storage crate for stabilozine ampules alone, and that was not what I'm aiming for with this one.
Have you tried applying fertilizer to the fully grown plant? It increases the fruit count. Sure there's a little bit of RNG to it, but still.
Glad to hear your feedback too! I'm planning on adding some more to it soon*-ish*.
At least this is what I want to believe, that devs messed something up again.
Are all console logs read that it it something with the plant? If you could stil get your hands on them.
However, not sure I am able to reproduce your issue nor in singleplayer, nor in multiplayer mode. The plant grows just fine for me, no errors thrown.
I'm no expert at error dumps, but I'm assuming it might be some networking thing as it reads here.
Desync error perhaps?
In either case, don't know what could I do here to fix it, as I've never messed with the Barotrauma source code with any of my mods, and the plant itself shouldn't be something that would ping the game so badly. None that I'm aware of, at least.
Is this a persistent problem anyway?
Just wanted you to be aware of the error
at Barotrauma.Items.Components.Growable.ClientEventRead(IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Items\Components\Growable.cs:line 169
at Barotrauma.Item.ClientEventRead(IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Items\Item.cs:line 1953
at Barotrauma.Networking.ClientEntityEventManager.Read(ServerNetSegment type, IReadMessage msg, Single sendingTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Networking\NetEntityEvent\ClientEntityEventManager.cs:line 235
Entity: Stabiloseed (ID: 18076)
Exception thrown while reading a message of the type "EntityEvent" at position 32.
Inner exception: Tried to read too much data from segment.
at Barotrauma.Networking.SegmentTableReader`1.SegmentReadMsg.Check() in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Utils\SegmentTable.cs:line 162
at
Barotrauma developers made it so you can put anything containing a "researchmaterial" tag inside the station, to make life easier for us modders. So now in both Extract it and here, I use this tag instead of doing anything with the research terminal. If Barocraftables isn't updated however, it likely doesn't have those changes implemented by the game devs.
the plant itself just has a really small produce rate. So it's more like "doesn't really *often* produce", no matter where it is. No big braines behind this part.
Also, I have heard of a particular research submarine getting wrecked out there somewhere. It's been long time since, but perhaps you would find anything there still.
And as always, your feedback is appreciated.
I recall watering it three times due to my ruin expedition, but those are always long ones if you're intending to fully explore, heh.
Wonder if your plant drying up so rapidly caused by mods like performance fix.
I'm planning on updating it somewhere in the future, might consider some rebalancing as well.
Will note that, thanks.
I recommend changing this to 512x256. the game keeps warning me about this.
Consider this a bonus for not getting what you've planted this fruit for. :P