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报告翻译问题






https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3574221418
I would love to provide the full log, but it has 80 MB after just 30 seconds of being in the world, Gists can't be that big. Any easy way to send that, if you need it at all?
This is with this mod and Pawn Badge Fan Fork.
Error in static constructor of MarkThatPawn.MarkThatPawn: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.TypeLoadException: Could not resolve type with token 01000042 from typeref (expected class 'RR_PawnBadge.BadgeDef' in assembly 'RR_PawnBadge-RW1.5, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
Based on this, I thought of a possible workaround: if we manually lower the maximum zoom limit and, whenever trying to zoom beyond the vanilla maximum, cancel or revert that action, it might be possible to prevent the marker from disappearing. I wanted to share this idea in case it could be useful.
but.. can i make a suggestion..? to make it when u select 2 or 10 or 50+ pawns to remove "select marker".. maybe one option to limit the select marker from 1-20+ similar to Whats my Purpose mod https://i.ibb.co/9mKvZ5H0/rrrrrrr.jpg .
another option to make it small like if u select 4 pawns that 4 pawns add in 1 box of 4 like this https://i.ibb.co/spsMpgNr/ttttttttttttttttttttttttttttttttt.jpg
another option when u left click LMB to the marker it select the pawn and RMB to change the marker. right now both do the change marker
another one if u duble(or any other key press) click single marker it select all that markers
thats it love the mod. have nice day
Especially for mods that automatically handle behavior priorities and job assignments, where the nature of this feature would be complimentary by design.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3464549791
Automatic Work Assignment
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3310027356
Colony Manager Redux
ty for the maintenance work you do for this game, by the way.
https://gist.github.com/HugsLibRecordKeeper/df6cc44f746cb4ec672cf38e02c69f56
@Toyota AE86
PS... I have one too! But not the lift back.
https://gist.github.com/HugsLibRecordKeeper/f5c8b5a5b8252b5dc6f6cae1f273fd9e
https://gist.github.com/HugsLibRecordKeeper/7ca317d5ed4ac2371f1d04c614f8874e
without this mod: game runs @360TPS (max speed) 2.4ms per frame (small 5 man colony) 60FPS (limited on Nvidia app)
with this mod: 320-330TPS (max speed), 32ms per frame (same save), ~35fps
Harmony Patches:
MarkThatPawn.Harmony.PawnRenderer_RenderPawnAt:Postfix called 16 times per frame at >2ms cost per call
I forfeit any claim to say "this is 100% an issue", since I didn't do a deep enough look into it back then to report with confidence, however if it's something you can replicate it may be worth opening one on Mlie's DC.
I kept some of my notes on the filters I was using back then (+ disabled to fix the lag) and if Mlie would like it reported to be aware of, I will gladly do so.
https://gist.github.com/HugsLibRecordKeeper/a9be55731e5ca40e5bc1fd1f671623c4
Exception drawing Bielak: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.NullReferenceException: Null method for Mlie.MarkThatPawn
[Ref 5067A1C7] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref F3F2F983] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Error in static constructor of MarkThatPawn.MarkThatPawn: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
not sure if it's because of other mods that got updated cause of that 1.6. I haven't played rimworld for a month now