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1. Now beams work as intended - no more infinite bullets.
2. Tried to reduce the chance of items or plants on the ground being targeted by beam weapons.
3. Biotech-like beams (like gauss weapons) now porperly hits intended targets whether it is pawn, building, plant or item.
4. Particle caster - it's explosive beam and causes smaller explosion (4 cells around the destination)
WORKS
Enmitic Annialator
Enmitic Exterminator
Gauss Destrutor
Tychon Arrow
WORKS BUT
Enmitic Disintegrator Pistol - hits the ground then randomly decides to damage nearby pawns or items
Particle Caster is damage supposed to be random within an area?
Prismatic Lance & Rod of Covanant - Error:
Tried to spawn a sustainer from non-sustainer sound Shot_ChargeRifle.
WORKS PAWNS ONLY
Gauss Blaster - Works on Pawns Only
Gauss Cannon - Works on Pawns Only
Gauss Flayer - Works on Pawns Only
Gauss Reaper - Works on Pawns Only
BULLET STORM
Particle Beamer - as queue ends will fire antimater bullets to do Damage.
Error: Exception ticking Szyroltek (at (112, 0, 68)): System.NullReferenceException: Object reference not set to an instance of an object
Staff of Light & Synaptic Desingrator - as queue ends will fire Gauss wounds to do damage.
Error: Same as Particle Beamer
Most of the gauss weapons work althought the laser path is some times oddly placed graphically.
Bullet 'error' is the non damaging LOS finder shot just repeatedly shooting on Synaptic Disintigrator and looping on the Particle Beamer. Need to have the pawn Drop or switch to a different weapon to stop the looping finder bullets. The beam never animates or applies damage.
Also a Chian lightning effect (Tesla Code?) on the Enmitic Disentigrator Pistols.
Will hit closest obstical to the shooter in the firing cone (bush, tree, other pawn) then fork out to damage to surrounding pawns.
1. Normal guns / Beams that is neither Penetration nor piercing (including abilities): If your intended target was not null (say, you target a pawn or building), bullet tries to hit the intended target first, then hit the covers (whatever it is). If the shoot went wild, it still has 50% chance of hitting plant or buildings (same logic as vanilla bullets)
2. Penetration beam: Always hits everything on the line.
3. Piercing beam: Only hits pawns on the line. If your intended target is building or plant, then the beam also hits them as well.
Long story short: Works similar to Vanilla projectile weapons.
At the same time, I'll also look into the issue as a part of Bolter rebalancing.
And about the healroot thing, will check it. I fixed during the testing phase but seems like reverted back at some point I've updating the codes.
Could not resolve cross-reference to Verse.ThingDef named HP_ImperialFabricationBench (wanter=recipeUsers)
Could not resolve cross-reference: No Verse.ThingDef named EMWH_MagazinePouch_HeavyBoltPistol found to give to MIM40kFactions.Weapons.CompProperties_ChangeableBullet MIM40kFactions.Weapons.CompProperties_ChangeableBullet
Could not resolve cross-reference: No Verse.HediffDef named EMSM_RelicTerminator_Fear found to give to RimWorld.CompProperties_AbilityGiveHediff RimWorld.CompProperties_AbilityGiveHediff
Could not resolve cross-reference: No Verse.ThingDef named EMWH_MagazinePouch_DWShotGun found to give to MIM40kFactions.Weapons.CompProperties_ChangeableBullet MIM40kFactions.Weapons.CompProperties_ChangeableBullet
... more cross reference errors with magazine pouch and changeable bullet
Unsubscribing, resubscribing didnt help. Same errors with just vanilla and your mods. Known issue?
@Non-CE
Grav beam once again refactored. Now it works as Biotech based beam, but dealing based on target's Blunt armor. Higher armor = Higher damage. Also, it properly gives debuff of slow down hediff per shot.
Dreadnought Lascannon now works as Biotech based beam but shots two beams at once.
All piercing and Linear beams refactored as Biotech based beam. Linear beam integrated into isPenetration, and piercing beam now has new weapon ability isPiercing. The beam pierces up to certain number of pawns.
Penetration Melta weapons refactored as Biotech based beam as well.
Tried to removed KV Save Storage from my list and still cant start a new colony
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EF2239F3]
at Verse.GenTypes.SameOrSubclassOf (System.Type baseType, System.Type parentType) [0x00009] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.GenTypes.SameOrSubclassOf[T] (System.Type baseType) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () [0x0003e] in <24d25868955f4df08b02c73b55f389fe>:0
RimWorld.ReadingPolicyDatabase..ctor()
Verse.Game..ctor()
at Verse.Root_Play.SetupForQuickTestPlay () [0x0000b] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.MainMenuDrawer+<>c.<DoMainMenuControls>b__24_10 () [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x0000b] in <24d25868955f4df08b02c73b55f389fe>:0
Exception filling window for RimWorld.Page_SelectScenario: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7FF83990]
at Verse.GenTypes.SameOrSubclassOf (System.Type baseType, System.Type parentType) [0x00009] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.GenTypes.SameOrSubclassOf[T] (System.Type baseType) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () [0x00041] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX com.savestoragesettings.rimworld.mod: Void SaveStorageSettings.Patch_ReadingPolicyDatabase_GenerateStartingPolicies:Postfix(ReadingPolicyDatabase __instance)
RimWorld.ReadingPolicyDatabase..ctor()
Verse.Game..ctor()
By next update within few hours, crafting and mod dependency will be changed drastically.
New work bench called "Weapon machining bench" will be newly added to this mod, and weapons from all factions except Necron and Genestealer Cults (where have their own benches) will now be consolidated into this specific work bench only.
Instead, same as power armor crafting benches, it gives you bill configuration menu to easily search and add to queues. Hence, all faction dependency to weapons will be removed.
Also, all power armor and weapon crafting benches now gives you recoloring power armor function once again. Although in 1.6 there are less items that can be customized ;(
thats a portion of log that loads when i boot game up, i could save the entire log and send it if you tell me where to do so.