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Since it's not an error and more like a missing feature do I have to try and get a log?
This only happens when there are pipes under the guard spot marker.
I think they don't perform job normally but they should be able thanks to that mod specifically.
Also... they're animals, right? I guess I'll change the code so it picks up animals as well
Just wondering if you can considered a compatibility patch for skeleton (refering to VPE skeleton by necrooath ), making them guard.
I think it would work very well with this mod that change how skeleton work on VPE making them permanent but adding also a maintaining cost as balancing (like golem).
The mod is this.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3601245931&searchtext=
only fix
Exception in JobDriver fixed tick for pawn Mech_Militor996458 driver=JobDriver_GuardPawn (toilIndex=0) driver.job=(GuardingP_GuardPawn (Job_7470999) A = Thing_Human1110 Giver = JobGiver_Work [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 51CEDB55]
at Thek_GuardingPawns.JobDriver_GuardPawn+<>c__DisplayClass7_0.<MakeNewToils>b__3 () [0x001a7] in D:\Steam\steamapps\common\RimWorld\Mods\Guarding-Pawns\1.6\Source\JobDrivers\JobDriver_GuardPawn.cs:106
at Verse.AI.JobDriver.DriverTick () [0x001c8] in <46372f5dadbf4af8939e608076251180>:0
- TRANSPILER Orion.Hospitality: IEnumerable`1 Hospitality.Patches.JobDriver_Patch+DriverTick:Transpiler(IEnumerable`1 insts)
- PREFIX YourName.PauseOtherSettlementsSimulation: Boolean PauseOtherSettlementsSimulation.JobDriverTickPatch:Prefix(JobDriver __instance)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2442908208
not sure if it solves your problem, but…
https://gist.github.com/HugsLibRecordKeeper/dd082802018b1cec743aa6604194cc0d
so yes
I am about "go to" for undrafted pawns. Explaining a bit more. Imagine.
- We have "regrouping" activity in work table
- We assign our operation squad to that activity
- Then we place regroup marker somewhere (marker can be only one and its updating when new position set)
- All pawns assigned to that job - go there RESPECTING zone restrictions (its a deep moment pls think about meaning). Anf hang around it.
- When we update marker previews position discarded
----
And we have semi-drafted movement tools with ZONE RESPECTION!
Right now i am using guard spots for gather pawns in regroups points for assault or exploration.
PS: Sorry for bad English
@Thekiborg pls add to UI copy paste function for quick copy rows of settings between colonists! Another UI allow drag-copy mechanic. Perhaps you can take this code form somewhere.
Thank for great work!
[Guarding Pawns] Patch operation PostInheritanceOperation.Patch failed
file: I:\Software\Steam\steamapps\workshop\content\294100\3114183220\1.6\Patches\MakeCombatMechanoidsGuard.xml
https://gist.github.com/HugsLibRecordKeeper/da6b5fc54330e4ac43e4b8de49c85b76
i recently tamed some german shepherds, and i was brainstorming if a mod like this would allow me to assign the "family pet" to a child pawn to guard at all times. like how biotech mechanoids set to escort will follow and protect their operator, but instead of mechs, it would be guard dogs (or wolves, or megasloths, etc.)
Giliduck are you seeing any errors in your log