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Exception filling window for RimWorld.MainTabWindow_Assign: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F8E53C9D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
I finally hit a real "bug", which is if you capture a Necron as a prisoner instead of an anomaly (yep, it's an option) once you recruit them Rimworld fails once it tries to show their apparel policy in the “Assign” popup - it stops filling in the rest of the items in the window. I suspect them not being from a “Colonist_...” type pawn means they’re never meant to be recruited. Oh well, it was a good run, got to day 166 before I abandoned that colony!! LOL. Super fun so far, I’m really happy with all your mods.
The only other tricky thing I hit is if I revive a dead Necron anomaly, that Necron comes back at 100% health immediately, so whatever poor pawn I used to administer the reanimation protocol is pretty much getting a serious beatdown before anyone else can react. I've got a freezer full of dead Necrons waiting on figuring out a solution to that. I think I need to just load up the "doctor" with Marine armor and hope for the best :D
In the Codex, I’ve finished everything in “Necron Basic” and got the “Necron Tomb” in the advanced. On research I’m blocked on whatever is after “Raider Force” and “Tomb citadel”. I think one of them is “Necron Fabrication”, I can see “Gauss Weapons” down the chain showing it as a dependency but it’s something still labeled “unknown”. I can’t seem to summon a Plasmancer or Necron Lord, only Flayers show up, though everything lower seems to summon correctly. I’ve built the Necron research bench, smelter, and tomb. I’ve even successfully reanimated a dead flayer (I built a reanimation protocol at a crafting spot). The only other missing thing is I don’t see the techno-sorcery bench in the “production” list of buildable tables….
Not sure what’s next. Do I just need a higher summoning skill? I'm only at like 41%...
I got lucky with a raid earlier and captured a flayed one and only lost one pawn, a leg off of another and a bunch of fingers fingers from a third. I think I got off pretty light :D. I'm terrified if it ever breaks out, though. Lots of fun!
bunch of normal rimworld pawns is a really really bad idea :D :D
https://gist.github.com/Urwumpe/6809c3c6740a557f769e78a251404eb1
Not sure what effect it actually has, the exception did come up with different Plague Marines, but not with all at the same time.
Only exception noticed is a NullReferenceException in Nurgles gift, that doesn't seem to have big impacts if not running in dev mode. Maybe a low priority problem to fix. Do you need a stack trace for it?
Also, I don't specifically expect a logic problem on your end, I wouldn't be surprised if its as easy as an uninitialized attribute while spawning. Its easier to find a bug in existing code than something that is not there.
About the mass, then perhaps the framework's harmony patch somehow intervene to my mod's mass calculation patch for caravans - I basically implemented the patch in very conservative way so that it only count my mod's specific pawns like Space marines and genesteaers, but if the framework change the calculation logic of world map caravan mass destructive (or creative) way, I can't 100% assure about the compatibility.
Could you give me few more details about the situation when and under what kind of condition does it happens? In my current hypothesis from your comment, it seems like the framework somehow calculate pawn's (or their deadbody's) mass carried as their weight, which is quite odd to me.
https://gist.github.com/Urwumpe/44845489b6e0bb29f5b9b4fca2edb358
It again gets triggered in the mass calculations for the (superfluous) Vehicle framework patches, but it seems to be a missing attribute used there. The weight displayed in loading the caravan was stopping below 280 kg, but the actual caravan displays > 1300 kg. The first pawn corpse getting loaded to cause it was a Purestrain Genestealer.
https://gist.github.com/Urwumpe/5c17b5befb57f86331cd0d9e5e4e78f8
Exception filling window for RimWorld.Dialog_FormCaravan: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3B77F63C] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
I suspect its a spawning problem.
Like for example in default anomaly we have few events like attack of hounds/ zombies etc. but you can change for demons you already have (maybe add a plaguebearer) and other warp things