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System.Activator:CreateInstance (System.Type,object[])
Verse.PawnRenderTree:TrySetupGraphIfNeeded ()
Verse.PawnRenderTree:EnsureInitialized (Verse.PawnRenderFlags)
Verse.PawnRenderer:EnsureGraphicsInitialized ()
Verse.PawnRenderer:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
Verse.Pawn:DynamicDrawPhaseAt (Verse.DrawPhase,UnityEngine.Vector3,bool)
Verse.Thing:DynamicDrawPhase (Verse.DrawPhase)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.PawnRenderNode:Init (Verse.Pawn)
Verse.PawnRenderNode:.ctor (Verse.Pawn,Verse.PawnRenderNodeProperties,Verse.PawnRenderTree)
Verse.PawnRenderNode_AnimalPart:MeshSetFor (Verse.Pawn)
Verse.PawnRenderNode:.ctor (Verse.Pawn,Verse.PawnRenderNodeProperties,Verse.PawnRenderTree)
Verse.PawnRenderNode_AnimalPart:.ctor (Verse.Pawn,Verse.PawnRenderNodeProperties,Verse.PawnRenderTree)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.AlternateGraphic:GetGraphic (Verse.Graphic)
会导致异象DLC中的部分生物无法生成
Patch path for them:
<xpath>/Defs/PawnKindDef[defName="Sightstealer"]/alternateGraphics/li[texPath="Things/Pawn/Sightstealer/Sightstealer_B"]/attachPoints</xpath>
it also has "Sightstealer_C" and "Sightstealer_D" with similar paths.
and also, with a different but simpler structure: <xpath>/Defs/ThingDef[defName="Noctol"]/comps/li[@Class="CompProperties_AttachPoints"]/points</xpath>
Metalhorror, Devourer, Bulbfreak, Toughspike, Trispike, Fingerspike
我有點忘了當初改了些甚麼,後續再換成補丁的結構
Why would you replace the whole original Def files? Patch functions exist. Anyway, they got changed in 1.6 and your files are sadly obsolete now.
Other than that, devourers got a new swiming sprite.
I can share the patch file, if needed
i want see her mouth, may be better