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报告翻译问题
I'm experiencing severe graphical issues when it partly loads the save (despite it apparently failing to load it at all), and removing the DLCs seems to cause a separate issue for failing to load saves.
Tested on a minimal modlist of:
Harmony
Core
Vanilla Expanded Framework
Worldbuilder
Mid-saver Saver
[WorldTechLevel v1.1.6] Detected potential conflict: The mod "Mid-saver Saver" (Owlchemist.MidSaverSaver) adds a destructive patch that will likely override or break some functionality of WorldTechLevel.
Without the mod in the active list, this doesn't happen with the mods I use. But I really honestly have no idea if I'm just not doing something a certain way or whatever, as I just add the mod and go for the usual restart to apply. I can't get a proper log either, due to it usually just freezing, crashing, or other issues similarly. Maybe I'm overlooking something about it needing to be in a specific spot of the load order that the ingame mod list doesn't detect?
Helped a LOT with the stuttering. Thanks for the update!
Log [gist.github.com]
He'd like to come and meet us
But he thinks he'd blow our minds
There's a starman waiting in the sky
He's told us not to blow it
'Cause he knows it's all worthwhile
He told me
Let the children lose it
Let the children use it
Let all the children boogie
thanks for creating this mod
Could it be this one?
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 816B394F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Can't say i've ever seen this happen before when removing a mod in 1.4 using mid-save saver but the save is non-functional now.
Anyone knows how to fix this?
I did find a way to fix it by:
enabling dev mode,
going to the dev actions menu and selecting "T: Pass To World",
clicking the bugged pawn (make sure you remember the pawns name before doing so),
going back into the actions menu and selecting "Spawn world pawn..." and finding the pawn in the next menu,
selecting any of the next options (unsure if it makes a difference which; I chose colonist),
then finally using "T: Recruit" on them.
https://gist.github.com/HugsLibRecordKeeper/5db801dc775d2b6238f92a0dec65daee in case anyone wants to see the errors idk
Thanks very much.
Would be better if it's possible to add a "save player faction" feature that assign default story and faction then make player pawn colonists if player faction added by mod is removed. I did everything mentioned above with a text editor by hand to save my save completely.