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报告翻译问题






using this mod in a couple of ways, allowed me to see the tile id of the problematic blueprint, and a tile, and i was then able to edit the save manually, to delete those 2 xml entries form the save, and everything works great now (at least for the most part with 875+ mods) :o)
1) i made a blueprint wall to go around a generator, which doesnt show, but for some reason whenever bring the camera near it, it gives red errors and dev mode cant destroy the tile nor can i build on it as something is already there is says
&
2) in my base if the camera is in a certain area, the hud vanishes, until i scroll away from that area :o)
The general view is that a mod may or may not be safe to add mid-save due to the modifications it makes, and almost never is a mod safe to remove mid-save. This mod challenged both ideas and, instead of throwing its hands up and saying "wellp this is how it is", it was designed to fix what the author viewed as preventable issues that nobody had bothered to tackle yet.
TL;DR "mid-save" means "you already started this save with X mod list, now you want to add or remove a mod before heading back in".
but this is a great mod I guess
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