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I see ,after a brief investigation I found out that VEF intentionally make the equipment slot disappeared when an animal become draftable. Not sure the reason behind it though.
I was thinking this should be an easy fix it but this might end up making VEF explode as its logic being altered, so unfortunately I would just list it as incompatible.
There are no errors, but I have found the conflict is with Vanilla Expanded Framework. (Sadly the load order does not affect it). I hope this helps for listing as an incompatibility.
seems strange. this does not happened for me.
I think it might be a mods conflict, you can see if there is any error in log after you open that tab.
Sorry to be a burden, but I do also have a bug report - the pawn inventory tab is not showing the equipped weapon :(
But in any case, i want to say thank you for bringing up one of my most beloved mods to the 1.6, even if the new feature refuse to work for me, so keep the good work, you are amazing.
But in short, the behavior i explained below was with that option enabled, without it, the game simply refuses to form a caravan until a colonist is assigned, in other words, just the normal vanilla behavior.
the "enableHumanlikeOrderForSentient" in setting should be turn on for this function to work. you can check it.
that was my bad naming though, I should change it in the future update.
But in any case, im starting to like your fork even more than the original, so, keep the good work and thank you so much for your effort and time.
i took that mod out and I saw it.
thankfully i realized i do not care for the "alpha animal implants" mod so this is a success.
Well. they should still be able to form the caravan.
To solve the problem you mentioned before , I only add another restriction that only the sentient animal belonged to player's faction can form caravan
so it is either your sentient animal does not belong to your faction or another mod conflict
Maybe you can try load this mod as late as possible, not sure if that would help, since every modders can unintentionally break other mod with a single line of code.
I just check that and it is still there, so I think there may be some conflict between your mods.
it is not in the operations bar for me. might be becuase of other mods. however I cannot confirm until i see someone surgically gift sentience
All the aforementioned problems have disappeared, no more individual caravans when a sentient animal leaves the map nor Man Hunters entering your home like it was theirs, and now again the sentient animals regain their Advanced intelligence so they can haul and be assigned to a master.
And of course the download without the source code, that's a common problem between developers, it happens to me some times too.
The "new" unintentional function of 1.6 is really funny, in the test run my cat was shooting a man hunter racoon while my pawn was asleep, just hilarious.
Now, in my test run i discover that i can't make a caravan without a human pawn, when preparing said caravan this message appears "None of the assigned colonist are able to reach X item"(just a normal game message, not log message) so in the end the feature of forming a caravan purely of sentient animals to trade seems impossible.
The file size was my bad , I forgot to clean up the source file.
And for problem 2 and 3, I cannot recreate those but I tried to fix them anyway
All of these should be fixed, you can check if that works.
Now, i found a couple of issues that at first seems harmless, but in the long term becomes really problematic.
1. 25 Mb of size for a mod that needs less than one?, source code?
2. All sentient animalls (tamed or wild), form a caravan at the moment they leave the map, for example when the map temperature becomes too hot or cold, or when you sold your sentient animals to a merchant, when you click them, the world UI becomes inutilisable until you restart, and the log becomes crazy with dozens of errors.
3. All sentient animals can open the doors on your base... Including the man hunter ones, i think that explain for itself XD
4. There's a bug in the implementation of the Hauling mechanic, the moment an animal becomes sentient stops hauling stuff, here is the log on that error [pastebin.com].
That's all, sorry for the long post and i hope it help you, you are doing it amazing.
i just need more context from the errors
also note that if the log exploded with red errors after drafted, try to copy the first one. the later one might lose the detail of those errors
Sentient Animals (1.5) by Ghost - works, this one - refuses.
Thanks for trying anyway, man. Sorry for bothering!
Just this mod, Harmony, all DLCs - throws errors, pawn doesn't move.
No mod settings either, strange. Wanted to adjust Animal Weapon mod in the settings - can't, the mod doesn't pop up in the mod settings list :(
For those compatibility issues with other mods, I don't want to tackle that too much though.
I did not play RW quite often now ,and it will spend me way more mental power for me to ensure compatibility.
If anyone is willing to do that I am happy to hand over this mod and hope it have a bright future.
So yes, please do update your mod, it would be deeply appreciated by everyone that was using it in their 1.5 saves.
forgot to mention this early.
It seems like there are more versatile choice available now for what this mod provide.
like this one:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3505241400
so I wonder if I should keep updating this mod.
Large modpack, not sure if its a conflict.
Also has the same UI disappearing bug present. Unfortunately means i can't really use the mod for these two reasons.
Super excited for the mod otherwise.
I can still click on the animals and have them attack things with both this test and my initial testing.
This might be a coincidence, but the animals I trained before adding this mod can be drafted normally and I can right-click on enemies to make them attack. In contrast, the animals I can't order to attack with a right-click have their UI disappear after drafting.
I haven't tested this properly, so it might just be a coincidence.
https://gist.github.com/HugsLibRecordKeeper/fca4be820bfa3f3431e0c36174983eb0
This is a heavily cut down version of the mod pack I normally use. Disabling "InspectGizmoGrid:DrawingspectGizmoGridFor GetGizmos" option in Performance Optimizer causes the UI to come back for the drafted animal, but also still has the error thrown upon drafting.
HugsLib Log: https://gist.github.com/HugsLibRecordKeeper/56915065d5d420fc31afff4ae4ccb9aa