安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






i can't move boots to any Stockpile zone.
The mod itself is awesome though, love the outfits
CE patch should be applied now.
@bladeofsharpness will keep that in mind I'm trying to come up with new ideas for the mod and that one sounds like a good challenge for me. Keep em coming lol
Thanks again for the input guys
A remark on the LeMat revolver: it was a very special one, as it had a shotgun as an underbarrel. Given the length and caliber, it was probably not a great one, but still. I have modded the one you propose with Rimmsqol to have a reduced range of 12, 100% accuracy at close range, and a burst of 4 as a poor man's solution to this oddity. I'm sure you can come up with something better—ideally some C# coding to allow switching between the two modes.
> But guns not patched for CE
<li MayRequire="Ludeon.RimWorld.Biotech">
in the TrapperPawnKind Def. Thank you for this catch as I thought the sash was part of the Core Vanilla Rimworld. I should have it fixed with the next update.
I'm finding only 3 occurrences to Apparel_Sash in your mod, in Pawnkinds_trappers but I get no definition of it anywhere.
"Fallback handler could not load library" is NOT an actual game-error. Not sure what exactly causes it, it's just an issue with resolving mod dlls and displaying mod-IDs. It shouldn't happen with original Steam versions using Workshop mods though - but if you run the game in some ways, there seems to be an issue with Unity 'calling home' when resolving the mod-IDs thus displaying them this way instead of printing out their actual names.
RimWorld 1.5.4243 rev947
Fallback handler could not load library D:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001A487BDB020.dll
Fallback handler could not load library D:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001A487EA00A0.dll
Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
MVCF successfully applied 0 patches
Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
I’ve finalized a new design for the info graphics, which will be in the next update. These will be easier to read and address the feedback about jumpy text.
I’m also rebalancing apparel effects and redrawing several items to fit better with the vanilla aesthetic, resizing hats and coats. The CE patch will be rebalanced with input from the CE team.
The Outlaw factions are progressing. The first to be introduced is the "Bandito Gang," with new gear like a bandolier, poncho, spurs, gunslinger belt, chaps, and vest. Weapons will be a surprise.
I’m also working on an Ideology ritual where two pawns with negative social statuses can duel. I’d love to hear your ideas!
Thanks for your continued support. I’m working solo, with occasional commissions, and I appreciate your patience. You can find me in the RimWorld Official Discord in the art channel for updates.
@CrackaJack, I never played borderlands so instantly youtubed scooter and now you got me doing it lol. Talk about spot on.