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报告翻译问题
- My drone rested in critical state in bed (wheres pods tho?) for 1.7 days including recovering (saved him in last moment). And recover took him half of that time (still has debuffs btw). I don't see any sence in this since (ok temperature range is too easy to manage but) neither cars or computers (even reactors) don't take days to refresh coolant and get in optimal working state
- Quadrum is a month in Rimworld
- Well too bad then since it not blacklisted for receiving
- Yeah next time i will explain to myself that my burned down colony was abstracted (i wonder if synths are immune to rot gas)
- It should take four days at a maximum for coolant shortages to disappear, assuming it reached 100% and the synstruct's reserves are replenished continuously thereafter. It should not take any longer than that.
- Seven days in RW is about half a quadrum. A quadrum is three months in Earth time. So, in RW's time-keeping applied to Earth's, seven RW days is about a month and a half in Earth time. Which is amusing to think about.
- No synstruct operation should be applying anesthesia to them.
- Synstructs don't have smell sensors or a nose-equivalent like humans or mechanoids do - the sense of smell in RimWorld is in fact entirely abstracted away and thus I can't really account for it.
I can understand that machines need to recover from energy or grease unsuficency (takes up to 2 days btw)
I can undersatand that machines can feel bad for wearing "bad" materials
I can understand (not actually wtf) that they able to recieve effect of anesthesia
I can even understand that they can smel things
But this thing beyond my comprehencio at all
Although I suppose thats fair due to how their armour works.
The concept of interchangeable parts is that the parts are similar enough to replace one with another without having to modify the part itself - not that the parts can be swapped in and out at will. Frame and chassis upgrades are a commitment - they can replace the default frame and chassis of a synstruct but cannot be salvaged. They are part of the synstruct itself once installed, and will remain so until they are destroyed. All other upgrades are removable, but these ones are not.
@Eric
I have no idea. I've never done such a thing, nor do I develop my mods with anything like that in mind. Could it be possible? Sure. Is it possible? Probably. Do I guarantee it is possible? Most certainly not.
But cool, kinda figured it was more on their end but wanted to make sure. Thanks for checking that out.
—
Errors: Animal Commonality Tweaker vs. ABF: Synstructs Biomimetics
Not sure if it genuinely belongs to your mod or ACT, but reporting just in case.
—
Many errors similar to following:
Failed to find Verse.PawnKindDef named ABF_Thing_Synstruct_Convoystruct. There are 296 defs of this type loaded.
Possible Matches:
[Source: ABF: Synstruct Biomimetics]
[File: C:\Games\Indiv\Rimworld\Mods\3288479776\1.6\Defs\ThingDefs_Races\Races_Convoystruct.xml]
—
ACT Commonality pull fail for: IceSheet ABF_Thing_Synstruct_Convoystruct Value cannot be null.
—
https://gist.github.com/HugsLibRecordKeeper/d858fbd6ff0ebdbf91cbd8a38b6462e3
I expect that this should solve the problems for the vast majority of cases. I may revisit this and make additional tweaks later.
Synstructs die to vacuum exposure, and therefore, It can be inferred that without the proper (you can make a mod for this) modifications to vacuum-proof them, or the construction of space-specific Synstructs, the use of space travel will be limited to the redundant fleshy meatbags.
Ever Insincerely, a robot supremacist
1. I don't know which mod causing this "Exception ticking MinifiedThing16965 (at (111, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF83EC2B]"
2. tried to look at the coordinate, the "Enervoir" bio got "GetInspectString exception on MinifiedThing16963: System NullReferenceException"
Nothing much I can do from my end - these are xml patches coming from CE. I don't use CE myself, so cannot say why they would need this patch in the first place.
My log shows a bunch of errors, and while there don't seem to be any issues (and I ignore these warnings without issue), maybe there's something compatibility wise you can do.
If these aren't important or have any ill effects feel free to ignore :)
[Combat Extended - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/BodyDef[defName="ABF_Body_Synstruct_Envoy"]/corePart/parts/li[def="ABF_BodyPart_Synstruct_Shoulder"]/parts/li[def="ABF_BodyPart_Synstruct_Arm"]/parts/li[def="ABF_BodyPart_Synstruct_Hand"]/parts/li[def="ABF_BodyPart_Synstruct_Finger"]/groups"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Steam\steamapps\common\Rimworld\Mods\CombatExtended\ModPatches\ABF Utility Synstructs\Patches\ABF Utility Synstructs\Bodies_Envoy.xml
TL;DR: Coolant/Lubricant needs are gone, replaced with components. This will cause errors on loading a save, but they will not permanently damage the save.
Coolant and lubricant needs, as well as the related packs and the recipes to produce them, will no longer exist. They are replaced by a component need (roughly 1 every half year for humanlikes, 1 every 2 years for biomimetics). After the update, loading a pre-existing save will throw errors relating to all items and recipes that no longer exist. Saving the game afterwards and loading that save should have all the missing items and references cleared, allowing the save to remain intact.
This update is the result of a poll that was conducted on Discord, and there are more details there. Consider joining the Discord for a better idea of what's coming in the future and for the ability to offer your own input on developments!
Thank you for your reply. I also feel very sorry about it