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报告翻译问题






This was likely a bug caused by a VF update (also recent), and he fixed it immediately. Please verify that VF has been updated to the latest version.
Rimworld Exploration Mode is throwing errors, but I don't know under what conditions they occur. Let me know if you figure out how to reproduce the issue.
https://gist.github.com/HugsLibRecordKeeper/48ec281e8455d6fb5b6519c06c48b9b9
I saw the log, it's just prerequisite mod Vehicle Framework isn't enabled.
Issue:
Whenever I click "next" after clicking "new colony" using crashlanded (did not try any other starts), it gives me the following error:
Exception filling window for RimWorld.Page_SelectScenario: System.NullReferenceException: Object reference not set to an instance of an object
[Ref AC051F3E]
Here is my log:
https://gist.github.com/HugsLibRecordKeeper/8f8628dd8ec3f1dfb2cd43c0f8c5f38a
Tremendous, wonderful, YUGE news.
Smash Phil is a great mod developer.
(Let's see if Ludeon screws him as they screwed over the Save Our Ship team. Still pretty salty about it.)
That was always going to be a difficult feature to implement.
But it's possible. Smash Phil, developer of Vehicle Framework, is working on it and it's in testing right now, apparently.
Finally in testing)
The maps are so small, though, but it would give a staging ground for more advanced siege raids and stuff. Instead of drop pods, you bring in a truck of stuff, where they can sit and live while the siege goes on.
And then you can commandeer their vehicles, or deconstruct them. It would be neat to live in a liberated truckbed.
Even aside from VMF, just having raiders come in with their junky wasteland cars, imperial convoys, maybe traders with wagons, would be really cool and make vehicles feel more integrated in to the world, instead of just a thing the player gets to toy with.
However, the field itself to define it is already prepared, and the raider feature is already being tested in a development version of the VF.
?
But there is no functionality for raiders using vehicles in a framework itself
Use the wheels to create a rectangle between them which is at least half the size of the ship, and the wheels must face the same direction as the pilot console?
Also don't place the wheels on the substructure?
> Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
I can already imagine an amazing pirate-themed playthrough where your ship(s) evolve over time.
Graveship vehicles actually rely heavily on Odyssey and the graveship engine, so that method can't be applied. Copying that methods to make it usable outside of Odyssey just wouldn't be fair.
However, by using predefined size limits in XML and removing the vehicle mode and map mode switching functionality, it becomes possible to create an expandable vehicle independent of that system. This is scheduled for future release as an expandable raft.
The mechanics are already nearly complete, so the same functionality can be achieved using XML alone for land vehicles as well. However, there is currently no documentation explaining this. If you want to know more details, I can explain it on my Discord server.
Instead of being limited to only the square-shaped pre-made vehicles or a full-blown gravship, I would love to be able to build my own ship, or a boat, or car, in whatever shape I would like, using the same method that you have to make gravships movable with this system.
Thank you so much for the quick fix! I really appreciate your active maintenance of the mod.
I'll continue to provide feedback if I find any other issues, as I hope it helps make the mod even better. Your work is greatly appreciated!
Thanks for identifying the problem. It's fixed.
Hello again,
I'm following up on my previous report about work not initiating in vehicle maps. Through further testing, I've identified a much more specific trigger for the bug, which I hope will make it easier to diagnose.
The Refined Problem:
Pawns and drones will not automatically begin construction on blueprints inside a vehicle map unless the vehicle is parked very close to the source of the required construction materials.
Hello, thank you for the previous quick fix regarding the drones. I'm writing to report another, more subtle issue with work prioritization inside vehicle maps.
The Problem:
When a vehicle map is created (e.g., by building a gravship), work orders inside it—such as construction and critical refueling—do not begin automatically. Drones (from Project RimFactory) and other construction pawns do not recognize or path to these tasks. The work only begins after the vehicle is started and moved. Once moving, or more importantly, once the vehicle map is "refreshed" by being re-entered after moving, work commences normally.
I was just about to update it anyway, so I addressed it while I was at it. Should be fixed.
Hello, first thank you for your work on the Vehicle Map Framework mod.
I am writing to report a compatibility issue that appeared after one of the more recent updates to either VMF or Project RimFactory (PRF). I am hoping you might have some insight into what could be causing it.
The Problem:
Drones from the Project RimFactory mod (specifically the "Building Drone" and likely other types) cannot enter vehicle maps created by VMF. The moment a drone is tasked to enter the map (via a CaravanPackingUtility process, I believe), it instantly disappears from the game world instead of transitioning to the vehicle map.
Items that evoke the underground, such as stairs connecting to the underground of MultiFloors or deep drills, are generally prohibited. Well, displaying what's blocking it would make more sense. I'll do that in the next update.
Log:
https://gist.github.com/HugsLibRecordKeeper/fd3706e51aca2dd8d1a8ce37e3f32672
Cells where pawns enter or exit the vehicle map now have to be walkable, not standable. You can now enter and exit from cells containing furnitures or frames.
Thanks for the report. Using the aquarium mod on vehicles may cause visual glitches, but they're harmless. I'll fix it in the next update.
I found an incompatibility between this mod and Nightmare Core during patching. Can it be fixed?
Log: https://gist.github.com/HugsLibRecordKeeper/b26286f8d8790b030f20ec60e17fcbc0#file-output_log-txt-L715
Nightmare Core: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3047049650
This is due to the simultaneous use of SmartFarming and ReGrowth. The SmartFarming functionality has been integrated into ReGrowth, so they are patching the exact same location twice.
The VMF patch applied afterward assumes environments where either one is installed, but it does not fully support environments where both are installed.
[VehicleMapFramework] Error while apply patching. HarmonyLib.HarmonyException: Patching exception in method static System.Void RimWorld.SelectionDrawer::DrawSelectionBracketFor(System.Object obj, UnityEngine.Material overrideMat) ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index"
https://gist.github.com/HugsLibRecordKeeper/f8b4ca293245d3c3576714f50990277d
np, but keep in mind sorting mods and AI randomness haha
@[CL] Zalgo
The conflict with Deep And Deeper has been resolved
@AG超玩会梦泪
First off, I'm smarter than AI, and the root cause of this problem is that AT_hydroheliumion_Trail has a null thingClass. This is a def for GunPlay in the Anty race, but Anty is specified to load after GunPlay in order to load this. Yours is not set up that way.
In other words, just sort the mods.
Specifically, the rectangular area formed by valid wheels oriented the same direction as the pilot console and not stepping on the ship's substructure must occupy more than half the total area of the gravship.
This is really common in this game. I've even received reports on mod lists exceeding 1000... Still, I wish it would work.
I just found a log like that on Reddit, and yep, an incompatibility with Deep And Deeper has been just confirmed. I'll fix it tomorrow.
I will be looking over this many a time to figure what is going wrong. Assuming its a mod incompatibility.
https://gist.github.com/HugsLibRecordKeeper/553c7b2f58273dc3b7562d10e309ddcb
The final bits should hopefully be right where I was trying to spawn the vehicles followed by an attempt to properly build one.