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报告翻译问题
Gotta mouse over "Description" in info card, since it shows "sabotage work required" instead. If for some reason that doesn't work these are the ammo types used
Tank cannon (MGS) - 105x617mmR and .50 BMG
Autocannon (Dragoon) - 30x173mm and 7.62x51mm NATO
@Nigel
Can the pawns reach the vehicle and have enough resources for the upgrade? Otherwise it may be a bug caused by another mod..
Yet coaxial machineguns and canon turrets can be operated by a single pawn, the same goes for the steering wheel and the bow machinegun
But I understand now why the extra seats. It's just a shame seats can't be edited in the Vehicle Framework mod options, because not only it's op but also a bit annoying to relocate pawns manually to passenger/gunner seats everytime they enter a vehicle haha
Forgot to mention, the mod has a lot of feature/power creep! It adds extra seats to some vehicles so they match the real counterparts and control the new weapons.
It's all good! The coaxial and bow MG uses .30-06 Springfield.
Doesn't affect gameplay, but the error shouldn't show up now.
@Cryptsy Satoshi Ruby
Couldn't reproduce these bugs (anymore?), hopefully fixed after Steam rolls out the update!
There will be another round of fixes in a week or so, if you happen to encounter any more just notify me and I'll take a look.
Had that bug too. Honestly have no idea how to address it, it might be a Vehicle Framework thing since 1.6 broke mods more than expected.
@Church.exe
Red errors on launch should be fixed in the newest patch!
@Wrecker013
Actually a feature I forgot to mention. Some vehicles, especially military vehicles now have increased crew count based on their real counterparts
@Sumatris
Can't seem to reproduce the bug now, but let me know if it still happens.
Also, don't forget that one can use dev mode godmode to respawn vehicles. Upgrades can also be used for free while using Godmode. (Cheat, but a workaround for odd bugs like those)
The errors (for some reason) seem to change based on if I have the other Vanilla Expanded vehicle mods enabled (such as Upgrades, Tier 3, and Tier 3 Upgrades) but if I disable this mod I get no errors, and if I have this mod enabled I do get errors.
I don't think this is relevant, but I'm also playing the windows version of the game through proton. (due to the fact that some mods, annoyingly, use windows-specific paths that don't work with the linux-native version of the game)
"Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods)."
Seems to be the same error I was dealing with, with the Bunsen/Roadkill's coaxial MG upgrade so I just integrated them into the vehicle. Errors suggest textures are missing even though they aren't.
Might have something to do with 1.6's multi-threading that's causing texture problems and making features inaccessible, since it worked just fine back in 1.5 with the same exact textures and directories.
Honestly not sure how to deal with it. Let me know about anyone's thoughts on this.
D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:611
at Vehicles.ITab_Vehicle_Upgrades.DrawInfoPanel (UnityEngine.Rect rect, System.Single padding) [0x001b2] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:582
at Vehicles.ITab_Vehicle_Upgrades.DrawGrid (UnityEngine.Rect rect) [0x00484] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:470
at Vehicles.ITab_Vehicle_Upgrades.FillTab () [0x000ce] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:277
at Verse.InspectTabBase+<>c__DisplayClass19_0. <DoTabGUI>b__0 () [0x00039] in <981a33edf24d499488b0f820d94638e1>:0
Exception filling tab Vehicles.ITab_Vehicle_Upgrades: System.NullReferenceException
[Ref 5655ECA7]
(wrapper managed-to-native) UnityEngine.RenderTexture.get_width(UnityEngine.RenderTexture)
at SmashTools.Rendering.RenderTextureDrawer.Draw (UnityEngine.Rect rect, System.Single scale, System.Boolean center) [0x00023] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\SmashTools\SmashTools\SmashTools\Rendering\Gui\RenderTextureDrawer.cs:52
at Vehicles.Rendering.VehicleGui.Blit (UnityEngine.RenderTexture renderTexture, UnityEngine.Rect rect, Vehicles.Rendering.BlitRequest& request, System.Single iconScale, System.Boolean forceCentering) [0x0006b] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Utility\Helpers\Rendering\VehicleGui.cs:129
at Vehicles.ITab_Vehicle_Upgrades.DrawVehicleGraphicComparison (UnityEngine.Rect rect) [0x000ce] in
I'm sure it has something to do with the newest update, which I thought wouldn't affect existing saves as much as it did.
Only solution I can come up with now is simply respawn the vehicle using Dev Mode Godmode, apologies for the inconvenience..
Can reproduce this on a new save with only all DLC and required mod load
Can't seem to reproduce this issue. Were any mods removed or added mid-save? Might be a problem related to adding mid-save...
@Total FLY Death
Just investigated it, only happens when Vanilla Vehicles Expanded: Upgrades isn't loaded. Shouldn't affect gameplay, but will be gone by the next update/patch!
file: D:\Steam\steamapps\workshop\content\294100\3459650108\Common\Patches\VVEOnly_ContentPatch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
The Mule not shooting turned out to be a problem with Vehicle Framework itself. It'll be fixed in the next VF update, thankfully...
Due to a problem with Roadkill and Bunsen's coaxial MG upgrade, it has been integrated into the vehicle. Now they come with a coaxial MG instead of needing an upgrade.
Errors don't show up on the log when I start the game with the mod now, but since I did make quite some changes to optimize the code, let me know if there are any problems related to this mod regardless!
@Ecr
Things related to caravan traveling is related to Vehicle Framework itself, but let me know if any specific errors about this mod show up.
(1)through you can choose animals as passengers,it will go wrong
(2)when you use the "form caravan" button of a camp(theres no problem with colony) in the world map,the caravan is likely to sleep forever and dont move on the world map.
After testing,i found that the safe way to form caravan from a camp is to build a "caravan hitching spot" in your camp and use the "form caravan" button of this spot to form your caravan.(not in the world map)
I can upgrade other vehicles fine. No other combat mods installed.
It's fine. Theoretically I could use other mods' weapons as an upgrade ingredient, but I wanna keep it simple and consistent with just costing steel and components.
I'm gonna leave it to someone else to change the ingredients into something like that...
@WiFiN
Can't seem to reproduce the error... Let me know if it causes other problems, though.
@Narberall gar
It uses .50 BMG.
@Brumes Wolf
Looking into it!
[VVE - Secondary Weapons - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/Vehicles.VehicleTurretDef[defName="TGBM_WindowMMG"]/autoSnapTargeting"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: \3459650108\Mods\CombatExtended\Patches\ExistingTurrets_CEPatch.xml
Same error also shows for "TGBM_WindowHMG", "TGBM_WindowMinigun", and "TGBM_VVEPintleMMG"
XML error: Duplicate XML node name projectileOffset in this XML block: <Vehicles.VehicleTurretDef ParentName="VehicleTurretBase"><defName>TGBM_Paladin_MGSTurret</defName>