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






정말 정말 부탁드립니다 ㅠㅠ
적용시키고 즐겁게 플레이하다가, 갑자기 렉이 엄청나서, 뭔가하고 GPT한테 물어보니까, 재료를 운반하려고 했는데 해당 재료가 증발한 사태라는 에러였고, 모집 후 물건을 수동으로 집은다음, 버린 후, 모집 해제를 하니까 제대로 플레이 됨...
이후로도 아주 잠깐 틱이 막 40정도 되는 순간이 있었는데, 무시하고 즐겁게 플레이하다, 종료후, 다시 들어오니까, 유니티 에러뜨면서 불러오기가 안되더라구요... 해당 모드를 빼고 다시 불러오니까, 세이브가 깨진 상태지만, 불러오기는 되고...
어쩼든 세이브가 터져버렸으니... ㅠㅠ
[whatever disk your rimworld is installed in] > steamapps > workshop > content > 294100 > 3485689998 > 1.6
If changing the folder name doesn’t cause errors for other users, I recommend changing it directly.
一空输,出动!
With the latest update, the restriction regarding nearby buildings has been removed.
unclefood
This issue has been fixed in the latest update.
Renaming it by hand makes it work
Pls adjust
https://gist.github.com/harry6661/8462ae78110657307cceeae5a2496b08
-A Hauler mechanoid was at one point stuck trying to empty the Mech Charger. It took the Toxic Wastepack there, used a zipline, but dropped the Wastepack exactly on the arrival Zipline column. The Hauler then tried to pick up the dropped Wastepack, and got moved by zipline somewhere else. Then it repeats.
-Back to the scenario where a prisoner is waiting for a surgery, a stack of medicine within a zipline's radius was causing any pawn who tried to haul it, to be pushed back into the medicine's tile. They were not standing but trying to walk away with the medicine. It was like a forcefield.
-A pawn wants to operate on a prisoner. The pawn places medicine next to the prisoner's bed, then uses a zipline to quickly go get the prosthetic. Then my animals trained in Hauling immediately come and haul the medicine away. Then all of this repeats. It's like the medicine next to the bed no longer counts as reserved by the doctor pawn as soon as they hit the zipline.
-Pawns using a zipline disappear from all management tabs, like Work or Schedule. This lasts for as long as they're on the zipline. This can lead to misclicks : You want to change a work priority, but someone uses a zipline so the list gets messed up, and you click another pawn's priority.
로그는 다음을 참조해주세요
https://gist.github.com/harry6661/91d2a804425c8ec05d9298c21e57749f
However, based on your description and screenshots, it seems pawns often pass through the detection zone too quickly without actually boarding the zip-line. This might be because the detection radius is set very narrowly, possibly for aesthetic reasons, making it easy to miss triggering zip-line usage.
Adjusting the detection range might improve the consistency of zip-line usage.
For a zip-line to work, the entire travel path must intersect within the allowed range of both the start and end zip-line poles.
Zip-lines are designed primarily for short-distance, repeated travel rather than long-distance hauling.
Zip-line poles cannot be placed too close to buildings or under roofs, so they cannot be installed inside storage rooms. Zip-lines serve as travel aids, not means to eliminate travel altogether.
Zip-line poles should be installed along commonly used routes. If fast travel across the entire map is desired, then naturally poles must cover those areas.
I hope this clarifies the usage. If you need further details or examples, please let me know.
Mental Break During Work (1.5 bug)
This issue has been fixed in version 1.6. Many important mods have already updated to 1.6, so I recommend upgrading if possible.
XML Settings Clarity
The XML settings are kept minimal and basic by design. Users are responsible for any manual changes they make.
Tower Validation & Compatibility with Dubs Hygiene
Validation logic is under review. However, please understand that it exists to prevent bugs caused by improper placement.
Incompatibility with Washing Jobs (Dubs Hygiene)
The jobs from Dubs Hygiene are currently out of scope. I may consider adding an option to disable certain jobs if needed.
Zip-Line Variants and Spacer Tech
Due to personal schedule, I cannot update the zip-line system for now. The system is complex and written with vanilla in mind. Many users have requested better mod compatibility, and I am aware of this need.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3541792729
I basically build a path via zip lines from the main entrance of my base to the front gate where the defense is supposed to happen and build some side paths as well. The idea was to ensure that pawns can get quickly from their bedrooms to the front line when needed. But even during ongoing constructions I can see that the ziplines are rarely used. Sometimes the pawns use them but often only one small section on not all of them even if the path would be much quicker using the ziplines.
My suspicion is that the pathfinding logic doesn't consider all the connected zip line nodes along the path and just randomly sometimes picks one.
Like... this requirement turn this from cool mod, into 'there is no situation in game to use it".
1. "continuing work until they a mental breakdown" - still bug exists in 1.5. Its too early for me to play 1.6 without many important mods (which should be standard in the game)
2. XML settings - it should be some explanation about individual parameters. That names are not self-documenting code, it would be better with "<line-distance", and there probably should be just one other parameter <pathfinding-detection-area and probably nothing else (but I dont know I wasnt coding it)
3. I need to disable validation for building towers, a specially when DubsHygiene is incompatible
4. DubsHygiene - its incompatible when colonist needs to wash somebody immobilized, same with new born child
5. Probably there should be some variants of zip-lines, and some spacer tech should be so fast.