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If you run into an issue please let me know.
We seem to be having an issue with Traderplus and Tailor Shop working, is there a known conflict between the mods?
I'm trying to use your mod but I can't do stages 2 and 3, so I found this message in the files:
**Stage 2&3 recipes are included in addon mods, together with the finished clothing**
Which Addons would these be and where can I find them?
I am working on an item called tlr_Thread_Box and the files for it are not included in the mod as yet. However, I accidentally left some code for this item in one of the configs.
The item will not spawn or appear, it will lay dormant there until the files for the item are added. The item is also yet to be added to the types and trader files, so technically, it does not exist.
However, if you use VPP item spawner, you will be able to see the classname tlr_Thread_Box, without an image. If you try to manually spawn tlr_Thread_Box, an empty space with this name will appear. If you try to pick up the empty space, you can do that but the game might have some questions for you regarding such shenanigans.
So, when spawning items via VPP, please leave the tlr_Thread_Box alone until the next update ).
Otherwise you don't need to do anything ).
For now the high end things can be limited by manipulating the availability of the fashion/sewing magazines and certain more rare fabrics. This can be done via types or trader, or perhaps some quests and events.
I had a similar scripts message from installing a liquid mod. I don't remember what I did at the time but I'm using the mod now.
Let me know, I'll try to help )
We followed the "sea chest" principle here, allowing that to happen. In hindsight it makes sense to remove that ability from furniture. Thank you for the suggestion!
I don't mean the position, but the fact that the organizer wasn't removable. That's right. Other objects can be added to your inventory with their contents, or you can keep them. Like the fabric roll holder, for example.
Hope all goes well at least on the spare server!
I have checked the mod again, this time on my community server.
The player deployable items do place where you put them, cleanly on the surface and at your chosen angle.
It is, indeed, harder to put the larger items down (such as the cutting table and the magazine stand) because they are large, you hold them in your hands and you are behind them. If you look at the floor, under these items, you should be able to angle them against a rug or a wall - and then place them neatly.
With regard to any other placeable items, you should be able to see where you are putting them. You simply choose the position you want and place the item down.
I'm not sure whether you are on your own server or someone else's, and whether there are any restrictions where you can place items. Either way, maybe a larger room would help?
This is as much as I can think of at the moment. Hope this helps!
You see, with there being just a single class declaration in the mod, the only thing I can think of is that there may be another mod on your server that has the same class.
But we are going to check the mod upside down, and see if we missed anything (on it now).
Do you have many mods on your server? I'm asking because I have about 50 on mine and, in this situation, it would be too much to try and find out, which one may be clashing with the new mod. But if you have just a few, I would try to disconnect each one in turn and see if we could find the one that is interfering.
I will write more when we checked the mod again, ok? Hope this is helpful.
Are you saying that when you deploy/place other items, they go elsewhere?
Or is it the case that you were able to place the organiser where you wanted it and when you tried to place other items in your preferred spots, there was no action to place them down, and you had to look around for other spots?
A clarification would be helpful ).
The inventory of the table - is there an issue with scrolling down? Do you have any other containers larger than 100 slots?
I look forward to more info )
My understanding (applying logic and not coding knowledge) is that in order for you to get the message you shared, you would need to either have:
- at least 2 mentions of Sample_UAConstants in that original file (that would require someone editing the actual file); or
- a duplicate of the file "constants.c"; or
- another file in another mod that contains class "Sample_UAConstants".
Have you, by any chance, repacked the mod and tried to load the new pack as well as the original mod onto your server? That would do it.
Or... the Tailor_Shop mod worked for you before (I can tell from your earlier comment). Could it be that you installed some other mods after it? If so, can you turn off those mods one by one to locate which one has the same class?
I will now speak with SToNED who wrote the scripts.
If you fix the issue, please do write how you did it. Thank you!
What we have in the Tailor_Shop mod is a single folder called "3_Game" which contains a single file called "constants.c". Inside this file there is a single mention/declaration of class "Sample_UAConstants", like this:
class Sample_UAConstants
{
const float Sample_DISTANCE_SMALL = 1.0;
const float Sample_DISTANCE_DEFAULT = 2.0;
const float Sample_DISTANCE_LADDERS = 1.3;
const float Sample_DISTANCE_BASEBUILDING = 20;
const float Sample_TimeSpent_DEFAULT = 1;
const float Sample_TimeSpent_DEFAULT_CONSTRUCT = 5;
const float Sample_TimeSpent_DEFAULT_DECONSTRUCT = 15;
};
Please see my next message for more info (does not fit here).
We are working on deploying items from boxes, hopefully, that would make it easier to place the larger one in a room. In the meantime, what helped me was just having more space around the large items.
100% agree re the clothing items. Not sure how to do it yet but love the puzzle. See what can be done for the next update.
With regard to the furniture being picked up when there are some items inside, do you mean all of it or just some?