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[Persona Mechanoid Pawns 2] Patch operation Verse.PatchOperationFindMod(Save Our Ship 2) failed
file: D:\steam\steamapps\workshop\content\294100\3522497657\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1
one small problem that ive seen is that theyre affected by the sos2 space vacuum and get damaged by decompression and asphyxiation while other types of mechanoids arent is this intentional?
<item defName="PMP_PersonaEngram" stackLimit="1" />
https://gyazo.com/74fadcc34ca0ceb1e1a95106882c0f3f
It seems that the waste from the "Bioelectric cell Recharger" drops to 0% when I load my save data.
Also the VE nutrient paste issue is known although I dont really use that mod so I'm not sure about how to go working around it, apologies for the inconvenience, if you do get their repair beds they should always be taken to those which is a nice way to avoid the conflict once thats setup.
@Kelarius Glad to hear! Sounds like it was an awesome adventure indeed thank you for enjoying the mod :D
@pantman687 Apologies but the current way it works is a mild limitation with how I implemented it, it is a bit annoying with the lack of proper queing.
@UmbraStar Hope ya find it a fitting addition :)
Also I've found that when telling a persona mech to repair themselves they will only do one injury at a time and then stop forcing you to constantly spam the order to make any meaningful progress.
So currently it wont really work at all even if you were to use dev mode to try and add the stack onto a persona mech it will be blocked. You could go into the XML and disable the blacklist of them but then you'd still need to either dev mode or otherwise apply the stack somehow after the pawn is a persona mech to see if it works or not from there.
@Jordan Ah that would do it good catch! Hesitant to mention as a hard incompatibility so much as it is an unintended behavior, but yeah. Atleast in your case since I think that building is an attachment to beds ya should largely be able to avoid the problem as long as ya have repair beds set as hospital ones from the start, they should be taken there as a max priority compared to any other bed.
Regardless you'll need to dev mode out those wounds because they wont go away on their own.
It's very good that the robots still care for things like comfort and aren't simply drones. This was irritating in other robocolonist mods, especially since most of them already disable many of RimWorld's mechanics (food, drugs, diseases, implants, what have you) to the point of making the game boring, or barely differentiate a robot from a human at all. It's through Biotech's wastepacks, sure, but this mod finds a pretty healthy middle ground on "being a glorified steel human" and "no longer engaging with RimWorld."
@Reddeq Indeed that is a wacky conflict, if ya get em a repair bed from the mod they should be taken to that and obviously dont give it a tap. You can also manually carry them to a different spot, otherwise it is annoying but I dont plant to address it at this moment I'm not too familiar with the workings of VE Nutrient Paste.
I have one persona mech from tranport pod crash, but can't recharge or repair him yet. So he constantly goes to medical bed (with attached nutriesnt paste dripper) and eat all paste from network in few hours