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报告翻译问题
If you are on RImWorld 1.5, you will also need to install HugsLib (that would be EBF's requirements, nothing to do with Quality Bionics). RimWorld 1.6+ EBF no longer requires HugsLib.
It happened with both pawns, all 4 legs were legendary, so it definitely wasn't a logistics error.
Is this a known bug?
I think this is a vanilla issue. Once you installed a bionic, in vanilla it doesn't make sense to install it again, and the only option is to remove it first and then reinstall it.
E.g pawn has excellent bionic arm, I have a masterwork arm. But I can't upgrade. Only remove existing arm
One for fixing the crashes on 'A Dog Said', it will just simply be excluded to not crash anymore. Sadly I can't find a way to make it work this fast. @Etiological Myth
And the other error from @...
Tried to create a texture from a different thread.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
...
QualityBionicsRemastered.QualityBionicsMod:.ctor (Verse.ModContentPack)
...
The error spam / lag fest with Elite Bionics Framework should now be fixed at EBF's side. Yet another of my stupid mistakes...
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(For all versions)
I feel like I may fumble my attempt to explain who to find when problems with Quality Bionics may arise in the future, so I will be listening on this comment section in case there may be a (new) problem that may need to involve EBF for fixing.
I will continue checking why the error spam is created.
@JSKWilson you may help with debugging by sharing the whole log (via HugsLib or the standalone log sharer) or just copy one of the error message and sent it through e.g. Pastebin.
I then tested it in a brand new save with only Quality Bionics Remastered, EBF, and their dependencies active, and while the lag was not as bad, it was still clearly broken as the errors kept flowing (this time the errors mentioned the drop-pods specifically as they landed for some reason. Possibly the errors were targeting the pawns inside the pods?) and the game dropped from 60fps to somewhere around 40fps.
The good news is that Quality Bionics Remastered now appears in the mod options menu and applies changes to the bionics in game as intended!
The bad news is that something new has broken instead. Loading the mod now causes an absolutely horrific lag storm and a stream of red errors for the dreaded Object Reference Not Set To Instance Of An Object.
Also, all my pawns in my main save who had non-bionic implants such as women with IUDs became crippled and appeared to be injured, despite their health windows seemingly being clear of any injuries. Their implants did also go missing, too.
I think I now understand what is going on with the EBF 1.5 & QBR 1.5 compatibility problems, and these problems should be fully fixed on EBF's side.
Please see if it is working correctly
It seems the outstanding problems of Quality Bionics Remastered with EBF is specifically the 1.5 compatibility. The situation is much more complicated than I imagined.
While I continue to understand what actually is going on, do consider moving to 1.6 because the EBF compatibility at RW 1.6 is much better than this multi-legacy-code mess at RW 1.5.
EBF released a technical update to fix this issue. See if Quality Bionics Remastered is working correctly in 1.5.
It seems this is a EBF problem. Something to do with backwards compatibility.
Then I tried loading it with only Harmony, and then with just Harmony, Hugslib and Elite Bionics Framework, but it never works. I made sure my mods were all sorted and everything...
The error it's giving me in the debug log is a red message with "System.TypeLoadException". The error log also mentions "EliteBionicsFrameworkAPI" but the error appears regardless of whether or not EBF is even activated.
Does anybody know how to fix this? I really like this mod but I have truly no idea what's gone wrong to break it.
And with that said, default values are still well above where they should be even for that.
Keep in mind that the original bonus of the item is still there, this mod acts as kind of a multiplier ontop that. So whatever it lists, is just a giant amount of stacking bonuses. Not so bad if you are using those over the top mods that are throw vanilla balance out the window already, in fact it might not even be enough in those cases... but definitely a problem if you are trying to retain any vanilla semblance of balance at all.
also, adding EBF mid-save won't break things.
Does it require a new game or can be put mid play?
Efficiency:
awful - 50%
poor - 75%
normal - 100%
good - 102%
excellent - 105%
masterwork - 110%
legendary - 120%
HP:
awful - 50%
poor - 75%
normal - 100%
good - 105%
excellent - 110%
masterwork - 120%
legendary - 135%
But how about balance?
Now a masterwork Prosthetic (!) leg can have part efficiency of 145% - almost like archotech leg in unmodded game.
Prosthetic parts are supposed to be limited version of natural parts. At best they are similar.
So I propose to tune down the effect of quality on implants.
For example:
Legendary prosthetic -> 100% similar to organic part
Legendary bionics -> 150% similar to archotech
Legendary archotech -> 200%
This way quality still gives a huge benefit but not game breaking OP
I'm sorry to drop 1.5 out of nowhere, I was under the impression that most 1.5 players was using the old implementation.
The update is out now.