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






[Ref 30F9E7F2]
at ForsakenFaction.FOF_CanConstruct_Postfix.Postfix (System.Boolean __result, Verse.Thing t, Verse.Pawn p, Verse.JobDef jobForReservation) [0x00007] in <6ac944cfd9264e2db54159419bbf016e>:0
at RimWorld.GenConstruct.CanConstruct (Verse.Thing t, Verse.Pawn p, System.Boolean checkSkills, System.Boolean forced, Verse.JobDef jobForReservation) [0x00507] in <24d25868955f4df08b02c73b55f389fe>:0
MonoMod.Utils.DynamicMethodDefinition:RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2 (RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
(wrapper dynamic-method)
Hate it when I level my pawns construction level so much he only make master/legend stuff skyrocketing my colony value
Version 1.0.8 is released, it includes a new setting for adjusting resource costs for improvement on a percentage basis.
That's fair, I didn't think of that I was just thinking in terms of buidling/furniture. But I see your reasoning and it does make sense.
At any rate, the construction skill is used for improvement. Sculptures require art.
I'll keep this feature in mind and try to think of a way to add it. But for now the functionality is working well so I don't want to go about changing things. Most people without a work tab mod want the ability to set Improve priority separately to Construction, so it has to remain separate for now.
(Part 2)
The proper way to do it would be to use a Harmony patch to dynamically control it but as I said, the Work Tab doesn't seem to be changeable mid-game (which is when Harmony patch takes effect and when I can read from settings).
(Part 1)
I tried a lot of different approaches to solve this but it seems to be a more fundamental problem with the game not allowing job types in the work tab to be changed after being loaded. If you have any examples of other mods that do this and they're open source, I could take a look at the source code and adapt it. Otherwise if you or another developer wants this functionality and knows how, they're very welcome to make a PR on the Github repo (https://github.com/Zei33/rimworld-simple-improve) and I will release it as a new version.
You can also open Options and click "Development mode" under the General tab. It will enable a set of buttons in the center-top of your screen. The left-most button is for opening the logs. If you open that when you load the game (with all your mods enabled), it will show you the errors. Copy that to clipboard and post here https://github.com/Zei33/rimworld-simple-improve/issues I will try to fix it for you.
Once I fixed that, I realised that the minimum target quality was also not being carried over between reloads. That was a tricky problem to fix while maintaining compatibility and ensuring that the save file doesn't break if you uninstall the mod later.
Anyway while I was fixing that I started to notice a couple other bugs with the minimum skill requirement calculations (especially in niche situations with inspirations or production ideology role). Fixed all of those problems, updated a lot of localisations, etc.
Thanks for your input, it helps improve the mod significantly.