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报告翻译问题






You got it! Thank you very much for the effort you put into this mod.
Will not work.
- Items that can be used as weapons (e.g. wood, thrumbo horn, beer) are now shown as options in the policy filter
I found the cause of the issue.
When creating the default policies, weapons that are also non-weapons, e.g. beer, thrumbo horn, wood, are added to the melee and neolithic policy.
I will probably fix it tomorrow.
Either removing the problematic entries from those presets or making them appear in the filter list.
The later is probably the better solution.
Any chance there is a third mod involved?
Because wood (and rosewood) does not appear in the list of chooseable weapons for a weapon policy. With just the two mods, colonists do not try to equip any wood as a weapon...
JobDriver threw exception in toil MakeNewToils's initAction for pawn Greg driver=JobDriver_Equip (toilIndex=2) driver.job=(Equip (Job_213842) A = Thing_VV_RosewoodWood43165 Giver = JobGiver_ChangeWeapon [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
The pawn will just pick up a single piece of rosewood, which appears in their equipment list, and then gets stuck in "Standing" until I force them to drop the rosewood and forbid all rosewood within reach of them.
Thanks for the report, fixed.
Error in static constructor of WeaponPolicy.HarmonyPatching: System.TypeInitializationException: The type initializer for 'WeaponPolicy.HarmonyPatching' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodBase WeaponPolicy.Building_OutfitStand_Transpiler::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase WeaponPolicy.Building_OutfitStand_Transpiler::TargetMethod() returned an unexpected result: null
Fixed...
Could not reserve Thing_Building_OutfitStand3341880 (layer: null) for Varon for job Equip (Job_7097233) A = Thing_Gun_BeamGraser2987774 Giver = JobGiver_ChangeWeapon [workGiverDef: null] (now doing job Equip (Job_7097233) A = Thing_Gun_BeamGraser2987774 Giver = JobGiver_ChangeWeapon [workGiverDef: null](curToil=-1)) for maxPawns 1 and stackCount -1.
Existing reservers:
[0] Geup (job: Equip (Job_7097151) A = Thing_Gun_BeamGraser2987774 B = Thing_Building_OutfitStand3341880 Giver = JobGiver_ChangeWeapon [workGiverDef: null], toil: 1, maxPawns: 1, stackCount: -1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ReservationManager:LogCouldNotReserveError
Issue should be fixed!
Like when they automatically look for a better weapon?
Will check and fix, thx for the report!
Does not work with Simple Sidearms, see the first comments.
@Gotaku
Same as for apparel. Select a colonist. Right click on a weapon. Force equip weapon.
Glad you like it!
Thanks for your efforts :)
You are welcome!
Thanks for using and testing!
Pushed an update.
I only added the check for forced weapons to the job "drop weapon if it does not fit policy", but not to the job "look for a better weapon".
I think both of your cases should be covered with this change.
i used a mod that did 100% exaclty the same, it was called weapons tab. i missed it dealry but it was lost to 1.2. i am graetly thankfull to you and seeing your efforts to polish the bugs out is commendable!
Oh man, you make me look bad... :P
Drop weapon issue should be solved, added "forced" label in the gear tab.
Thanks for your efforts, the whole thing is more complicated than it may seem.
Thanks again. Fixed.
Exception filling window for Verse.Dialog_Confirm: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BB183910] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch1 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
It does not!
Thanks for mentioning that case, will fix tomorrow.
I wont add support for simple sidearms.
From what I have seen it seems like it would require to change almost everything.
So just making a extra version/complete rewrite would be easier than adding compatibility.
Source of my mod is included, feel free to use it to make a simple sidearms version.
No sé, José.