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[Survival Tools Reborn] Patch operation Verse.PatchOperationAddModExtension(Defs/ThingDef[defName="Bioferrite"]) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3554664966\1.6\Patches\Core\ThingDefs_Items\Items_Resource_Stuff.xml
Gemini told me this error occurred because I wasn't using the Anomaly DLC. I'm using all the other DLCs, but I don't plan on using Anomaly in the future, so I'd like to ask if you could help me with this.
Config error in IdeoRelic: ThingDef SurvivalTools_ToolBelt is on available things list of IdeoRelic precept, but missing CompStyleable thing comp!
I believe this error to be harmless, but it's an error nonetheless. It occurs because Relics and Artifacts gives ApparelMakeableBase a default relicChance of 1, and your toolbelt inherits from from ApparelMakeableBase.
This error could be avoided by adding <relicChance>0</relicChance> to your toolbelt definition so that it will no longer be seen as a potential relic.
[Ref 67B33D56] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (Verse.DynamicDrawManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapUpdate_Patch1 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Anker: Bigger numbers are better, means they are more effective at their proposed task. I've already ran across this and the next update will be easier to read. the new version will go "Anything better than base notoolstatfactor" (summarized ofc) will be better for the job and considered a good tool to use.
But... Are bigger numbers better, or smaller? If it's the speed, more is good, which would make the microscope better then nothing, but the abacus actively worse then nothing.
If it's the time taken for research, less is better, which would make the abacus better then nothing but the microscope worse.
I suspect this is just unclear UI stuff, rather then a mechanical problem.
Might wanna add to the alert about missing tools, mousing over it listing what tools actually qualify for the job. (Perhaps all tools, perhaps just the tools you have unlocked. Or maybe a note when a colonist's tool can be upgraded, like from a pickaxe to a carbide pickaxe? Could be annoying to code.)
Configurable “no‑tool” penalties: default 50%, or turn them off.
Normal mode clarified: not hardcore by default; fixed the false “hardcore” warning and overly slow work.
Smarter alerts: no more cleaning‑tool spam; cleaning/research/medical won’t be penalized in normal mode.
General Work Speed: new support for crafters/production so fewer overlaps with other tool mods.
Better tool auto‑pickup/assignment, performance tweaks, and wider mod compatibility.
Save‑safe changes; drop‑in friendly.
More details in the changelog when the build goes live — appreciate all the reports!
Also, I would like to be able to set the effectiveness of work without tools. Currently I play not in the hardcore mode (I use Tribals start from VFE-Tribals, and that would be too punishing), but I still think that they are able to fell trees too fast.
By default the mod does not place you in hardcore or extra hardcore mode, verified this is the way the mod is configured by default.
Anker: I'm working on that today too!
Perhaps it should be add a Inherit="false"
<thingCategories Inherit="false">
<li>SurvivalToolsIndustrial</li>
</thingCategories>
[Survival Tools Reborn - Start of stack trace]
Verse.PatchOperationAddModExtension(xpath="Defs/ThingDef[defName="Bioferrite"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: C:\Program Files (x86)\Games\Steam\steamapps\workshop\content\294100\3554664966\1.6\Patches\Core\ThingDefs_Items\Items_Resource_Stuff.xml
Not game breaking, just a minor annoyance on game start.
The MayRequire attribute seems to be placed correctly, so I am not sure why it still tries to load the def ...
I will throw a fix for Pacifist in, i'm just about done with another update.
tried running the fast mode (dev), and the pawns didn't pick up the tools to do the work. I've tried mining ore. The tools were lying on the ground and were allowed.
I also found that the tool is not displayed during work.
Research Reinvented compatibility - Also a generic compatibility API to enable me to add future requested mod support.
Settings window Overhaul. More informative, prettier, all that jazz.
Savriss: You should probably try to make a broom. If you don't have any other tool mods other than this one, I should probably add a default neolithic level broom. Are you playing in Hardcore/Extra Hardcore? Thanks for the feedback!
Skiller_ok: It'll be a bit, but it's deffo in the works!
RocketRacoon: See above!
Absolutely everyone is complaining about not having cleaning tools but there isn't one I can find. Is it missing?
Can you only buy the omni tool?
Could you make the axe capable of axe chopping, even if it's war weapon it could be used for both?
Animation during the execution of work will be the crowning achievement of creativity!