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Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
@Reestock Are you asking me to make the matchlocks firearm proficiency, or not firearm proficiency?
@Naru-Naru Just suspend the class, pause it. Wait til your colony is in a better state. Also play around with the "interrupt all jobs" setting.
@TheOldGamerInSuit Research "Gunsmithing" for firearm proficiency or "Fabrication" for high-tech proficiency
@Hanger I'm assuming you already had corrupted classrooms, as this i not a thing I see for other users. Did you have two learning boards in a singular room?
@Dustin Echoes I can't replicate this, nor would it make any sense. Have you patched your Empire with a medieval mod or something?
Would it be possible for a student to be temporarily dismissed for when they are suffering a health complication like postpartum exhaustion? As it stands, removing a pawn from a class removes all progress they had with the lesson. Surely a doctor's note exists in the Rim
So I remove that mod, and now there's new errors that crop up about priorities between works. For example, that same teacher seems to want to try doing a different job in the middle of teaching a class, and it spams errors. This only happens in that old save, and whenever I undraft any pawn it shows up. On a Devtest colony/new save none of those conflicts show up
They were a tribal.
@wizkid611 Not planned, mod is designed for you to plan and stick with your semester classes. If you want to teach more students, make a new class.
- (Fix) Added safeguard incase you got the missing timetable entries issue
- (Fix) Removing students from class now properly unschedules them
- (Fix) Children assigned to daycare are now removed from daycare when they grow up
- (Fix) Daycare children no longer just stand still after being removed mid-class
- (Fix) Colonists are now properly removed from class when killed
- (Fix) Deconstructing a learning board mid-class now functions as expected
- (Fix) Classes should by default no longer interrupt marriages or rituals
- (Fix) We now ensure classes are at least 1 hour long before creation.
- (Fix) Students should no longer gain skill XP if they are doing other jobs as students
- (Fix) Unclaimed learning boards should no longer prompt the classroom creation menu
- (Fix) Fixed teacher being able to teach from distant places sometimes
- (QOL) Right-clicking class participants now moves them back to "not participating"
- (Tweak) Clicking outside the "Create a class" menu no longer auto-closes the menu, which should prevent accidental loss of work.
- (Tweak) Hitting "enter" while creating a class now acts as a confirm button.
- (Tweak) Hovering over anyone in the "create a class" ritual menu now displays relevant stats for all involved and not just the teacher.
- (Tweak) Electric school bell now calls teacher with the same urgency as the students
- (Tweak) Skill classes have been globally nerfed to 70% of their original efficiency
- (Tweak) “Firearm proficiency” has been disabled as a requirement for all wearable gear
- (Tweak) Rich Explorer scenario now starts you with High-tech proficiency
- (Tweak) Now you can't enter the "create classroom" menu without a bell being built first
- (Tweak) Daycare kids now don't wait for other kids to show up to class to start learning, so you can have kids skip class if needed with no penalty.
- (Tweak) Outdoor learning boards now need to be at least 10 cells apart
- (Tweak) Learning boards now can't be placed in the same room as each other
- (Tweak) Player is now directly alerted if bell alerting/student attendance is not achieved within the scheduled time, suggesting they upgrade their bell or lengthen their class session
- (Tweak) Player is now directly alerted if students couldn't make it to class on time, despite teacher ringing the bell.
MAJOR UPDATE 1
New features:
- (Feature) You can now learn proficiency on your own, by bestowing proficiency knowledge onto your entire current colony population by researching "Gunsmithing" for Firearm Proficiency and "Fabrication" for High-tech proficiency
- (Feature) You can now suspend and unsuspend your classes
- (Feature) You can now set a classroom to interrupt any and all jobs to force everyone to come to the class.
- (Feature) New scenario part for "spawn with forced proficiency trait"
- (Feature) Teachers now hold a weapon while teaching proficiency, practice rifle for firearm proficiency and charge rifle for high-tech proficiency.
@LambdaFan Not a bad idea, i'll write it down
Maybe only occurs for skill-based classes?
One instance I've noticed is creating a Crafting classroom with three students and one teacher from 8-10. The three students head to their classroom, but the teacher drops whatever it is they were doing at 8 and stands. They teach their class (students gain XP) but they are frozen wherever they were at 8.
I haven't observed this in my daycare class.