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Trying to get valid region at (110, 0, 164) but RegionAndRoomUpdater is disabled. The result may be incorrect.
Trying to get valid region at (139, 0, 133) but RegionAndRoomUpdater is disabled. The result may be incorrect.
checking editor settings...
bodysizes genes are active
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 13C9F24B] Duplicate stacktrace, see ref for original
Unloading 1 Unused Serialized files (Serialized files now loaded: 8)
Unloading 16 unused Assets to reduce memory usage. Loaded Objects now: 54177.
Total: 596.983100 ms (FindLiveObjects: 2.669900 ms CreateObjectMapping: 4.392700 ms MarkObjects: 589.812200 ms DeleteObjects: 0.108000 ms)
Could not resolve cross-reference to Verse.ThingDef named OxygenPump (wanter=noLinkedGraphicDefs)
Could not resolve cross-reference to Verse.ThingDef named OxygenPump (wanter=relatedBuildCommands)
I'll look into it. I was quite careful to avoid story teller and quest related mods, but it seems I may now have wasted quite some time on a save that'll never progress. Is the mission something that shows up right away/early on like the vanilla grav engine quest?
Encountered a funny bug where devouvers from Anomaly DLC spawned right into the space near asteroid like it was water.
That means some mod is altering the quest we're also altering. You're supposed to get a quest called runaway gravjumper, which crashes a small gravjumper on your mod. If you get some other quest, that means some other mod is affecting it and causes our quest to not fire.
EDIT: Oh, if I accept the vanilla gravship quest at the start, the engine I get is NOT usable with a pilot seat... which is confusing. So I need to avoid that quest? Or... what? I like the concept, I'm confused how to make it work. Played for hours and still can't have a functioning ship? No means of generating fuel? No working engine? Am I missing something?
progression feels slow ( 30 hour save using the mod, and i still have yet to reach standard gravtech research ), the way how it splits all of the buildings into different tabs feels clunky and i have to rely on dub's mint menu's search bar to actually find anything.
yes, i DID want my gravship to be the centerpiece of my run. yes, i DID want to have to unlock parts piece by piece, but i dont want to have to use godmode in a fit of frustration to actually unlock anything.
despite all of my personal feelings though, i do want to thank you for making this content, and all the other content that you folks make. even if i have my personal issues with it, i do respect what you folks are doing for us.
Neat mechanich though, now i have an incentive to not exploit the ship until it's last possible substructure hahaha
If you place a gravengine with no surrounding substructure and sit on it, it should tingle.
Maybe i'm doing something wrong, but couln't find it :(
There is a conflict with a scenario introduced in AOBA's mods. I believe the scenario is introduced in Dead Man's Switch, but it depends on prefabs from the Fortified Features Framework.
When playing the 'Last Command' scenario, initiating the GravJumper quest causes a hard crash, a partially spawned 21x21 map layer, cascading errors and instability. Under the hood, when the GravJumper quest spawns a temp map, the AOBA scenario tries to spawn the prefab on it and runs out of space.
Fortified.ScenPart_GeneratePrefab:PostMapGenerate (Verse.Map)
My workaround was to add the 'Scenario Amender' mod and then remove the prefab from the scenario before spawning the GravJumper quest.
I don't think it a bug in this mod (although if you want the details to write better handling for other mod events, lmk and I'll submit the logs and analysis I've done over the last three days). I'm reporting it to AOBA. Just sharing here for vis.
So i bet, that is not my priority, cause this is clean steam installation
also Oskar doesn't eat babies and kick puppies, he eats puppies and kick babies (mostly imps) get it right