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I really don't think you should take it down though. I get it about being "harassed" or it being a rep issue but you can just say it's unsupported or open-source it somehow. Put it on pastebin or whatever?
I mean .. if it works for you well enough for you to release it i trust that it should work for most ppl. I would consider if these reported bugs/issues are even real.
You can't blame yourself when u tell (some, probably most) ppl on steam "edit this xml file" and they come back and say "your thing doesn't work right".
I can confirm that the mk5 config.xml is being loaded.
at AdvancedQuarrys.SetQuarryOptions (.QuarryConfig qconfig) [0x00000] in <filename unknown>:0
at AdvancedQuarrys..ctor (.Segment segment, Int64 x, Int64 y, Int64 z, UInt16 cube, Byte flags, UInt16 lValue, Boolean loadFromDisk, .QuarryConfig qConfig) [0x00000] in <filename unknown>:0
at AdvancedQuarrysMain.CreateSegmentEntity (.ModCreateSegmentEntityParameters parameters) [0x00000] in <filename unknown>:0
Notice the .XML is different than the actual file extention case. Windows ignores this, but I've heard in Linux, .XML is not the same as .xml.
There's a line in the code that should output into the log file:
Debug.Log("AdvQuarrys: Checking if XMLConfig File Exists at " + configfile);
open your log and search for "AdvQuarrys"
Linux version might put out log files differently than the windows version.
Can't say that I see anything that really jumps out, except maybe this below, but that was even before the MOD was added.
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "_LaserTransferHolder_T3(Clone)/LaserTransfer/Laser/Laser Upgrade"
If there is anything I can send you that might help, let me know, as I would really like to try this MOD.
BTW, really enjoy your videos as well.
I built the MK5, went straight to it, and when I build the 3x3x3 and the game even states "Crafting complete" when I am done, all I have is the "grated" blocks it is made from. I try to remove them, and it drops blocks, yet the blocks stay there, so at one point I had 50 blocks, when I started with 27. Then it causes me to force quit the game as the "disk clearing" sat there for over an hour, I went to make dinner. Tried it again with all MODS turned off, rebuilt the MK5, and the same result again.
<Mine1>AllOre</Mine1><Mine2>Garbage</Mine2><Mine3>OreCoal</Mine3><Mine4>OreCopper</Mine4><Mine5>OreTin</Mine5><Mine6>OreIron</Mine6><Mine7>OreLithium</Mine7><Mine8>OreCrystal</Mine8><Size>11</Size><MaxPower>4500000</MaxPower><PowerForGarbage>50</PowerForGarbage><PowerForOre>100</PowerForOre><PowerForResin>2000</PowerForResin><PowerForT4>1000</PowerForT4><PowerForUranium>1500</PowerForUranium></Mk5QuarryConfig>
https://i.imgur.com/yJxmCZw.png
I verified this does not occur with vanilla quarries, only quarries from this mod.
Let alone my not wanting to wade through thousands of lines of text to find out what's wrong.
The Mk3 is virtually identical to the Mk1 and Mk2, so if those don't have an issue, something else must be wrong.
any ideas how to fix this?
Is it possible that your fallback settings are overriding the xml? I would recommend removing those default fallback values for testing, ensuring that the xml values are used or the error becomes more obvious.
I am on WIndows 10 Pro 64bit with the Developers Update installed (if that matters).
AdvQuarrys: Checking if Mk5 XMLConfig File Exists at Z:\Program Files (x86)\Steam\steamapps\workshop\content\254200\726952475\Mk5QuarryConfig.XML
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
AdvQuarrys: Mk5 XMLConfig File Exists, loading.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
AdvQuarrys: Mk5 XMLConfig File Loaded.