安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I think there may be a problem with the mod or an interaction with the mod.
I have played for 56 days with no raids of any kid.
I'd like to help, especially since multiple people have complained about this, but I have literally never seen any of these issues before and I cannot reproduce them.
Perhaps there's some setting or option I have enabled or disabled that's preventing this error from happening? Dunno.
Error while resolving symbol "randomMechanoidGroup" with params=rect=(202,180,215,197)
Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.LordJob_AssaultColony.CreateGraph () [0x00000] in <filename unknown>:0
I think of the values you set to 9999999999 in the files relation to mechanoids, that somehow changes the wait time for raiders to assault the colony and wait time for trader to leave both to 999999999.
-Core
-MT - No Mechanoid Raids
and any visitors never leave, and raiders never finish preparing to raid.
1. Install the mod
2. A raid appears in "preparing for attack"
3. The raiders never attack, and remain stuck in preparing mode.
For traders,
1. Install the mod
2. Trading caravans arrive
3. The traders never leave. Starve to death and mental break, killing themselves and eachother.
Something about the event's changing from preparing > start seems to not work.
personally I've made it multiple in-game years into a 1.0 playthrough with this mod (and many others) and seen plenty of normally-functioning parties and normally-functioning raids. I've never seen this "infinite parties bug" nor have I seen any malfunctioning raids.
So I tested and confirmed that when these two mods are active that the infinite parties bug occurs.
Luckily there is a solution! The Definitely More Cannons mod has a version that doesn't mess with the Mechanoids file. Definitely More Cannons - No Armored Centipedes | https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1554666637
I tested and when this mod and Definitely More Cannons - No Armored Centipedes are used together the party bug does not happen.
@Mittsies would it be possible for you to look into this issue? I tested on my end by starting a new game with all my current mods loaded and then used debug mode to start a party. Without this mod loaded the parties end as per normal. With the mod loaded parties and weddings never end, they go on forever. The only way to stop them is to kill and ressurect the person who started the party but you'll have to keep doing this every time a party or wedding happens, super annoying.
That's fine with me though, I destroyed everyone on the planet after all. I just thought I should mention it since you weren't sure what would happen.
But truthfully I don't know what happens if you kill every faction. It's probably worth trying out just to see.
i build a big city.then each raids attacker has more than thousands.
super lag.... sad