Unturned
Craftable Buildings 1.4.6 [3.28+]
Asdf4847  [开发者] 2019 年 2 月 3 日 上午 5:29
1.4+ Update bugs and errors
Please report any bugs or errors related to this update here.
最后由 Asdf4847 编辑于; 2021 年 3 月 13 日 上午 3:33
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正在显示第 1 - 15 条,共 25 条留言
KhanTheMad 2019 年 2 月 22 日 下午 5:30 
Stack of 50 bricks item shows up as a 2x2 space item but still takes up 3x3 spaces.
Asdf4847  [开发者] 2019 年 2 月 22 日 下午 11:48 
This a bug that happens on servers that haven't updated this workshop item. It should be fixed soon.
knightgamer 2019 年 3 月 9 日 上午 8:58 
You cannot walk into the shops can you fix this please.
Asdf4847  [开发者] 2019 年 3 月 9 日 上午 9:16 
It was fixed in this version, even tested on a server
SoulFlamePoint0 2019 年 3 月 12 日 下午 4:28 
My game crashes every time i go into a singleplayer world
Asdf4847  [开发者] 2019 年 3 月 13 日 上午 5:57 
It works fine to me, check error logs in 'workshop' tab in main menu
A-l-a-n 2019 年 3 月 26 日 下午 12:09 
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
UnityEngine.Debug:LogException(Exception)
SDG.Unturned.PlayerEquipment:simulate(UInt32, Boolean, Boolean, Boolean)
SDG.Unturned.PlayerInput:FixedUpdate()
ArgumentException: The Object you want to instantiate is null. - UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message)
UnityEngine.Object.Instantiate[GameObject] (UnityEngine.GameObject original)
SDG.Unturned.BarricadeTool.getBarricade (UnityEngine.Transform parent, Byte hp, UInt64 owner, UInt64 group, Vector3 pos, Quaternion rot, UInt16 id, System.Byte[] state, SDG.Unturned.ItemBarricadeAsset asset)
SDG.Unturned.BarricadeManager.spawnBarricade (SDG.Unturned.BarricadeRegion region, UInt16 id, System.Byte[] state, Vector3 point, Byte angle_x, Byte angle_y, Byte angle_z, Byte hp, UInt64 owner, UInt64 group, UInt32 instanceID)
SDG.Unturned.BarricadeManager.dropBarricade (SDG.Unturned.Barricade barricade, UnityEngine.Transform hit, Vector3 point, Single angle_x, Single angle_y, Single angle_z, UInt64 owner, UInt64 group)
SDG.Unturned.UseableBarricade.simulate (UInt32 simulation, Boolean inputSteady)
SDG.Unturned.PlayerEquipment.simulate (UInt32 simulation, Boolean inputPrimary, Boolean inputSecondary, Boolean inputSteady)
Asdf4847  [开发者] 2019 年 3 月 26 日 下午 12:36 
Does this error happen on Singleplayer or a server?
Barushie 2019 年 6 月 29 日 下午 2:11 
the buildings are WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYY too high
Asdf4847  [开发者] 2019 年 6 月 29 日 下午 11:44 
Can you send me a picture?
神秘跑步男76 2019 年 7 月 20 日 上午 2:18 
引用自 Asdf4847
This a bug that happens on servers that haven't updated this workshop item. It should be fixed soon.
Mall base floor cant place in server
PentaSquares 2020 年 5 月 7 日 上午 9:02 
引用自 Asdf4847
Please report any bugs or errors related to this update here.
I found a building license that spawned ingame as a generated item. I accidentally dropped it and it fell through the map.
Asdf4847  [开发者] 2020 年 5 月 8 日 上午 10:26 
The collider of the license seems to be working. Might have been a bug of the map.
Hecate 2020 年 10 月 31 日 下午 3:51 
can you fix the 50 pine bundle icon not showing please : )
Ernesto 2020 年 11 月 20 日 上午 11:41 
Attempting to use a doors in a traditional base (I.E with wood walls, floors, ect) causes the doors to become not functional, and causes the doorway/frame to pop out
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