Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
https://gist.github.com/eba8e6c4d821797ccf9ed3255ab95b26
line 613 changed to:
line 618 changed to:
line 675 changed to:
line 680 changed to:
are you using a local copy?
if not, then why not change that anyway?
I dont want to have a fully decked out barbarian be sent my way on the first week of naked brutality
my problem might not be that raiders show up fully decked out; my problem is that the prices are way lower than they are supposed to be
Exception ticking Anya (at (4, 0, 27)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x0001d] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Kill_Patch6>?-1925309184::Kill_Patch6>(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<CheckForStateChange_Patch1>?1685980032::CheckForStateChange_Patch1>(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<AddHediff_Patch2>?-918929024::AddHediff_Patch2>(Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
at Verse.HealthUtility.AdjustSeverity (Verse.Pawn pawn, Verse.HediffDef hdDef, System.Single sevOffset) [0x00046] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.HediffGiver_Bleeding.OnIntervalPassed (Verse.Pawn pawn, Verse.Hediff cause) [0x0002b] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<HealthTick_Patch1>?612281216::HealthTick_Patch1>(Verse.Pawn_HealthTracker)
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Tick_Patch2>?-1057920512::Tick_Patch2>(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <29684bdca4b441d38f64a3f064edc8ed>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?39321600::Update_Patch1>(Root_Play)
https://psteamcommunity.yuanyoumao.com/profiles/76561198021466054/screenshots/
I activated debug mode, and even with 'kill', the pawn won't die. I have to 'destroy' the pawns, otherwise they are immortal (No Immortals mod loaded though ;p , also the beheading part would finish them at least...)
I got TONS of mods loaded, so I cannot simply remove them one by one to find possible incompatabilities, and the last mods added were only QoL/Interface stuff that doesn't affect gameplay. As far as I can see, it only happens on medieval factions right now.
Also, is it intentional that these Factions behave like suicidal idiotic maniacs? just asking 'cause only these pawns NEVER break for losses, even if only one pawn is surviving. Most factions retreat/flee with 50% or more losses...
If intentional, that's ok. but I'd like an option to set the break/raid size limit if possible.