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报告翻译问题








The following features below have some odd problems or are broken or are not working as intended:
- "Nullpouch: Picked up items will go into the pouch IF it exists in the pouch. If the items inside the pouch are at stack limit, further pickups of that item will be deleted regardless if the player inventory is full or not."
Now, picked-up items will go into the Nullpouch FIRST regardless of whether the player inventory is full or not and regardless of whether the items were initially/manually placed into the pouch or not. In other words, picked-up items will just go straight into the Nullpouch even though I never placed the items in the Nullpouch in the first place.
- "When a slot reaches stack limit, incoming items of that type will get deleted."
Also, when items inside the pouch are at stack limit, the items that are newly picked-up will create a new stack INSIDE of the Nullpouch. However, if you click this new stack to move it, it will get deleted.
Edit: Though, I notice that - sometimes - items in Null storages get deleted randomly when clicked to be moved, even when its the first entry/stack of the item and when the items have not reached the stack limit yet. I'm not sure what causes this inconsistency.
What is consistent now is second stacks being deleted when clicked to be moved.
- "An item can span multiple slots, e.g. putting tomatoes in 4 slots will make it receive until 400 tomatoes (100 full tomato stack distributed across 4 slots), and following tomatoes will be deleted."
Now, if a second stack gets filled by newly picked-up items, it will be deleted once you click this stack to move it.
- "Nullbox: Settlers can still drop off and use items to/from the Nullbox. Settlers will NOT put items inside of the box IF an item of that type ISN'T in the box, even with a filter. Deletion of items that are also in the box will work with settlers too.
Settlers - now - treat the Nullbox like every other storage regardless of whether items were initially/manually placed into the box or not.
- "Shift-clicking from player inventory to the nullbox or nullpouch is disabled to prevent accidentally putting valuable items into the containers, UNLESS that item exists in the box/pouch, then the above rules will apply."
Lastly, if you shift-click items when a Null storage is open, your game will crash. Here is a following crash log after shift-clicking an item inside a Nullpouch.
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Mods: NullStorage (v. 1.0.0)
java.lang.NoSuchMethodError: necesse.inventory.container.slots.ContainerSlot.combineSlots(Lnecesse/level/maps/Level;Lnecesse/entity/mobs/PlayerMob;Lnecesse/inventory/container/slots/ContainerSlot;IZLjava/lang/String;)Lnecesse/inventory/ItemCombineResult;
at drasouls.nullstorage.items.NoFillInventoryContainer.doTransferToSlots(NoFillInventoryContainer.java:25)
at drasouls.nullstorage.items.NoFillItemInventoryContainer.transferToSlots(NoFillItemInventoryContainer.java:20)
at necesse.inventory.container.Container.transferToSlots(Container.java:529)
at necesse.inventory.container.Container.transferFromAmount(Container.java:336)
at necesse.inventory.container.Container.applyQuickMove(Container.java:367)
at necesse.inventory.container.Container.applyContainerAction(Container.java:222)
at necesse.gfx.forms.components.containerSlot.FormContainerSlot.handleActionInputEvents(FormContainerSlot.java:143)
at necesse.gfx.forms.components.containerSlot.FormContainerSlot.handleInputEvent(FormContainerSlot.java:65)
at necesse.gfx.forms.ComponentList.submitInputEvent(ComponentList.java:51)
at necesse.gfx.forms.Form.handleInputEvent(Form.java:233)
at necesse.gfx.forms.ComponentList.submitInputEvent(ComponentList.java:51)
at necesse.gfx.forms.FormManager.submitInputEvent(FormManager.java:213)
at necesse.engine.state.MainGame.lambda$null$0(MainGame.java:268)
at java.util.ArrayList.forEach(ArrayList.java:1257)
at java.util.Collections$UnmodifiableCollection.forEach(Collections.java:1080)
at necesse.engine.state.MainGame.lambda$null$2(MainGame.java:266)
at necesse.engine.tickManager.PerformanceTimerManager.recordPerformance(PerformanceTimerManager.java:105)
at necesse.engine.tickManager.Performance.record(Performance.java:10)
at necesse.engine.state.MainGame.lambda$frameTick$3(MainGame.java:262)
at necesse.engine.tickManager.PerformanceTimerManager.recordPerformance(PerformanceTimerManager.java:105)
at necesse.engine.tickManager.Performance.record(Performance.java:10)
at necesse.engine.state.MainGame.frameTick(MainGame.java:116)
at necesse.engine.Screen$1.lambda$update$3(Screen.java:675)
at necesse.engine.tickManager.PerformanceTimerManager.recordConstantPerformance(PerformanceTimerManager.java:113)
at necesse.engine.tickManager.Performance.recordConstant(Performance.java:16)
at necesse.engine.Screen$1.update(Screen.java:674)
at necesse.engine.tickManager.TickManager.tickLogic(TickManager.java:98)
at necesse.engine.Screen.init(Screen.java:1149)
at necesse.engine.Screen.<init>(Screen.java:265)
at StartClient.main(StartClient.java:108)
-----