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Also...idea! swap out their newborn stage with an egg that hatches into the already existing "child" lifestage, skipping the need for making custom baby art and problems with hair/horn placement that seems to affect other custom race mod babies.
While looking into the issue, I ran into a bug that could potentially crush your game by confusing adult pawns, and I had to prioritize it. Until I fix the problem you originally brought up, use beds for Dragonian babies and place baby sleeping spots to suppress alerts about missing cribs.
Added a larger crib and a patch to make the game recognize it.
I'm not sure whether I should add a change that determines the lore of Dragonians. If I remember correctly, pre-1.4 child mods depicted them as viviparous creatures.
I'm not sure if that is caused by this mod, either.
Edit: update.
The latest update includes a patch to mitigate the lag. I haven't received any reports about broken pawns since then. So, I think we can assume this problem has been fixed.
I did a quick test, but I'm afraid I can't confirm the bug with a minimal mod list: harmony, Core, all the official DLCs, HAR, Hats display selection, and this mod.
By the way, this seems like the norm for bug reports. Maybe we can try it:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=725234314&searchtext=how+to+report+bug
I also need to know whether it is a Dragonian or an animal handler that is mentioned in the error message.
(David is animal handler pawn)
David started 10 jobs in one tick. newJob=ShearingDragonian (Job_29085342) A=Thing_Dragonian_Prime14615378 jobGiver=RimWorld.JobGiver_Work jobList=(ShearingDragonian (Job_29085332) A=Thing_Dragonian_Prime14615378) (ShearingDragonian (Job_29085333)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch4 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.JobDriver:EndJobWith (Verse.AI.JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
I can go through and do some more actual testing for you following that later this week. I can't confirm or deny if it happens with the official update since with my particular save it crashes swapping them out. It probably is a mod conflict somewhere, but I haven't the slightest clue what might be the cause from the errors I can see. I'll start by trimming it down to just the dragonian mods.
Thank you anyway for testing.
https://gist.github.com/HugsLibRecordKeeper/709938c2d013eafa2f52f6cdd1242d38
Thank you for your report. I updated .dll files in the latest update.
https://gist.github.com/HugsLibRecordKeeper/4e575fd8412dc0044fd4f9a14dd63186
I fixed the xml error. Thank you for your report. As for the other "bugs":
"Error in Dragonian Prime Race2.0 (Unofficial), assembly name: Dragonian, method: <>c__DisplayClass7_0:<MakeNewToils>b__1, exception: System.MissingMethodException: single RimWorld.StatExtension.GetStatValue(Verse.Thing,RimWorld.StatDef,bool)"
This is because Rimworld.Thing.GetStatValue is somehow not recognized even though vanilla Rimworld still uses this method.
"Error in Dragonian Prime Race2.0 (Unofficial), assembly name: Dragonian, method: <>c__DisplayClass7_0:<MakeNewToils>b__0, exception: System.MissingMethodException: void RimWorld.PawnUtility.ForceWait(Verse.Pawn,int,Verse.Thing,bool)"
On the latest version of vanilla Roworld, RimWorld.PawnUtility.ForceWait has five arguments: Verse.Pawn, int, Verse.Thing, bool, and another bool.
Yet the error above mentions only four. So, it is reporting about something different even though it refers to this mod.
Remove Mod Error Checker and play the game. Let me know if you encounter any problem.
Edit: typo
Update: On second thought, those errors are probably about unused codes and should not affect actual gameplay.
I'm afraid I can't confirm the bug.