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System.ArgumentNullException: Value cannot be null. (Parameter 'key')
at System.Runtime.CompilerServices.ConditionalWeakTable`2.TryGetValue(TKey key, TValue& value)
at Cosmoteer.Ships.Parts.Defenses.ArcShield.OnPartDetaching() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Defenses\ArcShield.cs:line 396
at Cosmoteer.Ships.Parts.Part.RemoveComponents(IList`1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 606
at Cosmoteer.Ships.Parts.Part.ProcessComponentModificationQueue(GenericSerialReader reader) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 1321
at Cosmoteer.Ships.Parts.Part.RemoveComponents(IList`1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 600
at Cosmoteer.Ships.Parts.Part.ProcessComponentModificationQueue(GenericSerialReader reader) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 1321
at Cosmoteer.Ships.Parts.Part.RemoveComponents(IList`1 components) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 600
at Cosmoteer.Ships.Parts.Part.ProcessComponentModificationQueue(GenericSerialReader reader) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 1321
at Cosmoteer.Ships.Parts.Part.OnComponentAttached(SceneNode node) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\Part.cs:line 1224
at Halfling.Scene2D.SceneComponent.InvokeAttached(SceneNode node) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Scene2D\SceneComponent.cs:line 1826
at Halfling.Scene2D.SceneNode.NodeComponents.Add(SceneComponent component) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Scene2D\SceneNode.cs:line 1603
at Cosmoteer.Ships.Parts.CommonBasePartsManager`1.AddPart(TPart part, Action onAddedBeforeEvents) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\CommonBasePartsManager.cs:line 1643
at Cosmoteer.Ships.Parts.PartsManager.AddPart(Part part) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\PartsManager.cs:line 260
at Cosmoteer.Ships.Parts.PartsManager.CreatePart(PartRules rules, IntVector2 loc, Int32 rot, Boolean flipX, Boolean spawnedFromDestroyed, Boolean builtByPlayer, Boolean defaultToMinHealth) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\Parts\PartsManager.cs:line 150
at Cosmoteer.Ships.ShipUpdateInfo.ApplyPhysical(Boolean destroyBlocking, Boolean builtByPlayer, Boolean updateDestroyed) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Ships\ShipUpdateInfo.cs:line 596
at Cosmoteer.Game.Multiplayer.MPInputs.MPUpdateShipInput.Execute(GameRoot game, Int32 playerIndex, MessengerID playerID, Boolean force) in C:\Users\walt\Documents\Code\Cosmoteer\Source\Game\Multiplayer\MPInputs\MPUpdateShipInput.cs:line 164
at Cosmoteer.Game.Multiplayer.SPManager.Update() in C:\Users\walt\Documents\Code\Cosmoteer\Source\Game\Multiplayer\SPManager.cs:line 162
at Halfling.Application.Director.DoInput() in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Application\Director.cs:line 892
at Halfling.Application.Director.GetRunIterator()+MoveNext() in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Application\Director.cs:line 0
at Halfling.Application.Bases.GenericApp.ApplicationMainIterator()+MoveNext() in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Application\Bases\GenericApp.cs:line 729
at Halfling.Windows.D3D11.D3D11Window.<>c__DisplayClass105_0.<RunGameLoop>g___DoFrame|0() in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingPlatformWDX\Source\Windows\D3D11\D3D11Window.cs:line 947
at Halfling.Windows.D3D11.D3D11Window.RunGameLoop(String[] args, IEnumerable`1 iterator) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingPlatformWDX\Source\Windows\D3D11\D3D11Window.cs:line 814
at Halfling.Application.Bases.GenericApp.ApplicationMain(String[] args) in C:\Users\walt\Documents\Code\Cosmoteer\Halfling\HalflingCore\Source\Application\Bases\GenericApp.cs:line 227
at Cosmoteer.GameApp.Main(String[] args) in C:\Users\walt\Documents\Code\Cosmoteer\Source\GameApp.cs:line 150
Did it already work or has it been crashing since the mod was installed?
What mods do you use in addition to this one?
None
I don't understand the problems you are having. I don't crash and I ask a friend before uploading my updates, he doesn't crash either.
I just tested again to be sure:
- Buying the shield in the search tree - No problem
- Installing the shield without mirror mode - No problem
- Installing the shield with the mirror mode - No problem
- Moving the shield without active modulation - No problem
- Moving the shield with active modulations - No problem
- Shield movement in mirror mode without active modulation - No problem
- Shield movement in mirror mode with active modulations - No problem
- Replacing the shield with another module and vice versa - No problem
In the game, there are modules that give proximity bonuses. When you put down the shields, which modules are present next to them?
What game mode ? Creative or Career ?
Edit : There is a displacement problem when the shield is in Hidden mode. I will look into it ^^
I was career but had unlimited creations set to on as I wanted to have my ship set up before playing, when I turned the mirrored mode to 'Off" it worked fine for me so I'm happy to keep it off when placing those shields.
I don't know why I'm having issues either, this is the only mod that does anything to shields so it shouldn't conflict with anything.
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2907845781/3732953219570279968
I am looking for a solution to the modularity problem. In fact, as soon as you select two or three modifications, it crashes the placement and loading of the templates.