安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








So what apparently happened is that I had set the blocked travel cells to block off crew from travelling below a certain line of cells. But the cells below the blocked ones were still traversable, but just not accessible.
This never caused any issues...until the thruster was set on fire below this line of blocked travel cells and a crewmember was trying to take a fire extinguiser and find a way to that particular cell.
What I didn't realize was that apparently blocked travel cells are also impossible to set on fire. So once one of the cells below this line was hit, it could still catch fire and when it did a crewmember would attempt to put the flames out.
Since it couldn't get to its calculated destination (because I blocked the cells leading up to the cell that was on fire), it would cause the pathfinding crash.
The main reason I didn't want to do a process of elimination with enabling just a few mods is the load time. Cosmoteer spends quite a lot of time loading mods if there is any changes to the mod load list or any mod updates.
Thinking back on it I could have tried to make a minimal setup in creative with only this mod enabled, will consider doing so if the fix doesn't work.
Will be doing a test of the fix in a bit. Fingers crossed.
Interesting thing you say about your save still being broken due to the fire already preexisting. This indicates that the blocked travel cell doesn't actually prevent it being on fire. It just prevents it from being set on fire.
But I'm glad this is now solved and you pointed me into the right direction, nicely done :)