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








What I've been able to see is that only one item (or stack) can be hauled per storage building at the same time (actually I believe it is one per space the building occupies - i.e.: 4 simultaneous items for the large crates).
So when you command one pawn to haul anything (or one decides to do so by 'its will'), that building is somehow flagged as 'busy' and no other order can be issued to the same building until the first is completed.
Hope that helps Taco understanding what's happening a Reel for a fix if this behavior is not caused by other mod.
Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 812C58E6]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000a9] in <7ac8125db2a942e28a4f40e78a341944>:0
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3 c) [0x000d8] in <7ac8125db2a942e28a4f40e78a341944>:0
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Boolean Replace_Stuff.Replace.InterceptDesignator_Build:Prefix(Designator_Build __instance, IntVec3 c, BuildableDef ___entDef, Rot4 ___placingRot)
at Verse.DesignatorManager.ProcessInputEvents () [0x0006e] in <7ac8125db2a942e28a4f40e78a341944>:0
- PREFIX Merthsoft.DesignatorShapes: Void Merthsoft.DesignatorShapes.Patches.DesignatorManager_ProcessInputEvents:Prefix(DesignatorManager __instance)
- POSTFIX Merthsoft.DesignatorShapes: Void Merthsoft.DesignatorShapes.Patches.DesignatorManager_ProcessInputEvents:Postfix(DesignatorManager __instance)
at RimWorld.MapInterface.HandleMapClicks () [0x0000f] in <7ac8125db2a942e28a4f40e78a341944>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00099] in <7ac8125db2a942e28a4f40e78a341944>:0
- POSTFIX net.pardeike.rimworld.mod.camera+: Void CameraPlus.UIRoot_Play_UIRootOnGUI_Patch:Postfix()
at Verse.Root.OnGUI () [0x00046] in <7ac8125db2a942e28a4f40e78a341944>:0
- POSTFIX UnlimitedHugs.HugsLib: Void HugsLib.Patches.Root_OnGUI_Patch:OnGUIHookUnfiltered()
- POSTFIX net.pardeike.rimworld.mod.camera+: Void CameraPlus.Root_OnGUI_Patch:Postfix()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)
Strangely, some things work though. Example:
Medical Cabinets. I cannot haul any bionic parts to it, but they take medicine and Neutrotamine.