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at RealSolarSystems.ZoneManager.ConvertProxyVelToReal(CelestialBody body, Boolean isSurface, Vector3D pos, Vector3D vel)
CTD: Mod conflict? Not much more info than that. Will do A/B testing with mod selection.
happens when world begins to unload, we've figured out that Session,Player gets nulled before updates are stopped
2024-10-20 20:15:30.949 - Thread: 1 -> Error: Error during loading session:System.InvalidCastException: Unable to cast object of type 'System.Func`9[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single,Sandbox.Game.Entities.MyPlanet]' to type 'System.Action`8[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single]'.
at RealSun.RealStarsApi.ApiLoad(IReadOnlyDictionary`2 delegates)
at RealSun.RealStarsApi.HandleMessage(Object o)
at Sandbox.ModAPI.MyAPIUtilities.SendModMessage(Int64 id, Object payload)
at RealSun.RealSunCore.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
2024-10-20 20:15:30.951 - Thread: 1 -> ERROR: Loading screen failed
2024-10-20 20:15:30.963 - Thread: 1 -> Exception occurred: System.InvalidCastException: Unable to cast object of type 'System.Func`9[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single,Sandbox.Game.Entities.MyPlanet]' to type 'System.Action`8[VRageMath.Vector3D,System.Single,VRageMath.Vector3I,System.Single,System.Single,System.Single,System.Single,System.Single]'.
at RealSun.RealStarsApi.ApiLoad(IReadOnlyDictionary`2 delegates)
at RealSun.RealStarsApi.HandleMessage(Object o)
at Sandbox.ModAPI.MyAPIUtilities.SendModMessage(Int64 id, Object payload)
at RealSun.RealSunCore.LoadData()
at Sandbox.Game.World.MySession.LoadComponent(MySessionComponentBase component)
at Sandbox.Game.World.MySession.LoadDataComponents()
at Sandbox.Game.World.MySession.PrepareBaseSession(MyObjectBuilder_Checkpoint checkpoint, MyObjectBuilder_Sector sector)
at Sandbox.Game.World.MySession.Load(String sessionPath, MyObjectBuilder_Checkpoint checkpoint, UInt64 checkpointSizeInBytes, Boolean saveLastStates, Boolean allowXml)
at Sandbox.Game.World.MySessionLoader.<>c__DisplayClass18_0.<LoadSingleplayerSessionInternal>b__7()
at System.DelegateExtensions.InvokeIfNotNull(Action handler)
at Sandbox.Game.Gui.MyGuiScreenLoading.RunLoad()
Using the world that was linked
@EthicalObligation I've seen that one before without any other mods, so it's not a conflict, but it is inconsistent and I haven't found reliable repro steps. If you find a way to reliably make it happen, let me know.
@zznty Fix for that will go into next update.
Also, please post any errors/logs/etc on my Discord. It's easier to keep track of there and you can post the full logs so I can download them.
the important parts of the log
TLDR: i made binary with 1 star to another with both having planets, after i detached it i removed the planet orbiting the second one, then i crashed
I can definitely confirm that! It might be a good idea to catch the error if possible. Not even sure how far the mod API can go though. Might be better to create a plugin loader plugin to catch it if it doesn't go that low level.
-Will require a special tool to create the textures for their proxy definitions. The tool is mostly finished, but needs a few final tweaks.
recommended speed when traveling with this mod is 1000m/s and below, so