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at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
at ParallelTasks.BackgroundWorker.WorkLoop()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
2016-09-12 13:50:46.674 - Thread: 21 -> Hiding window
2016-09-12 13:50:46.676 - Thread: 10 -> External debugger: interrupted.
2016-09-12 13:50:55.644 - Thread: 1 -> GC Memory: 1,750,899,848 B
2016-09-12 13:51:07.065 - Thread: 21 -> Hiding window done
2016-09-12 13:51:07.066 - Thread: 21 -> Showing message
2016-09-12 13:51:07.103 - Thread: 21 -> ERROR: branch name cannot be resolved, services=
2016-09-12 13:51:07.103 - Thread: 21 -> ERROR: branch name cannot be resolved, services=
2016-09-12 13:51:07.104 - Thread: 21 -> ERROR: branch name cannot be resolved, services=
2016-09-12 13:51:07.109 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyCubeBlockFactory.CreateObjectBuilder(MyCubeBlock cubeBlock)
at Sandbox.Game.Entities.MyCubeBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Weapons.MyUserControllableGun.GetObjectBuilderCubeBlock(Boolean copy)
at Sandbox.Game.Weapons.MyLargeTurretBase.GetObjectBuilderCubeBlock(Boolean copy)
at Cython.EnergyWeapons.BeamTurret.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyCubeBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.UpdateBeforeSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
mod_warning: Energy Weapons (stable/dev), in file:
**WARNING!**
Script for MyObjectBuilder_AutomaticRifle is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
mod_warning: Energy Weapons (stable/dev), in file:
**WARNING!**
Script for MyObjectBuilder_InteriorTurret is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
mod_warning: Energy Weapons (stable/dev), in file:
**WARNING!**
Script for MyObjectBuilder_InteriorTurret is using the obsolete MyEntityComponentDescriptor overload!
You must use the 3 parameter overload to properly register script updates!
This script will most likely not work as intended!
**WARNING!**
but far as I know the weapons still work.