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What does "not work" mean in this case exactly ?
Feel free to show up on the discord for more immediate support.
Error while drawing Settlement Turnipwell (tile=7882): System.ArgumentNullException: Value cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ModContentHolder`1[T].Get (System.String path) [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.ContentFinder`1[T].Get (System.String itemPath, System.Boolean reportFailure) [0x0004c] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.MaterialPool.MatFrom (System.String texPath, UnityEngine.Shader shader, UnityEngine.Color color, System.Int32 renderQueue) [0x00000] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Planet.Settlement.get_Material () [0x0002f] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Planet.WorldObject.get_ExpandingIconColor () [0x00015] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.Planet.ExpandableWorldObjectsUtility.ExpandableWorldObjectsOnGUI () [0x00083] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:Verse.Root.OnGUI_Patch1(Root)
If I close that, the world itself has spawned somehow(after backing out of everything as if i am canceling the new game) but without any settlements of my race, though they do still come up under the faction list. If I select a tile to start the game anyway despite the errors and use Prepare Carefully to select my colonists, I am able to select my race. But they have no graphic and their name is always "ERR".
I have checked and double checked my graphic paths, everything seems correct. And I have no other race mods active for it to conflict with.
settlementTexturePath is the tag.
Failed to find any textures at Things/Ampherian/BodyMale_Naked_Male while constructing Multi(initPath=Things/Ampherian/BodyMale_Naked_Male, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
AlienRace.AlienPartGenerator:GetNakedGraphic(BodyTypeDef, Shader, Color, Color, String, String)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch1(PawnGraphicSet)
Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnInternal_Patch2(PawnRenderer, Vector3, Single, Boolean, Rot4, Rot4, RotDrawMode, Boolean, Boolean, Boolean)
Verse.PawnRenderer:RenderPortrait()
RimWorld.PortraitRenderer:OnPostRender()
UnityEngine.Camera:Render()
RimWorld.PortraitRenderer:RenderPortrait(Pawn, RenderTexture, Vector3, Single)
RimWorld.PortraitsCache:RenderPortrait(Pawn, RenderTexture, Vector3, Single)
RimWorld.PortraitsCache:Get(Pawn, Vector2, Vector3, Single, Boolean, Boolean)
EdB.PrepareCarefully.CustomPawn:GetPortrait(Vector2)
EdB.PrepareCarefully.PanelPawnList:DrawPanelContent(State)
EdB.PrepareCarefully.PanelBase:Draw(State)
EdB.PrepareCarefully.TabViewPawns:Draw(State, Rect)
EdB.PrepareCarefully.Page_PrepareCarefully:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
My alien body types are
<alienbodytypes>
<li>Male</li>
<li>Female</li>
</alienbodytypes>
and my graphic paths are
<graphicPaths>
<li>
<body>Things/Ampherian/Body</body>
<head>Things/Ampherian/Head</head>
<skeleton>Things/Ampherian/Dessicated/</skeleton>
<skull>Things/Ampherian/Skull/</skull>
</li>
</graphicPaths>
The folder paths patch those exactly. and the image files are named Naked_Female_east(and north and south) and Naked_Male_east_and north and south) which is identical if the name of the bodies both in vanilla and in the Ferian race I was using as an example. And the files are PNG files of 128x128 dimensions.
Grammar unresolvable. Root 'r_name'
GRAMMAR RESOLUTION TRACE
1 r_name → [femalename] [lastname]
femalename → UNRESOLVABLE
lastname → UNRESOLVABLE
r_name → UNRESOLVABLE
INCLUDES
NamerPersonAmpherianFemale
NamerAmpherian
CUSTOM RULES
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean, List`1, List`1, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean, List`1, List`1, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean, List`1, List`1, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean, List`1, List`1, Boolean)
Verse.Grammar.GrammarResolver:Resolve(String, GrammarRequest, String, Boolean, String, List`1, List`1, Boolean)
RimWorld.NameGenerator:GenerateName(GrammarRequest, Predicate`1, Boolean, String, String)
RimWorld.NameGenerator:GenerateName(RulePackDef, Predicate`1, Boolean, String, String)
AlienRace.HarmonyPatches:GeneratePawnNamePrefix(Name&, Pawn, NameStyle, String)
RimWorld.PawnBioAndNameGenerator:RimWorld.PawnBioAndNameGenerator.GeneratePawnName_Patch1(Pawn, NameStyle, String)
RimWorld.PawnBioAndNameGenerator:RimWorld.PawnBioAndNameGenerator.GiveShuffledBioTo_Patch0(Pawn, FactionDef, String, List`1)
RimWorld.PawnBioAndNameGenerator:RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1(Pawn, String, FactionDef)
Verse.PawnGenerator:Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch0(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:Verse.PawnGenerator.GeneratePawn_Patch1(PawnGenerationRequest)
EdB.PrepareCarefully.Randomizer:AttemptToGeneratePawn(PawnGenerationRequest)
EdB.PrepareCarefully.Randomizer:GeneratePawn(PawnGenerationRequest)
EdB.PrepareCarefully.ControllerPawns:AddFactionPawn(PawnKindDef, Boolean)
EdB.PrepareCarefully.<>c__DisplayClass64_0:<ShowPawnKindDialog>b__1()
EdB.PrepareCarefully.DialogPawnKinds:PostClose()
Verse.WindowStack:TryRemove(Window, Boolean)
Verse.Window:Close(Boolean)
EdB.PrepareCarefully.DialogPawnKinds:Confirm()
EdB.PrepareCarefully.DialogPawnKinds:DoWindowContents(Rect)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)