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触发条件:Milira 单位的 pawn 处于 Carried 状态(远行队/被救援)时,CheckForAutoAttack 被调用
相关堆栈:NullReferenceException at JobDriver_Wait.CheckForAutoAttack() → Milira Prefix
Even with a minimal mod setup, a large number of MoteDualAttached instances remain after using beam weapons such as the Ray Pistol and Ray Rifle, causing continued rendering overhead even after combat has ended.
You can confirm that Milira_Mote_LaserPulse instances remain by using the debug inspector and hovering over the cells where the weapons were fired. Calls to MoteDualAttached can also be observed under Draw Dynamic Things in Dubs Performance Analyzer.
[Ref 30965544] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
请问是和什么mod产生化学反应了吗()
The race is very cute and not too out of place. I really like the flight and wing animations. The weapons and tech tree are very interesting.
When I saw the pawns attacking me with that ghost flag and new turrets, I was thrilled!
But when I reached their settlement and saw a run-down village with simple turrets, I was a little disappointed.
Will you be adding their own settlements? That would be really cool! Thank you for your work <3
If anyone has encountered this and knows how to fix it, please let me know.