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Try using the fixed version of that mod instead.
https://steamcommunity.com/sharedfiles/filedetails/?id=3113986230
In vanilla, selected item panel is closed before overlay. With this mod this behaviour is reversed
I prefer vanilla for this situation
https://steamcommunity.com/sharedfiles/filedetails/?id=1845579729&searchtext=wall+pump
https_//pastebin.com_8riSsdM8
I know I've left a few comments already about your other mods, I've just got some time to right thanks to all you guys, mod devs, because you make this game 1000x times better. Cheers!
此修改会更改右键单击取消选择行为,以便单独单击即可:取消选择光标项目,关闭建筑菜单,然后关闭覆盖。可以将这些配置为按所需顺序进行。
Big thanks!
Can't help without it.
Occasional crash;
Conflicting with yet another mod?
I have another PC, and I forgot where I find the log (folder) to put in pastebin?
https://airportal.cn/12963
https://pastebin.com/CBeLMC5c
at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <a35d771e78bd4d75a6f3aedeaad4d1ed>:0
at Debug.LogError (System.Object obj) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
at KButtonEvent.TryConsume (Action action) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
at ToolMenu.OnKeyDown_Patch0 (System.Object , KButtonEvent ) [0x00000] in <a8d8cafbcd164cda9f477d36796bfc75>:0
at KScreenManager.OnKeyDown (KButtonEvent e) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
at KInputHandler.HandleKeyDown (KButtonEvent e) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
at KInputHandler.HandleKeyDown (KButtonEvent e) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
at KInputHandler.HandleEvent (KInputEvent e) [0x00000] in <1dcc11867b524f7cb2488468843e982e>:0
"id": "1886699455",
"version": 1583582847,
title ":" Bleachstone Refinery
https://hastebin.com/emoyorasem.css
https://pastebin.com/xUyujFjK
There is a bug in ONI, which causes the game to lost order of mouse actions (mouse up makes to start pipe drawing, mouse down to stop and clear)
if this bug happened and this mod is active - pressing esc will cause the crash.
But I seen the crash without this bug too
PeterHan.PLib.ExtensionMethods.CallMethod (Harmony.Traverse root, System.String name, System.Object[] args) (at <95920cf87c21404387077a8dda067b06>:0)
BetterDeselect.Deselect.EscapeCloseTooolMenu_Patch.CloseOverlayAndMenu () (at <95920cf87c21404387077a8dda067b06>:0)
(wrapper dynamic-method) ToolMenu.OnKeyDown_Patch0(object,KButtonEvent)
KScreenManager.OnKeyDown (KButtonEvent e) (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputController.Dispatch () (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputManager.Dispatch () (at <10f9ff94bed345b0844e680764db2f47>:0)
KInputManager.Update () (at <10f9ff94bed345b0844e680764db2f47>:0)
Exception: cannot get method value without method
at Harmony.Traverse.GetValue (System.Object[] arguments) [0x0000e] in <1b23547042994e96b8b6361dbe3791d9>:0
Full error [pastebin.com]
The previous crash also happened while digging out a tide pool biome on oasis map. It was not the exact same area, but was the same type of terrain.
Considering how long I was able to play before the crash, I thought it might be a memory leak.