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Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryFindAndStartJob_Patch1 (Verse.AI.Pawn_JobTracker)
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
System.NullReferenceException: Object reference not set to an instance of an object
[Ref EBF1D26E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
and unsure what you mean when you say 'rebound'?
https://postimg.cc/tZwZCSNP
https://postimg.cc/zb6bXtFT
This one shows the info card when inspecting the item build card and then the item info itself (I.e. from the Machine Printer)
https://postimg.cc/PpPvHsY2
This one shows the module once created, and then inspected (What I can't see in the previous two, before I make it, is the "Module slot" info I've highlighted
Is there any way I can view what slot the weapon/utility goes on to, before creating it?
Once I've made it, I can view the module and it will tell me what "Module slot" it goes into (right shoulder, left shoulder, utility slot etc) but I can't seem to find any information about this from the construction info card (I.e. the one selected from the machine printer) to see what Module slot it goes into *before* I make it.
Can that detail be seen anywhere? Thanks :)
“鳄龟”和载人版的“骡马”在组件远行队时都没有遇到这个bug。怀疑是注册载具时出了问题。
For me, I always like to build a sergeant as soon as possible, to allow the mechs to operate without needing a mechanitor right there, but one sergeant is usually sufficient. Grenadiers are handy for their ability to stun opponents (though they'll stun friendlies by the target, too), so one or two of them can make fights easier for the rest of your troops. Apes are available fairly early, have decent armor, and can use some strong weapons, but they're pretty slow. Soldats are somewhat weak, but they're cheap to build and rebuild, and easy to arm.
For the most part, mechs aren't too expensive, so maybe try building one of each and see how they work for you.
English(英):Hello, I'm getting a config error during game loading, so could end up weaponless. This seems to be a small typo in the pawnKindDef. Thanks for your great mod!
Chinese(中):这个错误正是由 The Dead Man's Switch 这个模组本身引起的。它是一个内容添加模组,其中包含了新的派系、武器和 pawnkind(单位种类定义)。DMS_Mech_Armiman 就是它新增的一个单位,但在其配置中,weaponMoney(武器生成资金)的最小值设置得略低于其武器库中最便宜武器的价格,导致了逻辑冲突。
YOU CHANGED ALL THE DEF NAMES. WHY IN THE NAMES OF ALL THINGS HOLY DID YOU CHANGE ALL THE DEF NAMES?!
I wrote Patches for this stuff, dozens of them. I'm going to have to start over!!
So I would like to ask does CE have to be in load order AFTER this mod or does it not matter ?
Posting in case anyone is running into the same issues