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Rapporter et oversættelsesproblem
I think it's a feature, if you look at the info, the weapon have a suitable pawn size where it tells you which one can use it or if they need any enhancement to use it
Any help would be greatly appreciated
Pawn Deittersh threw exception while executing toil WaitWith's finish action (3), jobDriver=Fortified.JobDriver_DoAutonomousBill, job=FFF_DoAutonomousBill (Job_3896950) A = Thing_DMS_ReactionChamber1203613 Giver = JobGiver_Work [workGiverDef: FSFDMS_ReactionChamber], toilIndex=10: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4C56C7D4]
at Fortified.Building_WorkTableAutonomous.StartBill (RimWorld.Bill_Production bill, Verse.Thing thing, Verse.Pawn handler) [0x00007] in <1819e9d46241466096a0f7622db362ad>:0
at Fortified.JobDriver_DoAutonomousBill+<>c__DisplayClass1_0.<MakeNewToils>b__3 () [0x00026] in <1819e9d46241466096a0f7622db362ad>:0
at Verse.AI.Toil.Cleanup (System.Int32 myIndex, Verse.AI.JobDriver jobDriver) [0x0001f] in <24d25868955f4df08b02c73b55f389fe>:0
Thanks!
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.