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帮我看一下现在还冲突吗
Exception in RimWorld.JobGiver_Work.TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref DEA96F5F]
at BulkLoadForTransporters.Core.Utils.WorkGiver_Utility.TryGiveBulkJob (Verse.Pawn pawn, BulkLoadForTransporters.Core.Interfaces.IManagedLoadable groupLoadable, Verse.AI.Job& job) [0x00014] in <8e3dce35f48c4ee28721dff429271753>:0
at BulkLoadForTransporters.HarmonyPatches.DeliverConstruction.WorkGiver_Frames_JobOnThing_Patch.Prefix (Verse.AI.Job& __result, Verse.Pawn pawn, Verse.Thing t) [0x0003a] in <8e3dce35f48c4ee28721dff429271753>:0
at RimWorld.WorkGiver_ConstructDeliverResourcesToFrames.JobOnThing (Verse.Pawn pawn, Verse.Thing t, System.Boolean forced) [0x00031] in <24d25868955f4df08b02c73b55f389fe>:0
You can enable developer mode in the game. Then, go into my mod's settings, find "Debug Settings (Developer Mode Only)". There, you should find and tick the "Log WorkGiver" and "Log Manager" options.
How do i enable WorkGiver and Manager logs? Whenever it happens, the console is empty, no errors get generated.
So, the stool requires 25 wood, but pawns only delivered 2, and then no one continued to haul the remaining 23 wood? Is that correct?
Okay, could you please enable both WorkGiver and Manager logs, limit only two pawns to hauling construction materials (otherwise the log size will be enormous), reproduce the issue, and then send me the logs? This might be due to a flaw in cooperative hauling.
Thanks!
But if there was 2 blueprints on the map, they could build just fine. So if i had 2 stool blueprints, they would add wood and build them, but if there was one blueprint, it would be broken.
After I disabled the mod, it went back to normal.
@CuriousCubb, unless you tell me specifically "how it broke," I cannot fix it. If it's a mod conflict, please try disabling the bulk material delivery function first.
这样的,我这个模组现在只控制运输仓、地图传送口、还有搬砖的逻辑,没有修改装其他容器的逻辑。
然后装储料槽也没显示BLFT相关的日志,意思就是和BLFT不搭边
要不试着二分法排查看看?
视觉上是储料槽一个个食物消化 小人在脚下拿的很少一个个补冲小人不停的在地上拿 直到无同类物品小人负重上线很高的MOD 小人能把地上的全拿完后补最后一次 小人会把身上的所以同类食物丢地上在重复直到消耗完 后才好
或者这样的,勾选 workgiver 日志,然后复现卡顿的场景,没日志可能是别的模组问题了
这个储料槽是个什么?我没有专门加过这个内容,你打开workgiver日志,看看有没有输出?
It should not conflict, I have already removed support for vehicles.
I've conducted a thorough static analysis of the code based on your description, but I haven't been able to reproduce the issue or pinpoint a definitive cause. The logic appears to correctly handle cases with zero resources.
To help me diagnose this, could you please enable the "workgiver log" in the mod's settings, reproduce the issue , and then share with me?
Those logs will be crucial for understanding what's happening.
Mere 'insufficient' status might not lead to 'standing forever'; could you provide more information?
好,冲突的话,你可以在设置中单独关闭”搬建材“这个功能
OK,好了
Please remind me what specific target they were trying to load into. Providing a log would be most helpful.
会导致无需材料仅需工作量的建筑无法建造
I'm unable to reproduce the issue you described. Please enable developer mode, tick the 'Log WorkGiver' option in the settings, and then provide the WorkGiver log to me.
The author of the Vehicle Framework, Phil, has indicated that he will personally integrate bulk functionality for vehicles in the next update. Therefore, to avoid double work, I have removed support for loading vehicles.
Phil's response can be found on the previous page of this comment section, as mentioned.
“小人搬minified建筑不是我选择的那个”,这个问题我已经在10月2号的更新中修了;
如果你是指在装载运输仓组时,小人有时装到一半、暂时把minified建筑掉落在运输仓旁边,但之后又会回去捡起来继续装——这是正常行为
The author of Vehicle Framework has stated that he will integrate "bulk" functionality for vehicles next update. Therefore, I will no longer be addressing vehicle-related issues.
I recommend you keep an eye on Vehicle Framework's updates.
你先试一下把模组卸载看看;或者你试一下在模组设置中关闭“装载/卸载”功能。
我目前没有改动这部分“装卸战争女皇”的逻辑,可能不是我这个模组的问题。