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Nahlásit problém s překladem
https://gist.github.com/bf7282286a499cc5a61ffee3c30ef8df
Type Building_AlloyFusionMachine probably needs a StaticConstructorOnStartup attribute, because it has a field activeGraphics of type Graphic[]. All assets must be loaded in the main thread.
Are nothing to worry about - I will try to remove them but they aren't harmful at all.
The character generation seems a bit unbalanced. Compared to commandos, these guys have far lighter armor on average (most wear just everyday clothing like industrial-tech settlers), and far more implants. This means despite being overall easier to take down than power armor soldiers, they pay just as well -- or perhaps even more (especially since I've never seen any other faction carry archotech parts on their raiders).
Plus, from a lore perspective it doesn't really make such sense for an ultratech corporation to be launching assaults in t-shirts and blue jeans. Shouldn't they at least have a company jumpsuit or something, even if you aren't giving them standard helmets and bulletproof vests?
I've turned down the bionics a bit and upped the armour, now almost all raiders will have at least flak vests. I intentionally make few of the wear helmets, both because I like the look and to give weaker colonies at least a fighting chance.
I agree that archotech parts were a poor choice, even though within the Ultratech 'lore' they can supposedly manipulate Archotech stuff, so they will no longer spawn with them.
Fixed raider age issue, you will no longer be raided by toddlers.
That gun should work just like any other, could you send me a log file if this issue still occurs? Thanks.
I tested again with sythers and mechanoids, they both take damage almost every shot.
System.NullReferenceException: Object reference not set to an instance of an object
at AntimatterAnnihilation.Buildings.Building_CompositeRefiner.CreateZone () [0x00007] in <607a08ba86424f739a8cfcba45ac6b05>:0
at AntimatterAnnihilation.Buildings.Building_CompositeRefiner.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x0000b] in <607a08ba86424f739a8cfcba45ac6b05>:0
at (wrapper dynamic-method) Verse.GenSpawn.DMD<DMD<Spawn_Patch2>?-1042561792::Spawn_Patch2>(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool)
at (wrapper dynamic-method) RimWorld.Blueprint.DMD<DMD<TryReplaceWithSolidThing_Patch0>?1823961344::TryReplaceWithSolidThing_Patch0>(RimWorld.Blueprint,Verse.Pawn,Verse.Thing&,bool&)
at RimWorld.Blueprint_Install.TryReplaceWithSolidThing (Verse.Pawn workerPawn, Verse.Thing& createdThing, System.Boolean& jobEnded) [0x00007] in <0de063f107214aa3839ba3ee388b65f4>:0
at QualityBuilder._Toils_Construct+<>c__DisplayClass0_0.<Prefix>b__0 () [0x0005f] in <3a5b1cbd27ec4f13b7532f5f540a7b9c>:0
Verse.Log:Error(String, Boolean)
QualityBuilder.<>c__DisplayClass0_0:<Prefix>b__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?19051136::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch3>?275680896::Tick_Patch3>(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch2>?-318286976::DoSingleTick_Patch2>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Hope this helps?