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Hi, riolet,
Thanks for your feedback. I've known this bug when I was updating the mod to v2.4. I have no idea why it creates duplicates when we hand over the blueprint to the Collector. I'll investigate the bug when I am free in the following weeks.
Timo
[中文]
在将图纸交给收藏家时,某些图纸会在解锁列表中创建四五个相同的图纸。目前还不清楚这个Bug产生的原因,我近期有空的话会研究下这个问题。
Hi, thanks for you guys' feedback.
The mod is not working because a hot fix is released for v2.4. This is the update announce:
Hotfix for update 24
According to it, the developer changed the modding tools again
I'll try to update the mod these two days.
[中文]
谢谢几位的反馈。7月1日的时候有个小的v24修复更新,更新日志见上面的网址。这次更新之后,Mod工具又又改了,所以导致了Mod进入游戏后报错的问题。我这两天会看下,会尽快更新mod。
Error:
This error may be due to one of the mods currently enabled.
SysError(Can't read res/tiled/col.tsx)
Called from sys.io.$File.getBytes (D:\deadcells\client\.tools\haxe\std/hl/_std/sys/io/File.hx line 44)
Called from hxd.$File.getBytes (hxd/File.hx line 279)
Called from tiled.$TmxXmlParser.parseTileset (tiled/TmxXmlParser.hx line 416)
Called from tiled.$TmxXmlParser.parseTmx (tiled/TmxXmlParser.hx line 85)
Called from tiled.$TmxXmlParser.parseRes (tiled/TmxXmlParser.hx line 21)
Called from level.$RoomTemplate.__constructor__ (level/RoomTemplate.hx line 132)
Called from level.$RoomTemplate.getTemplate (level/RoomTemplate.hx line 118)
Called from level.$RoomTemplate.parseAll (level/RoomTemplate.hx line 77)
Called from level.gen.$MapGenerator.__constructor__ (level/gen/MapGenerator.hx line 65)
Called from level.LevelGen.generateMap (level/LevelGen.hx line 220)
Called from level.LevelGen.generateMaps (level/LevelGen.hx line 204)
Called from level.LevelGen.generate (level/LevelGen.hx line 115)
Called from pr.Game.loadMainLevel (pr/Game.hx line 792)
Called from cine.LevelTransition.loadNewLevel (cine/LevelTransition.hx line 125)
Called from cine.$LevelTransition.__constructor__ (cine/LevelTransition.hx line 116)
Called from cine.$LevelTransition.goto (cine/LevelTransition.hx line 61)
Called from pr.$Game.__constructor__ (pr/Game.hx line 172)
Called from User.newGame (User.hx line 472)
Called from Main.initGame (Main.hx line 450)
Called from Main.getGame (Main.hx line 415)
Called from Main.~launchGame.0 (Main.hx line 330)
Called from local function #6561 (Main.hx line 499)
Called from mt.Delayer.update (mt/Delayer.hx line 138)
Called from mt.$Process._update (mt/Process.hx line 257)
Called from mt.$Process.updateAll (mt/Process.hx line 223)
Called from Boot.update (Boot.hx line 674)
Called from hxd.App.mainLoop (hxd/App.hx line 161)
Called from Boot.mainLoop (Boot.hx line 679)
Called from hxd.$System.mainLoop (hxd/System.hl.hx line 70)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 127)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 123)
Called from haxe.$Timer.~delay.0 (D:\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 143)
Called from haxe.$Timer.~__constructor__.0 (D:\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 76)
Called from haxe.$MainLoop.tick (D:\deadcells\client\.tools\haxe\std/haxe/MainLoop.hx line 174)
Called from haxe.$EntryPoint.processEvents (D:\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 99)
Called from haxe.$EntryPoint.run (D:\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 125)
See the description at #7. Motion twins changes the modding process in the hotfix at July 1st. I met some problems/bugs when updating this mod using the new modding tools (mainly the "TmxTool.exe"). So I am sorry I cant fix this problem until I find a solution.
请看7楼的说明。MotionTwins在7月1日的热更新中再一次更新了Mod的开发流程,目前在使用TmxTool.exeg修改这个Mod时遇到了点问题,暂时还不清楚是不是这个工具出现了bug。所以抱歉我一两天内暂时不能解决这个问题。
Current Solution / 目前的解决方案
DON'T USE THIS MOD UNTIL I UPDATE A FIX.
DON'T USE THIS MOD UNTIL I UPDATE A FIX.
DON'T USE THIS MOD UNTIL I UPDATE A FIX.
诸君啊,联系上了mod工具的开发者,终于把这个mod修复了。在当前版本下可以使用了(v2.4.3 2021-07-01)
But preventing people get the blueprints that they shouldn't own (if they don't have the DLCs) may be a task for the Mod. However, for now I couldn't find a good way to fulfill this purpose.
Solution 1:
Divide this Mod to several Mods:
1. Base version including the blueprints from the base game and Rise of The Giant DLC,
2. DLC version including all the 3 paid DLCs or different combination of the 3 DLCs since people may only buy 1/2/3 DLCs.
Solution 2:
Put blueprints from different DLCs to separated showcases. Add a specific door at each showcase and use script to do "haveDLC" check. I've tried this but it's too hard for me to understand the moding scripts.
What do you think? If you have any thoughts, leave it here and let's discuss.
Or you can comment at this github issue report page:
https://github.com/TimoLin/Timos-Armory-Mod/issues/2