Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[ResearchTree]: Node for Power Factor Setting for RimFridge not found. Was it intentionally hidden or locked?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.Log:WarningOnce (string,int)
FluffyResearchTree.Logging:Warning (string,bool)
FluffyResearchTree.ResearchProjectDef_Extensions:ResearchNode (Verse.ResearchProjectDef)
FluffyResearchTree.Queue:TryStartNext (Verse.ResearchProjectDef)
FluffyResearchTree.ResearchManager_FinishProject:Postfix (Verse.ResearchProjectDef)
(wrapper dynamic-method)
RimFridge.RimFridgeSettingsUtil:ApplyFactor (single) (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/Settings/RimFridgeSettingsUtil.cs:38)
RimFridge.RimFridgeComponent:StartedOrLoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:37)
RimFridge.RimFridgeComponent:LoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:23)
(wrapper dynamic-method)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch6 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
It's A. Yes, it does. Thank you for pointing that out, now I can happily build larger fridges!
A. It doesn't show up in the build menu?
B. It can't be placed?
C. Colonists can't build a placed blueprint?
If it's A, does the two-block variant show up in the popup-menu when clicking the single-block variant in the build menu?
If it's B or C, does an error occur in the dev console? If not, does it happen without using any other mods?