Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Rather than creating a RimlaserGunplay.xml file that uses a PropDef that doesn't exist in Rimlaser and that generates an error if you don't use the Gunplay mod, wouldn't it be better to do it in a patch using <Operation Class="PatchOperationFindMod">?
Wiki: https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod
Type Gunplay.GunPropDef is not a Def type or could not be found, in file RimlaserGunplay.xml. Context: <Gunplay.GunPropDef><defName>Rimlaser_LaserRifle</defName><barrelLength>0</barrelLength></Gunplay.GunPropDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283592628
PawnsChooseResearch (Continued)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2904905818
Research Reinvented: Stepping Stones
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868389782&searchtext=stepping
ResearchPal - 1.4 Repackage
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982967973
Rimlaser is a fantastic mod, and I love laser lightshows during combat, but I'd like to be able to take more prisoners.
<stuffCategories>
<li>Metallic</li>
<li>Stony</li>
</stuffCategories>
Building damage factor (passable) 200%
Building damage factor (impassable) 400%
Imagine a polychromatic laser light pulsing to the music from disco-mod (or just set to a specific animation pattern) that gives a mood buff to colonists, but like real effects lights/lasers costs a lot of power when on.
Or a set of multi-colored, wider light beams with partial transparency for non-laser effects lights.
Only ideas. Either way I really like your work here, AUTOMATIC.
Would this be an error of this mod, or of Show Draftees Weapon?
Every time I make a caravan or transport pod, with some specific pawns in it, the GUI gets destroyed and invisible, like freezes, as long as I have the colonist bar enabled.
There are a ton of these errors as long the colonist bar is enabled. After finding the invisible button down in the right corner to disable it, everythings back to normal.
Vanilla Weapons Expanded - Frontier
Vanilla Weapons Expanded - Laser
Rimlaser
This is the error(s):
XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef
XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef
XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef
HugsLib console log: https://pastebin.com/bu2TkvB4
Can you add a Mk. II of the Laser Sniper Rifle? less warmup, less cooldown but can only be crafted and player only (Basically, it also have:
<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance> )
And of course, the crafting requirements is doubled or tripled. Pls, Im really looking for player only faction weapon.