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Rapporter et oversættelsesproblem
https://pastebin.com/f6sq0EsQ
If i Char edit the Persona and randomice her all will be displayed again
Does anyone in the comment section know of any incompatibilities, or is this a skill issue with Rimworld Together? Genuinely curious. No shade thrown.
Failed to find any textures at RobotRace/Head_Mechanent/ while constructing Multi(initPath=RobotRace/Head_Mechanent/, color=RGBA(0.796, 0.812, 0.765, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
AlienRace.AlienRenderTreePatches:HeadGraphicForPrefix (Verse.PawnRenderNode_Head,Verse.Pawn,Verse.Graphic&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.PawnRenderNode_Head.GraphicFor_Patch2 (Verse.PawnRenderNode_Head,Verse.Pawn)
Verse.PawnRenderNode/<GraphicsFor>d__67:MoveNext ()
Verse.PawnRenderNode:EnsureMaterialsInitialized ()
Verse.PawnRenderNode:EnsureInitialized (Verse.PawnRenderFlags)
it worked fine until a few hours in to the game then heads started disappearing
Failed to find any textures at RobotRace/Head_Persona/ while constructing Multi(initPath=RobotRace/Head_Persona/, color=RGBA(0.894, 0.620, 0.353, 1.000), colorTwo=RGBA(0.224, 0.224, 1.000, 1.000))
What i did to get here (i think) so i have a pawn that's a humanlike mechanoid, i had a problem where all my pawns (minus him ofc) were eating raw food so i went to disallow everything except meals then the error occurred, i then clicked i basically told my pawn he cant drink his fill in chemfuel so i allowed him to "eat" it but i still get the error even after restarting the game(see bellow). it seems not even the batteries recharges them now they just go into a loop trying...
I did paste the error code in discord in #modding-help
Here's the error from the logs:
JobDriver threw exception in toil Use's initAction for pawn Sharpstrain driver=JobDriver_UseItem (toilIndex=2) driver.job=(UseItem (Job_4619321) A = Thing_PsylinkFormerSynth850763 Giver = ThinkNode_QueuedJob [workGiverDef: null]
I spawned another psylink using dev mode (because I thought the first one was gone, it was not) and when using it the same thing happened, using the item on a different pawn didn't fix it either
This mod will disable all patch-based modifications, preventing them from correctly targeting intended entities (e.g., The Dead Man's Switch's Mechanoid Modification Module - including Hydraulic Frames, Transport Frames, etc.). If you require these functionalities, do NOT install this mod.
10/10 would add to a vanilla playthrough
or at least its not showing up in the Bio panel for me
You can resurrect human colonists with resurrector mech serums. Is their a robot version? I feel like it can't be too hard to resurrect a robot, especially compared to a human.