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期待加入1.6 CE豪华套餐(bushi
CE兼容可以试试下面这个 不过除了CE也改了不少其他数值
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3499950843
原因是因为闪毁mod修改了芯片的耐久和易燃性,而被冲突的那个原版改善mod则是通过直接删除了这2个属性来实现其功能的。
当然,从结果来说,删除的优先级最高,尽管会在游戏启动时冲突爆红但是不影响游戏内容。
最好还是别一起用了,毕竟闪毁已经提供了25000耐久的耐火芯片确保不会被炸没了。
Says "must be placed on a High tech bench"
even if it is next to it
Exception in Verse.TickList.Tick: System.NullReferenceException: Object reference not set to an instance of an object
[Ref D73CC401]
at GD3.AlphaBombardment.Tick () [0x00098] in <f1e4dde0bf004d64911360c98b95ef1c>:0
at Verse.TickList.Tick () [0x0017d] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
deepseep分析错误分析
此错误发生在 GD3 Mod(可能为某轰炸系统或特效 Mod)的 AlphaBombardment 实体更新过程中,因关键对象引用丢失导致空引用异常(NullReferenceException)。该错误直接影响游戏的主循环逻辑(TickList.Tick)
No shield or anti-air and mortar defenses could counter such cheesy mech tactic.
So I kill them instantly with focus fire, create defenses with thousands of HP and put some well armored pawn in front to take on the brunt of the missiles.
But man, it is really a pain in the as*. Technically it is fine as long as it does not pass through any shield like it was invisible.
My 2 cents
The other upgrades are quite nice to encounter, which is why the Monitor Radar throws me off so much.
A 20-something mech raid attacks my well prepared defenses.
3-5 of them have Monitor Radar.
They get hit by stray shots from burst turret weapons or engaged by long range turrets.
My well prepared defenses are now half-gone due to how strong the mortar hit is, despite the heavy embrasure walls and bunkers i put them in.
My EMP turrets are also gone before being able to fire due to long range turrets attracting the mortar retaliation shots.
Two of the enemy mechanoids with Monitor Radar are melee only, they simply make it rain mortars on the still intact turrets.
->
There is no skill involved, no reward for well made defenses.
I am forced to micromanage defenses which should be simply automatic, and the protection of heavy walls means nothing against mortar hits.
It launches a mortar when the Mechanoid with it is hit by ranged attacks outside of its own range.
There is no skill or evasion of this, and melee mechanoids can have it as well.
Its an incredible frustrating feature and the main reason for me to just stop using this mod instead of working around this.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2121326566
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_11<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
so as far as i can tell with all large mechs(centpide size or bigger)) seem to be able to fire weird missiles even across maps across planets to target what is hitting them even if that target is a pawn controlling a terminal underneath a mountain it still breaks the mountain top and punches through to try to hit said target. now it may be linked to the GD addon mod but not sure yet but wondering if anyone can confirm or deny. because this werid complete defense by passing missile is kinda annoying and dont remember it my last play through