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HarmonyLib.PatchClassProcessor:Patch ()
HarmonyLib.Harmony/<>c__DisplayClass14_0:<PatchCategory>b__1 (System.Type)
HarmonyLib.CollectionExtensions:Do<System.Type> (System.Collections.Generic.IEnumerable`1<System.Type>,System.Action`1<System.Type>)
HarmonyLib.Harmony:PatchCategory (System.Reflection.Assembly,string)
HarmonyLib.Harmony:PatchCategory (string)
MechCaravans.Start:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
HarmonyLib.CodeTranspiler:GetResult (System.Reflection.Emit.ILGenerator,System.Reflection.MethodBase)
HarmonyLib.MethodBodyReader:FinalizeILCodes (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.MethodInfo>,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodCopier:Finalize (HarmonyLib.Emitter,System.Collections.Generic.List`1<System.Reflection.Emit.Label>,bool&,bool&)
HarmonyLib.MethodPatcher:CreateReplacement (System.Collections.Generic.Dictionary`2<int, HarmonyLib.CodeInstruction>&)
HarmonyLib.PatchFunctions:UpdateWrapper (System.Reflection.MethodBase,HarmonyLib.PatchInfo)
HarmonyLib.PatchClassProcessor:ProcessPatchJob (HarmonyLib.PatchJobs`1/Job<System.Reflection.MethodInfo>)
HarmonyLib.PatchClassProcessor:PatchWithAttributes (System.Reflection.MethodBase&,bool)
MechsCaravan could not find SettlementDefeatUtility_CheckDefeated_Patch insertion point!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
MechCaravans.SettlementDefeatUtility_CheckDefeated_Patch:Transpiler (System.Collections.Generic.IEnumerable`1<HarmonyLib.CodeInstruction>,System.Reflection.Emit.ILGenerator)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
HarmonyLib.CodeTranspiler/<>c__DisplayClass11_0:<GetResult>b__0 (System.Reflection.MethodInfo)
System.Collections.Generic.List`1<System.Reflection.MethodInfo>:ForEach (System.Action`1<System.Reflection.MethodInfo>)
I don't know any way summon mechs or study chips with only mechanoids as is - in my playthrough I just spawned them in w/ a mechanitor I deleted afterwards.
This is with Vehicle framework not on.
the second issue I have had is reforming caravans from places where the reform caravan option is not present, such as places like Real Ruins maps.
On these the caravan will form if trying to send to another map from the map but if the exit of the map is in the opposite direction they were just re-entering the map to then have to reform again. Second is the Reform option does not exist on maps like the ruins map and as such you are required to kill all enemies as the exit map from edge option is no longer there with this mod enabled.
I am thinking of making the Mech Commander who acts as a living relay with a shield belt and a needle gun and the Cogitor Matrix which is a machine that slowly researches topics but it can be upgraded with Server Nodes to increase the research speed.
I'll try to figure it out after I finish my current playthrough with a smaller modlist if the issue isn't figured out by then, I suppose