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No worries, glad it's fixed.
Are you sure it's this mod? Can't reproduce it.
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <d030fa5f696c4da3910f111c71345df0>:0
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001b5] in <d030fa5f696c4da3910f111c71345df0>:0
at Progress_Custom.OnProgressComplete () [0x0000a] in <d030fa5f696c4da3910f111c71345df0>:0
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x000a5] in <d030fa5f696c4da3910f111c71345df0>:0
at AIAct.Tick () [0x0002c] in <d030fa5f696c4da3910f111c71345df0>:0
at Chara.Tick () [0x00694] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater+CharaUpdater.FixedUpdate () [0x00065] in <d030fa5f696c4da3910f111c71345df0>:0
at GameUpdater.FixedUpdate () [0x000aa] in <d030fa5f696c4da3910f111c71345df0>:0
Are you sure it's this mod? It shouldn't affect combat.
its causes bugs
System.Boolean subAttack) [0x00068] in <2d558dff9ced4a59aed071e59b80d671>:0
at ActMelee+<>c__DisplayClass17_0.<Attack>g___Attack|1 (BodySlot slot) [0x00236] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Attack>(ActMelee,single,bool)
at (wrapper dynamic-method) ActMelee.DMD<ActMelee::Perform>(ActMelee)
at (wrapper dynamic-method) Act.DMD<Act::Perform>(Act,Chara,Card,Point)
at (wrapper dynamic-method) Chara.DMD<Chara::UseAbility>(Chara,Act,Card,Point,bool)
at GoalCombat.TryUseAbility (System.Int32 dist, System.Boolean beforeMove) [0x01480] in <2d558dff9ced4a59aed071e59b80d671>:0
at GoalCombat+<Run>d__16.MoveNext () [0x00e0f] in <2d558dff9ced4a59aed071e59b80d671>:0
at AIAct.Tick () [0x000a5] in <2d558dff9ced4a59aed071e59b80d671>:0
at (wrapper dynamic-method) Chara.DMD<Chara::Tick>(Chara)
There's your issue. Beta --> nightly.
Please see previous comment, you need to update to nightly.
Not really, when fishing, this mod executes after the completion of the original fishing action (every cycle when auto fishing).
@SERGIUS777
Like @ernst suggested, it's due to the mod being updated to match the nightly version. I'd recommend using that as most mods follow nightly as well.
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at GrowSystem.OnProgressComplete (Chara c) [0x0000f] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001b5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) Progress_Custom.DMD<Progress_Custom::OnProgressComplete>(Progress_Custom)
at AIProgress+<Run>d__15.MoveNext () [0x000fe] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.Tick () [0x000a5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.TickChild () [0x00045] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at TaskPoint+<Run>d__16.MoveNext () [0x0025f] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at AIAct.Tick () [0x000a5] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at Chara.Tick () [0x00694] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at Chara.SetAIImmediate (AIAct g) [0x00042] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) ActPlan+Item.DMD<ActPlan+Item::Perform>(ActPlan/Item,bool)
at ActPlan+<>c__DisplayClass38_0.<GetAction>b__2 () [0x00043] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) AM_Adv.DMD<AM_Adv::_OnUpdateInput>(AM_Adv)
at AM_BaseGameMode.OnUpdateInput () [0x0009c] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) ActionMode.DMD<ActionMode::UpdateInput>(ActionMode)
at Scene.OnUpdate () [0x00598] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) Core.DMD<Core::Update>(Core)
MissingMethodException: Method not found: Thing .ThingGen.Create(string,string,int)
at (wrapper dynamic-method) Map.DMD<Map::MineObj>(Map,Point,Task,Chara)
at TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2 () [0x001d2] in <fb70cf62782d4eb38c7f2275f39e96e5>:0 ...
[CWL][INFO] [ExceptionProfile] Map.MineObj
+Prefix: SkillAndLuckMatter::Patch.Prefix_Map_MineObj
TaskHarvest+<>c__DisplayClass24_0.<OnCreateProgress>b__2
Progress_Custom.OnProgressComplete
AIProgress+<Run>d__15.MoveNext
AIAct.Tick
AIAct.Tick
Chara.Tick
+Prefix: Medic_KO::Medic_Recovery.Prefix
+Prefix: Medic_KO::Medic_PC_Cinema.Prefix
+Prefix: Medic_KO::Medic_NOPC_Spawn_Camp.Prefix
GameUpdater+CharaUpdater.FixedUpdate
GameUpdater.FixedUpdate
Game.OnUpdate
Core.Update
Sorry I missed your message completely somehow.
Can you give more details? Did you update the mod? What were you trying to harvest? Are you seeing any errors on Player.log file?
Indeed there was that change but actually what prompted the change in the function this mod uses was the change to pearls, the change to the seeds didn't really touch any functions (and this mod doesn't follow that logic for now).
I did not change anything in this mod in this update though, I just rebuilt it. It's an issue when the game updates a function but the new parameters it accepts have default values, technically in those cases modders wouldn't need to do anything, the new parameters would just use the defaults but regardless we have to recompile the mod for it to function properly otherwise the game thinks the mod is using an outdated function even when it's the exact same code in both versions of the mod.
things probably broke because of the update to seeds where you can get leveled seeds depending on DL in Dungeons.
Can you check again? I think it's just a matter of rebuilding the mod with the new update since there doesn't seem to be anything that changed fundamentally. Please let me know what errors you're seeing on the Player.log file as well.
@lightningstrike2010
Thanks for the report, I have been pretty inactive from modding and the game so might take a while to try to track that down still.
Still that should give you a good breadcrumb trail to figure out what it is doing. Hope it helps!
Thanks for the report, I have added a few null checks to avoid that.
@Jelly Cheesecake
Thanks. I have fixed the issue.
Let me know if you find anything else.
经测试制作也会如此(返还全部制作材料)
你可以通过mod配置降低修饰词等级来恢复游戏沉浸感(第一列设置)
I fixed it, thank you.