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Exception ticking hediff (AvaliBiology ticksSinceCreation=0) for pawn Sinuli. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Avali.AvaliUtility.GetHighestPackSkill (Verse.Pawn thisPawn, System.Collections.Generic.List`1 pack) [0x00000] in <filename unknown>:0
at Avali.Hediff_AvaliBiology.UpdatePackHediff (System.Collections.Generic.List`1 relatedPawns) [0x00000] in <filename unknown>:0
at Avali.Hediff_AvaliBiology.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Pawn_HealthTracker:HealthTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Настроение поселенцев сломано. Эффекты настроения авали есть у людей и прочих. В итоге настроение либо в 100%, либо в 0%. Да и у самих авали дизбаланс. Они либо психуют, либо счастливы.
Лучше вернуть изначальную систему.
https://drive.google.com/file/d/13oWYxDAsX1-IWYRntHyDgixj7uJ6gzZ5/view?usp=sharing
У растений минимальная температура 0 градусов. Хотя для авали такая температура смертельная.
https://drive.google.com/file/d/1oPtYR1GGbbjouP0Oh-SVuuv0o5etM7xs/view?usp=sharing
(Google)
These errors lie on the surface, but something does not fix them.
The mood of the settlers is broken. Aval mood effects are in people and others. As a result, the mood is either 100% or 0%. Yes, and the Avals themselves have an imbalance. They are either crazy or happy.
It is better to return the original system.
https://drive.google.com/file/d/13oWYxDAsX1-IWYRntHyDgixj7uJ6gzZ5/view?usp=sharing
Plants have a minimum temperature of 0 degrees. Although for Avali this temperature is fatal.
https://drive.google.com/file/d/1oPtYR1GGbbjouP0Oh-SVuuv0o5etM7xs/view?usp=sharing
-Hospitality
-Awesome inventory
-Character editor
These 3 I've 100% confirmed this specific backstory is causing the issue.
list is a bit long but here's a github
https://gist.github.com/f7c2c6c6c155085e29030e09a671cbe9
the bond always ends up forming when they become friends (usually around +35... relationship points??)
EDIT: actually once i clear the debug log something does show up (and spam the debug log) when i open the dialogue log;
Random state stack is not empty. There were more calls to PushState than PopState. Fixing.
Verse.Log:Warning(String, Boolean)
Verse.Rand:EnsureStateStackEmpty()
Verse.Root:DMD<DMD<Update_Patch1>?-1084436480::Update_Patch1>(Root)
Verse.Root_Play:Update()
Oh my Avali I've been looking for issues of why my social tab and log doesn't work when I have Avali in my colony for SO long, thank you!!!! I've no idea how to fix it or anything but you've solved a mystery I've had for ages.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2243558126
I notice that in the "Thoughts_Avali.xml", workerClass are the same as the vanilla's Def, which are "ThoughtWorker_NeedJoy" and "ThoughtWorker_NeedComfort". Not sure if that is the problem though.
This happened both before and after the 1.2 patch.
Also. excuse my english.
i cant have my colonists equip clothes, and i cant even interact with clothes. i think it has something to do with the racial clothing restrictions. the error i get from the debug log is "Root level exception in OnGUI(): System.MissingFieldException: Field 'AlienRace.RestrictionSettings.apparelList' not found." im thinking it could also be because of the alien race framework mod, but i asked them about it too.
Confirmed that taking out Just the avali mod brought everything back. Anyone else have this problem?