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Raportează o problemă de traducere
Thanks for working on this mod!
Before, the save file shows that the ability is in a 'Bursting' state. Since applying the psycast fails with an error and a stack trace as shown above, I believe the game engine is constantly retrying the cast, which results in more failures and an annoying infinite sound cast loop.
After, I removed the data related to the 'Bursting' state and reset the 'currentTaget'.
Note that this is a temporary fix and you should avoid casting Fertility Skip until the exception is fixed!
For the stack trace, I took a peek at the source code provided, and it seems that the offending lines are as shown below.
Observe that 'sorted' may be empty if the terrain already has 'fertility >= 1', i.e. fertility skip was applied to 'Soil' or 'Rich Soil'. Perhaps the ability should do nothing on these cases?
Checked some of the hediffs used by another of the mods I use that affects immunity gain, and the ImmunityGainSpeed stat, at least for hediffs, is simply an additive stat that then generates a multiplier to the actual speed the pawn gains immunity. The sum of this stat can even be viewed on the pawn's stats page in-game. For example, one of the hediffs uses:
This adds a 25% bonus to the immunity gain speed, which in-game just translates to a 1.25x multiplier to the rate at which they gain immunity. All sources of this, like most statOffsets, appear to be additive with each other before being used as a multiplier to the immunity rate. If this mod also applies the immunity bonus as a hediff, you can just use a statOffset for it similar to the above.
Edit: for example, this is a pawn with the above hediff applied, along with the Super Immune trait, for a net +55% to immunity gain speed.
https://i.imgur.com/YV4LMvd.png
The race I believe is "Forsaken" going from https://youtu.be/vdTxYCASQyo , which would make it part of https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1728999127 . Hope it helps!
Caster was a thrumbogirl from "Monstergirl races", corpses were fresh in all cases.
Event happened on a Skaven, an Anty, a Ratkin (respective mods are those names) and a vanilla human. Injuries ranged but I remember the human not having any lethal wounds, it was a raider who fell to the knockdown death chance.
Result was always extreme damage to the revived pawn resulting in instant death (the "dead since" reset), blowing off arms, legs, the head and the internal organs. With the Anty, who have indestructible exoskeletons, those took around 80 damage.
I did not test with a human caster.
In every one of my trials I successfully revived the pawn. I specifically increased the damage I deal by 1000, which should kill any pawn if my checks fail. I tried it on mutliple normal human pawns (fresh and rotting) and tried it on a forsaken. In each case I almost killed them, but did not fully. Only in rare cases was a body part destroyed, because typically the lethal damage treshold cannot be overstepped without killing the pawn, which happens without any body parts being destroyed necessarily.
As of now I have no idea how to resolve this.
Tested with an almost empty modlist. Here's the red line from the log:
The pawn has died while being resurrected.
Verse.Log:Error(String, Boolean)
MorePsycasts.CompAbilityEffect_MorePsycasts_RevivingTouch:Apply(LocalTargetInfo, LocalTargetInfo)
RimWorld.Psycast:ApplyEffects(IEnumerable`1, LocalTargetInfo, LocalTargetInfo)
RimWorld.Ability:ApplyEffects(IEnumerable`1, IEnumerable`1, LocalTargetInfo)
RimWorld.Ability:Activate(LocalTargetInfo, LocalTargetInfo)
RimWorld.Psycast:Activate(LocalTargetInfo, LocalTargetInfo)
RimWorld.Verb_CastAbility:TryCastShot()
Verse.Verb:TryCastNextBurstShot()
Verse.Verb:WarmupComplete()
Verse.Stance_Warmup:Expire()
Verse.Stance_Busy:StanceTick()
Verse.Stance_Warmup:StanceTick()
Verse.Pawn_StanceTracker:StanceTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()