Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
Error:
If you're still interested in debugging this, I think it's most likely a problem with using a negative number in the bill, and not a Dubs' incompatibility, given I test with Dubs' specifically. RimWorld only ever expects a positive integer when it comes to stack sizes, and anything else is (at best) undefined behavior.
I do see some other harmony patches in the log - specifically a transpiler from VFE Security - if you're still using that modlist, try starting a new dev-mode save with just VFE Security removed and see if it still happens. It may be that the transpiler is bugging out over an unexpected negative number.
Also, 0 should work as an "infinity" just as well, if not better, than a negative number :)
I did also see the VFE security mention as well; and it has stuff that I do not want to remove so I'm kinda stuck between a rock and a hard place if you want me to test that...
It's typically the first step when testing this kind of bug, and while I could manually download your modlist and have you send me a copy of your bills to do it myself, in the event that it is VFESec, having you do it first in a seperate save file would expedite a fix massively, as I would have a much smaller list of mods to download :)
Plus, you could make a copy of your save so you don't even have to copy the bills over ^^
The bill shouldn't be stalling, as far as I'm aware - that might be a problem with setting the custom item count to 0. Since the number of items doesn't change, it doesn't try to update the threshold - I think that may be a vanilla optimization.
If you set
Custom item count = `Yayo-2`
Limit = `Yayo-1`
It should just go until you only have 1 Yayo left. Change the 1 to whatever number you want, (and the 2 to that +1) and you're golden. Alternatively, don't use custom item count at all, and do something like
Limit = `"if(Yayo >= 1,GoJuice+1,0)"`