Instale 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 (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
It also hides the UI and causes the game to pretty much freeze, and no, this is a bug, not a feature
Error in static constructor of ColonistBarHiding.Loader: System.TypeInitializationException: The type initializer for 'ColonistBarHiding.Loader' threw an exception. ---> HarmonyLib.HarmonyException: Ambiguous match for HarmonyMethod[(class=RimWorld.ColonistBarDrawLocsFinder, methodname=CalculateColonistsInGroup, type=Normal, args=undefined)] ---> System.Reflection.AmbiguousMatchException: Ambiguous match found.
.
.
.
Having 100+ colonists in cryptosleep clutters things like crazy
So to make the mod work, just disable the mod, start the bugged save, save the game without the mod enabled, then go back and enable the mod again and load the save that you made without the mod enabled. Then it works again.
It might be a mod conflict, not sure which one causes it as I have hundreds of mods. I also have the alien framework mod like someone mentioned below.
i have some outlanders wanker in my colonly now.
I have the same issue as Viper, Arkar1234 and Antisodium do. While I still don't know how to replicate it, I believe I've found what error it throws when it actually happens:
https://pastebin.com/mU4x0UTH
To my absolutely non-existent coding skills, there seems to be an issue with Alien Framework.
To anyone else who has this issue; do you use modded races that use the HAF and, if you do, do you have any in a colony that experiences this issue?
My tip for anyone reading this, if your bar disappears for some reason, unhide manually-hidden colonists to see if you get it back.
Thanks!
Considering these, I think the necessity of a fix is minimal (and also has a possibility that it's not this mod's fault). Sorry again for bothering you!
Sounds similar to a previous issue with transport pods. If possible, please post steps to reproduce the bug, mod list and RimWorld version, and the error log (steps to find these things are in the FAQ above), as otherwise I won't be able to fix the bug.
I was like NO THANKS ON THIS MOD. (But actually thank you for this mod)
I will look into making this mod compatible with Puppeteer.
@Antisodium
Thank you for providing your reproduction steps. Unfortunately, I am unable to replicate your issue. Are you using any mods beside Harmony and this one? If so, please send your mod list (found at [%AppData%]/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Config/ModsConfig.xml).
Also, thank you for providing your translation; it will be included in the next update.
@The United States of America.
Please include the following via a pastebin link or similar:
- Your mod list and RimWorld version ([%AppData%]/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Config/ModsConfig.xml)
- The log after the error (with Hugslib, press ctrl-F12. Without Hugslib, can be found in [%AppData%]/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios/Player.log).
These will help me see if there are any mod incompatibilities or error messages.
When I resume one of the 5 sleeping colonist's icons, the pod's touch down no longer crashes the game. But this means I have to leave at least one colonist behind...
Currently, I can fix this problem by creating a scapegoat using dev mode and abandon the whole colony then, but still very inconvenient. Will be very grateful if you can fix this.
PS: I've added the Chinese translation to this mod on your GitHub, please confirm.
Again, thanks for creating and maintaining this good mod!
When you have 2 colonies and your last move makes one of them empty, the game crashes.
And sorry I can't provide the error log because the game just freezes and no log is recorded, but I can provide my operation history (for you to repeat the bug if necessary):
I was moving my colony from one map to another. The old map has 1 last person (namely A) and 5 more in cyrosleeper, with their icons hiding. I send A to the world map by transportation pod. The pod launched and flew successfully, but when it touches down, the game immediately freezes and crashes (which is exactly the time when A's icon should disappear from the old map bar, and appear in world caravan bar).
Thank you for update!
I update the Japanese translation for v1.2.0. So I sent Pull request from GitHub. Please confirm and merge. Thank you.
Most of these changes apply to 1.1 only (marked with *)
- Fixed null argument exception with empty maps.
- Compatibility with Sort Colonist Bar by Joris. Colonist Bar Hiding now disables its right click option when that mod is loaded to avoid confusion.*
- Disabled button to edit colonist bar in main menu which was causing errors.
- Added icon for hidden colonists in the edit menu.*
- Added "hide all" and "show all" buttons to the edit menu.*
- This mod now requires Harmony as an external dependency.*
- This mod lists its incompatibility with Colonist Bar KF.
@Omnibelt I was unable to reproduce your error. Is it possible for you to send your mod list and error log?
When you have 2 more maps and one of them is empty (no colonists), the scroll bar will vanish, making me only able to edit the first 10 pawns.
log below:
------------------
Exception filling window for ColonistBarHiding.UI.Dialog_ManageColonistBar:
System.ArgumentNullException: Value cannot be null.
Parameter name: pawn
at ColonistBarHiding.UI.Dialog_ManageColonistBar.AddButton (UnityEngine.Rect rect, Verse.Listing_Standard list, Verse.Pawn pawn, System.Boolean fromColonistBar) [0x0001e] in <0c9a0fb9b8cb441fbed132c669a843c8>:0
at ColonistBarHiding.UI.Dialog_ManageColonistBar.DoWindowContents (UnityEngine.Rect inRect) [0x000cf] in <0c9a0fb9b8cb441fbed132c669a843c8>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
-----------------
Currently I can resolve this problem by sending one colonist to the empty map. Just a little inconvenient for gameplay. Will be very grateful if you can fix this :)