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Raportează o problemă de traducere
Honestly just found that healing part out just now :o.
I also point out the pawn is carrying 11 vodka at the end. I wish I had more for you to go on, but this only happened to 2 pawns across many hours. Both however seemed to be in contact with alcohol at the time. Not sure if it was vodka for both but its definitely vodka for this one.
https://www.youtube.com/watch?v=umaEQirsXvA
And since even seeing the bug is hard on your end and there may be bits I don't know about lemme grab you the save file as well: https://drive.google.com/file/d/14UqDqCIdBoqYPbCWkFS3agCHvWVgwBBP/view?usp=share_link
https://www.reddit.com/r/RimWorld/comments/lfel2j/heads_up_vanilla_expanded_framwork_update_and/
https://www.reddit.com/r/RimWorld/comments/lfbqe4/colonists_disappeared_from_the_top_numbers_menu/
Go to work, QA, come home, QA. QA lyfe never ends lol :D. I'll drop them a couple comments with this information too.
With only Harmony, core, royalty, ideology, biotech, hugslib, syr processor framework, rimecuisine core, rimcuisine bottling, and Vanilla Expanded Framework I can turn the issue on and off by adding/removing either Rimcuisine Bottling or Vanilla Expanded Framework.
I'll drop their page some comments too.
Exception ticking Key (at (128, 0, 190)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00017] in <3126aca1aad041dcbdeda807cfe004bf>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <3126aca1aad041dcbdeda807cfe004bf>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Enable mod = Colonist named "Key" full name "Andrei Key" disappears from UIs and controls.
Disable mod = Colonist named "Key" full name "Andrei Key" re-appears in UIs and controls.
There is also log spam for Advanced Cultivation draws I found while looking at this, I've made them aware, but it is unrelated. I loaded with and without that mod as an additional control without changing repro behavior.
I know you've got alot on your plate so did as much legwork as possible for ya :). But as this essentially deprives you of control of a colonist its pretty high impact.
They can be manually recovered via recruiting but they will break again and if killed or knocked unconcious will move around dead or unconcious slowly.
I've gone through my entire mod list letter by letter and then mod by mod once letter was confirmed to isolate it to this mod. My only other clue is that I believe both pawns that have broken so far had alcohol on them, vodka for sure on the second one. Posting error log using hugs-lib and F12 in another comment.
I've got this, not error, but alert:
"Translation data for language English has 36 errors. Generate translation report for more info."
If you're having trouble getting timed things, like drying meat/fruit/ probably making alcohol, this work around may work!
The description for the fermenting barrels implies that the mash is meant to be made by putting the ingredient directly into the barrel, it won't let me do that
I'm wondering if something's got broken in updating it to use Universal Fermenter?
it doesnt work with 1.3
I'm assuming it's not advisable to use this stuff atm due to the required base mod being for 1.1?