Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
If not, then try describing what happened
Edit:
I've done a couple of back and forwards today as I was updating the mod to fix some issues, if it says something about loading the warden mod twice, exit the game and enter again. It will be fixed.
If it says something about duplicated id's then you need to set the warden to the top of the load order
I think that the supply boxes should be like 1 time use containers (If that's possible).
(Nothing critical, just a visual bug)
<StatusEffect target="Character" targetlimb="Head" SpeedMultiplier="0.9" HealthMultiplier="0.8" setvalue="true" conditional="or">
<Conditional speciesname="Endworm" />
<Conditional speciesname="Charybdis" />
</StatusEffect>
As you see, it has conditionals that should stop them from affecting allies.
Edit:
I just read the brackets, what visual bug you referring to?
Exception: "Warden job" depends on a package with name or ID "Abyssal armory" that is not currently enabled. (Barotrauma.MissingContentPackageException)
Target site: System.String get_Value()
Despite having all the needed mods i think the ID for abyssal armory may have changed or it simply isn't loading first despite being well first in the list.