安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Exception Log I got this morning; apparently this mod is causing issues with the latest update with Slugpup Safari. I asked the creator of the slugpup mod & they said this mod is causing issues & they'll see if they can fix it on their side, just letting you know.
ok i wanted scarfs
you may remember that
so a mod i wanted to commission ended up being made already so i have some money
how much for you to add an option for scarfs when you update this for the watcher?
im being completely honest
Thank you, this is helpful. The error does indeed come from Bandanas this time...
It should NOT be coming from this particular place in the code, but it does. I fixed it anyways, though I assume it was likely happening because some other mod is doing dodgy things.
Thanks for the report. Let me know if you have any more issues in the future!
I got another exception log, & I saw that the bandanas mod was mentioned in the first segment of the log. (idk how to translate/understand exception logs) I'm wondering if this mod is incompatible with Expanded Industrial complex mod (when I got the log I was at the shaded citadel gate, but most of the room glitches seems to happen in industrial)
The Bandanas mod is not at fault here. The error happens likely because of some mod called "CWStuff.CWStuffPlugin" or "ItemMarker".
Does this happen in a custom region perhaps? Either way, my mod is not the one throwing exceptions.
When I do get the exception log, how much of it do I send?
i'd like to only have the bandana on artificer
It was a fundamentally different way of doing things. The regions were also coded and arranged differently, so it makes sense why stuff wasn't transferable there.
The watcher though doesn't bring the same big changes to the table, we already have the built-in mod support which is how Downpour itself integrates with the game (it's a mod too, just distributed via DLC, not the workshop), so why would everything else break in this update unless we're getting a different modding system altogether.
In the future? I might look into it.