安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Before ticking the "clear area" and "drop contents" checkboxes, I suggest to only scan the building and be sure you got the blueprint.
Plus when doing so for an important building, like your byos ship, I also suggest to tick the "save blueprint to starbound.log" checkbox and extract the blueprint from your log following this mod page instructions, so that the blueprint will be more accessible for future use in the custom blueprint section for all your characters
It works in my game, maybe you are trying to scan some modded block or object?
It throws errors, has issues with cointainer contents, sometimes it leaves glass blocks and has heavy performance issues with big scan/blueprints, but it just works :P
but now back to my problem it still doesnt work on vanilla client why the fk ever it does work with xsb client
[Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/scripts/basestorage/miab_basestore_reader.lu..."]:289: std::exception: bad allocation
stack traceback:
[C]: in ?
[C]: in field 'spawnItem'
[string "/scripts/basestorage/miab_basestore_reader.lu..."]:289: in global 'spawnPrinterItem'
[string "/scripts/basestorage/miab_basestore_reader.lu..."]:116: in global 'readModule'
[string "/objects/basestorage/miab_basestore_scanner/m..."]:135: in function <[string "/objects/basestorage/miab_basestore_scanner/m..."]:125>