Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
[Mechanoid Tweaks - Start of stack trace]
XmlExtensions.Log(xpath='Defs/ThingDef[2831]/defName'): Failed to find a node referenced by <xpath>
XmlExtensions.ForEachDescendant(storeIn='DEF', currPrefix='Defs/ThingDef[2831]', xpathParent='/Defs/ThingDef[@Name="BaseMechanoid"]'): Error in <apply> in the operation at position=1
[End of stack trace]
Source file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
...
[Mechanoid Tweaks] Patch operation XmlExtensions.ForEachDescendant failed
file: D:\steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
file: D:\Program Files\Steam\steamapps\workshop\content\294100\2880154462\Patches\Patch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.PatchOperation:Complete (string)
I thought I saw a mod that does that but can't find it anywhere now.
As for RechargeSpeedMult and FallRateMult, you are correct in assuming they are in the dll, as they don't actually have xml facing stats I can edit unfortunately.
To address some other questions, I think dormant self-charging works differently to actual charging, which is why it was not affected. I might have a look into it one day, but as of right now this mod is under maintenance, not active development.
I might have a look at band nodes and see if I can add a custom bandwidth for it, as well as fixing some bugs sometime soon
I was also snooping around at the Patch and Settings XMLs and was led to a dead end in terms of how rechargeSpeedMutl and fallRateMult are handled. I guess the rest is in the .dll? I see you included in the Source (thank you), but my VS is not setup at all on this device so I have not looked any further.
Since Mechlink‘s bandwidth can be modified, could you make the bandwidth increased by Band Node be also adjustable?
I'd like to think mere robots could outperform normal colonists any day, by virtue of..y'know, being made for the job