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그런데 Debug 메뉴에서도 오류가 나오는 것 같아요
개발자 메뉴를 열려고 하면 아래 오류가 발생해요
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 01000013 from typeref (expected class 'Prepatcher.PrepatcherFieldAttribute' in assembly '0PrepatcherAPI, Version=1.2.0.0, Culture=neutral, PublicKeyToken=null')
[Ref 6BC3D2BC]
(wrapper managed-to-native) System.MonoCustomAttrs.IsDefinedInternal(System.Reflection.ICustomAttributeProvider,System.Type)
at System.MonoCustomAttrs.IsDefined (System.Reflection.ICustomAttributeProvider obj,
...
...
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Pawn 엘레프테리아 threw exception while executing toil LayDown2's finish action (0), jobDriver=eqdseq.JobDriver_IdleLovin, job=IdleLovin (Job_6401) A = Thing_Milira_Race1062 B = Thing_RoyalBed14097, toilIndex=2: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EB1E58F8] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.Toil:Cleanup (int,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
eqdseq.JobDriver_IdleLovin:<MakeNewToils>b__9_5 (int)
Verse.AI.JobDriver:DriverTickInterval (int)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Yes, you've pointed out the correct cause. It's not that difficult, as it only requires changing a few numbers.
I wrote it as the "Never Sleep" gene, but internally it refers to all factors that remove the need for sleep (genes, traits, Hediffs, prosthetics). I'm glad it's fixed now. Sorry for the surprise, haha.
I found out after trying to adjust the schedule as you said. It seems the mod was preventing colonists from going into an "Idle" state because it locks their recreation values. This requires a number of adjustments, so I will try to fix it in a future update.
But something's strange. My pawn was void-touched in the Anomaly DLC and wouldn't sleep, so I installed this mod to get a mood buff. It worked fine after installation.
However, after changing the pawn's genes, the mod stopped working with an error message, so I thought it was a conflict.
I asked Chat gpt, and gpt said it wasn't recognizing the mod's bed.
I didn't know it was because of the Never Sleep gene.
Yes, it has its own patch and is compatible. And I just confirmed that it works fine.
After checking, it's definitely not a mod conflict. The issue occurred because I recently added a feature to make pawns sleep automatically based on their sleep state, but I accidentally didn't include a check for the never sleep gene.
It has now been fixed and a new version has been released. Could you resubscribe and check it again?
Does the colonist in that colony have the "Never Sleep" gene?
Sorry for not explaining this feature earlier. I've now updated the main description to include it.
It was only after checking my installed mods one by one that I discovered, through the mod settings, that this feature was included in this mod. However, nowhere in the mod’s description was this feature mentioned — the only place it was noted was in a comment stating that it had been added in an update.
Since the mod only works based on shared beds, it won't trigger lovin' with lovers who aren't sharing a bed.
In the case of beds usable by three or more pawns, the pawn doesn't technically choose a partner at random, but during gameplay it will appear almost random.
Also, the lovin' that happens during idle time in my mod is a separate job from vanilla lovin', and even if three pawns share one bed, only two of them can perform the lovin' job at a time.
Ongoing recreation activities will no longer be interrupted even when the recreation bar reaches 100%, allowing them to finish naturally. This can be turned off in the mod settings.
(Note: As it is independent from this mod's core functionality, it may be moved to a separate mod in the future.)
Updated to support recreation schedule.
Let me know if you run into any issues.
Due to Rimworld's core system, I can't make colonists initiate lovin' during "Work" or "meditation" schedules. These two schedules forcibly disable all other tasks, including recreation.
As for the "Recreation" and "Sleep" schedules, I'll consider how to implement support for them.
If it's not added by August, it means I failed to implement it..
By default, colonists attempt to initiate lovin' when they are on an "Anything" schedule and have no work to do, essentially when they are about to engage in idle recreation (shown as "Waiting" on the bar). At this time, the spouse's schedule is ignored.
Are you perhaps assigning detailed schedules using only "Work" And "Recreation" without including any "Anything" time?
Please report any red errors.
Not now, but I can update it when I have nothing to do.
I need to install version 1.4 to update it, and I'm too lazy right now.
Yes, but this mod will be updated after the release of Odyssey.
Because I need to check out how the new spaceship moves in the game.
Romance On The Rim is compatible, but this won't increase the Need gauge. Way Better Romance is not compatible.
They're compatible, but RJW already has similar features. Is there really a need to use them together?