Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
I vaguely remember the flick thing. I commented that patch out because i was able to flick'em without the comp, not sure how.
If you say so, maybe it was a double patch somewhere i didn't realize. I will check it whenever possible.
It's certainly possible, though you cant use RimWorld.FlickUtility for that. If you want to do it without patching in a flickable, then you'd have to designate directly while skipping the flickable comp stuff.
you'd need to remove this code (no flickable patched means it's trying to access a property (SwitchIsOn) on a null)
and replace it with this code
Btw, the flag3 is "luck". It calculates the fuse activating chance.
I didn't try any bypass like this when it worked back then, I just forgot to add the patch to the file but it was still working. Still baffles me what was it :)
Thanks again Supes.