Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
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.