(http://i.imgur.com/6478wKG.png)
AboutRaids are fun, but positioning your fleshy turrets for battle each single time gets old pretty fast.
Well, now there's
an app a mod for that! With the push of a button you can send off your whole colony to man the defensive perimeter. Convenience!
Features- Each colonist can now be assigned a place to stand, activated on command.
- Clean and simple- just a single button to work with.
- Basic and advanced mode- easy to pick up, and more flexibility once your colony grows out.
- Up to 4 positions can be assigned to each colonist- great for multiple entrances and fall-back lines of defense.
- Colonists and buildings can be assigned to squads for quick selection. Up to 9 squads can be created.
- Some useful hotkeys to make your life easier: send everyone to their defensive position, select everyone, undraft everyone.
- Colonists will automatically man mortars and guns next to their defensive position.
- Included translations: Spanish (by h771864, 53N4), Chinese (simplified by vednic, duduluu; traditional by duduluu), German (by Lauri7x3), Russian (by Havrus)
How to useBasic mode(http://i.imgur.com/u6zcL59.png)
Every colonist now has an additional button next to his Draft command. Everything is done using this button.
First, the colonists need to be shown their assigned defensive position. To do that:
- Draft your defenders and place them where you want them.
- Select all defenders, hold Shift and click the Defensive position button (or press T).
- Done. Next time you click the button (or press T) the selected colonists will be drafted and will run to the position you assigned them.
Once you feel like one saved position is no longer enough, you can switch to advanced mode by
holding Alt and clicking the button.
Advanced mode(http://i.imgur.com/EbBh8Ol.png)
Advanced mode works exactly like Basic, but you have 4 positions to work with. Same deal- shift+click a slot to save a position, just click to send the selected pawns to the position they have been assigned under that number.
Pressing T is the same as clicking the first slot, pressing T multiple times in a row will activate the slot with that number.
You can return to Basic mode by Alt+clicking the button again.
Other stuff- The shortcut key for the button can be reassigned in the games options.
- In advanced mode, the "defensive position" and the "send all" hotkeys can be pressed multiple times in quick succession to select the position to send your defenders to.
- When assigning a position to a colonist, you can just order them to move there and save. That way you don't have to physically move your colonists just to assign them a new position.
Usage- The HugsLib library is required to run this mod. Download link below.
- Extract both mods to your Rimworld/Mods folder.
- Enable both mods in the Mods menu. HugsLib must be loaded first.
- Enjoy!
Existing saves should work just fine.
Pack policyFeel free to use and include wherever. Credit is optional.
SourceGithub (https://github.com/UnlimitedHugs/RimworldDefensivePositions)
DownloadGithub releases: Latest (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/latest), All releases (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases)HugsLib library (required): Latest (https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest)
Also available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761219125).
This will really make managing raids with large colonies much easier :)
This is now my new MUST HAVE! ;) Fantastic job! ;D
This one look quite interesting, i'm gonna try it ASAP. Seems well thinked and done
Thx
Put this on steam my dude
This looks amazing! Thank you!
I also would love to see this on Steam!
I know I've seem similar things in the distant archives, but this looks even better.
Thanks.
Is this compat withhh Achtung?!
Definitely adding this to my game! Please put it on Steam, it makes distributing updates so much easier!
this functionality was actually in one of the a14 mods
not sure which tho
was really missing it since the update x.x
thanks!
Quote from: MisterVertigo on September 02, 2016, 08:23:55 PM
I also would love to see this on Steam!
I might put it up if I ever get the Steam copy of the game. But for now it's the good old download and extract for you, folks :)
Quote from: Deimos Rast on September 03, 2016, 01:19:45 AM
Is this compat withhh Achtung?!
I see no reason why it wouldn't be. Do let me know if you encounter any issues.
Quote from: fishbones on September 03, 2016, 03:22:41 AM
this functionality was actually in one of the a14 mods
Could be, it's all good though. More variety = more better.
Thank you, another one to scratch from the wishlist :)
Thanks to Vassteel's kind contribution this mod is now available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761219125).
Very nice! I was wondering how I could do something like this and my prayers to the god-emperor have been answered! :)
Quote from: orannj on September 12, 2016, 10:36:43 PM
Very nice! I was wondering how I could do something like this and my prayers to the god-emperor have been answered! :)
Praise be :D
Only thing I'm considering is making and selecting colonist squads with the number keys- unless that's already a feature somewhere.
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)
Rare is a base I make with more than 2 entrances. I think I'll use one position setting as a combat-preparedness roll call at the armory for red alert moments :)
Quote from: orannj on September 12, 2016, 10:57:10 PM
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)
Good idea there, but how to assign colonists to zones? We want to keep this whole thing simple.
Edit: also, seems we already can do that in vanilla :)
Quote from: night777 on September 12, 2016, 11:02:14 PM
Rare is a base I make with more than 2 entrances. I think I'll use one position setting as a combat-preparedness roll call at the armory for red alert moments :)
I often make 2 lines of defense- an outside wall with doors and manned positions inside the killbox. It's great to pick off a few attackers while they're closing, then orderly retreat to the box with one button push.
Quote from: UnlimitedHugs on September 12, 2016, 11:24:33 PM
Quote from: orannj on September 12, 2016, 10:57:10 PM
I think it'd be pretty neat to be able to set up zones of defense. Setting a zone would let assigned colonists basically garrison the spot, and not leave it. This would be good for places like checkpoints and general muster areas. But it's great the way it is. :)
Good idea there, but how to assign colonists to zones? We want to keep this whole thing simple.
Edit: also, seems we already can do that in vanilla :)
I had no idea! :D I just started playing recently, and this is all very new to me. :) good to know though.
Would be nice to save the position while using a turret (like a mortar). I have 20 mortars in my colony and I think is very boring to assign one by one.
Quote from: lc-soz on October 19, 2016, 10:33:01 AM
Would be nice to save the position while using a turret (like a mortar). I have 20 mortars in my colony and I think is very boring to assign one by one.
Great idea there. I'll see how doable that is.
Updated to 1.2.0
Brace for epic update! Squad hotkeys are now a thing, as well as some more features to make your defensive positioning even easier.
The game will show you a dialog highlighting how to use the new hotkeys, can't miss it :)
MAN! You did it!! Thank you a lot! You're awesome!! ;D ;D ;D
Quote from: lc-soz on October 26, 2016, 12:46:29 PM
MAN! You did it!! Thank you a lot! You're awesome!! ;D ;D ;D
How could I refuse :D
Haven't tested it, but far as I can tell it should even work with modded turrets.
Squad up, boys! (http://vignette3.wikia.nocookie.net/bigbrother/images/9/94/BB14_-_Dan.jpeg)
Working perfectly with Turret Colection (https://ludeon.com/forums/index.php?topic=6895.0) from eatKenny! UnlimitedHugs, you are my hero! Now I don't have to do 80 clicks so my army of turrets can obliterate an enemy. ;D
Someone knows if it is possible to force a target for multiple turrets at once?
When is the steam workshop version updating?
Quote from: lc-soz on October 26, 2016, 04:42:21 PM
Working perfectly with Turret Colection (https://ludeon.com/forums/index.php?topic=6895.0) from eatKenny! UnlimitedHugs, you are my hero! Now I don't have to do 80 clicks so my army of turrets can obliterate an enemy. ;D
Yep! Looks like the emplacements from More Vanilla Turrets are working, as well. Good times.
Quote from: Wacoede on October 27, 2016, 12:22:55 AM
When is the steam workshop version updating?
Updated now. Looks like it's stable, so we're good to go.
Hey, great mod. It really makes everything in that regard easier ^^
Altough I would like to request another feature.
A new button that does the same for areas, so you can quickly restrict non-combat people to specified areas.
Quote from: erdelf on November 09, 2016, 02:42:21 PM
Hey, great mod. It really makes everything in that regard easier ^^
Altough I would like to request another feature.
A new button that does the same for areas, so you can quickly restrict non-combat people to specified areas.
Frankly, that's already pretty easy to do in vanilla- just open the Restrict tab and drag the mouse over the "Allowed area" part. Turning it into a button would just add unnecessary complexity.
Quote from: UnlimitedHugs on November 09, 2016, 05:42:04 PM
Frankly, that's already pretty easy to do in vanilla- just open the Restrict tab and drag the mouse over the "Allowed area" part. Turning it into a button would just add unnecessary complexity.
ok, if you think so. I actually asked for someone else who specifically requested it to work like defensive position, but well..
Quote from: erdelf on November 14, 2016, 09:24:55 AM
ok, if you think so. I actually asked for someone else who specifically requested it to work like defensive position, but well..
I'll keep it in mind for the future. One of the options would be a hotkey that restricts everyone to a given area until the coast is clear. As a button it doesn't make sense, though, since it would affect everyone, rather than just the selected units.
One of my favorite mods! I hope to see it make a comeback for A16!
Updated to 1.3.0
Your A16 build right off the presses, folks. Get it while it's hot :)
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad
Quote from: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad
That's how it's done, and you should see a message appear. Make sure the mod is properly loaded and send me your Ctrl+F12 link if it still doesn't work.
Edit: Also make sure your Num Lock is on.
Updated to 1.3.3
The new vanilla "Allow firing" button should now show up properly.
Quote from: UnlimitedHugs on December 26, 2016, 05:56:46 PM
Quote from: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad
That's how it's done, and you should see a message appear. Make sure the mod is properly loaded and send me your Ctrl+F12 link if it still doesn't work.
Edit: Also make sure your Num Lock is on.
my bad, new to activating mod maybe i dont restart the game after enable so it messed up now it run okay
i can use numpad for squard but cant see defensive buttom
https://gist.github.com/HugsLibRecordKeeper/f3643bb3df5d066c38e5b35777818e15
(http://i.imgur.com/3DrEYKm.jpg)
Quote from: dark309 on December 29, 2016, 07:48:31 AM
i can use numpad for squard but cant see defensive buttom
https://gist.github.com/HugsLibRecordKeeper/f3643bb3df5d066c38e5b35777818e15
Thank you for posting the log, but nothing really stands out. This has to be a conflict with another mod, though. If you're willing to take the time, you could try deactivating part of the mods and starting a new game to see if the button will show up. This would help isolate the problem.
Edit: Hold on, I think I know what it is. Let me push a quick update.
@dark309
I've updated the library, which should solve the issue.
Thank you for letting me know.
thx for update :D
Thanks man!! :)
Im using a conflict checker mod, and noticed that defensive positions, and allowtool use the same defs. I'm wondering if these files simply add the info to the game, or are they overwritten by the mod loaded later in the load order. Since you seem to be the author of both and there is no mention of a conflict in either forum post, I'm assuming they're safe to use together?
Quote from: Kron on February 12, 2017, 03:12:54 PM
Im using a conflict checker mod, and noticed that defensive positions, and allowtool use the same defs. I'm wondering if these files simply add the info to the game, or are they overwritten by the mod loaded later in the load order. Since you seem to be the author of both and there is no mention of a conflict in either forum post, I'm assuming they're safe to use together?
I'm assuming you are referring to UpdateFeatureDef. Those are added by the HugsLib library, which must also be loaded for the mods t work.
In any case, neither mod has any defs that are designed to replace other defs, so they should always work well together and their load order should not matter (as long as they are loaded after the library).
Updated to 1.4.0
I heard A17 was in town, so I made an update :D
Everything should work as it used to. Hope you have a good time.
Convenience! =D Yay! Thanks~~!
Updated to 1.5.0
Well, this should do it for the A18 update.
I also made a minor addition- in advanced mode, pressing T multiple times in quick succession allows to select the position to send your defenders to. This also works for the "send all" key.
Happy defendin' ;)
testing this right now, thanks for the update =)
I Love you! This mod is going on my must have list.
Hi,
I know this is a long shot, but does anyone know why I can't see any icons on the "Defensive positions" button?
In the "simple" version I am shown a big red X, while in the advanced version... nothing.
The mod seems to be working fine otherwise.
Thanks :)
[attachment deleted by admin: too old]
Quote from: crusader2010 on December 17, 2017, 09:55:38 AM
Hi,
I know this is a long shot, but does anyone know why I can't see any icons on the "Defensive positions" button?
In the "simple" version I am shown a big red X, while in the advanced version... nothing.
The mod seems to be working fine otherwise.
Thanks :)
Hey.
That's an odd one. Does it also happen when running it without any other mods?
If not, you could narrow down the conflict by doing the good old "disable half, check, then disable the other half, check, repeat".
Also, might help if you sent me your log using Ctrl+F12, after you see the problem.
Before you start doing this you maybe should install and activate
Modswitch
https://ludeon.com/forums/index.php?topic=35719.0
That made it a bit easyer to track down, and restore it afterwards.
Here is the log: https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad (https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad)
Hopefully during the next few days I'll have the time to disable/enable mods and see when the problem disappears :) Too bad it's so damn cumbersome to start a new game (since we can't reuse an already generated map).
Quote from: crusader2010 on December 17, 2017, 07:10:16 PM
Here is the log: https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad (https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad)
Hopefully during the next few days I'll have the time to disable/enable mods and see when the problem disappears :) Too bad it's so damn cumbersome to start a new game (since we can't reuse an already generated map).
Nothing really stands out in the log.
If you switch to dev mode, you can quickly start a new game by shift-clicking the quickstart button (https://github.com/UnlimitedHugs/RimworldHugsLib/wiki/Development-Utilities#quickstarter).
Thanks for the shortcut! Didn't know about it until now.
Well...here's what happened: started a new scenario with the exact same mods and order -> defensive positions works perfectly and its icons appear ok. Then I loaded my saved game... and the icons are ok now!
No idea what happened here...
Thanks for the help and sorry for the wasted time :(
The problem surfaced again. The only way I can make the icons appear properly is if I load Defensive Positions last. My load order is something like this:
- ....(many mods)
- Runtime GC
- Hospitality
- Prepare carefully
- Path avoid
- Defensive positions
- Research Scrollbars
Whenever I move the mod above this spot, the icons stop loading. The quick start in developer mode didn't really help because they always appear properly, unless I load my saved game and then do a quick start (at which time they are wrong again).
It really starts to seem like a Rimworld restart issue (with the reloading of mods without quitting the game).
Quote from: crusader2010 on December 18, 2017, 04:57:15 PM
The problem surfaced again. The only way I can make the icons appear properly is if I load Defensive Positions last. My load order is something like this:
- ....(many mods)
- Runtime GC
- Hospitality
- Prepare carefully
- Path avoid
- Defensive positions
- Research Scrollbars
Whenever I move the mod above this spot, the icons stop loading. The quick start in developer mode didn't really help because they always appear properly, unless I load my saved game and then do a quick start (at which time they are wrong again).
It really starts to seem like a Rimworld restart issue (with the reloading of mods without quitting the game).
Yep, the old broken-textures-on-reload problem was my first thought, as well. We do have the auto-restart now, though, so that should no longer be an issue. Unless one of the mods forces a def reload for some reason.
I still need a more narrow mod list to investigate the problem- with dozens of mods on that list I can't spare the time.
I cannot reproduce it in any way using the "Quickstart" shortcut. It only seems to happen with my saved game, which makes me think about some kind of corruption to it (maybe even RuntimeGC related, no idea really). Any kind of new game that i start, in any shape or form and with any mods/mod order, has the icons showing properly.
If I change the order of the Defensive Positions mod in my old save, then the error occurrs. Here's how:
- In the mod order from the first attached picture (test1.jpg), the icons don't load properly;
- If I change the order and move DP above Stuffed Floors, then the icons load ok;
- Now I can consistently reproduce the error this way, even when starting a new colony (but not by a quick start it seems).
- I'm generating 30% worlds with 350x350 maps.
- I reduced the amount of mods to those from the second picture (test2.jpg). The error can be reproduced/corrected by changing the mod order of Defensive Positions, like above.
- The saved game I'm using can be found here: https://mega.nz/#!ZFVl1DZA!btpIu1wSQHo-1I50--YDzdVm6VOA9CgCe3pzJtQAqDk (https://mega.nz/#!ZFVl1DZA!btpIu1wSQHo-1I50--YDzdVm6VOA9CgCe3pzJtQAqDk)
*** It seems that the mod Architect Sense had to be loaded before Stuffed Floors and I forgot to download it in the first place. After adding this mod, the icons for Defensive Positions loaded properly no matter the order. The other saved game worked too.
[attachment deleted by admin: too old]
Quote from: crusader2010 on December 19, 2017, 04:31:47 PM
- snip -
Yep, the missing Architect Sense is the cause here. Without it, Stuffed Floors was causing an error and preventing later mods from initializing properly.
Kudos on your persistence, though, and I appreciate the detailed reports :)
Sorry it didn't turn out to be a bug with Defensive Positions (or I should say I'm glad it didn't) :) ...and for wasting your time.
Updated to 1.5.2
Added a minor feature: colony buildings can now also be assigned to squads. This can help manage your turrets and temperature control buildings, among other things.
Also, the Russian translation now comes included with the mod.
Quote from: UnlimitedHugs on January 13, 2018, 04:11:18 AM
Updated to 1.5.2
Added a minor feature: colony buildings can now also be assigned to squads. This can help manage your turrets and temperature control buildings, among other things.
Also, the Russian translation now comes included with the mod.
That's great! How about we give you a hug for once, Mister Hugs? ;D
safe to uninstall mid game?
Quote from: Ruisuki on March 31, 2018, 03:42:33 PM
safe to uninstall mid game?
Should be. You will get an error or two when loading up your save, but those are harmless.
Hi,
It would be nice if you can assign a restricted area to colonist as defensive position.
In my current game, i have 2 colonist who can't fight so in order to keep them safe and keep them active i put them into a restricted area.
Quote from: xi on June 26, 2018, 06:26:27 AM
Hi, It would be nice if you can assign a restricted area to colonist as defensive position.
In my current game, i have 2 colonist who can't fight so in order to keep them safe and keep them active i put them into a restricted area.
That's reasonable. I imagine that most tamed animals would also benefit from that.
How would you implement that in a clear and user-friendly way?
It's complicated because i don't know what you can do with a mod and it's exclusive with position.
In order to select the zone is it possible to set a combobox ?
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).
Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.
Quote from: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).
Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.
Yeah, I get what you're saying. We'll see.
Quote from: xi on June 27, 2018, 05:20:21 AM
After some thiking on it :
if it's possible to make a button contextual (like when you choose the material of an object). A second button exclusive with the first (maybe with the green check icon).
Another way but it a lot of work add a tab (like the restrictions one) with for each colonit / animal "No position", "Position1", 2, 3, 4, zone1, z2, z3, ...
On click on position cursor is used to select it.
The way I've done it is a combination of defensive positions and better pawn control mods. When i'm going to enter combat, first i change to a "combat" policy with better pawn control that changes all the zone restrictions for my people, then i hit defensive positions which only drafts the ones i want and moves them to their location. Then afterwards just undraft, and change them back to a normal policy in better pawn control and they go back to whatever they want.
Oh man, this looks so awesome! Can't wait to try it! Thanks!
Any chance for an update to the test version? I love this mod!
Quote from: MisterVertigo on August 21, 2018, 01:25:39 PM
Any chance for an update to the test version? I love this mod!
Did the update a while ago, but I'll hold off on releasing until 1.0 goes public.
You can still get the new build on GitHub on the dev branch, if you know how. Make sure to use only the Mods/DefensivePositions folder.
I found the folder and can browse all the files but I can't figure out how to download them all without doing one at a time manually. Oh well, I guess I'll wait for 1.0 release. Glad to know that it will be updated though! Thank you!
EDIT: Nevermind, I think I found it! Thank you!
Updated to 1.6.1Fresh new build for B19. Also made some minor changes:
- Cleared the conflicting 'beauty overlay' key binding: The beauty overlay can go sit somewhere else, so that we can keep out favorite T key.
- 'Select all' key will select more than 80 colonists: Hats off to you if you can take advantage of that.
- Added ModSync config: If you're using ModSync, now you can be notified about updates right from within the game.
Have a great B19, folks :)
Updated to 1.7.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.7.0)
1.0 Update is here. That is all- have a good one.
Updated to 1.8.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.8.0)
Hey folks, I've got a nice and chunky update for you.
- The mod is now compatible with Zetrith's Multiplayer mod- you'll also need the Unofficial Multiplayer API mod by Pecius if you're going to play MP.
- Various usability improvements have been made. The button and slots now show visually when they have a saved position, and will show that position on the map when you hover over them. Also, the button now has a right-click menu for assigning and clearing positions. Additionally, the Shift key can now be switched to queue move orders, which should synergize nicely with Uuugggg's Gear Up and Go mod.
Updated to 1.8.1 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.8.1)
Fixed compatibility with Parexy's official multiplayer API.
This fix was contributed by Teyloll.
Updated to 1.9.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.9.0)
The 1.1 update has arrived! Happy days!
I took the opportunity to rework some internals of the mod, and as a result each map can now store a set of defensive positions independently of other maps. Some other tweaks have also been made, see the release notes for those.
Take care, and have yourselves a wholesome 1.1.
Updated to 1.9.1 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.9.1)
Small update to improve focusing on squad members.
You can now press a squad key multiple times, and the camera will jump between all places occupied by squad members. This will also work within a single map, when the squad members are some distance apart.
I also added two settings to customize this behavior:
The first affects the minimum distance squad members must be spread apart to be considered worth jumping to.
The second affects whether only nearby members will be selected after a jump. This can be handy to separately control two separate groups without having to assign them to separate squads.
Yes, there is always the colonist bar for finding your peeps, but pressing a key is way quicker than pointing and clicking.
Let me know how well it works for you- perhaps more tweaking is needed.
Hey,
first of all: Great mods! thanks a ton they made the game so much more enjoyable than it already was.
however i encountered a small (?) bug:
[HugsLib][ERR] DefensivePositions caused an exception during OnDefsLoaded: System.MissingMethodException: void HugsLib.Settings.SettingHandle.set_CanBeReset(bool)
at HugsLib.HugsLibController.OnDefsLoaded () [0x0001a] in <ebdc186c036f4e6ab3205c8d09e30222>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
i honestly have no idea what thats means, or if it is even a problem between hugslib and defensive, or if another mod is somehow connected to this, like misc. CORE.
anyway, thank you for the mods
and in advance; thank you for taking a look :)
Quote from: EamoadArda on March 10, 2020, 12:32:29 PM
however i encountered a small (?) bug
Hey! Yes, I should have mentioned that. Please update your HugsLib version.
There used to be a system in place to check for that automatically, but that still needs fixing to work in 1.1.
We're all in a permanent state of "work in progress", as you may know :)
Oh well that's a fairly easy solution for that problem. Thank you mate, for your quick response.
worked like a charm :)
Seems to be an error with the mod on steam after the Mar 29th update of Rimworld. Defensive Positions throws an incompatible/corrupted/mod conflict alert upon activating it. I removed all but Hugs, Harmony, and Defensive when i was checking. Otherwise I don't know whats happened.
Quote from: slaveofpeon on April 02, 2020, 03:37:38 AM
Seems to be an error with the mod on steam after the Mar 29th update of Rimworld. Defensive Positions throws an incompatible/corrupted/mod conflict alert upon activating it. I removed all but Hugs, Harmony, and Defensive when i was checking. Otherwise I don't know whats happened.
Seems to be working on my end- perhaps a later official patch solved the issue.
If you run into the problem again, please include a Ctrl+F12 log.
Will the lastest version work with Rimworld 1.0 ?
Updated to 1.10.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.10.0)
Tagged as 1.2-compatible. No further changes.
Quote from: Passenger009 on July 26, 2020, 04:25:04 PM
Will the lastest version work with Rimworld 1.0 ?
Yep, should be fully compatible with both 1.0 and 1.1.
Updated to 1.11.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.11.0)
Updated version for Rimworld 1.3 is live.
Updated to 1.12.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.12.0)
The update to Rimworld 1.4 is live.
Thanks to m00nl1ght-dev for the submitted update and Ragnar-F for the updated German translation.
Updated to 1.13.0 (https://github.com/UnlimitedHugs/RimworldDefensivePositions/releases/tag/v1.13.0)
Updated version for Rimworld 1.5.