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Topics - Prologue

#1
Mod bugs / trade caravan GUI flickering
July 31, 2021, 05:27:03 AM
I'm working on setting up a modded game for version 1.3.3076 (64 bit) (so many mods I did not count them).
So far I fixed all game breaking issues I found, but this one I have not figured out yet.
I do not have any of the DLC's.

The issue is that when I right click on a trader pawn from a friendly NPC trade caravan, to try and select the trading option from the menu, the GUI that pops up from the right click flickers intensely and I am not able to use it to navigate to the actual trade GUI. Leaving me unable to trade with the trade caravan. I am also unable to right click the trade NPC to open the GUI while the game is on pause.

So far I've not noticed any problems with other GUI elements.

I'm a bit of a noob when it comes to reading error logs, but I think I found some lines that may relate to the issue (sorry if it's too much):

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Kyrun.Reunion.Util:Msg (object)
Kyrun.Reunion.GameComponent:InitOnLoad ()
Kyrun.Reunion.HarmonyPatches/Verse_Game_LoadGame:Postfix ()
(wrapper dynamic-method) Verse.Game:Verse.Game.LoadGame_Patch1 (Verse.Game)
(wrapper dynamic-method) Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch2 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
(wrapper dynamic-method) Verse.LongEventHandler:Verse.LongEventHandler.RunEventFromAnotherThread_Patch1 (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Exception ticking Plant_TreeCecropia64701 (at (219, 0, 168)). Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00120] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at VEE.FertilityGrid_Patch.Postfix (Verse.IntVec3 loc, Verse.Map& ___map, System.Single& __result) [0x00058] in <a077280556534db99108071961191919>:0
  at (wrapper dynamic-method) RimWorld.FertilityGrid.RimWorld.FertilityGrid.CalculateFertilityAt_Patch1(RimWorld.FertilityGrid,Verse.IntVec3)
  at RimWorld.FertilityGrid.FertilityAt (Verse.IntVec3 loc) [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.Plant.get_GrowthRateFactor_Fertility () [0x00017] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Plant.RimWorld.Plant.get_GrowthRate_Patch2(RimWorld.Plant)
  at RimWorld.Plant.get_GrowthPerTick () [0x00017] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Plant.RimWorld.Plant.TickLong_Patch1(RimWorld.Plant)
  at RimThreaded.TickList_Patch.LongThingTick () [0x00025] in <6d80dab2f81d4e0f8deef4c54db49b36>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimThreaded.TickList_Patch:LongThingTick ()
RimThreaded.RimThreaded:ExecuteTicks ()
RimThreaded.RimThreaded:ProcessTicks (RimThreaded.RimThreaded/ThreadInfo)
RimThreaded.RimThreaded:InitializeThread (object)
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart (object)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x00117] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
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)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x000a6] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
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)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)

Exception filling window for Verse.FloatMenuMap: System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at Verse.FloatMenuMap.StillValid (Verse.FloatMenuOption opt, System.Collections.Generic.List`1[T] curOpts, Verse.Pawn forPawn) [0x00061] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.<DoWindowContents>g__RevalidateOption|6_0 (Verse.FloatMenuOption option, Verse.FloatMenuMap+<>c__DisplayClass6_0& ) [0x00008] in <f429400e900f434099af71800afbc07e>:0
  at Verse.FloatMenuMap.DoWindowContents (UnityEngine.Rect inRect) [0x000a6] in <f429400e900f434099af71800afbc07e>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <f429400e900f434099af71800afbc07e>:0
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)

Root level exception in OnGUI(): System.MissingMethodException: bool Verse.ReachabilityUtility.CanReach(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,Verse.TraverseMode)
  at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00102] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch12(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
  at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
  at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
  at RimWorld.Selector.SelectorOnGUI () [0x00000] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <f429400e900f434099af71800afbc07e>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <f429400e900f434099af71800afbc07e>:0
  at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
#2
Mods / Mod suggestion - forbid beds
November 21, 2020, 07:46:14 AM
Make it possible to forbid the usage of beds, since this is not yet a feature and makes some management issues more easy.
#3
Currently captured prisoners are taken to a random empty prisoner bed. When you have multiple places where prisoners can sleep this may result in freshly captured (and often wounded) prisoners getting moved around to every corner of my colony. I have some methods to prevent this from happening such as not allowing specific doors, but when there are multiple beds in one room this can still lead to issues. It would be nice if they were taken to the closest available sleeping spot be default, that way you can simply make a dedicated room for freshly captured prisoners close to the defensive perimeter of your colony. This would make prisoner sorting a lot more easy and prevents unnecessary deaths.
#4
Mods / Mod suggestion - sapper AI change
November 20, 2020, 06:39:10 AM
I would like to see a mod that limits the sapper AI to only go for constructed walls and doors and not just dig random tunnels through a mountain, so that it can pressure my defences while at the same time lets me make use of a dug out mountain base for cover.
#5
Ideas / manhunter suggestion
November 19, 2020, 03:32:13 PM
Currently animals from the manhunter event will attack turrets even if they are set to hold fire. The only way to save the turrets from being destroyed is to toggle them off. But since you most likely want to hide inside from the manhunter pack, it is quite often near impossible to do this since the turrets are usually spread out on the edge of your base, while the animals spawn relatively nearby and they usually move quite fast. Thus you usually end up getting most of your turrets destroyed.

It would be nice if the animals would ignore the turrets if they are set to hold fire.
#6
Mods / remove weapons
November 12, 2020, 09:27:27 AM
Is there any mod that lets me ban specific weapons from the game? Would be especially useful for all the weapons added by mods that are installed for different reasons.
#7
Mods / Clothing mod suggestions
November 12, 2020, 07:34:06 AM
I was looking for some mods to add some fashionable / alternative options for clothing. But I did not find that many. Looking for something balanced (no crazy stats) and vanilla friendly. Are there any mods that I may be overlooking?
#8
Mods / Mod suggestion - alternative currencies [RE]
November 12, 2020, 07:30:43 AM
This is a re-post of my original mod suggestion, I've not yet seen any implementations of this so I'll bring it to the attention once more.


In Rimworld you can find technologies ranging from very primitive all the way to super advanced. But for some reason no one invented paper currency or blockchains yet. I feel like this needs to change!

First of all I think there should be 3 different types of currency:
Physical:  gold / silver / diamonds
Paper / fiat: Dollars / Euro's / Rimbucks
Digital / crypto: Bitcoin / Rimcoin

The main difference in these different currency types will be the weight / value ratio. The thing about Physical currency's is that they are quite heavy to carry around. Paper currency is a lot lighter so you can carry more of it. And Digital currency's have no or close to no weight restrictions.

For example: you're sending out a small trade caravan, you could perhaps take 10k+ worth in silver and gold with you but not 100k+, you could perhaps take 100k+ in paper currency, but not 10M+ while you could take (almost) any amount in digital currency with you.

The way I see digital currency's being added is by adding 'cred sticks' or 'ledger' that can be used to store your Bitcoins / Rimcoins. These would be small and lightweight items that can hold any number of value. Having more than one of these items allows you to divide your digital currency among them. These items can be traded as physical item or you can make a transaction to another similar device with the balance that is stored on them.

Now you might think while reading this that Digital currency's would be OP compared to the other options, but that does not have to be that way. One way to counter this would be to make paper and digital currency's more fragile than the physical ones, for example paper might burn away quite fast wile gold and silver are not easily affected by fire. Other risk factors could be added in, for example scenario's where your 'cred sticks' or 'ledger' device might break / gets hacked / you lose your private key, just to name some options.

Also an interesting aspect that could be added to this system is that different factions might prefer some payment methods more than others. Technologically advanced factions might prefer digital currency's more and tribal factions might prefer physical currency's more.
#9
Mods / Prison labour bug
October 19, 2020, 05:46:09 AM
My wardens are picking up my prisoners at random from the quarry they work in and deposit them back into their cell, the prisoners will than often go back to the quarry to continue their work, but sadly this ends up consuming a lot of time for my warden pawns.

Does any one know a fix or workaround?
#10
General Discussion / Managing prisoner gear
October 17, 2020, 09:02:39 AM
Is there any good way of managing the equipped and/ or carried items of prisoners? By default they simply keep what they have on them including protective gear like body armour. Is there any easy way to provide prisoner clothing if they end up without any clothing? Not having control over these things ends up in a lot of non ideal situations.
#11
General Discussion / some problems with wild pawns
October 16, 2020, 03:09:10 PM
So this is what happened to me today:

A wild pawn wandered onto my map, I decided to try and capture (imprison) this pawn. I'm pretty sure the pawn spent 1-2 in game days in a prisoner cell and I'm also confident that the default action for prisoners is set to 'no interaction'. Somehow this pawn got tamed making it join my colony. Since this pawn ahs no useful skills I'd rather not have it as a member of my colony, so I decided to banish it. The result was that the pawn decided to just hang around in my base, only now I can not tame, arrest, attack or banish it. Leaving me with literally no option but to let it wander around.

Is there some kind of default behaviour that lets pawns tame captured wild people? / Do captured wild pawns get treated differently than normal prisoners?

I feel like there should always be some kind of option for arrest or attack on any pawn regardless of their status.

I also feel like banished pawns should not just hang around my base.

Is there any fix?
#12
These are some mods that I've been using in previous sessions, which I've not been able to find an updated version of for 1.2 if you know where to find an update or a replacement let me know. Any new mods are also welcome as long as they have a similar function.

Simple Slavery[1.0] - https://steamcommunity.com/sharedfiles/filedetails/?id=1635565299
Charge Rifle Buff - https://steamcommunity.com/sharedfiles/filedetails/?id=1610830566
Crash Landing - https://steamcommunity.com/sharedfiles/filedetails/?id=730384702
[XND] Visible Pants - https://steamcommunity.com/sharedfiles/filedetails/?id=926698084
Pick Up And Haul - https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
Field Medic [1.0+] - https://steamcommunity.com/sharedfiles/filedetails/?id=1541287769
No Debris 1.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=2010756536
Dynamic Population - https://steamcommunity.com/sharedfiles/filedetails/?id=1658712035
DeadMansClothing - https://steamcommunity.com/sharedfiles/filedetails/?id=817902482
[SF] Priority treatment 1.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=2012586738
No Random Relations - https://steamcommunity.com/sharedfiles/filedetails
#13
Mods / Trader for modded items
April 11, 2020, 03:07:25 PM
I'm pretty sure there was a mod that adds a new trader which sells modded items and I can't find it. Perhaps it's not updated to 1.1 yet, idk. Can any one link me the mod if it exists? If not would be nice to see it in the future.
#14
Selecting the various researches that you want to allow or disable at the start of a custom scenario is quite a frustrating process at the moment, certainly if you have a lot of mods that add custom tech trees.

Can we have a user friendly interface to do this? Simply showing the complete tech tree and being able to toggle specific researches on and off by clicking on them would be a great way to quickly get a fresh setup.
#15
Ideas / A proposal for better room sharing
April 09, 2020, 05:24:44 AM
Currently pawns really like to sleep in their own room which they only want to share with a partner, any other people sharing a sleeping space will result in a mood debuf.

I think it would be great if pawns had more tolerance towards friends and family when it comes to sharing a seeping space. I understand that sleeping in a room with a bunch of strangers is not so great, but sharing a room with your best friend can be fun right?

Pawns should probably still receive the highest mood bonus while having a private room / sharing one with a partner, but at least a slight mood bonus or a neutral bonus for sharing a room with friends or family seems reasonable.

This will also help a bit with mods that add children, because it would allow parents to share a room with their kids. (giving away a private  bedroom to a baby seems a bit odd.)
#16
Mods / An issue with food for prisoners
April 07, 2020, 03:07:39 PM
Keep in mind that I use a couple of mods that might affect the issue, though I think it does not matter too much. Mods include but are not limited to: Prison labour, locks, quarry and room food.

The problem I'm having is that food for prisoners is not delivered to the prisoners in person but instead dumped on the ground near the prisoner that it is intended for, the prisoner than has to pick it up themselves, which they don't always do. Since they are working outside of their cell a lot of the time tis means that meals are left outside through the night, witch is not only a waste of food but also does not help with managing the mood of my prisoners.

A simple solution which will fix this is to have the food delivered directly to the inventory of the prisoner it's intended for.
#17
Ideas / It's ok to wear less clothing
April 06, 2020, 10:14:08 AM
So, whenever I have a nudist in my colony they always chose to wear clothing witch results in them being unhappy about wearing clothes even though I'm not forcing them to wear anything.

Could nudist learn that it's ok to wear less clothing if there is no direct need for it?

For example when the temperature allows them to be naked and they have no further clothing restrictions they could just chose to not wear clothing and when the temperature becomes too low they will start adding more layers.

It could be useful to force them to only wear protective clothing such as a helmet in case they have to defend the colony.
#18
Ideas / Mad animals don't have 200 IQ
April 05, 2020, 10:31:41 AM
I think it's strange that every mad animal simply runs in a straight line to the entrance of my base, even though they should not be intelligent enough to do so.

It would feel a lot more realistic if they were only chasing pawns that are in sight or attack doors that were used in line of sight.
#19
Mods / Compilation of small mod ideas
April 03, 2020, 01:23:08 PM
Since I've already posted plenty of times recently, I decided to bundle up some smaller mod ideas in one post. I might add more small mod ideas here later.


Pizza delivery:

Ads the option to call your (local) pizza delivery service via the coms console and order some food. You could make the delivery time variable (up to one week or so, they might have to fly from an other planet), or make the price per meal quite high to balance things out a bit. (More sliders is always good).


Fallen angel event:

Not sure how easy this is, but awns can already fall from the sky pretty much, so with minor tweaks and perhaps a custom race you could have an event where an angel falls out of the sky, possibly injured. You could perhaps get some kind of reward from saving the angel, like a blessing of some sorts.


Less random raider gear:

Raid leader: Hey crew, lets go and raid that colony up north. Tom, you take the sniper rifle.
Tom: But my ranged lvl is 1 while my mele is 15, shouldn't I take the steel sword?
Raid leader: Your not in command Tom, take the fing sniper rifle.

So often I see raids wit bad gear choices, and I get it should not always be perfect. But a little more thought about who wears what kind of gear and weapons would be appreciated.
#20
Ideas / Don't cremate with cloting please
April 03, 2020, 08:02:01 AM
I would like to see an option to strip the gear from dead pawns before cremating them, so the gear they have on them is not lost.

Yes I know you can manually do this already but if you want to automate this process it would be quite helpful.

(Note I do use mods that remove the tainted tag from clothing and gear making re-use a bit more viable.)