Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Protok Thanks for the logs. I presume they were made before the error? I see no errors in them and the order field on main buttons is a vanilla feature. If you see the HotkeyEditor error that's the character editor button. It's probably not added through the modding api and isn't in place when it should be so that changes cannot be applied to it during startup.
@吉田咲 Research mods that don't hide empty tabs aren't compatible with research modding.
@Tinda Pawn rendering has been changed in the previous rimworld version. You can now define a layer under "draw data" and reorder apparel that way. The old style no longer exists. There is also a debug function that allows editing the pawn render tree which can be helpful to get an understanding of the values. Certain tags determine if an item hides things like hair regardless of render position.
There used to be a "render shell as clothing" checkbox on apparel, that would unfuck the render order for the item if it lived in the shell layer.
What happened to that? Did it break in the update?
Might it be possible to get like a separate mod (maybe?) that just fixes the shell layer itself, and not just each item? As I understood your explanation for this when last I asked (years ago at this point), the shell is kind of special and made to always render on top, regardless of specified render order(?). I would really like the shell layer to be made "un-special".
@Necromenta Pawn kinds can have a "moveSpeedFactorByTerrainTag" and if the terrain has a matching tag those factors are apllied to the move speed. So if you see a floor or terrain that makes someone faster you can use those tags to make other floors or terrain behave the same way.
@clockworkcuttlefish I stated in the "change notes" that pathfinding got removed for 1.6. I have currently no plans to put it back in.
I do have a question, though. I know 1.6 overhauled path finding, so a lot of path finding mods are either dead or being reworked. Is that also true of QOL's options?
I saw someone a while ago that had an issue with path finding options not appearing in the general mod settings for QOL, and I'm trying to figure out if that's the problem I'm having, or if (more likely? perhaps?) they had to be removed for now?
Just trying to figure out if I need to troubleshoot further, or just smite the next guy that walks into my hospital for no reason as an example. (For now forbidding doors it is, I guess.)
Thanks for the mod and all your hard work with it!!
@irrelevantredundancy It means you probably have a configuration for "PlantTreeAcacia" but it no longer exists and there are 4804 other plants in your DB. Congrats on your mod list I guess :)
@WESGRU Changing the actual space would potentially place buildings on top of each other or have them on unsupported ground and such. Changing the graphic size doesn't matter.
Failed to find Verse.ThingDef named PlantTreeAcacia. There are 4804 defs of this type loaded.
Here [pastebin.com] is a PasteBin link to the full stack trace.
I didn't realize I can click the refuel...? option tab!
anyways, thanks a lot!
@ABAYO You edit the gun that the turret is mounting.
I want lower the turret magazine size that added from the other mod. but I can't find it...
also Thanks for the cool mod!
@Psycho Penguin I think worktypes for robots can be altered. However not all jobs are programmed to work with non colonists.
@Narwhal The market value is a stat. If omitted it is calculated based on ingredients.
@Stellar Harbour I haven't added anything for that.