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If it's a single item you're looking for, might I suggest AOBA's tent mod ?
@HEX: MINMUS, Looks like Medieval Overhaul prefers to handle their own patches, so I'm attempting to work with them to get the code added to their mod to handle it ( pull request [github.com]).
If you'd like to file a bug report (pinned above) and include the exact error message(s) you're getting, I can investigate. That said, CE is notorious for doing weird quirky non-standard things to the RimWorld code base, which is their prerogative, however it also means that the onus of fixing the inevitable compatibility issues that arise because of said practices lies squarely with the CE developers.
So what I ended up doing was putting the small tent cover back in and just pitching the tent, which auto-spat out the extra poles. It worked out in the end but was kinda roundabout.
But on that note, this might be a bug? I started packing a tent bag and put the wrong tent cover into a bag. I had a pawn remove the tent cover, but they also took out 5 of the poles. And now, I can't seem to put those back into that bag - it says it's at the max capacity of {0}.
It's more of a long term plan than something I'm actively working on, but at some point I'd like make a scenario editor module that streamlines tents so that they're easier to preconfigure (as well as packed and ready to go when you start the game). For now, the item description for each cover specifies how many poles are required. I can also update the table when I get back to my computer.
I'm trying to do that now and I don't see anything like a completed tent option, leaving me to instead start with a tent cover, tent bag, and an unclear number of poles.
So this just seems a bit more complicated than it was before. In any case, unless I missed it somewhere, it'd be swell to know how many poles I need to start with to build an x-sized tent from the get-go.
Thank you :)
@jeff_steveng (1/3), There's a few things all at play here between deliberate design decisions and game mechanics, but if there's a general consensus that something needs to change I'll do my best to make it happen (that said, I'm a bit pressed for free time, so it might have to go on the to-do pile while I put out other fires and projects). The mod has always made tents fairly fragile, its the trade off for them being light and portable. I do agree that a stray bullet making a human-sized hole is a bit unrealistic, but at the same time I would very much like to avoid tents being bullet sponges and I don't have a way to make bullets pass through the wall like they would in real life. Tents were meant to be fortifiable and I've always felt like their inherent weakness allows for a "here's Johnny" moment to occur in the narrative.
I don't want to tell you how to use the mod or play the game; yours is a valid criticism... but as an interim solution, have you considered patching the holes with simple wood walls and mending the next time you move camp?
For the time being, I'd recommend including 25 material to make one when your scenario starts (or Dev mode is that's your thing).
didnt know it was a bug