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Unfortunately fixing that would require coding which is something I can't do. One thing you can do is use Fuu's Useful Terror to stop Slave Rebellions. The Servitor module is set to give 100 terror with the mod.
Glad to hear that fixed it. Steam has been causing a lot of issues with its slackness when it comes to mod updates.
I'm afraid that idea would require quite a lot of coding and it's beyond my abilities to implement it.
As for the bug you encountered, I checked the xml for errors and tested on a stripped down mod with VE Skills and Compact Hediffs however I couldn't reproduce the issue. I also haven't encountered it before and you're the first person to report the issue.
With that in mind I can only conclude the issue is most likely coming from another mod in your modlist. As you said it could be to do with the localisation mod so I'd suggest checking that first. If that's the issue you'll have to report it to get it fixed. I'm not great at reading logs when it involves harmony patches like this but as far as I can tell there's nothing helpful there to identify what's causing the issue. It's simply something to do with the inspect tab stuff not finding what its looking for.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffStatsUtility+<SpecialDisplayStats>d__0.MoveNext()
Gizmo clutter is a bit annoying but it can be hard to avoid. I specifically design my implant gizmos so its only when undrafted and its a button press to open up more options to avoid overly cluttering things. That opened up menu then lasts for about an in game hour before reverting to the one button press.
I usually avoid the Psychic Attuner because of the gizmo (it's kinda annoying how it stays there forever, if your pawn has a shield belt, a title, puppets from the Puppeteer mod, mechlink, etc, it gets super cluttered).
The Psychic Levitator from Integrated Implants might behave weirdly with the sensitivity changing so dramatically but that's probably the best solution to this issue, I'll take it.
The psycast one isn't really possible considering the variety of psycasts and most of it would likely require coding which I can't do. You can protect against a lot of them by using an Archotech Psychic Attuner make a pawn physically dull temporarily. There's also the Psychic Foil Helmet in game which you basically never see ever.
As for the Shocker Arm/Jaw that's fully intended. My mod actually includes an EMP Shield to protect against stuff like Brain Shock from brain implants. It did not protect from Shocker Arms/Jaws but I've patched that and changed the description of the EMP Shield a bit. I also added support to the Electric Shock hediff from the Shocker Arms so the EMP Insulation from Integrated Implants protects against it too. So, now you have a way to avoid getting your people instantly downed, if you have the right implant to protect them.
Maybe change it from "Consciousness: Max 1%" to, say, "Movement: -100%".
Integrated Implants has an implant that gives "EMP insulation: +100%", so maybe you could use this "EMP Insulation" attribute to decide how affected by shocker implants pawns are?
Also, if possible, is an Implant that protects the pawn from Enemy Psycasts (especially those from VPE) doable? Or would you have to check each psycast to see how they work, check their code, etc?
As for the boost, I think its only appropriate. It is still a game and any upgrade should reflect that.
If it does bother, I think an option to sort of toggle that in the Mod-Menu may be a better approach? So the players themselves can reflect what may be better.
I changed that months ago so people stop asking me that. Try unsubscribing and resubscribing or verifying your game files so the mod files update. As for the reason the stats like drilling get a bonus from limb efficiency. So even though the number shown is lower its actually slightly higher if you check the information page. I long held the belief that it was more balanced if it didn't get the massive boon from the efficiency. I changed that months ago so now you do get a big boost from higher bionic tiers although I'm still not 100% sure which is the better decision.
Like Advanced Bionic Drill Arms are the same as the Bionic Drill Arms
I honestly don't know. I don't have any compatibility patch for it and it's one of the only bionics mods not listed in MSE2's compatibility section so there's a good chance its not compatible.
I'm glad that improved things. I'm still not sure why that's a problem but then Rimworld has always had weird performance issues like that.
I don't use github, but even if I did I'd still note things down and put it in the change notes tab because I can't stand it how people never list what's changed in updates.
The children (Blanks) also have a slightly different variant of the Servitor Module which can be gained by installing it on babies. You'll see different thoughts if you check their thought panel.
Since you reminded me and I'm not busy I'll go over the numbers quickly to make a slight fix to this issue. It won't resolve it but less slaves should result in less performance drop.
oh I see, glad to see its not my abysmal mod managing, thanks for the heads up!!
I've noticed that myself and I've found the actual issue is the world pawns generated as slave stock. I'm not entirely clear on what the issue is I suspect its something to do with how the game handles world pawns and hediffs. The slave stock isn't overly large but I might try trimming it down to see if that improve performance a bit. I've noticed this issue with vanilla slave traders too when they have a larger stock so the game is likely doing something stupid to nuke performance as it does.
on the other hand, id like to bring up my experience with the mod where for some reason it drops down my ticks per second down to 70ish
I use call orbital traders mod to traders and whenever I call the ultratech trader added by the mod, the ticks go from an average of 350 to 70ish till it leaves, I am unsure if its because of some bad interaction with other mods.
hopefully there was a fix for this in the past
I don't have any plans to allow multiple installs since they're supposed to be full modules. However I've had the idea of adding Archotech versions which provide improved bonuses I just haven't taken the time to look into it.
Unfortunately not, I'm afraid that's outside of my area of expertise.
Good to hear that fixed it.
Stupid question but, do you have Anomaly active? Because that change requires the Anomaly dlc.
Steam can be a real pain in the ass sometimes when it comes to mod updates. The mod is located at the location below. You can try manually deleting the files and verifying the integrity. Also before verifying check the following two locations are empty, not that you have some temporary files lingering around it'll try to use to recover the missing mods.
Steam\steamapps\workshop\content\294100\2006925330
Steam\steamapps\workshop\downloads
Steam\steamapps\workshop\temp
No I didn't touch anything to do with the Anomaly files and double checking it there's nothing wrong with them. You didn't run Rimpy's strip mods option or something similar did you? That option has a bad habit of deleting necessary files and causing issues. You can try unsubscribing and resubscribing and verifying your game files hopefully that fixes the issue.
when i mouse over it doesn't show the anomaly style healing and next to the name it says (1000000 lives) left. the existing colonists that have one say 1 lives left. is this a bug?
Thanks for the reply and yes it is being extra difficult to track down for some reason. I'll keep trying to produce results on it but my eyes start to cross when I look at any code haha. I envy you fantastic modders and your ability to decipher that stuff and make it work for you.
I honestly don't know I've never used them together and its never really come up. Technically they should work together but there may be duplicates of things.
@homeworld
Beyond the idea that it might be something related to mods interacting with Lovin to provide food or a resource of some kind I'm not sure. Its happening in my mod list too but I haven't tried to figure out the source since it would be quite an undertaking.
@Mazz
You can use A Dog Said if you want there shouldn't be any issues. However I personally recommend Xenobionic Patcher as it simply allows you to use human bionics for animals.
So, regarding the bug report on the Archotech Power Core and the error with no 'Lovin, I can't seem to find the incompatible mod. I tried disabling anything that I thought may be conflicting (Way Better Romance, Romance on the Rim, even VFE modules) but it was still occurring. Any ideas?
Try unsubscribing and resubscribing or verifying your game files. I copied the wrong string when I added a stat to the intellectual module which caused that issue. However the issue has been fixed so your mod files must be outdated.
I'm afraid that's beyond my abilities since it requires coding otherwise I would. As such all I can do is offer some suggestions on how to handle it. If you use the mod Useful Terror which helps in that regard the Servitor Module provides maximum terror all the time once a person is conditioned. With the mod More Slavery Stuff you can change how slaves are seen and with some of the settings it disables rebellions all together if they meet the right conditions.