RimWorld

RimWorld

[RF] Rumor Has It.... (Continued)
169 Comments
shakeyourbunny 11 hours ago 
Thank you for the information; I don't want to pressure or something!
Mlie  [author] 16 hours ago 
@shakeyourbunny I have ~60 mods left, this is one of them. I dont take donations for priority or anything regarding the continued mods.
shakeyourbunny 17 hours ago 
So, to stop that chatter:

@Mlle: is this mod somewhere in your update queue?

Also, do you take donations to put mods to be updated to be queued higher?
Gerewoatle Aug 1 @ 8:08pm 
@Yoku - The workshop has a much, much bigger problem with entitled, willfully illiterate commenters and spammers than it does "rude" mod devs.
Idk about being unfriendly, i think Mlie is pretty chill and awesome.
Yoku Aug 1 @ 2:20pm 
You are doing enormous work for Rimworld and the whole community. But it costs litteraly not a milisecond more time to be more friendly. And being such a valuable person for a whole community also doesent give you any right to behave unfriendly. Maybe you should mod less and work more in social updates.
I am looking forward to all of your upcoming mod (and maybe other?) updates and wish you all the best for your work.
Mlie  [author] Aug 1 @ 1:14pm 
@Yoku I really dont have time to consider your feelings here. Feel free to continue ramble on here in the comments as long as you need to.
Yoku Aug 1 @ 1:10pm 
If people can’t find the information you’re giving them, maybe that’s a sign you should highlight it more clearly. Also, there’s no need to sound rude—especially when someone is being polite. But maybe I’m expecting too much. After all, programming is your thing, and being human might not be your top priority.
Mlie  [author] Aug 1 @ 6:35am 
@Yoku As you say yourself, you didnt read catefully enough. All info in the welcome-channel is relevant, else I wouldnt have written it. Just because you needed a specific piece of information does not mean you should assume that it will stand out in large letters for you to not miss.
Yoku Aug 1 @ 6:24am 
You know, your reply comes off as pretty smug – especially considering I took the time to give constructive feedback and even acknowledged my own mistake. If you're not interested in improving things, fine. But acting like people just don't read is not only dismissive, it's lazy.

And no – answering like that definitely won't reduce the number of "when is this or that mod ready?" questions. Quite the opposite, actually.
Mlie  [author] Jul 31 @ 10:28am 
@Yoku My experience is that some will just choose to skip text regardless of the formatting. I get that a lot regarding information in the descriptions of my mods so you are in good company.
Dont worry about it!
Yoku Jul 31 @ 10:22am 
Ok, after reading through your welcome channel three times, I finally found the critical information:

'There is no info about specific mods as this would at least double the total time needed.'

You can absolutely criticize me for not reading carefully enough, but I’d suggest maybe highlighting this key piece of information more clearly. Right now, it’s somewhat buried under the large 'Mod Update Order' headings, and it's easy to miss.

A clearer or more prominent placement might help others avoid the same confusion.

Anyway, thanks for your work!
Mlie  [author] Jul 31 @ 9:23am 
@Yoku Whats to understand? The welcome channel (the first you get access to) explains it in detail
Yoku Jul 31 @ 9:18am 
Is there any progress on this update? I know.. Discord.. But honestly .. I dont understand anything in your discord :D
Mlie  [author] Jul 12 @ 7:50am 
@Mythophile Updating all my mods, see discord for progress
Mythophile Jul 12 @ 7:48am 
plz update for 1.6
Mlie  [author] Mar 21 @ 1:04pm 
@事不过三兄ToumanLin Should work better now, thanks for the detailed report!
事不过三兄ToumanRin Mar 19 @ 1:48pm 
Hi, here's the hugslib log with only vehicle framework, vanilla vehicle expanded and this mod enabled

https://paste.gg/p/rimworld-game-logs/aac2bbc2f1754d29a42aed7623d8bdfe

I also took a video of the error:
https://youtu.be/wwo7G-_5Eq4
Mlie  [author] Mar 19 @ 9:36am 
@事不过三兄ToumanLin Please attach a log with just those two mods loaded to confirm the issue
事不过三兄ToumanRin Mar 19 @ 9:29am 
Hi mlie, this mod is incompatible with vehicle framework and it kept throwing out error in the caravan.

I tried but I cannot join the discord your list above, dont know why

Hugslib log: https://paste.gg/p/rimworld-game-logs/b867e1a5a2224b4d903810dcba23fae6
Mlie  [author] Jan 5 @ 10:41pm 
@(OriginalOwl) You need to increase the opinion between your pawns. If a group of pawns have a low opinion of other pawns, a clique is formed
(^0v0^)OriginalOwl Jan 5 @ 4:07pm 
hello! a clique has formed in my colony with my 3 original pawns. I think maybe the effect of newcomers negative social actions mixed with the original pawns having increased relationships, led to it. my question is, is there anything i can do to improve the division, or is it a case of wait and see how everyone interacts from now on? e.g. on the social tabs, i can see some colonists apoloogising for stuff etc.
Mlie  [author] Oct 5, 2024 @ 12:16pm 
@aikixd Please see the Reporting Issues section described above
aikixd Oct 5, 2024 @ 10:59am 
Thrown:
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
[Ref 914295C2]
[...]
at Rumor_Code.IncidentWorker_MadWithLoneliness.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00026] in <d592618f9fed43689946c353f2bd2ec7>:0
[...]

Log: https://gist.github.com/HugsLibRecordKeeper/e9fce15992e20170d5d1bbcb3cd809b3

Also throws when initiated with dev tools.
Super_Sir_Anus_De_Bergerac Aug 31, 2024 @ 9:53am 
hey, what is the safest way to remove this mod ? using too many TPS
Mlie  [author] Aug 17, 2024 @ 3:54am 
@Vivus Blydyr Please see the Reporting Issues section described above
Dealer Mangan Aug 17, 2024 @ 1:41am 
constant errors in caravan with vanilla vehicles expanded
Mlie  [author] Jun 21, 2024 @ 1:31pm 
@Dr. Fnord Please see the Reporting Issues section described above
Dr. Fnord Jun 21, 2024 @ 1:28pm 
This can be a game-killer when mothballed pawns tick for a large colony, so think twice about using it if you're likely to pick up a lot of colonists. Removing it has fixed an issue that reduced my FPS and TPS to 2 every six in-game hours.
I Haven't Had Sex Since 2003 Apr 13, 2024 @ 5:50pm 
Miles said he'd get to it, no worries bro
szkok93 Apr 13, 2024 @ 12:09pm 
I'm having the same issue as @I haven't had sex since 2003. No social interactions outside of romance ones from two other mods. I took Rumor has it out of the modlist and suddenly all social interactions were working again.
Mlie  [author] Apr 12, 2024 @ 11:17pm 
@I haven't had sex since 2003 Please see the Reporting Issues section described above
I Haven't Had Sex Since 2003 Apr 12, 2024 @ 5:06pm 
hey miles go fix this mod it's causing pawns to stop giving a fish to socialize
Hemlock Mar 25, 2024 @ 2:05pm 
Yeah, this mod, very much shows that it was made before ideology. It just, doesn't work with ideology...
Things like, gestalt colonies forming cliques at all...
Or, slavers forming cliques against the slaves and, leaving the colony because they hate the slaves???

Unless you're running a stock standard, baseline ideology, no slavery type colony, I'd avoid this mod.
I Haven't Had Sex Since 2003 Mar 18, 2024 @ 9:21pm 
Remember to update this for 1.5 and Anomaly!!!!
femoral2 Feb 23, 2024 @ 5:17pm 
Is it too much to combine this with vanilla social interaction + Romance on the Rim + Way better romance?
Mlie  [author] Dec 31, 2023 @ 11:05pm 
@이상한잉간 Please see the Reporting Issues section described above
이상한잉간 Dec 31, 2023 @ 6:50pm 
i just found some error with VVE mod
it spits red line when you use form vehicle caravan
Bird-brained Jade Jun 24, 2023 @ 6:33pm 
I agree with Scarlet Sade. There needs to be an exception for slaves forming cliques.
Scarlet Sade Apr 12, 2023 @ 11:11am 
I just had an issue with the clique/splinter system. I have a colony of 6 pawns (all the same xenotype and ideology) and 3 slaves of varied backgrounds. Of course the slaves and colonists don't like each other. The 6 colonists formed a clique. That clique splintered and all 6 colonists left leaving only the slaves. I reloaded and turned off the splinter function.
Bobbbobberson Mar 22, 2023 @ 5:28pm 
ah rimworld politics mod
NattyNuke Mar 17, 2023 @ 10:38am 
Disabling cliques doesn't stop them from forming and giving my colonists a mood debuff. I tried to remove it manually but it's not going away.
Mlie  [author] Jan 21, 2023 @ 6:06am 
@genitaliban Please see Reporting Issues described above
genitaliban Jan 21, 2023 @ 5:09am 
Avoid. With 25 colonists, causes a predictable and consistent ~3s (!) spike every six ingame hours as shown here: https://imgur.com/a/Q9k5pmY
Koneko Jan 17, 2023 @ 6:40am 
i'd also be curious to know if this would work well with multiplayer. Any mods that add more behaviors and faction/animal things are of high interest on my list
Scoundrella Dec 17, 2022 @ 10:42am 
I've used this mod in the past for single player games and really enjoyed it.

I was wondering if there is any known compatibility/incompatibility with multiplayer?

In the in game mod list "Multiplayer Compatibility" button to check that, this mod is denoted by a grey "0", meaning "unknown compatibility".
Mlie  [author] Dec 15, 2022 @ 11:05am 
@Sego Probably fixed now
jkattner Nov 18, 2022 @ 7:10pm 
@Memento Mori You have to use disable incident in edit scenario. That will prevent splinter colonies from happening on that particular scenario. I use disable incident for a lot of the mods I have.
Mlie  [author] Nov 16, 2022 @ 2:33pm 
@Memento Mori What do you mean? The options should be pretty self explanatory