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Rapporter et oversættelsesproblem
My log:
https://pastebin.com/U2q70MJa
In the meantime join me in wishing Jelly and everyone out there a speedy return to normality. Stay safe out there, and keep everyone safe.
PS: This version will remain up, but after a few days it will be made hidden, until my and Jelly's role are reversed. (Or steams figures out what collaborator means.)
Awesome Inventory has an option to automatically switch to the hands any inventory weapon that adds a work speed bonus for the current job, its kinda problematic since if you're like me and using Sidearms + Dual wield + Combat Shields, any equipped shield gets stowed into inventory for most tools. This is because shields occupy their own exclusive hand slot that only works for specific weapons, and there's no option to choose which weapons work and which doesn't. Pickaxes for example are not shield-usable for some reason, which makes melee miner pawns annoying to micro.
@Enter Name, Can you give more detail? Right now it seems there is an artifact from when we were debugging where the base tool slots is 4 instead of 2, we will change it back soon. Do you mean that pawns are picking up multiple tools of the same kind and keeping them in their inventory?
I'm asking since Survival tools has its own system that automates pawn tool loadouts, which does essentially the same thing as the loadout system of Awesome Inventory except specific for tools.
BTW: the WorldEdit error I think is an incompatibility with 1.1 Realistic Planets, hopefully the devs of that mod fix it.
A new update added an option to include/exclude a button it adds as a shortcut when you select a pawn. If you uncheck it (to remove said button and reduce UI clutter) it actually removes all pawn buttons, which includes the draft button. Just putting this out there since I said it earlier.
I will add a patch for Dubs' Bad Hygine to not require tool for sewage.
If you have WorkTab installed you can enable one hauling workjob at a time and pinpoint the illogical workjobs. I'll be busy until the weekend, so I can't open RW until then.
This is the log file:
https://gist.github.com/345c5c3c07e937add0b33e21a72d712f
I kept Rimworld running in the background by accident so perhaps whatever patches there was hadn't been there when I started it last. If the notification is still there or not I'll comment here with the log as needed.
In my opinion, hardcore mode is unnecessary.
I'm thankful for his contributions and ya'll should be too! lol
As soon as we can get some assets for tribal tools, I will write up the patch, and we will be ready to officially "reborn" this mod :D.
PS: With the current system in place I believe we can add any kind of tools for any jobs. So if you want to add any tools for any jobs, please let us know.
(We would need help with graphics though. Graphics is not Jelly's strong suit, and I draw like a drunk 2 year old.)
yes in that there's 0 interaction, thus there can't be any incompatibility
no in that there's 0 interaction, so tools from those mods don't benefit from the "use from inventory" stuff from this mod. if it doesn't come from this mod, assume it doesn't benefit.
they're working on potentially patching some mods (namely VWE right now) to allow their tools to benefit, but they haven't worked out a way yet (afaik)
VWE's pickaxe, however, has its stats on the pickaxe itself - if you don't equip it, you don't use it. kinda frustrating
Only by selecting a higher selection weight for melee weapons do pawns keep their ranged weapons in inventory and tools equipped. Its a bit of a hassle when I have to revert all that during raids.
Thank you for your contribution.
Or a setting to disable digging, and make mining the only stat.
@Ridesdragons Thank you for the github submission. I'll keep you posted there.
Would be great to have known what the log error was for the other problem.
Glad people enjoy this mod, and hope you will like what's to come.
Might replace that one with Rimsenal's one instead since unlike V.Weapons Expanded it doesn't add utility weapons that double as tools/skill boosts.
also, I do have one compatibility issue regarding misc robots++, but I've already brought it up in github
One question though, how does this mod play with the sidearms mod? The original mod desc. states some weird issues with it that the reborn version doesn't state.
Just in case so I can confirm. The problem is with placed frames, full of the material inside and pawns not constructing, or constructor pawns not delivering material to the frame?