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https://steamcommunity.com/sharedfiles/filedetails/?id=2206903764
Thanks
Thanks for using.
Normally, it is designed pawns that don't belong to the player's colony (pawns whose "RoomWear" tab is not displayed) are not affected. However, I cannot deny the possibility of unexpected conflicts.
Hats display settings are often set with ShowHairWith... or HatsDisplaySelection, have you checked those?
Thank you for your feedback.
It is technically possible to add it, but I thought it was strange as a concept, so I didn't implement it.
That being said, there are actually two functions to hide outdoors.
1. Use the temperature settings
Be sure to set a temperature that satisfies the conditions (ex. set to over -99°C)
2.Use apparel individually visible settings
This update has made it work properly, so please filter by Layer: Shell and toggle Force Display settings to "invisible" of the clothes you want to hide.
If there are many requests, I will implement it.
Inside "Choose a layer of" menu, we have 2 options, "indoor" and "In private room", could you add another one as "Outdoor" ?, this way I can hide parkas and some other Outer equipment at all times, I would like to show only Medium layer for outdoor, and skin layer for private room, and naked for bed, I guess I'm just kinda tired of watching parkas 24/7 for years now and also hiding them indoors doesnt work for all my needs for example I like to see my slaves in their "Medium" outfits (from a mod) at ALL times, not just indoors.
Thank you for your feedback.
I'm sorry, but it seems that the debugging system makes unexpected calls on the window side.
Now I can call the debug window even without HAR. I think it's probably fixed.
@Michiko,stinkydiamond
Thank you for your feedback.
It seems that I made a wrong correction just before the update, so I fixed it.
@Thetaprime
Thank you for your feedback.
I'll check it out, but I don't know if it will improve, so please don't expect it.
In my environment, RimThreaded is always conflicting with some other mod.
In fact it can be reproduced with only harmony loaded alongside this mod.
If I remove RmThemes, this mod pops up its update notes (usually seen on the colony view at the start of a new game) on the world map after new world generation. With RimThemes the UI is locked on the world map (probably because the UI changes for RimThemes doesn't know how to draw the update notes or something at that particular time.
The frozen world map isn't a crash, but UI unresponsiveness, but I can run Prepare Landing options fine, but just cant rotate the world or interact with the hex grid or buttons in any way.
The workaround right now is to remove RimThemes or this mod.
Exception filling window for Verse.ImmediateWindow: System.TypeLoadException: Could not resolve type with token 0100002e (from typeref, class/assembly AlienRace.ExtendedGraphics.ExtendedGraphicsPawnWrapper, AlienRace, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)
At least for me, disabling this mod solved the error. And it was working fine until yesterday.
Thank you for your feedback.
Probably because it uses the Overhead layer.
Try adding "<li>Overhead,Headgear</li>" to "<DefsList>" in "Defs > CustomLayerDictionary.xml".
In addition, I'll try to debug it and if it looks ok, I'll add it as an initial value on the next update.
Warcasket has many reports, and even now there are problems when adding functions, so I will check the settings so that it can work with the initial settings.
However, I have only debugged some elements and have not used this mod, so please let me know if there are any elements that are causing problems.
BTW
@Moon Cheese
Thank you for your feedback.
I am currently creating a preset & automatically apply function.
Forgot about that. It solves pirate problem but I think that custom rules for traits is a nice idea to consider
VFE pirates pawns with warcaskets look very strange. There is a trait "warcasket" for those pawns
I know that is it is technically possible to fix this with custom rules but it is VERY inconvenient in that particular case because mercenaries from this mod are hired for a short period of time so set custom rules for a temporary pawn is extremely tedious.
I would be so much grateful if you implement this function. I would even donate some $ if you want