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I permanently quit the modding of 4M since I have been tired of the eternal raids, which were generated without considering the productivity of those factions at all. You can fork the source codes from my Github page and make your own. Be sure to contact Mehni at the RimWorld Discord server first.
The setting 'Disables Pacifists' has the potential to break (hardlock due to error-spam) the game if used in combination with another game-rule (ideo, gene, faction, xenotype) that enforces/expects a pawn being a pacifist. I'd recommend AT THE VERY LEAST to add some information about that to the setting!
This are longstanding issues with how the basegame generator works and can even cause the whole worldgen to break if it happens to a worldpawn getting stuck in a logic dilemma. Most likely not relevant for this mod, since it only affects rolling player-pawns (I hope at least) - but variations of this issue can affect NPC factions as well. Thus user AND modder should prevent using dichotomic and enforced rules being put onto pawn-generation.
For more information; feel free to ping me (@tideshaper / @waveshaper) over on the Rimworld Discord. o7
Jesus. I only changed the code related to DPS showing.
It must have nothing to do with your bug.
I'm trying to make a vorpal bunny fur parka,
So I wrote vorpal bunny fur and went into dev mode to spawn parkas, but they all come in different materials :(
Don't hesitate to report bugs.
It even works with Camera+! Then I can remove the function from this mod.
For those who wants the hostile readouts/labels
This is a game changer. Miss it.
if you try miruris advice, it may help you and then if you still get stuck you can try the 50% removal test.
(after making a full backup of your saves and Ludeon folder, basically you remove half of your modlist, usually the the bottom half of other mods, and see if you still have the problem. if you do, then you can usually add those back in, and try removing the other half, if the problem goes, youve found which half has the conflict....
then you just remove half from that batch, (so keeping about 75%) of your mods and find which 25% had the bug. etc.
usually within 8 attempts or less you can find which mod is having a conflict, and then proceed from there like posting about it for the 2 modders to maybe find some way to patch etc) :)
I guess I may help you to figure out which mod is the cause.
https://gist.github.com/HugsLibRecordKeeper/1095d8b5bbc40764054f636b7efb4a15
This is my mod list. I played with these mods without facing that bug.
You can pass over all mods in my list, then test with the remaining mods.
I don't have the time to sift through my mods to check which ones create the conflict but I can post my mod list if needed which I assume it is. IDK where to do it because I never have and there is a 1000 char limit here.
Also I am assuming it's one of the unofficial patches because they are usually akin to hot fixes.
Obviously it makes combat relatively unplayable since you have to manually target all non-humanoid enemies and its also a huge bummer in the name tags department which honestly should be a vanilla feature.
The problem has been fixed.
I tested what you said with & without this mod.
Behaviors under the 2 situations are all the same.
I will take a look at other problems complained by you all.
They simply wont attack them on their own until another pawn hits said insect. Some times it happens, some times it doesnt, but I've noticed thanks to the RimHUD mod that insects have a label named "Dormant" or "Awoke "X" days ago"
Pawns atuomaticaly attack "Awoken" insects, ignore "Dormant" ones, even in melee.
Upon disabling this mod, the labels on insetoids disapeared, no longer showing Awoken or Dormant, and my pawns started to engage them in combat on their onw, as they should.
Sorry man, this mod brings good ideas, but its not worth the glithes