RimWorld

RimWorld

[LTO] Colony Groups
1,428 Comments
Bongwater Apr 30 @ 9:44am 
Hi! for some reason this mod tanks my TPS!
allbad Apr 27 @ 3:15pm 
Are colonists supposed to automatically dye their clothes? I have to click each pawn individually and right-click the styling station to issue a recolor apparel command. Thanks
Pheace Apr 27 @ 8:56am 
@Ketjak - Under 'Manage' click the weapon icon just above preset
Ketjak Apr 27 @ 2:19am 
Is there a reason to keep this from obscuring the weapon each pawn uses? It's not in the colonist bar nor in the colony group icons, unless I'm missing a setting.
VitaKaninen Apr 22 @ 12:21am 
@Pandathan, I have the same issue, but you can just look at the white box that outlines the pawn to see where your click will land.
Pandathan Apr 21 @ 4:37pm 
First off I LOVE your mod, it is wonderful. One small thing I wanted to ask about is that whenever I go to use a skill, like joyfuzz, I usually click the colonist on the bar but since this moves the bar to look better the cursor doesnt know it moved so it tries clicking a random person two boxes away.
HighFlyer96 Apr 18 @ 8:11pm 
@Draco Lander, Vehicle Framework itself claims major incompability. Are you using vehicles for caravans or just on the map?
prairie dog spaceship Apr 9 @ 7:47am 
A beautiful mod! Somebody put some love into this, and I am grateful.

It's a huge improvement over the vanilla game!

Now all we need is a way to press Ctrl+1 to select pawn-group 1, and so on.

It's astonishing to me that this is missing from the base game. Moving and clicking the mouse just to find my doctors when some crazy stuff goes down is pretty brutal, especially for a vim user.

It's the sort of thing that makes me consider getting into rimworld modding...

Maybe I should just do that.

Thanks for this, fantastic work!
DeathDealer7266 Apr 2 @ 9:16pm 
nope, cant even see caravan buttons on world map. doesn't make sense to me. if you check hide pawns off map, you cant see any of your caravans. even on world map.
DeathDealer7266 Apr 2 @ 4:32pm 
when I check hide pawns off map, it removes the caravan buttons. the group buttons remain but I lose the caravan buttons. do i have to uncheck it every time i want to see caravan button icon or click world view to find caravans?
DeathDealer7266 Apr 2 @ 4:17pm 
as a person that plays massive colonies, this is a god send. just found it, now just have to figure it out. Thx!
Ophis Ouroboros Apr 2 @ 4:31am 
Amazing mod WP !
Dullahan_Blackstar Mar 28 @ 4:13pm 
amazing. this should be vanilla :cozybethesda:
Draco Lander Mar 20 @ 3:21pm 
@Iydocia:
1. Are they in group set to hide it's pawns on the main hotbar?
2. Are they wearing ghilie suit (from one of the Vanilla Expanded mods, if you use them)?
lydocia Mar 19 @ 6:20pm 
I'm having my non-starter pawns (2 pawns that joined later) disappear from my hotbar on a second reload of the game. When the game started they were fine. Which mod is conflicting?
Draco Lander Mar 8 @ 5:00pm 
@Gear`O`Derm: I'm using both and both are working.
Gear`O`Derm Mar 8 @ 4:16am 
Incompatibility with vehicle framework
Лайд Mar 8 @ 3:21am 
I don't understand how to open and use Pawn Displays?
VitaKaninen Mar 5 @ 5:40pm 
I doubt there are very many mods that are compatible with Multifloors...
ithdio Mar 5 @ 5:39pm 
Hello, this mod is incompatible with multifloors. It will lose the colony configuration when you change levels. Is this a known issue?
[RTB] Sarianos Mar 1 @ 7:14am 
@BICKLEY
Would it be possible to look into a compatibility patch for MasterPNJ's Multi-Doctor Surgery mod? They've said that they've tried to implement compatibility but it seems impossible to achieve purely from their side.
CurtimusPrime92 Feb 24 @ 10:16pm 
@Junn Sorran that's good to know,

I've played with 300-400+ mod list for so long i have completely forgotten what is vanilla and what is a mod in any play-through i do lol
Junn Sorran Feb 24 @ 4:19pm 
@CurtimusPrime92 yes you absolutelly can, i've been playing since beta 18 and didn't know it, thanks!
CurtimusPrime92 Feb 24 @ 7:59am 
@Junn Sorran idk if you can do this in vanilla, or with only this mod, but i use this mod and CM Color Coded Mood Bars and you can right click and drag a pawn icon to re-arrange people in the colonist bar?
Junn Sorran Feb 24 @ 7:55am 
Is there a way to sort pawns on the bar? Colonists are all mixed up with slaves, and they randomly move during the game, making them harder to find
Mr.Skr Feb 23 @ 1:53pm 
我遇到了bug!

游戏版本:
1.4.3542(64)

已加载dlc:
all

已加载mod:
Harmony
[LTO] Colony Groups

bug详细情况:
在选择着陆点时卡住,仅能移动视角,无法发放大或缩小视角



I have encountered a bug!

Game version:
1.4.3542(64)

DLC loaded:
all

Mod loaded:
Harmony
[LTO] Colony Groups

Bug details:
Stuck when selecting landing site, only able to move perspective, unable to issue large or small perspective
DragonKing Feb 17 @ 1:39am 
Experiencing issues with targeting pawns in the colonist bar with this mod. For instance, trying to use the feed ability for hemogen on a colonist, but the selection area seems to be fixed in place, and does not move or scale with the colonist UI. You can sorta adjust it to kinda match, but pawns further out towards the edges are gonna be off with the selection collision. Without adjustments, I have to hover over the pawn next to the one I actually want to target. The overlay showing which pawn is being targeted is looking right tho. Not sure where the compatibility responsibility lies, but given this is a Biotech native ability, I would hope this can get fixed.
ScarlettDarling Feb 16 @ 7:20am 
0 idea how the backhand is but it's a small thing on the SOS2 compatibility list I want to bump abt, but are the future plans for trying to add the SOS2 ship icons to the colony bar/ it's own dedication section? thank you for the work, regardless has been a personal mainstay for years and I hope the next dlc is an easy patch :p
VitaKaninen Feb 13 @ 3:36am 
@Lord_Skull.2: yes, click the cog icon to change the settings.
Lord_Skull.2 Feb 12 @ 9:10pm 
can we adjust the Pawn's Bar?
CurtimusPrime92 Feb 10 @ 11:25pm 
never mind UI refreshed and now the names are properly rendered? idk why
CurtimusPrime92 Feb 10 @ 11:21pm 
for some reason with this mod any pawn with a name longer than 4 or 5 letters get their name label shortened.

ie. Rebecca displays as Reb...
Ruben displays as Rub...
Stanley dispays as Stan...

is it possible to get a setting for changing max pawn name label width? +/- 50 px from default would be nice
Raistelin Feb 9 @ 9:12pm 
Using the sort by skill appears to cause the problem that the caravan cant enter any place. Just choose none or name may help u solve the problem.
Adonis Feb 1 @ 4:44pm 
nvm it works but i need atleast one alive pawn on the map for it to show for some reason
Adonis Feb 1 @ 4:23pm 
can you make it work for biotech mechs?
Silver Jan 21 @ 6:52pm 
Incompatible with Multi-Doctor Surgery, the author mentions the cause being "setpawnrestriction"
ggfirst Jan 19 @ 6:13am 
Hi I truely love this mod
WE NEED MORE ICONS
-Jimmy' Jan 13 @ 7:30am 
Is there a way to disable the background of the colonist bar or make it completely transparent?
nathan Jan 11 @ 11:12pm 
i think i figured it out hugslib mod was causing issues i think
nathan Jan 11 @ 8:05am 
and when i try and enter my settelmentt i get this error Exception filling window for Verse.FloatMenuWorld: System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object
any help with this would be appreciated
nathan Jan 11 @ 7:59am 
cant enter anything with my caravan i get this error Cannot register TacticalGroups.PawnGroup - 0, (id=TacticalGroups.PawnGroup2 in loaded object directory. Id already used by TacticalGroups.PawnGroup - 0.
Hellbot Dec 31, 2024 @ 8:59am 
Trying to use this mod just to hide cryptosleeping colonists from the colonist bar to avoid clutter... however while the hide offmap pawn option works while groups are enabled, it doesn't work when groups are hidden...
Galaxy Dec 30, 2024 @ 2:49pm 
I have a large colony (68 pawns) and with this mod it's impossible to see my colonists' names. Even names like "Ram" telescope into "R ..." although there's obviously space for the full name to display. Even if I increase x ratio between colonists in the bar the issue persists. Has anyone found a fix?
Scorpio Dec 29, 2024 @ 3:06pm 
Any chance of the execute enemies not being restricted to human likes but include animals mechs and entities from dlc?
iF Dec 25, 2024 @ 1:58pm 
I found a way to reset the default colony group, which can remove non-existent pawns and mech units.
Simply search for the group name in the save file and delete the entire <colonyGroups> section. It should contain <li>Map_0</li> inside.
And of course, make a backup before editing it.

The save file and mod config file is under
C:\Users\user_name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\
named Saves and Config\Mod_2345493945_TacticalGroupsMod.xml
尤里大人-ule Dec 25, 2024 @ 1:55pm 
All UI disappear and this mod completely broke when I firing wraith 88mm shell which bring too many zombies & bugs join in my colony. I have to reset this mod in the setting to fix it:steamsad:
Varthian Dec 21, 2024 @ 2:28pm 
So for those with the same issue I had, on Rimworld's main menu, under Mod options there is buttons to reset this mod's settings to default, that worked for me.
Varthian Dec 21, 2024 @ 2:20pm 
Where is the file located for the settings? I set a slider to low, it went far into the negatives and lagged my game to a more or less CTD.
iF Dec 21, 2024 @ 11:03am 
Find some issue:
1.When robot caravan return to the colony, they will automatic add to colony group. Don't know it normal or not.
2.The pawn select mark is offset in 1.25x UI, but normal in 1x

And sorry for my poor english.
Rafa Lorenzo Dec 20, 2024 @ 8:45am 
PS neither the cog for the settings is working