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@Auspician: I never delved too deep into how that mod works, but its tab is not loaded with the rest when the game opens. Because of this, my mod doesn't detect it on load and erases it to prevent in-game errors. I looked through its files and didn't find a MainTabButton definition, so I guess they inject the tab programmatically at runtime. This is why I cannot detect it on load. A similar thing happens with "Visual Exceptions." For a few years now, I've been sporadically working on an alternative UI mod that doesn't have this issue, but I don't think I'll finish it anytime soon (if ever).
Can you shed some light as to why you don't support Character Editor natively? Is there something either you or that mod author could do to enable proper support in your main mod?
Does UI Not Included remember that I once upon a time had that mod installed and expects it to remain installed? Is there a way to make UI Not Included forget about that mod?
@Auspician: That's certainly a weird error. No, the update haven't broke it, I just launch a game and no errors. The only solution I could think off is going to the config of the mod before starting a game, going to the Toolbars section and restoring the default.
@Thels: That error means you're using and icon that does not exist. Judging by the path of the icon, I bet it's from Vanilla Textures Expanded. So just enable that mod and try again.
Harmony
Core
UI Not Included: Customizable UI Overhaul
Could not load Texture2D at 'UI/Buttons/MainButtons/IconArchitect' in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
UINotIncluded.Widget.Configs.ButtonConfig:RefreshIcon ()
UINotIncluded.Widget.Workers.Button_Worker:.ctor (UINotIncluded.Widget.Configs.ButtonConfig)
UINotIncluded.Widget.Configs.ButtonConfig:get_Worker ()
UINotIncluded.Widget.ExtendedToolbar:ExtendedToolbarOnGUI (System.Collections.Generic.List`1<UINotIncluded.Widget.Configs.ElementConfig>,UnityEngine.Rect)
UINotIncluded.UIManager:BarsOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MainButtonsRoot.MainButtonsOnGUI_Patch1 (RimWorld.MainButtonsRoot)
RimWorld.UIRoot_Play:UIRootOnGUI ()
Verse.Root:OnGUI ()
Root level exception in OnGUI(): System.NotImplementedException: The method or operation is not implemented.
[Ref ED69BAC4]
at UINotIncluded.Widget.Configs.ElementConfig.get_Worker () [0x00000]
at UINotIncluded.Widget.ExtendedToolbar.ExtendedToolbarOnGUI (System.Collections.Generic.List`1[T] elements, UnityEngine.Rect inRect) [0x0002f]
at UINotIncluded.UIManager.BarsOnGUI () [0x00050]
at RimWorld.MainButtonsRoot.MainButtonsOnGUI () [0x00015]
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00037]
at Verse.Root.OnGUI () [0x00046]
I want to have a main character psionic vampire with mechlink but the pawn gets too many gizmos.
> CREATED BY
GonDragon
In-Game
Oxygen Not Included
ah, checks out
I'm missing a different kind of world icon, a cow/yak bull icon, a different kind of coniferous trees icon, an exclamation point, and several others...
One is owned by MintMenus which is overriding the vanilla research (AND this is the one I do not want to show), and the other research button (I want to keep) is Semi-Random Research
The corner menu still has information you can't otherwise get, namely the origin of things like blood.
The corner menu shows whose blood was spilled, while the Alt menu just says that there's blood.
I like looking at bloodstains to figure out what happened, but I also like having the controls added to the corner, which the menu conflicts with.
But there is no good way to quick check that level.
Is it possible to make a widget for it like the weather or time one? Would fit there great.
And as i know no one did something like that right now.
The fact that they shift around a lot with letters (Which I have a bad habit of not closing) makes it very irritating, and easy to lose track of and ignore.
If we could pin them to a corner, maybe the top-right so they stop moving around all the time, I would appreciate it immensely. It would make it easier to focus on them and acknowledge them, because as it stands I've basically tuned them out entirely, which I know is bad for the game.
Could you add YYYY/MM/DD format to time widget?
"Character Editor tab works in a non-standard way, so it can't be saved and it will be restarted on every startup."
to move it back every time. Did I do anything wrong?