RimWorld

RimWorld

Niilo's QoL
539 Comments
VitaKaninen May 9 @ 9:14am 
@Maple38, that option already exists. It is in the Misc section. https://imgur.com/a/Sds7Juj
Maple38 May 8 @ 4:33pm 
Would be cool if this mod pointed out redundant mods, just mods whose features are already implemented here. I see there's already a collection with mods that can be replaced by this one, so it shouldn't be especially difficult to add.

This would be incredibly useful as this mod has so many features that it's tough to know if you have a mod that could be replaced by it or not, especially when adding new mods to the game.

A check could be triggered by a button in the mod settings, alternatively it could just send an unobtrusive warning in the console occasionally.
Avian May 4 @ 1:52pm 
thanks for the fix
Avian May 4 @ 12:38pm 
nope, still there... gonna open a thread to avoid piling up messages and logs here
nikos  [author] May 4 @ 10:30am 
@Avian i released a hotfix, let me know if you still get that error after updating
nikos  [author] May 4 @ 10:14am 
@Avian

thanks for the heads up, i will release another hotfix to fix that today i think
Avian May 4 @ 9:28am 
after last hotfixes i get errors on path-checks. Probably from checking other mods (i think) .
I use linux and differences in absolute path format maybe causing these errors. one of the error logs:
NQoL [E] - FilePath:.ctor('string path == /home/*****/.local/share/Steam/steamapps/workshop/content/294100/2633406344/Analyzer.xml', 'FileName targetFile == Analyzer.xml') - The path: ''string path == /home/*****/.local/share/Steam/steamapps/workshop/content/294100/2633406344/Analyzer.xml'' is invalid because it starts with with: '/'!
...
yasosume May 4 @ 2:46am 
That fixed it, thank you!
nikos  [author] May 4 @ 1:01am 
Hot fix is out
nikos  [author] May 4 @ 12:34am 
Sorry about that, i will release a hotfix after i get out of bed and eat lol
Venum May 4 @ 12:12am 
Temporary solution seems to have been to remove the "Drop Spot" spot.
Venum May 3 @ 5:49pm 
Experiencing the same thing as @yasosume
yasosume May 3 @ 5:46pm 
Hey there, after the update I seem to have lost the ability to trade. At first I thought it was an issue with Dynamic Trade Interface but was directed to this mod, I just realized that it had updated around the same time.
After hitting accept, the buttons disappear and their goods disappear. Here's a log and screen shot
https://gist.github.com/HugsLibRecordKeeper/a195c10117170a35475906a5150cdf3b
https://imgur.com/a/3aGvYcO
VitaKaninen Apr 23 @ 4:48am 
@神说万岁, No, if you are not using common sense, then the options do not show up in the settings.
神说万岁 Apr 23 @ 4:37am 
If I subscribe to this mod, do I still need Common Sense?
Espiovvv Apr 13 @ 1:27am 
Can you please make the trading spot invisible instead of a sign?
nikos  [author] Apr 10 @ 5:36pm 
@5ColouredWalker

I will change the campfire thing to not do that.

The stove might be in the dropdown group with the electric stove, so check that
5ColouredWalker Apr 8 @ 11:19pm 
Also for some reason Fuelled Stove is disappearing. But my mod list is large enough that it's almost certainly a conflict, noting it more so that if someone else has the issue there's a chance they'll find it's between this mod and something else.
5ColouredWalker Apr 8 @ 9:10pm 
A note on Campfire Spread Fires, it can light pawns on fire while they're cooking.
Going to turn off that setting for now, might be worth adding to the description to the setting.
nikos  [author] Apr 8 @ 9:00pm 
@William

If you disable the hiding of the speed controls in performance optimiser it should work again
i will have to look into making it work with that enabled too
nikos  [author] Apr 8 @ 8:58pm 
@~waterochka~

I will take a look when i get a chance, i added it to my to do list
lol Apr 8 @ 11:28am 
To be honest a year or two ago this mod was very buggy and lacked robustness so it seemed to be a passing by thing.

Now it's a freaking heavy duty monster combining like 50 other mods, having one checkbox where other mods have a full-blown description page.

Thank you for modding, nikos!
~waterochka~ Apr 8 @ 3:00am 
I don't know if this is a flaw or some kind of problem for me personally, but the "No infestations from deep drilling" option doesn't work for drills from "AutoDrillRemastered".:Roland:
Spiricore Apr 7 @ 9:42am 
What are the chances that this is compatible with multiplayer?
nikos  [author] Apr 2 @ 10:55pm 
@William

I will investigate that when i get a chance!
William Apr 2 @ 10:52am 
The performance optimiser mod stops the forced slowdown tweak from working
Vertigo Mar 29 @ 6:28am 
@nikos I'm still troubleshooting things, but I don't use any research tweaks to my knowledge. As for the organization stuff, if you mean the tabs/menu things I also do not use those.

Interestingly enough these issues cropped up after I decided to remove/replace Hugslib and any mods that rely on it with other mods. I decided to toss Hugslib (and just hugslib) back into my load order and it seemed to work again. I need to do more testing to try and figure out why. I'm wondering if another mod I have has an unlisted requirement and is causing this somehow.

sigh, back to troubleshooting.
MikeyBrooklyn Mar 28 @ 4:39pm 
I keep having an issue where every game I use this awesome mod it completely freezes and crashes the game out. Doesn’t throw error codes I can see because it just shuts the game down. Happened like 4 runs in year 3 or 4. I have to remove the mod or it keeps crashing at the same time and date.

Different mod packs each time. Maybe a conflict with some other QOL mods like Frozen Snow Fox’s?
nikos  [author] Mar 28 @ 2:30pm 
@Vertigo

Disable all the research changes from my mod, and maybe also the procedural organization
if it still hangs on load, then i would maybe need a full log
Vertigo Mar 28 @ 11:50am 
Anyone else having issues with this mod and any of Ferny's Progression series? If I try to start with them and this one it just hangs and never loads into the game. If I remove this mod it loads in, and if I remove those progression mods + replacerlib the game will load.

If I use betterloading to get an idea where it hangs/fails it is always in Step 10 "Running Post-Static-Constructor Long Events. I am completely stumped with this.
William Mar 23 @ 8:14pm 
essential mod
Tri-Tachyon Mar 15 @ 5:35pm 
Coolest thing uhhhh EVER MADE!!!!
VitaKaninen Mar 9 @ 4:40am 
Thanks!

I was mistaken about the issue with the weight/price mod crashing my game. I was thinking about a different mod, Market Value Filter which has the problem. The weight/price works just fine.
nikos  [author] Mar 9 @ 1:57am 
@VitaKaninen

I will have to look into that, and hopefully improve it

Thanks for the report
VitaKaninen Mar 8 @ 3:53pm 
Using the Value/Mass option adds an extra column in the middle that cuts off the item descriptions. I am using Caravan item selection enhanced, Caravan colonist info, Animal Genders on caravan, and Trade helper. Also, it is not sortable by clicking the column header.

https://imgur.com/a/6CFHxFS

The first image is with the option enabled in your mod showing the descriptions cut off. The second image is with the option turned off in your mod, and then adding the weight/price mod for version 1.4 by deivisis.

The weight/price mod "works", but it makes the game crash if I try to reload a save file from anywhere except the main menu. So, if I am playing the game and decide to reload from a save and don't exit to the menu first, the screen goes blank and I have to Alt+F4.
SaMaHaJoGu Mar 6 @ 1:27pm 
The mod is awesome. But for some reason, I am no longer seeing the function to no forced slow down... I saw it when I first used it, but it's not there anymore? I must be blind!

Also... I want to note that the xml extension doesn't work with Better Link Colors, but so long as you avoid using the xml extension to get into Better Link Colors, the two mods works perfectly fine together. It's probably an incompatibility caused by sizing (from the Better Link Colors side of things).
Trace Projectile Mar 5 @ 12:04pm 
Underrated mod, basically combines like 20 mods, not just QOL but performance.
DaddyDevito4253 Mar 3 @ 6:02pm 
i tried troubleshooting but even when I ran the mod alone with its required mods my stockpile filter was still missing the items to be filtered
Annabellee Feb 27 @ 7:23pm 
I think the research changes are incompatible with semi-random research: https://steamcommunity.com/sharedfiles/filedetails/?id=2879094186&searchtext=Research+Tree+ . I am getting two researcher tabs: one vanilla tab (which I don't even run since I have Research Tree (Continued)) and a semi-random researcher tab.
星宫萤雪 Feb 25 @ 5:17am 
@摄魂狼
我就在翻译,但我最近忙爆了没时间翻x,愿意帮忙的话可以来discord细聊)
MajorityOfTheInternet Feb 23 @ 6:08pm 
Would it work with mods like Ferny's Progression Agriculture, which removes research for planting anything and makes plants require bundles of seeds to unlock?
nikos  [author] Feb 23 @ 7:36am 
@MajorityOfTheInternet
Should work together
MajorityOfTheInternet Feb 22 @ 11:46pm 
The mod's own research addons is not compatible with VFE Tribals right? They kinda do the same thing and overlap a lot yet I see no patch
摄魂狼 Feb 22 @ 6:46am 
请问一下mod的设置页面什么时候做好,或者说中文翻译(beta)什么时候做好,我刚想翻译该mod,但发现有人正在翻译:beeped:
camcelled Feb 21 @ 1:19pm 
Really loving this mod! The configurability is awesome. On another note: Prisoners Should Fear Turrets might be a good candidate to include?
chrisque1 Feb 18 @ 8:27pm 
Bios and Filter size mods, may be incorporated. Also storage size its not working for me, may be the new storage framework. Tnx for ur hard work :8bitheart:
nikos  [author] Feb 18 @ 1:11am 
@A Miss Take™
I will take a look when i get a chance
A Miss Take™ Feb 18 @ 12:11am 
The option to allow pawns to force sleep in their bed doesn't work if the bed is shared and someone else is sleeping in it currentlyy
nikos  [author] Feb 10 @ 7:42pm 
i would recommend trying to remove all other mods that are causing errors, and seeing if one of them is causing a conflict or something