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If not, then I am not sure what you are trying to accomplish here. Are you warning people about the dangers of using outdated mods? You will have a lot of posts to make.
You might have a look at No Version Warning , since it disables the in-game warning for mods that people report as working.
SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F74CAA77]
at HandyUI_PersonalWorkCategories.PersonalWorkCategoriesSettings.setSelectedPreset (HandyUI_PersonalWorkCategories.Preset preset) [0x00008] in <189bd427876e48af8a81a41f85d60026>:0
https://gist.github.com/HugsLibRecordKeeper/fc8ce9df304d8553b70e6b496a9ecd37
The issue occurred after I separated damaged building repairs and damage repairs into a new "Repairs" category under construction. Restoring the construction menu to its original state resolved the problem.
I disabled this mod, nice hands, and a texture mod for nice hands, and suddenly was able to chop down trees again.
Unless its a mod conflict issue, I'll have to wait until 1.6 to see which scenario was the issue.
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
Please Haul Perishables (Continued)
I set it up, so there was a construction category and a construction support category for people who can't build, but seems like you can't split it this way.
If only there was a way to split some of the task into even more specific ones...
Ideally it would be like this imo:
cut plants = cut tree, remove tree stump, remove weeds from growing area, cut designated plants outside of growing area, cut designated crops in growing area
harvest crops = harvest crops on growing area, forage plants outside of growing area
Does anyone maybe know of a mod that does that that is compatible to this one?
By default, I don't think you can tend in the field without a mod, and that sleeping spot is not set to medical. I could be wrong, since I use a mod to allow me to tend anywhere.
For the duplicates, I mean within the same category - https://imgur.com/a/9gUauLI there are several "bringing ingredient" within haul.
Also I don't think you're the modder(?) but just in case, lol, I also have a bug to report - doctors can't tend to patients unless they also have the "tend to animals" enabled. I split the jobs up but only the "vet" can tend to my downed pawn's injuries - images for that are also in the imgur link :)
This is what it looks like in-game: https://imgur.com/a/VSITBVn
Bear in mind that you can not just copy and use my settings unless you have all the same worktypes in your game.
https://imgur.com/a/GelY9lO .
There are duplicates for things like deliver to frames and blueprints so that people who are assigned to constructing will also haul materials even if they are not assigned to hauling.
also! the haul category has many duplicates, of things like "bringing ingredient". i assume these are actually different, based on what ingredient/building they're going to, but is there any way for us to distinguish them?
it would also be neat if there were some example templates set as presets in the mod, maybe things commonly used? such as separating the taming/training and ranching parts of handle & splitting doctor and nursing tasks.
Your config file is located here: C:\Users\yourusename\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_2722053051_PersonalWorkCategories.xml
My config file looks like this: pastebin.com/ddNrMBtK
-add searchable field to find job/activity
-add disclaimer from which mod the activity come from
-throw exception/explanation that a mod brings a blank/faulty job
https://i.imgur.com/BWIey0W.jpeg
https://pastebin.com/9eaEeKmA
https://gist.github.com/HugsLibRecordKeeper/b6598b7a5a7c01e4a16f286fe3ee1459