RimWorld

RimWorld

TD Enhancement Pack - Continued
189 Comments
VitaKaninen 6 hours ago 
@Stupid Sexy Flanders, Those settings are savefile specific, and will reset for each new game. You would need to unhide the settings, then toggle them, and then hide them again.

Another alternative is to use a mod to set up defaults for new games so that you don't have to do this each time. I recommend 1trickPwnyta's Defaults, since it has defaults for nearly every setting in the game.
Stupid Sexy Flanders 6 hours ago 
I set them up to hide some of the ones I click when I start a game and then never click again. Then later on when I started another new game, the ones I'd hidden where still hidden, but in their unclicked state and were missing from the mod options menu (just the world map options there) I have now restarted and the buttons have reappeared in the mod options to reset and all is good. Thanks for keeping this mod alive it's a lifesaver!
Meme Goddess  [author] 10 hours ago 
@Stupid Sexy Flanders ~ Not entirely sure what you mean
Do you mean that the option to hide those specific buttons in the settings don't appear after starting a new game?
And how did they revert? Are they showing again now? Or is the value wrong (checked when it shouldn't be)
Stupid Sexy Flanders Dec 4 @ 1:32pm 
The bottom right buttons toggle is not working for me. I toggled the helper when empty button off like i always do along with auto create home area. I don't need either, but they both reverted on new game and the buttons are both hidden and both missing from mod options. The only buttons in the mod options are the world map buttons.
Meme Goddess  [author] Nov 27 @ 3:48pm 
@Alison ~ Sure ^.^
Alison Nov 26 @ 5:23am 
Can you add compatibility with there 2 mods?
https://steamcommunity.com/sharedfiles/filedetails/?id=3214957801
https://steamcommunity.com/sharedfiles/filedetails/?id=2880970348
(for the show building coverage function)
Meme Goddess  [author] Nov 23 @ 4:10am 
@Alison ~ They're still there, they just look a bit different now ^.^
https://imgur.com/a/m34iukN
Alison Nov 23 @ 3:50am 
Can you bring back the options for hiding toggles at the bottom right of the UI? I remember that I used to hide some of them but I can't find those options now.
Meme Goddess  [author] Nov 23 @ 3:21am 
Haha, it's my pleasure to <3 Let me know if there's any other mods that haven't been updated and/or need a new maintainer
pgames-food Nov 17 @ 3:37pm 
yeah thanks for picking up lots of mods
Not Sure Nov 16 @ 12:49am 
thanks for the 1.6 update. There's just so much in this mod that I simply can't play Rimworld without. RIP Uuugggg
Meme Goddess  [author] Nov 14 @ 6:49pm 
Glad you guys like it <3
Mingle Nov 14 @ 6:37pm 
Great update, I think it's done very well.
坏蛋小土豆 Nov 14 @ 10:35am 
Great! Thank you to the author
VitaKaninen Nov 14 @ 5:30am 
Thanks!
Meme Goddess  [author] Nov 13 @ 6:32pm 
Just released an update to improve the button hiding in the bottom right to work with any mod, and interface for toggling now looks similar to the buttons when in game. It does mean that you need to load into a map before it can render the settings though. All the settings should migrate over to the new format for saving as well, so you shouldn't need to re-hide things

@坏蛋小土豆 ~ This fixes your issue ^.^


@VitaKaninen ~ Forgot to mention, the auto tree overlay is released
VitaKaninen Oct 30 @ 2:36am 
Thanks so much!
Meme Goddess  [author] Oct 30 @ 12:33am 
@VitaKaninen ~ I'll take a look at adding that ^.^
VitaKaninen Oct 28 @ 6:23pm 
Could you make the tree overlay also show up when using the plant cut tool, or give us a way to toggle it on?

Currently, the tree overlay only shows up when ordering trees to be chopped, but the chopping command doesn't work on immature trees. We have to use the Plant Cut command to order those to be chopped down. So I have to constantly swap between the tree chopping command just the turn on the overlay, and then try to remember where the saplings are when I use the plant cut tool.

And while I am asking, would you also consider adding a cover overlay that works the same as the tree overlay, but just to show building fill percent? I can never remember which buildings offer the best cover for hiding behind, and I also use the Better Trees mod which hides the trees under my cursor, so I can't see them when moving my people around. Having a cover overlay would be really helpful in combat.

Thanks so much for taking up this mod!
坏蛋小土豆 Oct 27 @ 5:11am 
In fact, I want to hide one, and that is Interaction Bubbles
Meme Goddess  [author] Oct 26 @ 9:19am 
Ah ok, I'll see what I can do about that, might be difficult to implement it for *every mod*
坏蛋小土豆 Oct 25 @ 1:54pm 
I also want to hide the buttons added by some mods
Meme Goddess  [author] Oct 23 @ 11:46pm 
@坏蛋小土豆 ~ What do you mean? The feature that hides buttons in the bottom right corner? Why does it need updating?
坏蛋小土豆 Oct 19 @ 8:11am 
Can you update the toggle button that hides the mod in the lower right corner? thanks
Meme Goddess  [author] Oct 4 @ 5:53am 
@-=GoW=-Dennis ~ That issue should be fixed ^.^ Was due to having no plant selected, which can only happen with that mod
Meme Goddess  [author] Oct 4 @ 5:41am 
@Cythisia ~ Lol, I completely misread your message, just noticed. That feature is toggled on/off with disabling both "Show arrows indicating skill gain" and "Show arrows indicating skill loss"
-=GoW=-Dennis Oct 4 @ 12:59am 
You are welcome and thanks as always :)
Meme Goddess  [author] Oct 3 @ 11:09pm 
@-=GoW=-Dennis ~ Perfect, thank you. Just confirmed the issue with just the 2 mods installed, will see if I can get a fix out later today
-=GoW=-Dennis Oct 3 @ 3:20pm 
The mod that causes this in conjunction with this mod is Progression: Agriculture: https://steamcommunity.com/sharedfiles/filedetails/?id=3418017359
-=GoW=-Dennis Oct 3 @ 10:51am 
I actually only started my playthrough yesterday, so not really any - but I have no comparison before.

I get the same error that is written in that UI whenever I create a growing zone in the log, but never after:

GetInspectString exception on Growing zone 1:
System.NullReferenceException: Object reference not set to an instance of an object
at TD_Enhancement_Pack.ZoneGrowingSizeCount.AppendFertileCount (System.String baseString, RimWorld.Zone_Growing zone) [0x0003a] in <d7ca852ede2f451eacebb024d03d6faf>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.Zone_Growing.GetInspectString_Patch2(RimWorld.Zone_Growing)
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable sel, UnityEngine.Rect rect) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0

I'll see if I can figure out what it could be, but the only other mod I use that has to do with Growing Zones is ReGrowth 2, which has integrated Smart Farming.
Meme Goddess  [author] Oct 3 @ 6:39am 
@-=GoW=-Dennis ~ Weird error, guessing it's new? What mods have you added recently?

@Cythisia ~ That's what adds the fertility text to the growing zone box. Feel like it shouldn't be taking that long, but it also only runs when you've got a growing zone selected. Guessing it's a large zone that you're selecting?
-=GoW=-Dennis Oct 2 @ 9:19pm 
I'm seeing a weird error when selecting a Growing Zone: https://imgur.com/a/xb1XQUD
Cythisia Oct 2 @ 4:29pm 
TD_Enhancement_Pack.Learn_Patch:Postfix 300+ calls and 1.5 average MS. How to disable this?
Meme Goddess  [author] Sep 23 @ 4:55am 
@DeleteC ~ Shouldn't matter, as long as it's after Allow Tool (Or Keyz Allow Utilities) if you use that, as it adds some extra features that rely on it if installed

@-=GoW=-Dennis ~ Glad you like it <3
DeleteC Sep 22 @ 10:29pm 
May I ask if the sorting position of this mod is at the front or the back?
-=GoW=-Dennis Sep 9 @ 8:51am 
Thanks for Keyz' Allow Tools support, that is great!
Darius Wolfe Sep 9 @ 7:27am 
So uh, yeah... I disabled it with this very mod. I guess I was thinking "I'm not doing a mechanitor run, who needs this extra clutter?"

My bad. So, uh... maybe an option to auto-highlight the pollution overlay when pumps, polux trees, etc. are selected?
Darius Wolfe Sep 9 @ 6:30am 
If it is, I sure can't find it. I'll double check and make sure I didn't turn off the overlay button, a possibility I didn't consider until just now.
Meme Goddess  [author] Sep 9 @ 4:22am 
@Darius Wolfe ~ Isn't that already a part of the game?
Meme Goddess  [author] Sep 9 @ 3:34am 
@-=GoW=-Dennis ~ I've added support for Keyz Allow Utilities
Meme Goddess  [author] Sep 9 @ 2:11am 
@-=GoW=-Dennis ~ Working on it, shouldn't be too complicated ^.^

@Darius Wolfe ~ Yeah, I can see that being useful. I'll add it to the list ^.^
Darius Wolfe Sep 8 @ 6:47pm 
If you're looking for an enhancement to the enhancement pack, might I humbly request a pollution overlay? It's so damned hard to see which tiles are polluted, and watching the mouse-overlay while casting my mouse around is... not ideal. An overlay like the beauty, light, walk-speed etc. overlays to show where pollution is located would be a God(dess)-send.
-=GoW=-Dennis Sep 8 @ 7:03am 
The Enhancement Pack has an option for "Urgent Storage Refill" that can only be enabled when Allows Tools is installed, likely because it uses "Haul Urgently" from that mod. Keyz' Allow Tools have the same functionality and is much newer, imho better and doesnt use HugsLib dependency.
Meme Goddess  [author] Sep 8 @ 6:56am 
@ignis ~ I'll take a look ^.^

@-=GoW=-Dennis ~ Not sure what you mean
ignis Sep 8 @ 12:15am 
Could you add support for Mashed's Ashlands? https://steamcommunity.com/sharedfiles/filedetails/?id=3109835541

Specifically, "match" tool for their ash growing zones.
-=GoW=-Dennis Aug 30 @ 2:40am 
Any chance to get the tweak for Urgent Storage Refill working for the new Keyz' Allow Tools as well? It has haul urgently, but it doesn't seem to work with that one.
KahFenrir Aug 26 @ 6:36am 
thanks =GoW=Dennis I was indeed running that mod also; but it seems to have had an update and with "track starting loading impact" enabled I can see td enhancement pack settings. So looks all resolved. Thank you both!
-=GoW=-Dennis Aug 25 @ 10:56pm 
The newest version of Loading Progress should fix that issue as well :)
-=GoW=-Dennis Aug 25 @ 7:11am 
@KahFenrir: As a workaround, turn off "Starting Impact" in Loading Progression mod settings, then you will be able to use TD Enhancement Pack. I don't know if these fine modders can figure out what the issue is or if Vanilla Events Expanded developers can be reached for this, but you can check the issue here: https://steamcommunity.com/workshop/filedetails/discussion/3535481557/600787351825002127/
-=GoW=-Dennis Aug 25 @ 6:59am 
Can confirm that is the case, updated post on the discussion forums of Loading Progress.