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I will also create rimworld related youtube content - probably a lot to do with the mods I created on my walkingproblem studio youtube channel. (please subscribe here: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw )
Subscriber Targets
~ 100 to allow me to have a custom youtube channel ID
~ 1000 to allow me to monetise the youtube channel.
My aim is 1000 subscribers, so that my content will allow me to earn advertising dollars - which in term will allow me to spend more time on modding.This is actually the best thing to help me help you get more of my mods updated and created!
I will be adding new mechanics introduced in the latest versions of Rimworld, including adding bio-lock to the walkblem guns (to prevent the game getting unbalanced, because you picked up all these crazy gears from those dead soldiers)
I will also be looking at the economics mechanics (if its doable) - However I do understand there is a few mods touch this recently (launched or launching) - but lets see how I gonna do it.
So this next version will be a huge update/revamp - so its gonna take a long time to work on (provided my professional work do not suck up all my time like it did the past 2 years)
So do consider becoming my patron on my patreon so that I can put more time into modding.
http://patreon.com/walkingproblem
I'm planning a new mod, which will introduce a new nemesis of Walkblem faction. Kingpro faction. But havent had time to even update this mod yet...
https://pastebin.com/4RU1gGWd
https://pastebin.com/iUQjCjHN
https://pastebin.com/qtVKMWRg
1. is qualitybuilder by Hatti the frameworks makes the pawn completely ignore this mod.
2. Nursing (splits some jobs like feeding patient, away from doctor and giving it a new job so other pawns can help), it takes the nursing job n re-inserts them back into the doctors job but also leaves the nursing job there. Noticed this behavior with other jobs like "drilling" from rimfeller.
Could not resolve reference to object with loadID Thing_WalkblemBike5128158 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Transition_DiedExplosive: curPathRelToParent=
Verse.Log:Warning(String, Boolean)
Verse.LoadedObjectDirectory:ObjectWithLoadID(String)
Verse.CrossRefHandler:TakeResolvedRef(String, IExposable)
Verse.CrossRefHandler:TakeResolvedRef(String)
Verse.Scribe_References:Look(Pawn&, String, Boolean)
Verse.BattleLogEntry_StateTransition:ExposeData()
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame_Patch3(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
vehicles are stuck on the edges of my colony and don't despawn or leave
Use <!-- code here --> to comment out code.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()