RimWorld

RimWorld

DisplayStand
55 Comments
Spencer Huston  [author] 23 Aug, 2024 @ 5:28am 
1.5 version being uploaded.
冬眠一夏 22 Aug, 2024 @ 9:42am 
1.5 PLZ
matthewturtleman 18 May, 2024 @ 4:36pm 
thx
Spencer Huston  [author] 18 May, 2024 @ 2:41pm 
El Jefe Generalisimo 16 May, 2024 @ 8:42am 
what mod is it then ?
Spencer Huston  [author] 28 Mar, 2024 @ 7:09pm 
That is not this mod
Spencer Huston  [author] 28 Mar, 2024 @ 3:18pm 
Not sure Could you send me a link to check?
matthewturtleman 28 Mar, 2024 @ 2:49pm 
Is this the mod youtubers like Mr Samuel Streamer use for the Peculiar Stand?
Krof Gninut 8 Jan, 2024 @ 4:07pm 
It seems your mod has inherited bioreactors issue of making biosculpters not pause the pawns needs, like food.
Krof Gninut 7 Jan, 2024 @ 2:05am 
Would you happen to have any documentation on how to use this mod?
Spencer Huston  [author] 14 Feb, 2023 @ 2:57pm 
Just pushed 1.4 it is likely buggy have not had time to debug it.
TeleportBehindYou 14 Feb, 2023 @ 11:15am 
1.4?
lbmaian 10 Aug, 2022 @ 10:57am 
Thanks!
Spencer Huston  [author] 10 Aug, 2022 @ 5:25am 
upload pending
lbmaian 10 Aug, 2022 @ 3:25am 
Heya, in your About.xml, can you please change
<url>https://ludeon.com/forums/index.php?topic=28066.0</url>
to
<downloadUrl>https://ludeon.com/forums/index.php?topic=28066.0</downloadUrl>

Without that change, I get an error upon RW startup when subscribed to this mod

Thanks!
Tri-Enclave President CEO 3 Dec, 2021 @ 6:35pm 
Neat.
Spencer Huston  [author] 3 Dec, 2021 @ 5:32pm 
It is fixed the one on the end of the link was cut off.
Tri-Enclave President CEO 3 Dec, 2021 @ 5:30pm 
The third link seems to be a screenshot from FlatOut: Ultimate Carnage, I assume that's not intentional?
ForTheSwarm 14 Oct, 2021 @ 12:17pm 
Awesome! Thanks so much for the quick fix! :steamthumbsup:
Spencer Huston  [author] 14 Oct, 2021 @ 7:30am 
Have fixed it.
Spencer Huston  [author] 14 Oct, 2021 @ 6:34am 
I will test it, but I think I was using some of there code as dependencies. I can try and fix it but I need to make some calls to structures from Milkable colonists so I would need to recompile it and some features will be missing. Will try and have a fixed version latter this week.
ForTheSwarm 13 Oct, 2021 @ 7:59pm 
Is there a particular reason this mod requires Milkable Colonists (Continued)? Whenever I try to launch with this mod but without Milkable Colonists, I get a blank screen.
Yamiel 29 Aug, 2021 @ 1:56am 
I Have that Problem too. Did 1 by 1 also.
Almost same mods, but i dont use Animal Tab, Biomeskit, and Dinosauria.
Hope that helps
Goldobsidian 31 Jul, 2021 @ 4:04pm 
Ill provide a mod list as soon as I can. Im trying to track down issues with my 1.3 giving me repeating errors, adding mods back in 1 by 1. Only reason I singled yours out is I hit it and the game went from functional to not afterwards.

Biggies though are, Allow Tool, A Dog Said, Alpha Animals/Biomes, Animal Tab, Better pawn control, biomeskit, Character editor, Dinosauria, Dub's set.
Spencer Huston  [author] 31 Jul, 2021 @ 3:52pm 
What Mods are you running I am also playing with Vanilla Expanded and it works fine.
Goldobsidian 31 Jul, 2021 @ 2:56pm 
This mod is stopping world generation if installed with Vanillia expanded set and a few other mods. UI goes blank when you try and start a new game or colony I get these repeating till the log cuts off due to message limit. If I can provide any more information that would help please tell me what you need.

https://pastebin.com/2YCYsHXU
LunaticNeko 14 Feb, 2021 @ 4:58pm 
More ways to do war crimes. Appreciated!
Bobdolemite 7 May, 2020 @ 4:23pm 
I get some red errors on game load, though so far these do not seem to have any effect in game. My testing so far shows:

Before Update:

20-80 MS for the hauling to display stand job

After Update:

0.8 - 2 MS

Seems to be a very significant boost to performance! I will post the red liners in the discussion section.
Spencer Huston  [author] 7 May, 2020 @ 11:09am 
have been testing for a while, only thing i have noticed is that XND turrets is taking a long time for work giver
Bobdolemite 7 May, 2020 @ 11:06am 
Ill test and let you know how it goes, thanks as always for the good work.
Spencer Huston  [author] 7 May, 2020 @ 9:01am 
The new version works properly will update soon
Spencer Huston  [author] 7 May, 2020 @ 8:48am 
I think I have a working version, but the way that the UniversalFermenter are implemented seems to override an unused method that should work, just curious how they found it, It should be fasters if i implemented it correctly just there compiled code is hard to read. I am testing it now they I will push an update after I fix all the code, I missed this bug due to multithreading the original search system and having 24 cores.
Bobdolemite 4 May, 2020 @ 8:44am 
Goodluck on your finals! Take care of life first and foremost. Also, may the 4th be with you.
Spencer Huston  [author] 4 May, 2020 @ 8:06am 
I will take a look I am currently taking finals and will not be available till the 7th.
Bobdolemite 3 May, 2020 @ 8:47pm 
The mod [SYR] Universal Fermenter recently modified its code for the refill job using something called a dictionary cache. Might be worth a look:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073225100
Bobdolemite 3 May, 2020 @ 8:45pm 
Hey there, I noticed that the "refill" work job for the display tanks seems to use a lot of memory. This is a common issue experienced by some other mods (fermenter comes to mind). part of the issue is the job to refill is scanning the whole map when looking for a tank, on large busy maps this can cause lag. Would you consider creating a toggle for the refill mechanism? This might alleviate lag spikes on older machines. Alternately you could create a new version that removes the job/work type altogether.
Hydr0mail 10 Apr, 2020 @ 10:21am 
Oh they need to be downed/incapacitated, didn't think of that. Thank you for the quick reply!
Spencer Huston  [author] 10 Apr, 2020 @ 7:27am 
right click them when they are knocked out like a cryo pod if that does not work your load order could be messed up or another mod is overwriting the downed pawn menu.
Hydr0mail 9 Apr, 2020 @ 11:54pm 
"It can store any pawn including prisoners"
How do you load prisoners in the display stand? I don't have any option anywhere it seems.
Spencer Huston  [author] 20 Mar, 2020 @ 4:59pm 
Any new settings that I have added are not by default turned off, check settings to turn them on
Kazzier 20 Mar, 2020 @ 3:54pm 
Thank you. Cool mod.
Spencer Huston  [author] 20 Mar, 2020 @ 3:10pm 
Correct
Kazzier 20 Mar, 2020 @ 1:08pm 
Hmm, so if you have this mod, then there is no need for Bio reactors mod correct? Because this mod does both display and energy if you want?
Bobdolemite 18 Mar, 2020 @ 4:58pm 
Heck yes, thanks!
Spencer Huston  [author] 18 Mar, 2020 @ 3:58pm 
Pawns are now removed from top bar when put in display stand
OttersHoldHands 18 Mar, 2020 @ 12:27pm 
:O sweeet

Spencer Huston  [author] 18 Mar, 2020 @ 12:22pm 
@OttersHoldHands, It does not kill them.
Bobdolemite 18 Mar, 2020 @ 11:37am 
Thanks for the response Spencer! Interesting note on the colonist bar, I wonder if the prisoner functionality can be repurposed to accomplish this. When you arrest someone they are removed from the colonist bar and then re-added once they are released. Some form of temporary prisoner status might work. I think cryptosleep caskets work the same way too. At any rate love the mod so far.
OttersHoldHands 18 Mar, 2020 @ 11:30am 
This would be a perfect way to store the jedi I capture in my sith colony.