RimWorld

RimWorld

Mo'Events (Continued)
163 Comments
box_ 28 Jun @ 7:22am 
@Mlie got it
Mlie  [author] 28 Jun @ 3:44am 
@Chimpana Updating all my mods, see Discord for progress
box_ 28 Jun @ 3:00am 
1.6 plz
Mlie  [author] 29 May @ 12:57pm 
@Head Please see the Reporting Issues section described above
Head 29 May @ 12:44pm 
XML defName is MO_Migration
Head 29 May @ 12:13pm 
Hi @Mlie, when the "Migration" event triggers, nothing happens. You can test with debug console and trigger the Migration incidet.
Log:
https://gist.github.com/HugsLibRecordKeeper/ba1ac1b98da96295e705553bd4617b3b
Head 23 May @ 11:19pm 
Cool events!
Mlie  [author] 5 Apr @ 12:09pm 
@mo Please see the Reporting Issues section described above
mo 5 Apr @ 11:59am 
This mod means that any neutral units being rescued will not attempt to leave the map, they will only starve to death on the map. No error reports are generated.
Mlie  [author] 20 Jan @ 10:03pm 
@NBB Sure, the code is open so anyone is free to release such a patch. If so I can link to it here
NBB 20 Jan @ 8:10pm 
what about a stand along patch
Mlie  [author] 20 Jan @ 6:59am 
@NBB That would lock it behind DLC, I generally do not do that
NBB 20 Jan @ 6:57am 
abomination could be an entity
BladeofSharpness 11 Nov, 2024 @ 5:25am 
Hi Mlie,
About Abomination. You can force the colonists to fire and engage but it's not done automatically; not a big issue but it asks for some monitoring. Perhaps if you can check for that you can also register it as part of the Entity menagerie, that would be a plus.
toilet clogger 19 Jun, 2024 @ 8:26am 
Abominations made me have to use dev mode because the people would not fight back aganist them if you are able to fix this I would be very thankful.
EnderNyktos 20 May, 2024 @ 10:40pm 
The colonist don't attack to the abominations even when they are set to fight. The same with the allies, the abomination just kills them and multiplies.
Dealer Mangan 8 Mar, 2024 @ 5:17pm 
after abandoning a settlement that had around 30 abominations in there, TPS tanked abysmally
Mlie  [author] 26 Nov, 2023 @ 10:11pm 
@2962342497 If you added the mod before you started your save then no.
2962342497 26 Nov, 2023 @ 7:09pm 
Faction detection of VE shows that there is a hidden faction in this module, do I need to generate it?
Mlie  [author] 24 Nov, 2023 @ 9:45am 
@IKM No idea, I dont really use the VE stuff
IKM 24 Nov, 2023 @ 8:09am 
Hi Mlie is this mod compatible with vanila events expanded ?
BigyellowM 18 Nov, 2023 @ 4:47am 
I'm sorry, but I can't find the report. I'll install it again and when I meet the bug, I'll report to you. I've installed 700+ mods, so it's normal to meet bug : )
Mlie  [author] 17 Nov, 2023 @ 11:48pm 
@BigyellowM See the section on how to report issues described above
BigyellowM 17 Nov, 2023 @ 10:14pm 
Oh,god,there is a bug,which can enable drop bunker to drop form sky infinite.When I remove this mod, everything becomes ok.
Mlie  [author] 15 Oct, 2023 @ 11:41am 
Abominations should now be hostile and recognized as such by pawns
kadra, oh..... 6 Oct, 2023 @ 5:42am 
hello, got an issue regaridng that i cant butcher abomination . here the sharelog :
{LINK REMOVED}
0000000000000000000 26 May, 2023 @ 11:05am 
it can work with multiplayer mod?
BorjaC 28 Apr, 2023 @ 2:07am 
Another colony lost to abominations, crazy event, its awesome, but i think it brokes the game by not being hostile, im trying to reconquer the colony but everyday new visitors coming, not defending themselves and dying from hypotermia and joining the abominations.
Yu 24 Mar, 2023 @ 3:35pm 
Hey all,
i have the same issue as already mentioned here in the comments. I do like the abominations, but its really pretty annoying that theyre not recognized as hostile.
(not recognized by turrets, not automatically attacked when drafted, not proberly attacked by vistors even when theyre directly getting attacked)

Is there any workaround for this maybe / any known fix?
OrphanFelix 14 Mar, 2023 @ 5:52am 
Is it maybe possible to make the abominations marked as hostile?
Mlie  [author] 22 Feb, 2023 @ 2:47am 
@Farbott See Reporting Issues described above
Farbott 22 Feb, 2023 @ 2:45am 
Seems to be causing some issues with CE and deepstorage maybe, I have a couple mods together but with this one, my colonists abruptly were *REALLY* demanding to put a lavish meal in their inventory, but are forced to put it back because of loadout, making them sit there and do this over and over.

My autohaulers didnt have this issue still, so i think something wacky may be causing something.
FungalFish 18 Jan, 2023 @ 8:51pm 
Really annoying that the Abominations aren't marked as hostile, I have to keep manually ordering pawns to attack them every five seconds, and Run and Gun doesn't work on them either.
Handicast 5 Dec, 2022 @ 1:39pm 
To think that it was this mod that was completely breaking my game. Thank you Mlie for fixing it :jarate:
Mlie  [author] 5 Dec, 2022 @ 10:32am 
@ColKev1 Nice catch! Should be fixed now
ColKev1 5 Dec, 2022 @ 8:46am 
@Mlie Hello, I know what's causing the issue, it's the outdated Thinktreedef. HumanlikeConstant is overwriting the vanilla HumanlikeConstant which had some additional checks added to it in 1.4 that the mod is missing.
Mlie  [author] 23 Nov, 2022 @ 1:55am 
Again, please follow the steps described under ”Reporting Issues” if you want me to be able to do anything about bugs.
LikeCup 23 Nov, 2022 @ 1:51am 
This mode causes an error in 1.4. It operates at a low frame with errors when the game first started and during the merchant or game. Please refer to it if you want to subscribe.
TiozinNub 18 Nov, 2022 @ 8:46am 
Yep, if you have a error spam, this is the mod causing it on 1.4. Even when falling from drop pod at the start of the game, massive error spam and low TPS
TiozinNub 18 Nov, 2022 @ 8:45am 
Add me to the list of people trying to troubleshoot this issue for literal days...
Shooting star 17 Nov, 2022 @ 8:25am 
Since Download this MOD,play to the middle of the game will causes massive error
MrWall 12 Nov, 2022 @ 2:07pm 
Like others, I just spent hours working out which mod was causing massive errors. Came here to inform people (I mostly noticed it when using the "injured carry" mod, this in a dev test scenario of just injured carry, this mod and harmony spits out maaaaassive errors when rescuing a pawn).

I pasted the error output here for Millie - https://wtools.io/paste-code/bGSE
Zical 11 Nov, 2022 @ 3:54pm 
FINALLY I found the mod that was messing around
Ordinal.7 11 Nov, 2022 @ 4:19am 
yes... it causes massive error... i spent over 2 hours to find the problem.. i just should check comments...
NRFBToyStore 4 Nov, 2022 @ 8:11pm 
@Silver Wolf 00 I just spent like 3 hours windling it down to like 20 mods, opened them all to see if any issues... THANK YOU for saving me a few more minutes, heh.
Caelinus 3 Nov, 2022 @ 3:37pm 
I would have posted a log, but it is identical to @Termy's log and would be redundant.
Caelinus 3 Nov, 2022 @ 3:36pm 
Yep, I just systematically worked it down to this mod. It causes the problems when loaded on its own. Massive error spam.

I also did not assume it could be this one as it is event based, but something is broken with it in 1.4.
Silver Wolf 00 31 Oct, 2022 @ 8:22pm 
Spent a whole fucking day bugfixing, trying to understand what mod was messing with workgivers for no reason.. Then had to test everything and it was this... I really did not expect an events mod to do this so it took me a while and some brute force but.. DO NOT DOWNLOAD THIS

Mlie will sooner or later fix it, because well, thats how he rolls, but for now do not use this
Termy 28 Oct, 2022 @ 8:53am 
@ReDeR This issue occurs with this mod regardless of VEF; I was able to reproduce this with just Mo'Events by itself in a clean devtest. (I didn't include a HugsLib log for this, but easy enough to do if you want.)

It also seems to have been responsible for an infinite initaction loop for a non-existent pawn; in the log below (from a save with multiple other mods), not only was I unable to accuse/execute a prisoner, but the log is spammed with failed job attempts for a pawn called Kaleun.

see https://gist.github.com/HugsLibRecordKeeper/ddb74a3762f15059031249223fbaa28f for a brief example; in game, the debug log spammed this hundreds of times in a few seconds before suspending logging; once the log was cleared, it was immediately respammed.

There is no pawn in the world called Kaleun, and clearing world pawns didn't resolve the spam. Removing mo'events did however.
ReDeR 23 Oct, 2022 @ 2:58pm 
This mod was causing issues together with Vanilla Expanded Framework, prisoners couldn't be used in rituals (execution/conversion) and some quest triggers (royalty ceremony) would break the game and I couldn't unpause it. After playing around with my mods for 3 hours when I removed this one, everything started working correctly.
In case you'd like to take a look here's the logs:
https://gist.github.com/HugsLibRecordKeeper/4cf76f3a028b85d7b315b3a06e9f1ca4