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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2603677723
Hope it helps anyone!
Also, will we see a RimHud compatibility fix?
I think this is the shortened version of the error, heres the hugslibs logs just incase you need em
https://gist.github.com/0ba98bafd59291b785247f17dd6437b7
I'd love it if the vanilla interests showed up most of the time, but an Interests-specialized interest would be an exciting/special/weird thing, only showing up occasionally.
I think a simple patch or changing a xml could change to have a colonist have certain interests types more than once. There is a "maxPerPawn" defined for certain interest types at ModsFolder/1.2/Defs/InterestsDefs/Interests.xml.
I wanted to have multiple than can have it to have it but it doesn't seem to be allowed
Kinda sucks in that regard but the worst part is I can't tell if it's an intentional design choice or a coding limitation
And I'd like your opinion on ranking the interests from best to worst
LOGS:
Error in static constructor of DInterests.RimHUDPatches.Patch_RimHUDBase: System.TypeInitializationException: The type initializer for 'DInterests.RimHUDPatches.Patch_RimHUDBase' threw an exception. ---> System.FormatException: Method System.Void RimHUD.Data.Models.SkillModel::.ctor(RimHUD.Data.Models.PawnModel model, RimWorld.SkillDef def) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) RimHUD.Data.Models.SkillModel:RimHUD.Data.Models.SkillModel..ctor_Patch1 (RimHUD.Data.Models.SkillModel&,RimHUD.Data.Models.PawnModel,RimWorld.SkillDef): IL_016e: call 0x0000005b
Error in static constructor of DInterests.CharacterEditorPatches.Patch_CharacterEditorBase: System.TypeInitializationException: The type initializer for 'DInterests.CharacterEditorPatches.Patch_CharacterEditorBase' threw an exception. ---> System.IO.FileNotFoundException: Could not load file or assembly 'CharacterEditor, Version=1.2.822.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
Please add it
https://drive.google.com/file/d/1TvlPhH68OOnUS8Aivc1KNhVWwy1rh2d1/view?usp=sharing
System.TypeLoadException: Could not resolve type with token 01000086 (from typeref, class/assembly CharacterEditor.BlockBio, CharacterEditor, Version=1.2.822.0, Culture=neutral, PublicKeyToken=null)
at DInterests.CharacterEditorPatches.Patch_CharacterEditorBase..cctor () [0x00002] in <fea37f3cfcbe4a3b86eefd7969e75212>:0
I don't have Character Editor, but it looks like Interests thinks I do, tries to initialize it and fails.
I had a bit of a hard time with Vocal Hatred since there is nothing to indicate a colonist has been "vocally hated against". If you tied it to a ThoughtDef I could tie into it a bit better. Same thing for Bored.
Anyway, no worries. Thanks for the fun mod!
I found the files in the language folder but they tranlate not the whole mod
I will go ahead and get rid of the patch on my end if it's now throwing an error.
A player contacted me recently about wanting to use YouDoYou with this mod, but reported it was throwing an error. I haven't used this mod personally, but after reading about it, I think it might be interesting to use them in conjunction.
Basically, my mod automates the work tab and (among other things) uses a pawn's passion to increase or decrease work priority. It's not huge, but has about 2K subscribers.
If we wanted to play nice together, would I need a patch on your end? Or can it all be done on my end?
In my opinion ideally a pawn would have a special interest or passion on 2 - 4 on their skills and aversion / negative interest on 2 - 4 on their skills. I also like to use Bored and Forgetful as negative skills with low learning potential and as alternatives to aversion, but they're often applied on skills that are high which makes pawns extra bad without the learning buff. I also like the idea of pawns only being able to have 1 positive special interest and 1 negative, with the rest being aversions or passions.
As it is right now I tend to only enable a few positive interests because I find that otherwise it becomes too complicated and if I also enable aversions then it becomes extra unbalanced since pawns are still incapable, and reasonably only skills that they were previously incapable of should have aversions.
Could it be reasonably added a way to add these types of rules into the options of the mod?
@Dynamic Depends how they implement it. It's possible there would be no issues, but likely that colonists could only gain the basic "no passion," "minor passion," and "major passion" interests. Are you talking about "People can change"?