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I would like to ask you, are you planning to update the mod to 1.6?
I would be happy to know.
It works fine, very useful for short sessions
As for your planned features, quests automatically warn you when they're about to expire unless you trash/archive them, so it shouldn't be necessary?
Otherwise a brilliant mod. Thank you very much.
Feel free to submit a pull request with your translations! You can look at this for reference https://github.com/MadaraUchiha/Reminders/blob/master/Languages/English/Keyed/Reminders.xml
Please let me know if it works <3.
That is the root of the issue.
It was only 3, so it could just be a coincidence...such a small sample. But I did go through and add body text to all of my reminders after noticing it. I haven't had one go negative without a reminder since then. Which could also just be a streak of good fortune... I'll let you know if that changes.
Here's the Huglib link: https://gist.github.com/c8caccc00f33af9742205eba48b8be23
And here's the link to the save game on Onedrive: https://1drv.ms/u/s!AhbQAfJ7_Cyj23sHOBa-gYgAbBC-?e=Cbsnqj
I've tried figuring out if there's something I do which specifically leads to it, but haven't figured out anything specific yet. It seems to happen regardless of whether I used an explicit date and time or relative time, as I use a mix of them both.
I don't notice it has happened until they are already negative and counting down, so what precisely could have been happening when it actually failed to pop is a little unclear, unfortunately.
I don't have any reminders that are negative at the moment, but the next time I see one I'll post the hugslib link here and put the save file on a shared drive for you. Shouldn't take too long.
Do you get any errors? Can you attach a HugsLib log? Also, it might help-depending on the root cause-if you could upload your savefile somewhere.
Also, does it happen every time? Some time? Only for reminders scheduled in absolute time? relative time? next load? Any specific steps you do that you think causes it to happen?
Would it be possible to add extra checks to fire off a reminder if it has gone negative? Otherwise I don't realize they have been missed and are negative until I open to view all reminders.
This Mod is now, hands down, my favorite mod for the entire game. Rimworld is constantly throwing so many things to do at me that I often forget something important.
Even something as simple as a Trader arriving...sure, the game tells you, but then I wait for them to get closer to my actual base and by that time I've forgotten.
Anyways, thank you SO much for sharing this mod with the community. It's awesome.
Heres my huglibs if you need em :)
Verse.Log:Warning(String, Boolean)
Revolus.BetterReportProbablyMissingAttributes.Patch_Verse_StaticConstructorOnStartupUtility_ReportProbablyMissingAttributes:Replace()
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.ReportProbablyMissingAttributes_Patch2()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
Hello i found a yellow error with this mod