RimWorld

RimWorld

MoreAlerts
14 Comments
ArKade 3 Apr, 2024 @ 10:19pm 
Getting the following error log:

Exception processing alert MoreAlerts.Alert_SleptInCold: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

Any ideas why?
Arganot 3 Apr, 2024 @ 6:43am 
If you are looking for ideas of things to add to this I have a good one. Psycaster with word of inspiration that has enough psyfocus to cast word of inspiration.
ArKade 25 Mar, 2024 @ 3:29pm 
Will this see a 1.5 update in the foreseeable future?
Luv N Hugz |UwU| 12 Apr, 2023 @ 12:05am 
Thinking about it, useless is not the right word, rather in some cases you just don't care, like constraining clothes, "I need you alive, not perfectly happy." Or, as you progress, some alerts become unneeded because the kind of issue is below your concern, and likely will fix itself.
Luv N Hugz |UwU| 11 Apr, 2023 @ 11:27pm 
Will you ever add config options to disable certain alerts? Some of these alerts are really useful while other alerts are kind of useless.
Maarx  [author] 10 Apr, 2023 @ 7:54pm 
I just pushed a fairly cool update to this Workshop version.

Doors now have a widget for whether the door should NORMALLY be left open or closed, and the alert will fire whenever it is the opposite.

Most significantly, I've yoinked all of the individual alerts for hostile animals / hunting animals / hostile mechanoids / raiders / etc / etc.

Instead, I've made ONE (okay TWO) alerts (one red flashing version for hostiles and one white version for guests like friendly factions), which simply lists all of the creatures, and their type, so it'll say like, 11 neanderthals 6 boars 5 spelopedes 4 lancers 3 hussars 1 highmate.

It's super sweet for recognizing when you've got xenotypes on the map and need to kidnap, even for trade caravans and allied reinforcements.
Maarx  [author] 25 Feb, 2023 @ 5:01am 
Updated for 1.4
Tox 17 May, 2022 @ 11:13am 
this is my favorite alert mod but it's not quite up to speed anymore. duplicate alerts, and there's probably stuff that can be added from royalty and ideology?
Maarx  [author] 4 Apr, 2021 @ 7:24pm 
@jacob Which alerts are those?
TheLaundry 31 Mar, 2021 @ 12:54pm 
You can use Dubs Performance Analyzer to toggle them off individually, which is pretty much necessary to use this mod. Turning off the top two most CPU hogging alers made my computer fan turn off and my FPS more than doubled from 25 to 60.
Anime Bitch 25 Dec, 2020 @ 5:03pm 
I think having toggles for each kind would benefit us. Thanks for mod
natthegreat668 20 Dec, 2020 @ 5:35am 
Will you be adding the option toggle feature?
Maarx  [author] 18 Dec, 2020 @ 11:29am 
@Reiquard It is not possible to disable any of the alerts yet, but if you find yourself flooded with too many alerts due to chaotic/combat situation, consider my other mod "SnoozeAlerts" which lets you right click on alerts to snooze them for a little while. "SnoozeAlerts" should work on any alerts, either from my mod, another mod, or even vanilla alerts.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2324526093
Reiquard 18 Dec, 2020 @ 5:24am 
Haven't tried this mod yet, but it looks very useful.
How it behaves with tamed insects and
hacked mechanoids (What The Hack?! mod)?

And is it possible to disable some alerts?