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I've also got CASEVAC set to priority 1. Haven't needed it so far, but...do pawns *automatically* join in with anyone carrying another pawn? Or does it specifically have to be the CASEVAC command? If so, that would be unfortunate XD
@Herd - Hey guys I know my reply is late but an error log or a way to replicate the issue would be the only way we can get this sorted.
That being said I may have run into the same issue or an entirely new one with prisoners.
I'm going to push the 1.5 update for now, but I'm waiting for Taran to fix it, cause I generated a log for him to go through for that one, cheers
@Pille - You can queue jobs with RimWorld by holding shift and issuing a new command.
For your second request and I do apologise for the late reply since I've been busy, I've got a lot of things and other features to sort out for other mods at the moment, but I'll consider it since it could be helpful. The only thing stopping new features are resources and time, since I commission a coder to help out for the C# end of the mod
Can you preselect several pawns to rescue or do you have to select one, start the rescue and then manually select others and add them each manually to the carrying job?
@ Chicken Plucker:
"Injured Carry" also lets you rescue pets and even colonists who are injured, but not downed yet. Of course that mod doesn't have the realism of rather slow carrying with the amazing mechanic of speeding up the carrying speed by adding more pawns to the rescue. Is there any chance of yo adding rescuing pets and maybe even not-downed-yet colonists?
Thanks for your great work!
I apologise for the wait but I'm busy cooking chicken and a bunch of other things you know. Cheers
@Ruby - No, they don't need to be rescued if they are conscious. I understand in real life they may need assistance but I have a lot of limitations in RimWorld.
@MinuteFat - I would suggest bringing your idea to mod-suggestions over in RW discord mate, I'm overwhelmed with stuff. This reply alone took 2 years.
@Zobaken - Intended to work with enemies, seems to be a bug at the moment. I'll ask for it to be sorted. It's cause rescue and "capture" are two different jobs in vanilla.
@Wandinha Addams - Hello my friend. If its still available, sure. Thanks for your extra effort. Otherwise, thank you anyway for the offer
@Rage
@Kill7X - Your questions are similar. No this mod isn't designed to CASEVAC objects, just downed pawns and no the mod isn't designed to CASEVAC pawns in anything but a bed, not buildings like pods and helicopters. What you can do is set a sleeping spot nearby these areas.
@MatthewGrim - A lot of mods are possible mate but mods aren't easy to make. What you're suggesting needs C# and I have to hire a coder for his time to do something like this. I suggest you go to mod-suggestions on the RW discord if you want this idea to be considered by other modders.
@Checkered Scones - I didn't respond because I didn't test it. I've got a lot of other mods I've been working on.
I've just looked at what you guys were asking about and from what I can see, there's no reason they would be incompatible seeing as "rescue injured" is its own job type that does not use CASEVAC and CASEVAC is its own job type.
If you guys run into the error, please let me know and I'll mark it as an incompatibility, otherwise guys its difficult for me to find time to test combinations of mods and compatibilities everytime I'm asked. If you guys have bug reports, I'll be on top of it like jelly on toast
Side note, Scones the picture you painted 2 years ago just confused me so I don't know what you painted but its a Bob Ross work of art, cheers
@separat.mn - Just ran a test and performed CASEVAC on a friendly and a colonist. no errors. Triggered visitor incident and performed CASEVAC on a guest, no error spam as well.
I'm gonna need an easier way to replicate your issue.
Exception in RimWorld.JobGiver_Work.TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Casevac.WorkGiver_Casevac.PotentialWorkThingsGlobal (Verse.Pawn pawn) [0x00007] in <175d657912134bc5b8cb4a4096a9a3f8>:0
at RimWorld.JobGiver_Work.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x00312] in <2a35adf0a6b2491888068e783d046a45>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- transpiler rimworld.whyisthat.expandedroofing.fixbuildorder: IEnumerable`1 ExpandedRoofing.FixFinishFrameBuildOrder:Transpiler(IEnumerable`1 instructions)
- prefix Orion.Hospitality: Boolean Hospitality.Patches.JobGiver_Work_Patch+TryIssueJobPackage:Prefix(Pawn pawn)
To paint a picture for you, my favorite pawn was fighting mechanoids but was bleeding out of every orifice in his body, but because i had him take go juice before the fight he didn't feel any of the pain, so because of that he was moving extremely slowly and bled out on the spot, because he wouldn't let my doctor staunch the gushing bleeding around him
kinda of like tom the cat after he got shot with lazers in a pool
Assign colonists to a colonist who is presently operating a manned turret, i.e a mortar. Up to three adjacent colonists can be assigned and will increase the rate of fire with diminishing returns; yes, more people to move ammo around and read artillery charts is helpful, but it also means there are more people getting in the way.
100% + 25% + 25% + 25% = 200%
I'm just imagining someone purposefully getting a slight paper-cut in order for four people to lift him up due to his movement speed being in the single digits due to a weapon. A mobile, biological weapons platform if you would.