RimWorld

RimWorld

Niilo's QoL
627 kommentarer
nikos  [ophavsmand] For 3 timer siden 
@Big Head Zach

no, i dont recommend using multiple research overhaul mods at the same time, as this can cause issues such as looping pre-requisites and other issues in the research treem but if you are not getting any errors, then its probably fine
Otoya For 4 timer siden 
[XML Extensions] NiilosQoL is using the obsolete Setting.ApplyActions. Use Setting.Button instead.
Big Head Zach For 5 timer siden 
Since your mod also attempts to reorder research progression (with tree sowing in particular), do you have compatibility with Fermy's Progression: Agriculture?
Otoya 16. juli kl. 22:15 
Nikos, ignore the middle one. I just misunderstood how that works. The first and the last one are still issues though.
nikos  [ophavsmand] 16. juli kl. 16:56 
@Otoya

I will make sure to take a look
Otoya 16. juli kl. 15:56 
Found a few bugs. Tested this mod alone on a clean install and game.

Doesn't set nightowl schedule to match nightowl even though its enabled in the setting. At least not on my initial crash landed pawns.

Doesn't set the default surgery medicine based on what I picked, again in settings.

Doesn't toggle from flee to stand your ground/attack even though its set in settings.
nikos  [ophavsmand] 16. juli kl. 12:46 
@Bodacious Cowboy

Im not sure, no one has ever reported any issue, so i assume its fine
Bodacious Cowboy 16. juli kl. 12:44 
Would Medieval Overhaul's logs break the "Stop using logs as weapons" patch?
VitaKaninen 15. juli kl. 7:37 
Ok, thanks!
nikos  [ophavsmand] 15. juli kl. 7:37 
@VitaKaninen

oh.. then that is odd indeed, but it should not have anything to do with me, maybe make a troubleshooting post on the rimworld discord? they might be able to fiqure it out

Sorry for the miss-understanding
VitaKaninen 15. juli kl. 7:34 
But I am not talking about rotting. They spawn as desiccated white skeletons with no rot stink, as if they had already been dead for 10 days.
nikos  [ophavsmand] 15. juli kl. 7:33 
@Dr Jimothy

Yes, you may get some errors on first load depending on what settings and mods you have enabled, so make a copy of your save first before loading it with this mod if you wanna be extra safe
nikos  [ophavsmand] 15. juli kl. 7:32 
@VitaKaninen

https://rimworldwiki.com/wiki/Scaria

First paragrpah of the wiki, this has always been the case:

"Scaria is a disease that causes afflicted animals to be permanently manhunter. If not treated, it kills affected animals in five days.

Upon death, animals with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on difficulty."
VitaKaninen 15. juli kl. 7:17 
I didn't read anything in the changelog about animals instantly becoming desiccated as soon as they die, and I have never seen it before. What makes you think this is vanilla?

Here is a short clip of it: https://youtu.be/H703G48A5hM

If there is nothing in your mod that affects it, then I need to look elsewhere, but I am curious to know why you think this might be vanilla behavior.
Dr Jimothy 15. juli kl. 7:05 
Is this safe to add mid-save?
nikos  [ophavsmand] 15. juli kl. 3:40 
That sounds like vanilla behaviour to me
VitaKaninen 14. juli kl. 15:49 
I recently had an issue where scaria infected guinea pigs would instantly turn desiccated when they were killed, and I was trying to track down the source. Do you know if there is anything in your mod that might affect this?
nikos  [ophavsmand] 14. juli kl. 15:38 
Yes, having good hygiene and such actually does interact with the germ system, pawns are less likely to get sick from interacting eith germs if they are hydrated and clean
Hatoful Pengu 14. juli kl. 10:48 
do DBH/DBH lite hygiene features interact with disease spread? i keep trying to get into it but the extra time my pawns have to dedicate just to taking care of their basic needs just feels annoying without adding much to the experience for me, so i'm hoping that the extra usefulness of helping with diseases will make it more interesting. plus it'd make sense
nikos  [ophavsmand] 14. juli kl. 5:25 
@MrHorizons

I added this on my list to investigate when i get a chance, please let me know if you have any further details about it etc
Darit 14. juli kl. 4:41 
Hey - I don't have an issue with this, just wanted you to know that it has been installed since I discovered it ages ago. You have one of the most comprehensive and necessary mods that I just cannot play a regular playthrough without. Thanks for all of your (insane) hard work on this.
MrHorizons 13. juli kl. 20:33 
Is something up with the tech level progression? Despite keeping the default settings when starting a New Tribe to test it, it still seems to act as if the level is industrial.
Aira 12. juli kl. 18:47 
Is it the samething as color error problem?
nikos  [ophavsmand] 12. juli kl. 6:09 
Just a heads up, there is a know issue with the 'warn about potential error suppression' setting with some mods, at least in 1.6

if you get a lot of errors at startup along the lines of:

`NQoL [E] - Utils.Reflection_:GetAttributes_Safe('MemberInfo memberInfo == System.SpanHelpers+Reg16', 'bool alwaysPrintExceptions == False', 'bool inherit == False') - Unexpected exception: 'System.TypeInitializationException' returning: 'List<Attribute>(0){ }'!`

Disable the 'warn about potential error suppression' option in settings, the errors are harmless, but there can be a lot of them if there is some mod that causes it to freak out
nikos  [ophavsmand] 11. juli kl. 7:29 
@Luv N Hugz |UwU|

Thanks for the report! i will put it on my list to fix.
Luv N Hugz |UwU| 11. juli kl. 7:25 
This mod allows you to bypass the Empire restrictions for trading with the Imperial Trader. Specifically when using the 'best trader' option. Easy to reproduce: Have a colonist with the Knight ran, have a better trader without ANY rank. Use the Knight to right-click the trader and select best trader option, assuming the non-ranked pawn is better they will be allowed to trade.
nikos  [ophavsmand] 11. juli kl. 6:30 
@Crimson

That is on my to do list, so i might get around to it eventually
Crimson 10. juli kl. 23:34 
Hey would it be possible to add an option for no map edge build limit?
nikos  [ophavsmand] 7. juli kl. 19:13 
@VitaKaninen

Thanks for the report, just disable the ”fix broken masks” setting for now
VitaKaninen 7. juli kl. 18:18 
Just to let you know, the butcher table mask is no longer working after Vanilla Textures Expanded updated their mod.

Found texture TableButcher_east in another atlas group than requested (found in Misc_False, requested in Building)!
https://gist.github.com/HugsLibRecordKeeper/6d5cb96da4972f19da9dd40dc2588be2
Tyrant 4. juli kl. 10:12 
Just a heads up since I'm told that threads don't ping authors like comments do, but the simple mod merges thread has had some additions the past couple of weeks.
Crimson 4. juli kl. 3:43 
Thanks. Some other options that require certain mods were noted they required that mod but that option didn't.
nikos  [ophavsmand] 4. juli kl. 0:20 
@Crimson

That option adds some badges i made a long time ago for the 'Pawn badge' mod
So if you dont have pawn badge, it wont do anything
i also havent tested that feature in a long time tbh, so im not sure if it still works xwx
Crimson 4. juli kl. 0:18 
How do you use the pawn badge system. I turned it on but dont see how to assign the badges
Tyrant 25. juni kl. 18:14 
Could you make it so GetSettingEnabled stops throwing "Did not find key" errors and makes those warnings instead or something? I know they're harmless but I'm trying to test stuff and I don't want false positive or whatever.

Also the sliders for some things are really sensitive and you can get like 0.600342845 when trying to stop it at 0.6, and it doesn't seem to let you edit the value manually I don't think.
Bodacious Cowboy 25. juni kl. 9:54 
Would this conflict with Stonecutting Extended?
Tinda 21. juni kl. 23:52 
Yeah definitely on this mod. I have to go through the settings list bottom up, otherwise, every setting I expand above pushes the visible area down, but the clickabla area remains in place.
Tinda 21. juni kl. 23:50 
Oh actually i thing this is a graphic issue where my mouse isn't where it looks like it is.
Don't know it that's on this mod or not
Tinda 21. juni kl. 23:48 
In the balance setting "pawns get downed to protect torso", I can't grab the slider.
Astrobia 20. juni kl. 0:57 
Doing my manual mod backup stint ahead of 1.6 release so I can keep playing on 1.5 while everything catches up. And just dropping in to say while modding causes me no end of grief. I go through the options in this one and see new things like the No Mercy Rain options and it's like damn... That's some gooooooood grief right there. Top quality impending trauma. :-D
Kylo 20. juni kl. 0:01 
Ah I was getting it in RimPy mod manager as well.
nikos  [ophavsmand] 18. juni kl. 13:28 
@Kylo

only on the steam page, and im aware, i will probably remove that once the stand alone version is a bit more refined


@lol

The error is harmless, it will be fixed in the next update though
Kylo 18. juni kl. 13:19 
1.6 not using XMLE is great but it is still listed as a dependency FYI
nikos  [ophavsmand] 18. juni kl. 10:23 
@lol

Thanks for the report, i think that should be an easy fix, what ever it is that i messed up
lol 18. juni kl. 8:27 
Caught something connected to animals dwellings on a heat wave https://gist.github.com/HugsLibRecordKeeper/748f7d9f08a27fa93786c220b489564b
nikos  [ophavsmand] 17. juni kl. 21:01 
Read the description/tooltip of the trait range setting, that sounds normal to me

The building thing also doesnt affect all buildings, just some
t0m4s1t0 17. juni kl. 17:22 
The render trees realistically works perfect, the trees cover the pawns, but render building realistically doesn't work, for example the large mech gestator doesnt cover the pawn.

The trait count I set it to lower and upper bound at 8 and the pawns still spawn with the normal amount of traits (3-4 traits).

None of the other functionalities I've tested have problems so far, and I've tested quite a bunch.
nikos  [ophavsmand] 17. juni kl. 16:49 
@t0m4s1t0

can you be more specific? also 1.6 is still not even fully out, so you should not bee too suprised
t0m4s1t0 17. juni kl. 16:17 
Render buildings realistically doesn't work.

Trait count range doesn't work.
t0m4s1t0 17. juni kl. 14:50 
Goated, thanks