RimWorld

RimWorld

Niilo's QoL
635 Comments
Thels 33 minutes ago 
Also, for Allow Tech Level Progression, you use "next tier" and "next next tier". Shouldn't "current tier" and "next tier" make more intuitive sense? IE, if your current tech level is Medieval, then completing 75% of Medieval tech would be 75% of current tech?

Also, would it be possible to disable the 3rd (more % of next tech than current tech) and 4th (1 next next tech) conditions?
Thels 34 minutes ago 
Also, for Allow Tech Level Progression, you use "next tier" and "next next tier". Shouldn't "current tier" and "next tier" make more intuitive sense? IE, if your current tech level is Medieval, then completing 75% of Medieval tech would be 75% of current tech?
Thels 1 hour ago 
Good to know!

I also noticed that the "No Infestation On Water" option is listed both under Infestation Balance Changes, and under Fixes.

There's a lot of cool stuff in here! Awesome mod. Some of the stuff makes some of my other mods obsolete, but aren't listed as overlapping mods by this mod. Do you prefer to be updated on such overlaps, or no?
nikos  [author] 2 hours ago 
Those are harmless, and im aware of them.
There were some changes to xml extensions, so i just need t update some stuff in the settings def
but its nothing to worry about for now
Thels 2 hours ago 
On game start, I get the yellow warning "[XML Extensions] NiilosQoL is using the obsolete Setting.ApplyActions. Use Setting.Button instead.". Same for NiilosQoL_Profile_1 to 3
nikos  [author] 3 hours ago 
@AJarOfDirt

yes, if you set their medical care option to 'mo medical care' or what ever its called, they wont be treated with cpr. its the button where you choose what medicine quality to use
AJarOfDirt 7 hours ago 
Is there a way to stop doing cpr and let the person die?
Otoya 9 hours ago 
Any chance you've looked at nightowl schedule bug and stand your ground/attack not being enabled automatically even though its set in settings? Feel like there is a lot of bugs here.
nikos  [author] 17 Jul @ 6:49pm 
@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 17 Jul @ 6:33pm 
[XML Extensions] NiilosQoL is using the obsolete Setting.ApplyActions. Use Setting.Button instead.
Big Head Zach 17 Jul @ 5:21pm 
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 Jul @ 10:15pm 
Nikos, ignore the middle one. I just misunderstood how that works. The first and the last one are still issues though.
nikos  [author] 16 Jul @ 4:56pm 
@Otoya

I will make sure to take a look
Otoya 16 Jul @ 3:56pm 
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  [author] 16 Jul @ 12:46pm 
@Bodacious Cowboy

Im not sure, no one has ever reported any issue, so i assume its fine
Bodacious Cowboy 16 Jul @ 12:44pm 
Would Medieval Overhaul's logs break the "Stop using logs as weapons" patch?
VitaKaninen 15 Jul @ 7:37am 
Ok, thanks!
nikos  [author] 15 Jul @ 7:37am 
@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 Jul @ 7:34am 
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  [author] 15 Jul @ 7:33am 
@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  [author] 15 Jul @ 7:32am 
@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 Jul @ 7:17am 
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 Jul @ 7:05am 
Is this safe to add mid-save?
nikos  [author] 15 Jul @ 3:40am 
That sounds like vanilla behaviour to me
VitaKaninen 14 Jul @ 3:49pm 
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  [author] 14 Jul @ 3:38pm 
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 Jul @ 10:48am 
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  [author] 14 Jul @ 5:25am 
@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 Jul @ 4:41am 
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 Jul @ 8:33pm 
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 Jul @ 6:47pm 
Is it the samething as color error problem?
nikos  [author] 12 Jul @ 6:09am 
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  [author] 11 Jul @ 7:29am 
@Luv N Hugz |UwU|

Thanks for the report! i will put it on my list to fix.
Luv N Hugz |UwU| 11 Jul @ 7:25am 
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  [author] 11 Jul @ 6:30am 
@Crimson

That is on my to do list, so i might get around to it eventually
Crimson 10 Jul @ 11:34pm 
Hey would it be possible to add an option for no map edge build limit?
nikos  [author] 7 Jul @ 7:13pm 
@VitaKaninen

Thanks for the report, just disable the ”fix broken masks” setting for now
VitaKaninen 7 Jul @ 6:18pm 
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 Jul @ 10:12am 
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 Jul @ 3:43am 
Thanks. Some other options that require certain mods were noted they required that mod but that option didn't.
nikos  [author] 4 Jul @ 12:20am 
@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 Jul @ 12:18am 
How do you use the pawn badge system. I turned it on but dont see how to assign the badges
Tyrant 25 Jun @ 6:14pm 
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 Jun @ 9:54am 
Would this conflict with Stonecutting Extended?
Tinda 21 Jun @ 11:52pm 
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 Jun @ 11:50pm 
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 Jun @ 11:48pm 
In the balance setting "pawns get downed to protect torso", I can't grab the slider.
Astrobia 20 Jun @ 12:57am 
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 Jun @ 12:01am 
Ah I was getting it in RimPy mod manager as well.
nikos  [author] 18 Jun @ 1:28pm 
@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