Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Verse.PatchOperationAddModExtension(xpath="Defs/ThingDef[defName="LTS_CourierCoat"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: I:\Software\Steam\steamapps\workshop\content\294100\2920678419\1.6\Content\[LTS]Tenants\Patches\[LTS]Tenants\Item.xml
...
and many other items.
https://gist.github.com/HugsLibRecordKeeper/fcc42f93fd4f7072e041d049970391c0
nudist courier walking across the map as slowly as possible. pitty they dont carry the rent on them in their inventory.
couriers arriving by shuttle, or with armor and weapons because its a very dangerous rimworld............?
used to be that you could have such an awesome colony that tenants that wanted a single room and willing to pay for it would still consider their nearly full happiness before packing up and leaving. joinable on tenant pawn is cool. still being pinged every 4 hours though..
currently it appears that no matter what you do, if a tenant wants a single room they will leave if they dont get one.
why? why change that?
The game is still throwing me a couple errors for the courier coat and hat despite their removal.
1. Arming Tenants, but they leave: Any way to get them to drop the weapon I loaned them?
2. Tenet clothing ideological restrictions: nudists spawning with clothes, vegetarians from VFE ideology tenets spawning with leather = permanent mood debuff
3. Tenants arriving at the wrong colony when having multiple bases: IK you added the quest to only appear if theres a board there, but does that guarantee the tenants go to the right colony?
- Dropped Systems requirement. Tenants and most of my other mods are henceforth standalone.
- Moved the Noticeboard to "Misc" buildings tab
- Removed all weapons and apparel (For 1.6 only, Apparel can be found in my Raiments Mod) Weapons gone bye bye
- Research Couriertech is removed and all what it entailed.
- Added toggleable May Join gizmo directly on tenants. No longer chosen beforehand, feels more natural.
- New contract rents wont go below half of the rent set in settings despite being a very picky landlord.
- Advertisement cost wont go over base * 2.5. Base cost of 100 would cost at most 250.
- Mood ticks option in settings removed.
- Default base rent raised to 60 from 50.
- Allow partial gold payments Gizmo added to NoticeBoard and removed from mod settings.
If you still need it, I just installed the mod, the "Notice Board" is in the LTS-Build menu.
Best wishes.
I've seen mentioned in the description that says these tenants are basically colonists so you would think you can also control them to work and fight, but according to the comments they don't work at all.
So now I'm unsure on how exactly these tenants work, exactly how the courier faction interacts with the player and with other factions, and what are the items added and their stats.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Tired of my colonist randomly reassigning to the bed, and causing no room to be available.
The Tenant Agreement (4h) message that pops up a dozen times per day still has a typo.
Initially I was going to suggest the text being inclusive such as protect them as they complete their drop if it can check the courier pawn's gender. but it says He then Him.. where it should at least say He and then HIS job not HIM job.
(results is x3 x4 x5+++ rejected from joining)
(this game is not stable, please dont put anything counting against reloads)
- "Couriers now defend themselves somewhat..."
(going to assume this might be true but zero + zero ability to defend themselves can be argued to be an improvement)
example: couriers not checking against smarter visitors so they Do Not Come when there's enemies of theirs present to avoid them running straight at them and not defending themselves at all. also defending themselves should mean shooting back or doing the ! and immediately running away. re: they go directly to enemies, get hurt or killed, become guests and then leave so dont drop off the rent.
OR, having a defined drop pod spot. Or arriving by SRTS ship etc
letters instead of popups are always good :)
- Added Tenancy/Courier faction non hostile to player faction and some modded factions.
- Vanilla Skills expanded skills are shown in the tenancy join message.
- The join message is no longer a popup but a letter with timed choice.
- A new setting (default true) whether tenants should share the same primary ideology as the player.
- Couriers now defend themselves somewhat...
- Some code cleanup and refactoring
- Made the tenancy join popup a timed letter instead.
- Updated messages and language for clarity.
- Added option to opt out of Archite gened tenants in mod settings.
- Added mod option to opt out of "Non flesh" tenants in mod settings. Basically checks if they disable food/rest need or have a Vanilla Expanded Android gene.
- Added a few more factions to non-hostile list from Medieval Overhaul and Aoba's DMS to couriers and tenant faction.
- Added toggleable autorenewal of contracts gizmo on tenants. This to allow auto accepting contract extension.