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As with all of my mods, people are free to make forks or remixes if they wish.
https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/3958161899233284262/
It's possible I missed something or something has been made since; A much more visible place to ask would be the Steam forums for RimWorld, or the Discord.
Do let us know if you find anything :)
Could you check this out? I love the idea of this mod, especially with children adding to the colony all the time.
Otherwise, love the mod!
To explain the issue a bit more, when I made this mod, the method "Widgets.ButtonText()" had the signature:
UnityEngine.Rect, string, bool, bool, bool
In some recent update that was changed to have another parameter:
UnityEngine.Rect, string, bool, bool, bool, UnityEngine.TextAnchor
My project didn't have a reference to UnityEngine.TextRenderingModule, which is why RimRef solved it for you. However it would have needed recompiling regardless of if it had that reference, as the method it was trying to access just, didn't exist anymore.
Good job solving it :)
I'll check over your changes, read the issue, and get back to you in a second.
Also BTW I think you have the wrong repo link in the mod description.
This mod is on the backburner for now, but when I get some time to actually play rimworld, I'll be adding such functionality to it.
Thanks for the report!
As for the quantity it requests, that is based on quest difficulty. Quest difficulty is determined by your colony's value. I tend to keep my value low in my runs so I hadn't considered how it might scale.
You say it's "to get rid of a pawn" but that's not how the quest actually presents itself. They can and will ask for 75% of your people just like the base game pawn lending quests, and the rewards are nowhere near appropriate for what you're giving up even using it as a way to permanently remove pawns. I still haven't gotten a request for a reasonable amount of pawns, only an excessive and game ending number that would leave me utterly helpless come the next raid, regardless of who I kept.
I would suggest lowering the number of maximum pawns they request. I'd be more than happy to ditch maybe 10-15% of my current pawn base, just not 75%.
There has been a mod I have been using for quite a white now, I think RimQuest or something along those lines... If I recall correctly, it makes each caravan that comes through have a quest giver that you can purchase a quest, chosen from a list
By chance, do you know if your quest from this mod appears in the list of those offered?
I for one think the quest is rather generous, particularly for the purpose of a story driven, pacifist way to get rid of a pawn.
If you disagree, it's not awfully difficult to go into the XML and change the calculations. I did consider adding a mod option to tweak such values, and for any future mods/updates to this mod, I'll do just that.
I've been thinking of making an addition to the mod that would allow you to on demand request a faction take a pawn, as waiting for a quest to pop up to get rid of someone isn't optimal. Working on something else first though.