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filter place[1], filter place[2], filter place[3],
hold "ctrl" and drag to one filter interval ( filter place[+-2] )
would it be possible to have a hotkey such as shift or alt that keeps the list of filters open after i add it?
for example if i want to quickly add 5 gene filters to a single search, instead of needing to click add new filter > expansion/mod > biotech > gene and then repeating five times, ideally i'd be able to navigate to the gene filter and then hold a button and left click five times to add five gene filters to the search
like i want to make a filter with
Health Condition [Sickness(Any)]
on one line, then the next line have
NOT Health Condition [Sickness(Developed Immunity)]
to filter out pawns who are sick but achieved immunity before sickness overtook them
1. Create a Custom filter
2. Click the "thing as Thing" button, select Pawn
3. Paste this in: GetComp LoadoutComponent.Loadout.elements.Tag.name
4. Click "Contains" to change to "is"
5. Write in your Tag name.
Slightly better would be to change that 'name' to 'uniqueId' but the mod doesn't tell you Tag's IDs easily. That can be found in the savefile though.
Found it: Location → Deteriorating
For the record he the message is :
Hello This is TD ; Too many of you guys are not using the "Listing:" Setting in their searches, so I'm popping this message up as a sort of forced tutorial:
Firstly, it's now named "Searching Through: Everything" to make that a little clearer.
For MOST searches you'll want to set that to something else, like "Searching Through : Everyone" because you don't want to search through every tree on the map when you're only looking for a cat, right?
<?xml version="1.0" encoding="utf-8"?>
<loadFolders>
<v1.5>
<li>v1.5</li> <!-- remove ModSupport in 1.5 -->
<li IfModActive="DerekBickley.LTOColonyGroupsFinal">LTOColonyGroups</li>
<li IfModActive="Nowano.RimWorldRealFoW">RealFOW</li>
<li IfModActive="Krkr.rule56">CAIFOW</li>
<li IfModActive="Ludeon.RimWorld.Royalty">Royalty</li>
<li IfModActive="Ludeon.RimWorld.Ideology">Ideology</li>
<li IfModActive="Ludeon.RimWorld.Biotech">Biotech</li>
</v1.5>
</loadFolders>
Due to "<li>/</li>" and "<li>1.5</li>" in LoadFolders.xml, all ModSupport is being loaded regardless of whether there are any mods or not.
For example, it loads CAIFOW and always logs errors like the following:
Found no TD_Find_Lib.ThingQueryDef named Query_CAIFOW to match Query_CAIFOW.label (TDFindLib_CAIFOW_ThingQueries.xml)
Just like with DLC, if don't have a separate mod-enabled folder in root folder, they will always be loaded even if there are no mods in mod list.
Also for the good of the people, I have made it more explicitly clear that you guys need to set the top-level category of the search.
Here is one of the searches:
https://pastebin.com/vffjC53M
Got this error and can't quite tell what's causing it.
It's broken my custom alerts that have been working for the last couple of days, and it throws an error if I use Ctrl-F to search for health conditions.
Re: venomalger21: Yea, first-game default searches was broken and is fixed.
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch3()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch6 (string)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
at TD_Find_Lib.QuerySearch.CloneInactive (System.String newName) [0x00030] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.Clone (TD_Find_Lib.QuerySearch+CloneArgs args) [0x0001b] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.SearchGroup.Clone (TD_Find_Lib.QuerySearch+CloneArgs cloneArgs, System.String newName, TD_Find_Lib.ISearchStorageParent newParent) [0x00023] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.DefaultSearches+<>c.<get_CopyLibrary>b__12_0 (TD_Find_Lib.SearchGroup g) [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].ToList () [0x0002a] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at TD_Find_Lib.QuerySearch.CloneInactive (System.String newName) [0x00030] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.QuerySearch.Clone (TD_Find_Lib.QuerySearch+CloneArgs args) [0x0001b] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.SearchGroup.Clone (TD_Find_Lib.QuerySearch+CloneArgs cloneArgs, System.String newName, TD_Find_Lib.ISearchStorageParent newParent) [0x00023] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.DefaultSearches+<>c.<get_CopyLibrary>b__12_0 (TD_Find_Lib.SearchGroup g) [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
Error in static constructor of TD_Find_Lib.ModStartup: System.TypeInitializationException: The type initializer for 'TD_Find_Lib.ModStartup' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at TD_Find_Lib.ThingQueryMaker.MakeQuery (TD_Find_Lib.ThingQueryDef def) [0x00055] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQuery.Clone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQueryCustom.Clone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
at TD_Find_Lib.ThingQuery.MakeClone () [0x00000] in <3da452b5000646f38621521b0cbfc05b>:0
This is a screen of my search: https://imgur.com/a/sceFq0f
And this is the code: https://pastebin.com/xQpYvXhC
Sorry for the links, but there's a character limit for comments.
Here I already am not getting the expected result. The one selected on the screenshot is the only visible creature, the other 4 (please ignore the dead ones) are fulli invisible and were never visible.
If I select them from the finder I can get to select the invisible ones, but outside of it I cannot do that. Not even with dev+god mode enabled, only way for me to select those invisible creatures it's by using the finder list.
Is that how it should be? As long as I can select something even if just via your finder then that pawn is "selectable" for the filter purposes?
If yes, then I would like to request a way to exclude invisible creatures, or to be taught how to do so.
Thank you!
I can't find a way to exclude invisible sightstealers from my searches.
Since I don't know if you checked Anomaly yet: sightstealers have a permanent hediff that makes them invisible till they get near to a pawn (or a detector). When they are near they become visible, but they don't lose the hediff, and the go back to invisibility as soon as they are not downed and no one is around them for a while.
By toying around with the search options I found the "selectable" paramenter which looked perfect since invisible sightstealers cannot be selected by the player, but either it doesn't do what I think it should do, or it's not working for me.
(There is a character limit so I have to split my comment)