Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
Aside from exactly when you start (which force-updates everything) that cost would be fairly consistent no matter how many pawns you have. It basically force-updates a single pawn every now and then until all pawns have been updated. Then it starts over.
That said. Perhaps it was a bit overzealous. I've pushed a quick update and reduced the tick rate of that component.
ShowMeYourHands.HandDrawer.DrawHandsOnWeapon
Show Your Hands isn't updated for 1.6 yet.
Loader exceptions:
=> System.TypeLoadException: Could not resolve type with token 0100007d from typeref (expected class 'VFECore.PregnancyApproachWorker' in assembly 'VFECore, Version=1.1.7.0, Culture=neutral, PublicKeyToken=null')
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/MonoBleedingEdge/data-000002797A02D630.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/MonoBleedingEdge/data-00000279ADD93060.dll
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings" />
[HugsLib] version 12.0.0
This will likely cause some deleted meat if you had those in the stockpile (and probably harmless) errors when loading an old save as the old meat defs get yeeted.
Post logs.
Also, this can happen randomly (even vanilla) if you set a lot of factions to spawn. Usually some random faction leader gets assigned a kickstarter backer background with incapable of violence and everything just explodes. Backing out all the way to the main menu and trying again usually works (remember to save any changes first tho)
@TROLLOL6
Not that I'm aware of, but you could always try asking the creator of the Nice Healthtab mod
@Maltesefalcon
I can't really control what Rimpy gets up to, but it should ofc. be after the DLCs
I don't think I have anything touching on meditation and Jotun xenotypes don't have any genes related to that either.
I would guess at some other mod being the culprit there.
@Kestrel
It does change the stack size limit since giants need to grab multiple meals. But it shouldn't make it not respect the stack size. If they end up all over the floor it might be due to the priority of the feeder being lower than the stockpiles and causing pawns to haul the meals away?
The settings was renamed half a year ago or so. The error is harmless, but you can get rid of it by simply changing any setting in the mod.
@Wargamer
I've had no problems during testing, and this mod doesn't inject any code into save files, so I doubt this mod has anything to do with your save file breaking.
If you have error logs you can link to them and I'll have a look.
I'd suggest trying Mid Save Saver to repair your save file.
@Evan
I thin Mile was working on resizing the hands for this mod so giants don't have tiny hands. Maybe check with them if the patches are working right.
Could not find class BigAndSmall.BSRettings while resolving node ModSettings. Trying to use BigAndSmall.BSSettings instead. Full node: <ModSettings Class="BigAndSmall.BSRettings"><scaleBt>True</scaleBt></ModSettings>
What mods are required to reproduce that issue?
Ill try to look more into it but for now I can confirm that it would happen to the Deserters in Empire Expanded's Manor Scenario, and they were not turning invisible through technology or gadgets.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891845502
I put the log note in a discussion
No idea. When does it happen? 1.5 or 1.6?
@moo
When enabled it tracks a number of health aspects on pawns via a high performance scheduling system.
Depending on a number of hidden factors pawns can develop health issues related to aspects such as cardiovascular health. Various genes and bionics can mitigate or entirely negate aspects. For example, replacing your heart with a proper bionic heart will provide you with perfect cardiovascular health.
@Kc
Mostly, yes. The last gif is Unagi's facial animation retexture.
From an earlier reply:
It is a prototype aging system which is off by default, excepting some aging genes which turn it on for that particular pawn.
Think of it as "Time Kill", except a bit more advanced and without being a literal death-clock (pawns still die to preventable causes and you can make someone immortal via bionics).
The race exists, but the framework itself won't spawn them.
Big & Small Genes has a genes that apply said races. Those genes are also the easiest way to get hybrid races like 4-armed centaurs with wings, etc.
Should be fixed now.
Currently, the only Humanoid Alien Races framework that is compatible with Rimworld version 1.6 is Humanoid Alien Races Dev.
That isn't normal. The mod normally has negligible performance cost. The only real cost I'm aware of in 1.5 is when pawns are starving and keep checking every food source available, but I'm pretty sure even just the vanilla code (in 1.5) is expensive.
Even so, the 1.6 version should make that much cheaper.
@Ravinglegend
They show up in my test-list for 1.6. Or is this 1.5?
Which combination of mods are you using? Just in case something somehow is unloaded.
Thanks. :D
@Myphicbowser
I might look into it in the future. Not sure how tricky it would be.
@TheDZD
I'll see if I can roll out a fix for that.
It took me a while to figure it out, but the framework does create new Technology, Craftables, and a few other small things that we see in game (Another example is the Bill to destroy robots) that simply has nothing to do with any other installed mods, I realized that these were things that needed for your other mods, and I was curious if it would be possible to hide those if you don't have another mod that uses them