RimWorld

RimWorld

Some Things Float
616 Comments
LZIM 12 Jul @ 6:09am 
o7
Mlie  [author] 12 Jul @ 12:22am 
@Jhony I just answered that
Jhony 12 Jul @ 12:15am 
1.6?
Mlie  [author] 28 Jun @ 12:50pm 
@travislaborde It will once I update it, I post update progress on the Discord server
travislaborde 28 Jun @ 12:47pm 
will this work in 1.6? I love this mod so much!
󠀡󠀡 27 Jun @ 10:41pm 
this mod is so useful i just dump the bodies in the river and see you later no more digging graves or wasting power on burning body's just make a dumping zone in the river and never have to worry again :)
Daemon Trooper 18 Jun @ 3:38pm 
Hey marvelous Mlie, it seems like sometimes, even with the option checked in the mod options, if multiple items start moving simultaneously after having been deposited on water tiles, they don't get "forbidden" after leaving the stockpile zones where's they've been dropped-in.

I've recently have a manhunter group, I "urgently hauled" the rotten corpses and most of them weren't forbed after floating away from the stockpile zone, when some did. And I realized it mostly happened when several corpses started moving simultaneoulsy or almost at the same time.
Mlie  [author] 17 Jun @ 3:53am 
@Agron™ Please see the Reporting Issues section described above
Agron™ 17 Jun @ 3:42am 
It seems this mod buggs my pawns to move when new map isgenerated for fight and those who have low manipulation to "drown" are dornwing on the land. tried to remove it and my whole save end up bugged, that nothing can interact with anything ://
Lord Asshat 14 Jun @ 11:59pm 
I'll take a look at that mod, thanks
Mlie  [author] 14 Jun @ 11:46pm 
@Lord Asshat Perhaps it will work better with a mod like Wheres my weapon that makes pawns reequip their weapon after being downed
Lord Asshat 14 Jun @ 11:33pm 
I want to love the feature of pawns slipping rivers but the fact that they drop their weapons and then decide "eh" and walk away makes it just a bit too janky. Otherwise it's a great mod, and I'm at least glad it's disableable
Mlie  [author] 14 Jun @ 11:12pm 
@SiaNKs You should probably report sorting errors to them as do not think they read individual mod threads
SiaNKs 14 Jun @ 9:21pm 
Tbh, before i used RimSort it was FINE, after i used it, loading order created the same issues BIOS Barbarian mentions...
BIOS Barbarian 6 Jun @ 5:27pm 
@Milie I posted in the Discord hopefully following the complete Guidelines. Thanks!
Mlie  [author] 6 Jun @ 10:15am 
@BIOS Barbarian Please see the Reporting Issues section described above
BIOS Barbarian 6 Jun @ 10:00am 
I don't know what is causing this issue, but when in my modlist this mod causes all my pawns to disappear and the whole colony map to be empty. Any ideas?
chaotic_echo 20 May @ 8:15am 
It took me a LONG time loading and reloading mods to figure this out, but there does appear to be a multi-mod conflict that involves Some Things Float and Save Our Ship 2 or its dependencies. I've got my list of 100+ mods and when I take SOS2+deps(Vehicle Framework) OR Some Things Float off the list, things work. When they're both there? Starting a new game causes a bug where the colonists/items/vegetation/anything on the map beyond the base terrain is invisible. However, when I start a game with JUST SOS2+deps and Some Things Float and the base Rimworld DLCs minus the 100+ something other mods, it seems fine. So there is (at least) a 3rd mod out there somewhere that causes conflicts between Some Things Float and SOS2. Haven't figured out which one that is yet, but I hope this info can help progress the hunt as other people have pointed out vehicle framework conflict concerns before.
Mlie  [author] 20 May @ 2:35am 
@Realm Imp Yes, as the description says
Realm Imp 20 May @ 2:22am 
safe to use in saves?
Deankiller Turnupseed 13 May @ 10:04pm 
ok fuck it i will scrap it all and start from the beginning just with this mod fuck my life
Mlie  [author] 13 May @ 10:02pm 
@Deankiller Turnupseed I wasnt aware of any incompatibilities with those mods?
Deankiller Turnupseed 13 May @ 4:58pm 
is this still incompatible with pathfinding framework/vehicle framework?
Deankiller Turnupseed 12 May @ 11:46pm 
@ yea I'm trying to narrow it down
Mlie  [author] 12 May @ 10:08pm 
@Deankiller Turnupseed I use it with about 300 other mods with no issue. If you find out what other mod is causing your issue I can take a look.
Deankiller Turnupseed 12 May @ 3:42pm 
i wish i could use this but it always breaks on a large modlist
Signal 9 May @ 9:24am 
Thank you for this mod! I'd started a new game, defeated a raid near a river, and thought, "Why can't I just shove the corpses in the river and let them be someone else's problem?" I searched and found this -- perfect! Except sometimes a jerk in an upstream cell drops a corpse in the river and my people have to see it when it floats by. ;)

The daily "gift" is fun. I always rescue any goodies on the river conveyor belt. Free cold beer!

Thanks again for a fun, useful mod that has enhanced my gameplay.
Mlie  [author] 23 Apr @ 10:48am 
@Domiman Please see the Reporting Issues section described above
Domiman 23 Apr @ 9:54am 
I'm having a problem where any item flowing down a river will be automatically allowed, even if it was manually unallowed. It seems to happen when the item moves to the next tile.
Mlie  [author] 16 Apr @ 10:07pm 
@Cadet CStinky No idea, never used that mod
Cadet CStinky 16 Apr @ 8:47pm 
Is there a compatibility issue with multifloor? Seems to slow down my game.
Mlie  [author] 11 Apr @ 10:46am 
@emihead Had a look at that, seems that there also was a PF_Movement_Aquatic tag that was missing from the check. Fixed now
emihead 8 Apr @ 10:35pm 
it's biomes islands, sorry i forgot to mention, but its strange since you specifically mention compat with that
Mlie  [author] 8 Apr @ 9:58pm 
@emihead Could you link to the mod that adds the turtle?
emihead 8 Apr @ 8:17pm 
sorry for the 2 deleted comments but i think the pathfinding framework behavior is buggy, because i have a sea turtle that keeps losing its footing and drowning
Elmano 27 Mar @ 12:34pm 
you know, would be cool if we had a event that a baby comes from down the river that you could adopt...it would be funny
Uton 15 Mar @ 3:55am 
I am currently experiencing the situation that the spawned items stay at the river map-edge and do not float along the river.

Does anybody else have that prloblem?
RQXRQ 27 Feb @ 9:48pm 
@Mile sorry for spam, in fact I not sure what caused error ,still 200 mods that haven't been checked, but i just inactive Combat Extended Guns, it just work , although I can't make error reappear alone. I guess it is because ce patches so many that conflict. log fail to point out anything, just miss ce all
Mlie  [author] 27 Feb @ 5:44am 
@RQXRQ Please see the Reporting Issues section described above
RQXRQ 27 Feb @ 5:42am 
I dont know why , but I find that Combat Expanded Guns will make a lot of error in a mega mod list if active with this mod:finger1:
Mlie  [author] 26 Jan @ 10:23pm 
@globofglob Please see the Reporting Issues section described above
globofglob 26 Jan @ 2:28pm 
https://gist.github.com/HugsLibRecordKeeper/d9fa0316372afd50620a233a553b0360

Error in static constructor of SomeThingsFloat.SomeThingsFloat: System.TypeInitializationException: The type initializer for 'SomeThingsFloat.SomeThingsFloat' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref D674B751]

How do I fix this error? Thanks.
Caramel 24 Jan @ 10:53pm 
@Deankiller Turnupseed it fixed
Deankiller Turnupseed 24 Jan @ 9:32pm 
@Caramel yeah sadly not usable for me either cause of this bug. i will never financially recover
Caramel 23 Jan @ 7:54pm 
it took me 6 hours :steamfacepalm:
[ELL] 23 Jan @ 12:44pm 
Wooooow. Yeah. Yeah, that's one of the mods I have. Jesus I would never have thought of that.
Caramel 23 Jan @ 8:35am 
This is a four-corner relationship. In addition to CE, there are other mod that can trigger this bug.
just remove SCV Ready......
Caramel 23 Jan @ 8:20am 
Some Things Float
Combat Extended
Vehicle Framework
Vanilla Expanded Framework
Exosuit Framework
SCV Ready

For those who are getting “SomeThingsFloat.SomeThingsFloat” error popping up
"SCV Ready" is the culprit
if you using Combat Extended + Some Things Float + Vehicle Framework + SCV Ready
yes it need 4 mod trigger this bug, waste of time
Mlie  [author] 23 Jan @ 5:45am 
@Caramel No idea
[ELL] 22 Jan @ 12:10pm 
Can confirm it is NOT SOS2, as I have this same issue in my non-SOS2 pack. Not sure what the cause is though.