RimWorld

RimWorld

Mark That Pawn
322 Comments
Mlie  [author] 27 Jul @ 12:03pm 
@2464152349 Yes, you are not using the latest version of th emod
Mlie  [author] 27 Jul @ 9:37am 
Fixed compatibility with vehicle framework
Kalindigo 27 Jul @ 8:33am 
4th Same as Toyota AE86

@Toyota AE86
PS... I have one too! But not the lift back.
晓山alreShan 26 Jul @ 6:10pm 
Third, me too.
Toyota AE86 25 Jul @ 9:10pm 
Seconded, launched a devtest game and upon start up I'm getting spammed by "type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception"

https://gist.github.com/HugsLibRecordKeeper/f5c8b5a5b8252b5dc6f6cae1f273fd9e
20 Jul @ 12:38am 
Hi friend, I’ve discovered a conflict. When I enable both the Vehicle Framework and this mod at the same time, I encounter numerous error messages at the start of the game, which significantly affects performance. If I activate more mods, the frame rate drops to around 10 FPS. Could you take a look? You can find out why by clicking on the link below.
https://gist.github.com/HugsLibRecordKeeper/7ca317d5ed4ac2371f1d04c614f8874e
Mlie  [author] 18 Jul @ 7:44am 
I dont understand why I have to remind so many to attach a link to their hugslib log. Its very simple and is listed as a step on all my mods.
Xappz 18 Jul @ 7:36am 
@Mlie I didn't do any custom configuration at all, this is the mod "out of the box". There are 0 automatic rules.
without this mod: game runs @360TPS (max speed) 2.4ms per frame (small 5 man colony) 60FPS (limited on Nvidia app)
with this mod: 320-330TPS (max speed), 32ms per frame (same save), ~35fps
Harmony Patches:
MarkThatPawn.Harmony.PawnRenderer_RenderPawnAt:Postfix called 16 times per frame at >2ms cost per call
XDelphi 18 Jul @ 7:30am 
@Xappz If you have any TD Find Lib filters, maybe try disabling them. I've used Mark The Pawn a long time, but found early after subscribing that the rules using TDFL resulted in extreme lag for my colony - resolved immediately on disabling ANY using it (likely not specific to one rule over others, or maybe due to the complexity of the checks).

I forfeit any claim to say "this is 100% an issue", since I didn't do a deep enough look into it back then to report with confidence, however if it's something you can replicate it may be worth opening one on Mlie's DC.

I kept some of my notes on the filters I was using back then (+ disabled to fix the lag) and if Mlie would like it reported to be aware of, I will gladly do so.
Mlie  [author] 18 Jul @ 5:16am 
@Xappz It all depends on the amount of rules you have, this has been explained in detail before
Xappz 18 Jul @ 1:23am 
This mod does seem to tank FPS/TPS, aside from the draft issues already reported. Game works fine with great performance with over 30 mods installed, so it's definitely something with this mod that's making excessive calls.
Rexstriker 15 Jul @ 6:05am 
Is there any way to make unwavering loyal pawns be marked as a rule? I've looked through traits and hediffs and I cant find it if its possible.
Mlie  [author] 14 Jul @ 10:39pm 
@Darmanarnar Yes, when you add mods to the game, they need calculations to work. If you remove all mods you will have a great fps
Darmanarnar 14 Jul @ 9:50pm 
this lags the game somehow, when i removed it my fps got better
Mlie  [author] 13 Jul @ 10:26am 
@Rafa Lorenzo Please see the Reporting Issues section described above
Rafa Lorenzo 13 Jul @ 10:21am 
Broken mod you cant draw multiple pawns!
Chris! 13 Jul @ 9:08am 
Seems to mean I can't mark pawns, and I can only draft one pawn at a time. Mod is great btw
Chris! 13 Jul @ 9:06am 
Hey, seems to be an issue with Vehicle Framework

https://gist.github.com/HugsLibRecordKeeper/a9be55731e5ca40e5bc1fd1f671623c4
BabaJaga 13 Jul @ 1:27am 
The mod is great, but crashes on loading the Vehicle Framework patch
Mlie  [author] 12 Jul @ 9:33am 
@Porcyon Please see the Reporting Issues section described above
Porcyon 12 Jul @ 9:25am 
Started getting the below error with Odyssey:

Exception drawing Bielak: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.NullReferenceException: Null method for Mlie.MarkThatPawn
[Ref 5067A1C7] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref F3F2F983] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DynamicDrawManager:DrawDynamicThings ()
Verse.Map:MapUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Mortagon 11 Jul @ 9:25pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Mlie  [author] 17 Jun @ 6:10am 
@WhiteJao Report back if you figure it out
WhiteJao 17 Jun @ 6:02am 
Actually seems like there was a warning when loading

Error in static constructor of MarkThatPawn.MarkThatPawn: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.ArgumentNullException: Value cannot be null.

not sure if it's because of other mods that got updated cause of that 1.6. I haven't played rimworld for a month now
WhiteJao 17 Jun @ 5:49am 
no I'm not on 1.6 the one on 9th. seems like it's conflicting with other mod but I can't figure out which. there's no log but game keeps lagging
Mlie  [author] 16 Jun @ 11:42pm 
Well, the mod is not updated for 1.6 so it seemed pretty silly to complain about it.
Kaedys 16 Jun @ 11:39pm 
I expect they're talking about 1.6, which is not formally out yet, but is out on the "Unstable" beta selection in Steam. The announcement for it (and the next expansion, Odyssey) was 5 days ago, and says the patch will hit live in "about 1 month".
Mlie  [author] 16 Jun @ 9:50pm 
@WhiteJao After what update?
WhiteJao 16 Jun @ 4:08pm 
Ability UI is gone and can't draft after update
Mlie  [author] 17 Apr @ 12:44am 
@月空 Havent seen any real performance issues. All depends on how many rules you create.
If you have a low end computer you may want to only use manual markings instead of automated rules.
月空 17 Apr @ 12:33am 
Or it should mark once when the set key is pressed without affecting performance
月空 17 Apr @ 12:28am 
It has a significant impact on performance. Can it be changed so that it only detects once when there is an attack or a visitor?
Mlie  [author] 16 Apr @ 8:50am 
@estrogenesys They should as long as the pawn is not removed by the regular cleanup
estrogenesys 16 Apr @ 8:42am 
does this work on world pawns and will they still be marked when they leave the map and return at a later date? (as in a visitor event or part of a caravan)
Mlie  [author] 7 Apr @ 5:59am 
@EAST Not sure I understand the save-load issue. Could you give an example of such a rule?
EAST 7 Apr @ 5:46am 
Thank you for the quick and detailed response.
-I meant that although Invisibility appears as a hediff in dev mode and is shown in the in-game hediff list, it may not be included in the mod’s detection because it’s applied differently from standard hediffs?
-It's really unfortunate that there's no way to assign icons to berserk or stun states. I hope this can be improved in the future.
-By label in the automatic marking rules, I meant being able to add tags or labels to each entry. For example: Ally Buff, Enemy Debuff, etc., to improve readability and make managing settings easier.
-The save/load is about the entries in the automatic marking rules. There are quite a few entries that change depending on the game’s ideology concept or between the early and late game.
Mlie  [author] 7 Apr @ 3:49am 
@EAST - The issue with zoom is a bit out of my control, the game just dont render them
- I dont think the psycast invisibility is a hediff, invisibility should just be a property of it own
- I assume that these do not have any gizmos visible?
- Labels where?
- The automatic rules are not saved in the save-file, they are global. What configurations are you referring to?
EAST 7 Apr @ 3:20am 
This is an incredibly cool and fantastic mod.
The feature where icons appear above the head when using buffs is especially impressive.

However, I’ve encountered a few issues:
-When fully zoomed in, the icons disappear.
-The invisibility psycast doesn’t appear in the hediff list.
-There’s no way to assign icons to targets affected by psycast-induced stun or berserk.
-It would be helpful to add simple labels to the defined (e.g., Buffs, Enemy Debuffs).
-These automatic settings must be reconfigured in every new game—save/load support for configurations would be greatly appreciated.
Mlie  [author] 21 Mar @ 11:08pm 
@J3llyFish Please see the Reporting Issues section described above
J3llyFish=D 21 Mar @ 7:38pm 
There is a bug when used together with Performance Optimizer, where the character who instills death avoidance cannot be resurrected using death avoidance after death, and the console pops up an abnormal null pointer
eriennral 3 Mar @ 2:58am 
@Mlie You've done so much for this community, thank you for real!
Mlie  [author] 1 Mar @ 8:34am 
@eriennral Corpse icons should now be displayed correctly when in containers like the cage
eriennral 1 Mar @ 3:29am 
show on corpse function does not seem to work properly with the gibbet cage containing a corpse, resulting in graphical display error
Johnny 21 Feb @ 4:43am 
No worries! Ty for ur hard work
Mlie  [author] 21 Feb @ 2:41am 
@Johnny Should be fixed now, sorry about that
Johnny 19 Feb @ 2:22pm 
I have mark rules for Neutrals that are Related to Colonist, but the mark is also showing on my colonists
Mlie  [author] 17 Feb @ 10:35am 
@Yoann Should be fixed now, had missed that the new pawntypes could overlap
Yoann 17 Feb @ 6:58am 
Since a february update, I have some ennemy pawns not marked.

From my current raid, it seems to be related to Unwaveringly loyal.
The pawns bypass 2 rules: Melee weapon, and Pawntype Enemy.
Johnny 14 Feb @ 12:34pm 
oh lol, I thought you were telling me to change it in a setting not that you "changed it", that fix was so fast I didnt even register what you said, ty!