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https://gist.github.com/HugsLibRecordKeeper/df6cc44f746cb4ec672cf38e02c69f56
@Toyota AE86
PS... I have one too! But not the lift back.
https://gist.github.com/HugsLibRecordKeeper/f5c8b5a5b8252b5dc6f6cae1f273fd9e
https://gist.github.com/HugsLibRecordKeeper/7ca317d5ed4ac2371f1d04c614f8874e
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
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.
https://gist.github.com/HugsLibRecordKeeper/a9be55731e5ca40e5bc1fd1f671623c4
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 ()
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
If you have a low end computer you may want to only use manual markings instead of automated rules.
-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.
- 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?
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.
From my current raid, it seems to be related to Unwaveringly loyal.
The pawns bypass 2 rules: Melee weapon, and Pawntype Enemy.