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https://gist.github.com/HugsLibRecordKeeper/0698a614f026e434cea49bc2c219c35b
Log Without error in menu and this mod removed
https://gist.github.com/HugsLibRecordKeeper/6fc56d99524dbf97416db12d154b9388
DrugPolicyEnhanced.Mod"
Save outfit... 쓰고있었어서 뺴고 다시한번 해봤는데도 그래요 ㅠㅜ
> @Micah I'm not sure about that.
Which part aren't you sure about? The overdosing behavior is well documented on the wiki, the only part I'm uncertain about is the exact code underlying the mechanic and how a mod would be able to interact with the hidden overdose value.
- fixed error when loaded [1.5][KV] Save Storage, Outfit, Crafting, Drug, & Operation Settings
@VoiD
If you don't see the slide bar, it's perhaps related to your screen resolution. In FHD, the slider is visible.
I have exams until this week. I will check after this
No, i don't use Yayocombat3. Here is my modlist and a link to the log. Error starts at line 478.
https://imgur.com/a/czxN1nC
gist.github.com/HugsLibRecordKeeper/e2c131620591652e20fb73aa30306851
I think a compatibility patch for [Kv]save storages blahblah is outdated. It will not be harmful but I'll fix in my spare time.
@VoiD
Ummm strange... does you using Yayocombat3? Otherwise, can I request your modlist?🤔
@Micah
I'm not sure about that.
imgur.com/a/Wm5nv9y
Error while instantiating a mod of type DrugPolicyEnhanced.Mod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodBase DrugPolicyEnhanced.Patch_IOUtill_SavePolicySettings::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase DrugPolicyEnhanced.Patch_IOUtill_SavePolicySettings::TargetMethod() returned an unexpected result: null
[Ref 80C99045]
at HarmonyLib.PatchClassProcessor.RunMethod[S,T] (T defaultIfNotExisting, T defaultIfFailing, System.Func`2[T,TResult] failOnResult, System.Object[] parameters) [0x00130] in <6ddb2f07a97745adaa7bad4e17020462>:0
One option would be to just look at that hidden overdose value and if it is greater than 0 don't allow another hard drug. Another option would be to just disallow any hard drugs within 9 hours of the last hard drug usage.
Thanks for looking into it either way! I have some pawns with multiple genetic dependencies which prevents random overdosing and addiction gains, but it doesn't stop the cumulative overdosing effect. At the moment I have to micromanage their drug use or else they start consuming all at the same time which is really annoying.
Thanks for your suggestion, since I don't use Go-Juice or Flake due to the dangerous of addiction I didn't know about it. so I'll figure out how to implement it.
Something like "only if can't overdose" or something. I know this wouldn't impact random OD chance, but it would be nice to at least not have them OD in a preventable way.
- updated for 1.5
Yes Prepatcher is required.
Prepatcher includes Harmony but has more features. This mod uses Prepatcher's features.
In short, in case of ambrosia, below 15% is safe, since the tolerance is more safer when it is lower value.
Additionally in case of beer, 25%.
And the tolerance indicator in the health tab is no matter with this mod, But 'Tolerance gain per dose', 'New addiction min tolerances' matters.
You can check it in the information tab of each drugs.
You may feel that manually setting the tolerance for each drug is very tired work. Then you can you 'Safe drug policy generator' with this mod!
I can't figure out which % is safer, minimal number or max number is better? For example, if a pawn has a tolerance indicator of 98% in the health column, and I want let him take drugs till this number fall down to 90% then in your mod I should set the indicator to 90% or vice versa 10%, I can’t understand which value is correct, more or less? And please, provide your set up values which you use for ambrosia as an example.
The reason was Yayo Combat 3. since they replaces a vanilla method to their own method, when you turn on the option 'Use ammo' from yayo combat, the vanilla method wasn't executed.
So I made a patch for Yayo Combat 3, It will be ok for now.
mmm.... Can I request your mod list with XML file by RimPy? In rimpy, 'Export List' and share to me please!
I couldn't figure out what overlaps with my mod's one.
I'm apologize that I haven't see your comment.
It looks conflict with other mods that you using, Because in vanilla and my mod list It works well.
So, I suspect it's because one other mod edits the drug policy dialog, which overlaps with my mod's feature.
Can I get your mod list? Thanks.
https://imgur.com/a/v2A7NgS
고주스나 웨이크업 등의 몇몇 약물들은 내성이 존재하지 않지만, 중독성이 있는 약물로 취급되는건 처음 알았습니다.
그런 약물들은 이 모드의 기능이 적용되지 않도록 수정했습니다. 제보 감사합니다!
'약물 이름' 영향받지 않음 유전자나 원래 내성 자체가 없는 약물을 정기적으로 먹도록 하니까 위 링크에 복붙해놓은 에러 메시지가 뜨면서 게임이 조금씩 렉걸리네요
위에꺼가 영향받지 않음 유전자 들어간 웨이크업 로그, 밑에꺼가 내성이 존재하지 않는 약물(베지터블 가든 번화계 예방접종) 로그입니다
You can set it in the editing dialog of drug policy for each drug. The default value is 'Anyway'; 100%, same as Vanilla RW experience. If you don't want the colonists to become addicted to the drug, set this value below the minimum addiction tolerance threshold for each drug. But the easiest way is to set it to 0%.
@Don't Farm Me Thanks
This mod is a successor of 'Safe Drug Policy Generator' mod, Because I also created that mod lol
You can use Prison Labor with this mod for that.