Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Allow tool also adds some more work types, and this mod should support any mod-added job types added to pawns.
What would be amazing is if we could expand the categories, like Work Tab. That way we could set the constructoid to prioritize menial tasks like maintenance first, set lifters to prioritize job deliveries instead of general hauling, set agrihands to only sow or harvest, etc.
Or maybe it can do this already and I'm just completely missing how?
I went to my "\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config" folder and deleted the XML file of the mod.
It will have mod ID "3268299107" in the file name. After I deleted the file and started the game the error was gone.
The file gets recreated when you start the game and the mod is loaded.
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Verse.Mod:GetSettings<SM_MechTab.MechTabModSettings> ()
SM_MechTab.ModSettingsHandler:.ctor (Verse.ModContentPack)
System.Reflection.RuntimeConstructorInfo:InternalInvoke (object,object[],bool)
System.Reflection.RuntimeConstructorInfo:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.RuntimeConstructorInfo:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Global
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:SaveableFromNode<SM_MechTab.MechTabModSettings> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,bool,string,object[])
Verse.Scribe_Deep:Look<SM_MechTab.MechTabModSettings> (SM_MechTab.MechTabModSettings&,string,object[])
I do not think I can combine the tab with the existing mech tab as they have different functionality.. unless I can add tabs to it or something. Will have to check how hard that would be in the limits of how pages are handled.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888380373
?
Thanks !
Not sure AOBA will chance DMS though - I don't know the reason, but for SOME reason they felt like using VE's mech Class there over Biotech. I would assume on full purpose, since their other (larger) mechs are doing so and are actually also showing up in Mech Work Tab just fine. It's apparently just those smaller 'drone-like' variants that are using VE.
I actually haven't asked AOBA about anything. The topic just came up yesterday on the Discord and while looking into your code, how it picks what's about to show up in the UI, I saw other people in the comments here mentioning it. There's a chance that DMS will keep using the VE thingClass though, since it looks like the code for it is in the VE Framework anyways. They also already updated to 1.6 - so I would doubt there's a plan to change that.
I have updated my GitHub repos and will update the mod links soon.
Should be somewhat reasonable to add support for them here as well, IF that's in the interest of Space Moth of course. But adding *VFEMech.Machine* to it would probably already enough. The DMS mechs seem to use basic workTypes - but also include some from FSF Complex Jobs & Hospitality.
I have added in mod options into the 1.6 version to allow for changing the number of work priorities and to allow for the overseer group to be hidden.
Additionally, it isn't compatible with 'work tab' and its functionality to increase the max priority level to 9 ( or otherwise ), and it remains stuck as a maximum of 4.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 18204DEA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
As long as my initial character is not a mechanic, the setup interface will not appear. Even if the character becomes a mechanic in the future, this interface will not appear again.
I opened a new save today and it disappeared.
It looks like the mechanoid tabs are hidden automatically if you have no mechs.
The gear icon on the adjustment interface is missing