RimWorld

RimWorld

1trickPwnyta's Defaults
193 Comments
1trickPwnyta  [author] 22 minutes ago 
@|[Ger]\Hempflingclub/[Eng]| Thanks for letting me know! Do you have a log file you can post?
Loading this mod in any mod order with this Stability Testing mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497629017 ) causes a crash on startup
1trickPwnyta  [author] 11 hours ago 
@Arganot I'll put that on my list but it might be a bit before I get there. Glad you're enjoying it!
Arganot 14 hours ago 
Is there a way for the workbench section to be compatible with No Max Bills (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588831229) so more than 15 default bills can be loaded?

Also ability to save Better Workbench Management's (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=935982361) "Count additional Items" when using 'make until X bills.'

You have made an amazing helpful mod and I look forward to what else you might add to it.
BHZRD_guy2 3 Jul @ 9:01am 
I have but I didn't enable it
1trickPwnyta  [author] 3 Jul @ 6:20am 
@BHZRD_guy2 Do you have Biotech? Those textures won't exist without it. I most likely failed to add a check for DLC for settings that require it. I'll try to make an update to fix that soon. Thanks for reporting!
BHZRD_guy2 3 Jul @ 6:12am 
it's seem missing textures in your mod. I tested it with just Core, Harmony, and this mod — no other mods — so it's not a conflict or load order issue.

Could not load UnityEngine.Texture2D at UI/Icons/PregnancyApproaches/AvoidPregnancy in any active mod or in base resources.
BHZRD_guy2 3 Jul @ 6:05am 
Hello! I’d like to report an issue with your mod. The icons or textures in the mod settings seem to be missing or broken, though the settings still work. Not sure if it’s a conflict or load order issue, but just wanted to let you know. Thanks for the great mod!

https://gist.github.com/HugsLibRecordKeeper/a98b16c44647901f557e51740d28783b
Planetace 2 Jul @ 12:19pm 
This mod is a god-send, amazing work :steamthumbsup:
月空 29 Jun @ 11:10pm 
确实挺不错的
케모노프렌즈 29 Jun @ 8:40pm 
good
Tyrant 29 Jun @ 3:21pm 
Please support My Little Planet: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117406550

It lets you make smaller worlds.
1trickPwnyta  [author] 22 Jun @ 10:14am 
@Joren Thanks! I'll add that to my list. It should be in the next big update, but I'm not sure when I'll be done with it yet. Lots going on.
Joren 22 Jun @ 10:09am 
First, I LOVE this mod! Thank you so much for making it!

Could you add support for changing the default settings of graves?

Example use case: When setting up graves for deadlife dust usage, it defaults to including fresh corpses, but I'm doing a playthrough with the Fleshcrafting meme, so it's important that I don't waste fresh corpses, so that I can get more replacement body parts for my wounded colonists.
Zeress 17 Jun @ 2:42pm 
No worries, and good luck. It being on the to do list is more than good enough for me
1trickPwnyta  [author] 17 Jun @ 1:38pm 
@Zeress you're welcome! And thanks for the suggestion! That is actually on my list of things to do, but unfortunately I have to prioritize updating all my mods to 1.6 right now.
Zeress 17 Jun @ 1:26pm 
Thank you for the 1.6 update! It's good to know I can go into the new DLC with this around right away. I had one other suggestion to add; Allowed Areas with names. I find myself remaking the same 3 areas for every game so that'd be a nice addition
Mumei 11 Jun @ 2:04am 
I found it in gameplay settings. There's an option to disable Learning helper
1trickPwnyta  [author] 8 Jun @ 9:41pm 
@Mumei I believe there is a button to turn it off in the bottom right corner of the in game UI. When you turn it off, it stays off.
Mumei 8 Jun @ 9:29pm 
I don't know if this is vanilla behavior but on new game the learning helper is always visible even if everything's been read. Is it possible to default it to be hidden?
Arthur GC 6 Jun @ 2:49pm 
Thanks for the alternative :)
1trickPwnyta  [author] 6 Jun @ 2:45pm 
@Arthur GC Thanks! I don't think I will add that feature though because there are a lot of bills that can use those parameters that you probably wouldn't want them for, so there would need to be default global settings for different types of bills and I think it would be more trouble than it's worth.

I recommend the Better Workbench Management mod as a workaround as it lets you copy the settings from one bill and apply them to another, though this would only work in the in-game workbench bill dialog, not in the settings for this mod.
Arthur GC 6 Jun @ 12:48pm 
Would be nice if we could set in the global settings default values for hit points and quality for bills that can have them.

Like, '50%-100% Hit Points' and 'Normal-Legendary Quality' by default, for example.

Great mod!
1trickPwnyta  [author] 3 Jun @ 12:35pm 
@Zeress That's a great idea! I'll add it to my list, thanks!
Zeress 3 Jun @ 11:48am 
I didn't notice this being requested but sorry ahead of time if it was already:

Is it possible to add the default baby feeding types? What type(s) of food (Baby Food etc.), and/or Breast Feeding schedule. The latter always defaults the birth mother to urgent for example.
pug 18 May @ 5:28am 
Holy shit, I need to check more your workshop. So many beautiful QoL mods.
1trickPwnyta  [author] 5 May @ 10:15pm 
@uerminosa @ミ>.<ミ?♪~ Both mod compatibility issues should be fixed now. Please ensure you have the latest version of the mod (v1.6.3) and let me know if there are any further issues. Note that the fix for Mines 2.0 is to have Mines 2.0 come before 1trickPwnyta's Defaults in the mod list.
ミ>.<ミ?♪~ 5 May @ 7:34pm 
1trickPwnyta  [author] 4 May @ 7:52pm 
@uerminosa Thanks for letting me know! I'll come up with a fix sometime in the next few days.
uerminosa 4 May @ 6:41pm 
hi, I think I found an incompatibility between this mod and Research Reinvented -- for some reason this mod makes prototype bills from RR show as "unavailable" in the bill list? the problem cleared after uninstalling the mod, but there weren't any log warnings. Just thought you should know.
Velkix 30 Apr @ 8:25pm 
@1trickPwnyta Confirmed. Thanks!
1trickPwnyta  [author] 24 Apr @ 7:35pm 
@Velkix Just fixed it! Let me know if there are any other errors. Thanks for reporting!
Velkix 24 Apr @ 5:53pm 
Hi, I think this mod is broken in 1.5. The atmosphere heater can not been built. I think it is reproducible. Hopefully it can be fixed, I really love this mod.:Dragonia_expression2:
versus 16 Apr @ 9:56am 
Oh I think I was wrong about the dev palette not appearing actually, some of my binds got randomly fucked up yet again
1trickPwnyta  [author] 15 Apr @ 2:55pm 
@versus Okay, so sounds like these issues have probably existed for some time then. I haven't tested this mod with Dubs Mint Menus so I'll give that I try when I have time and see if I get any similar issues.
versus 15 Apr @ 1:48pm 
Or rather, the dev palette appears if I have it set to appear on load and it works normally, but if I close it, it won't come back, either hotkey or dev settings.
versus 15 Apr @ 1:26pm 
Ok well at any rate, the gizmos are still gone with 1.5.2, but I don't know if that's the Apr 3 version or the Apr 9 version. While I was at it I realized I had forgotten to previously check if moving it after Cherry Picker fixed the dev quicktest drug policies having about disabled drugs, just in case, so I did that now but it still happened with 1.5.2 and current version before and after resetting settings. Also I didn't say it before but the dev palette is gone too, lol. No idea if this means anything but UINotIncluded's action designator bar works normally, and disabling that mod didn't bring the regular gizmos back. The wheel from Dubs Mint Menus is empty and lags the game as if I had something selected or had the architect menu open.
versus 15 Apr @ 12:39pm 
e: oops i'm dumb, going to test a little more
1trickPwnyta  [author] 13 Apr @ 12:28pm 
@versus For your first issue, that message is related to the target temperature feature which was released back in January. Would you be able to try reverting to the previous version to confirm that it was the most recent version that caused the issue? You can get the previous version here:

https://github.com/1trickPwnyta/DefaultsMod/releases/tag/v1.5.2

As for your second issue, I will take a look at that when I get a chance. Probably either today or sometime this week. Thanks for reporting!
versus 13 Apr @ 11:40am 
Separately, I have a bunch of brewing/brewing expanded drugs disabled in Cherry Picker, but they show up in brand new default drug policies in dev quicktest and spam the error log as well until I create a new drug policy in-game, where they don't show up, as expected and switch all pawns to the new one. My current game has been going on for a while, so I have no idea when that started happening, or it might have never changed if I disabled them in Cherry Picker after I had changed drug policies in my current game and therefore never noticed.
versus 13 Apr @ 11:38am 
Hi, all of my gizmos have started disappearing when I select something, and when I do, both my TPS and FPS drop sharply until it's been deselected. This behavior stops when I remove this mod specifically. My most recent save is from April 9, so I'm not sure if it was the April 9 or April 10 update which might've broken it. Just in case, I tried resetting to default settings and outright deleting the config file, but it didn't fix it.

When I open dubs analyzer, debug log spams these errors about this and 2 other mods:
[Analyzer] Profile Defaults.TargetTemperature.Patch_ThingComp:Postfix was still running when recorded
[Analyzer] Profile RelevantStatsInDescription.Designator_Build_Desc:Postfix was still running when recorded
[Analyzer] Profile Hotkeys.Patch_ApplyGizmoHotkeys:Prefix was still running when recorded

The other two mods here haven't been updated since last year, don't know if they're actually related or not.

https://github.com/versusSA/rimworld_logs
一怒之下怒出来了 10 Apr @ 9:50pm 
Thank you,i love you mod:steamthumbsup:
PIaceholder 10 Apr @ 8:31pm 
Thank you so much for fixing that!
1trickPwnyta  [author] 10 Apr @ 7:29am 
@一发不中 Thanks for the error file! It looks like one of the mod settings was set as null for some reason, and I don't know why. But I did just publish an update that adds a null check when building a workbench so you should be able to build them now. However, if the setting is still null, none of your default workbench bills will populate. If this is a problem for you, you can send me your mod settings file which you can find at the path below, and I'll try to see what the problem is.

%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_3285178686_DefaultsMod.xml
1trickPwnyta  [author] 10 Apr @ 7:24am 
@Placeholder Just published the update to fix that. I made it so that in the mod settings, a max skill of 20 is considered unlimited and will not cap it.
1trickPwnyta  [author] 10 Apr @ 6:12am 
@Placeholder Nevermind! I understand what you're talking about now! Sorry, it's just defaulting the slider to cap at 20, when the default should be 100, that's the problem. I'll fix that.
1trickPwnyta  [author] 10 Apr @ 6:07am 
@Placeholder I'm able to build workbenches in my game and it lets me slide the skill up to 100. The only place it is capped at 20 is in the settings for this mod, so on my end this feature should be safe to ignore. If that's not the case for you, can you please send me your mod list (in order)?

Or are you just asking to raise the limit to 100 in the mod settings as well?
PIaceholder 10 Apr @ 1:06am 
The workbench bill setting seems to conflict with EndlessGrowth by capping the skill slider in workbench bills at 20 again. Could you consider adding a toggle to disable this behavior?
1trickPwnyta  [author] 10 Apr @ 12:44am 
@一发不中 Thanks for letting me know! That mod is working for me, and I am able to build all the workbenches. Are you getting an error in the log? What exactly is happening when you try to build a workbench?