RimWorld

RimWorld

Hide Cryptosleep Pawn
25 Comments
Gunseeker 29 Jul @ 8:22am 
Bump to what @Bolted said, this mod seems to work fine in 1.6, even with a fairly big modlist. Awesome mod
00DeadMonkey 11 Jul @ 10:52pm 
Love this Mod so much. Can't wait for the 1.6
Bolted 11 Jul @ 11:17am 
i tested it and it works for me in 1.6
sbaeneg 28 Jun @ 1:23pm 
added half way through playing and doesn't work?
Savage Servant 13 Jun @ 10:31am 
This mod is a blessing to my 40 pawn colony. (I may have been collecting family members of my colonists.)
Gota 29 Mar @ 4:31am 
So was the bug Noirfry mentioned fixed?
Also, does anyone know if this works with Map vehicles? Since it basically has vehicles that act as vehicles that have a "fake" map on them
Louize  [author] 21 Jan @ 9:44pm 
@fester_21 I am pretty sure i already updated it as noirfry teachings.
fester_21 20 Jan @ 10:31am 
can confirm what @NoirFry said, carrying a pawn to the CryptoCasket will cause the games UI to crash.
☠ ✙ NoirFry ㋛ ⚸ 17 Jan @ 4:59am 
This is actually not that easy. Just removing pawns from cachedEntries is very dangerous.
For example if you order a pawn to carry another, downed pawn, to the CryptoCasket, the game's UI will crash, so you won't be able even to save the game and will lose progress. And i'm sure there are other cases that will lead to the crash.
If you are interested, send me a message.
user_123456789011 16 Jan @ 6:41pm 
nice mod
Cat Kraken 14 Jan @ 8:27pm 
very cool mod ive always wanted something like this
Matstar 13 Jan @ 7:06am 
Solved! Thanks for the quick response
Louize  [author] 13 Jan @ 6:55am 
@Matstar it should fix now.
Louize  [author] 13 Jan @ 4:42am 
lemme try to fix it if i can.
Louize  [author] 13 Jan @ 4:37am 
@Matstar oh i see the vehicle is also considered as a container huh
Matstar 13 Jan @ 4:24am 
I checked again and the Pawn disappears from the bar even when he gets into the vehicle.
Matstar 13 Jan @ 4:11am 
Very cool mod.
However, it seems to be incompatible with vehicle frameworks.
With this mod, Pawns in vehicle caravans also disappear from the colonist bar.
You can select them directly on the map, but it's a bit inconvenient.
Massattack52 12 Jan @ 8:25pm 
How did I miss that this ever existed, incredible mod. Always wanted to see this feature added.
Louize  [author] 12 Jan @ 8:18pm 
@csfireworks it should working now
Louize  [author] 12 Jan @ 6:53pm 
@csfireworks ok i will try to fix it.
csfireworks 12 Jan @ 4:15pm 
hello,I found a bug (test in core&dlc with Harmony and HugsLib):

With this mod ,when there is just only one guy to Start the game ,

choose the guy leave the map, all the MainButtons will lose and you can not control anything

and there is also a red debug log:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FA656BF7]
at HideCryptoSleep.RecachePawns_Patch.Postfix (RimWorld.PawnTable& __instance) [0x00024] in <2fa2060377a04f2e8843cd673555d11c>:0
at RimWorld.ColonistBar.CheckRecacheEntries () [0x004f2] in <69945a8ed6c540cf90b578de735e0605>:0

......
csfireworks 12 Jan @ 12:24pm 
good !!!
Louize  [author] 11 Jan @ 9:25pm 
@lloki that is strange i test it with colony groups and it is working for me
lloki 11 Jan @ 12:52pm 
Doesn't work in my case. I'm using Colony Groups, maybe it's not compatibile?
Reprogrammed Automaton 9 Jan @ 3:20am 
So glad to see some one updated this, not sure how I managed to miss it for a couple days.