RimWorld

RimWorld

Miscellaneous 'CORE'
451 Comments
Willow 12 Jul @ 1:30am 
Hope this gets an update for 1.6 :o
SghHanzMullerSW 11 Jul @ 1:24pm 
1,6 ?
pawelik001 10 Aug, 2024 @ 11:14am 
Is it possible to craft brainpal? Or need to buy this
Mimic 23 May, 2024 @ 9:19pm 
he did it, no more error
very grateful
道林灰猫大帝 11 May, 2024 @ 9:17am 
I am grateful waiting and thanks for you work.
RogueCmdr 10 May, 2024 @ 6:00pm 
any luck with 1.5
Vakaria 5 May, 2024 @ 10:24am 
Thank you for continuing to update! Looking forward to 1.5 . Great mod!
Solarius Scorch 26 Apr, 2024 @ 12:37am 
Same! :)
Papito 21 Apr, 2024 @ 8:44am 
Looking forward to 1.5 update!
Six 15 Apr, 2024 @ 2:58pm 
Your mod is appreciated! Looking forward to 1.5 update :)
The Gunslinger 13 Apr, 2024 @ 12:08pm 
TY!
Haplo_X1  [author] 10 Apr, 2024 @ 1:05pm 
Yes, but slowly. One mod after the other, whenever I find some time :)
allbad 8 Apr, 2024 @ 9:43am 
Hi @Haplo_X1 any chance for 1.5 update?
2962342497 18 Nov, 2023 @ 2:51am 
Can authors make grouped mods individually?
lilwhitemouse 16 Aug, 2023 @ 12:25pm 
Is there an option to not load the brain pals? For those who want more incidents but not more items?
Haplo_X1  [author] 3 Dec, 2022 @ 3:04pm 
I did it in one move with the brainpal fix :)
@theothersteve7: Thanks for the reminder. It turned out I didn't need to change the parent. I just needed to switch the assigned class :)
Lotan flan 3 Dec, 2022 @ 5:28am 
thank you for adding the ability to group animals, i didnt expect it added this fast, if at all.
Lotan flan 1 Dec, 2022 @ 6:52am 
Is it possible to have the group system also work with animals that can be drafted?
theothersteve7 18 Nov, 2022 @ 8:47pm 
BrainPals are broken because they are considered "prosthetic brains" rather than implants, causing issues when installing them in a mechanitor. It destroys the mechlink rather than ejecting it.

@Haplo_X1 You can fix this quite easily in the data files. Use parent="SurgeryInstallImplantBase" in the surgery RecipeDefs instead of the custom parent that you made. You'll also need to remove the workerClass, it'll inherit that from the parent. This mod is super old and I'm going to guess that it predates these things - impressive that it still works!

I hope that helps! Keep up the great work!
William07142 12 Nov, 2022 @ 4:33am 
Is there any chance you could make standalone versions of the grouping and implant?
AlotMaster 12 Nov, 2022 @ 12:38am 
the Brain Pals eject all other brain stuff installed, including Mechlinks.
michal.stangel 5 Nov, 2022 @ 9:52am 
Traders no longer sell Railgun (1.4, Biotech).
Haplo_X1  [author] 12 Aug, 2022 @ 1:33pm 
I've read all books from that series.
It is still one of my favorites :)
halthasar 11 Aug, 2022 @ 11:02am 
did you read 'old mans war' far enough to see the biological brain pals?
Purple Guy 27 Jul, 2022 @ 3:22am 
Old Mans War is such a good boooook!!!!!! I love it.
Haplo_X1  [author] 17 Jun, 2022 @ 12:11am 
No Groups have no kind of Dependency, so it can't really conflict with other similiar mods.
CloakTheMailman 11 Jun, 2022 @ 10:01pm 
Since this also creates groups/teams in the colony would this conflict Colony Groups mod?
WAKE UP 24 May, 2022 @ 9:41am 
Can it be removed from mid-game?
commander10010 28 Apr, 2022 @ 2:16pm 
Thanks!:steamthumbsup:
Haplo_X1  [author] 28 Apr, 2022 @ 1:34pm 
I think CE has nowadays their own mod integration as it affects so much stuff. I can't really remember.
For the railgun: It is defined as a RewardSpecial, which means (I think) that you should get it with luck as a quest reward. (Or am I wrong? I don't know..)
commander10010 28 Apr, 2022 @ 7:50am 
Hello, may I ask how can I create a railgun? This weapon now I only get it from prepare carefully.
76561198148577520 29 Mar, 2022 @ 9:50pm 
Am I correct in guessing that since the patch for this mod with CE hasn't been updated in 3 years is because that patch has been integrated with this mod?
osakanagames 15 Mar, 2022 @ 6:14am 
many thanks
Haplo_X1  [author] 15 Mar, 2022 @ 5:45am 
The group icons are always visible. Or you hide them with the small - in a circle
osakanagames 14 Mar, 2022 @ 6:50pm 
How can I erase the group icons I have created? I have been able to exclude characters from the group, but the group icon continues to remain as long as it was created.
smitty_the_smith 25 Feb, 2022 @ 3:11pm 
How does this mod effect Misc Rotots?
Haplo_X1  [author] 24 Sep, 2021 @ 9:53am 
I have not played with SOS so I'm not sure. But the group button is normally intended for work on the same map, not for switching maps. For that I need to look into how to switch maps first.
ludi1989 24 Sep, 2021 @ 8:42am 
Using SOS2 and generally being on another map I can't change maps quickly by pressing group button. E.g.: I have ship in space but no one is present there (everyone is on the planet's surface), there is a grey group button that was created after the ship got into space but clicking it does nothing. It is like the button is transparent because when clicking it the object behind it is being chosen.

To change maps I have to manually go to map view, find my ship and then zoom to it.

Any ide what might be the problem here?
Zapp Brannigan 21 Aug, 2021 @ 11:19am 
Yup, looks like that was the issue, thanks so much for the heads up!
Haplo_X1  [author] 21 Aug, 2021 @ 2:36am 
Most likely you've switched the selection mode. You can switch the mode to only SELECT your colonists or you can set it so that the selected colonists GO to their target (default). I'm not sure right now what the switch key was, I think Shift +0? It should be explained in the help Shift+K.
Zapp Brannigan 20 Aug, 2021 @ 10:32pm 
Not sure why but started a new colony recently and when trying to setup draft locations, I press Shift+6 and it says:

Group 1 not set. No selected colonists found.
Group 1 with 6 colonists saved.

This causes the correct colonists to be drafted, but they do not go to their "saved" location, they just stop where they are currently, even if other objects/pawns are in the same cell.
Haplo_X1  [author] 28 Jul, 2021 @ 5:54am 
Thanks for the Info. I've modified the Hedeff so that it now hopefully works.
Kateye 27 Jul, 2021 @ 5:51pm 
The Brain Pals aren't counting for Transhumanist/Body Modder. My pawn modded with an electronic brain pal still gets the "No artificial part"/"Body modder frustrated" debuffs. Since my pawn with a psychic harmonizer gets the "Transhumanist Enhanced"/"Body modder happy" buff, obviously brain implants are supposed to count.
Haplo_X1  [author] 27 Jul, 2021 @ 8:47am 
Please try again, I've updated my mods to (hopefully) work against 1.3.3072
PoofyGummy 27 Jul, 2021 @ 5:08am 
Is there anything still wrong with the mod?
Haplo_X1  [author] 19 Jul, 2021 @ 11:49pm 
I will update Steam once it is officially released. Everything before hand just asks for continually updating because of RimWorld updates..
Kane [ESP] 19 Jul, 2021 @ 10:55pm 
And will you upload it here?

Thanks :)
Haplo_X1  [author] 19 Jul, 2021 @ 8:34am 
On Github for now
Happytrail 19 Jul, 2021 @ 3:50am 
1.3 plz!~
Haplo_X1  [author] 8 Jun, 2021 @ 12:22pm 
That sounds like something is really causing an error when calling the message.. Yes, a log would be most helpful for that issue