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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019045154
Hope this helps anyone!
- added some constructionskill requirements (level 4,8,12 for medieval,industrial,spacer - royal bed vanilla had 8)
otherwise the same
so far this includes:
- more furniture b18 (makes the linkables form there work with the beds here)
- medicaddons (makes the linkables form there work with the beds here)
let me know if you want other compatibility added.
from testing:
this does not affect load order.
you can still have the xml patch mods active and should not get any errors.
Anyway, might be that I have too many mods with research enabled, but all the bed researches kinda got squished on top of each other and aren't clickable. Might be just my case though.
but if you want to use more furnitures tables and co with these goodnight beds you still need a patch mod (downlaod in forum topic of goodnight). but even without there should not be any error.
as for savefiles. not sure what other mods you use, but in general this is a quite basic mod and should be fine with old saves.
the need bed alert checks in general for the number of colonists and the building_bed, meaning that each of your guys/girls has a place for the night. the beds from this mod are listed as these buildings and the game will recognize them, so i dont think it is an issue with this mod.
the "partneredCols % 2 != 0" is an error feedback within the need beds alert that checks new spawned colonists for relations (since lovers need a bed less). so when there is going something wrong there with new spawned pawns on a map you will get this. (new spawned means usally colonists entering/exiting/traveling maps or new ones coming with events).
my guess is you got a new colonist or some relation between colonists changed or somehow got messed up. might be due to other mods adding/influencing how relationships work. really hard to say what excatly caused the issue.
[code]
partneredCols % 2 != 0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.Alert_NeedColonistBeds:NeedColonistBeds(Map)
RimWorld.Alert_NeedColonistBeds:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
[/code]
Would that be caused by this mod or could it be something else?
with a17 came a some patchoptions for mods. making it possible to just add/change/remove specific things on objects. so different patches cann add multiple thing to the same item. making patch compatibility a lot better.
- adjusted the heal per day a bit to 3/5/7 (medieval/industrial/spacer)
(vanilla beds have 3, hopsital 9)
patch mods for medic addons and more furniture can be found as dropbox download links in the forum topic. these need to be loaded after the mods.
for the weight i thought of that "problem" with hammocks when i put it in. but at the time was really unsure about all the weight overall in the new system. so they all got some default values. i probably have to look closely into the balancing of this mod.
if you cant wait you can edit the xml to adjust weight/researchtier/cost. if you want "travel beds" you might want to take a look into the camping stuff mod.
(there is a compatible version in the forum topic, dropbox download link)
the reason is simply, that if i would upload one version i would have to do the same for other mods. so it would end up in a bunch of compatible versions for this one and a lot of ones for medic addons. if i would do one, people would ask, why not do the same for mod x + medic addons. so the problem would be where to end?
i admit updating/making a xml mod compatible is not a lot of work, but it is additional work for a modder and takes away from other stuff you do. add to that the maintaining/updating the steam pages (update description pictures etc.). updating the steam mod itself get's more time intensive the more mods you got and if you add stuff to a mod, which has multiple compatible versions is even more work. so just uploading a version to dropbox is much faster/convenient and saves the work that comes with the steam workshop.
- updated the defnames in base xml comment section from more furn mod
as for op: i personaly think it's okay. since they still need around 6 hours of sleep with the highest/best bed. for that you need glittermeds, which are harder to get (now with caravanes it's maybe a bit easier)and you would probably need several attemps with a level 20 constructor to get a masterwork quality. so i dont think they are so easy to get to, just try it out. but definitly a matter of opinion.
the reason for the prison beds i wrote already somewhere else. it's so your pawns have more time to interact with the prisoners. it's more of a game mechanic thing, then a need. you would not have all the drawbacks that your wardens could not interact with sleeping prisoners i had no problem setting them lower. but the way the game works it's sometimes anoying to have your wardens up, but prisoners sleeping all day.
If I can't seem to solve this I'll def make a proper bug report but I'm swamped in mods and that may be the conflict :D
@Torres: just a thought, but you dont have the toggle enviromental display option on/off sometimes? it's the small head symbol in the bottom right corner of the screen. it shows room stats and the beauty of the sourrounding. the beauty is shown in numbers inside a tile and depending the stats red/yellow to greenish around your mouse courser. maybe it just turned on/off by clicking the menu or another symbol down there. atm moment the only thing i can think off. just ran a fast test and seems okay. so if this stays and is a problem, just post me the error log, helps alot. in the link below you can see where to find that.
if you are sure it's a problem with my mod. please read/use/do the how to report bugs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725234314