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[Ref 439552F8] Duplicate stacktrace, see ref for original
Grey screen of death on Caravan interaction
Or a 'Disable prisoners skills view' boolean toggle on the mod settings, maybe? This way the mod would work the same way but it would skip from colonist view direct to animals view when trying to see their skills (or stay on the Colonist view since animals don't have skills).
Thanks in advance!
I've been having a issue lately, that was helped by removing Moody. At some point some things stopped showing, specifically:
- the white selection (not quite) squares on selected things
- blue power conduit highlighting
- green/red preview when trying to place a buildable thing and the yellow power connection
I suspect it may be connected to the fact that I have a big and rich colony with many things, because the issue appeared after 254 days in game and when I did a test by accepting the archonexus quest and went to a new map with less stuff, the issue disappeared.
I do have 62 mods total in this game, tried disabling different stuff that seem connected with displaying stuff and, eventually, removing Moody helped.
But I miss Moody... :(
null texture passed to GUI.DrawTexture
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I have only Harmony, Core, Biotech, Moody enabled.
Would it be possible to add a patch to mods that hide stranger's stats, such as Stranger Danger?
Currenly, using both, we can see the prisoner stats for example.
Maybe just having a setting in the mod options allowing to disable the prisoners stats tab (the one showing shooting, social, intelectual, etc) would be sufficient.
Thanks in advance!
Either way thanks for all the years I've used this and loved it!
you on madmans list now...
Key binding conflict: MainTab_History and NextPawnMode are both bound to F9.
Type ColonistBarColonistDrawer probably needs a StaticConstructorOnStartup attribute, because it has a field MoodBGTex of type Texture2D. All assets must be loaded in the main thread.
It replaced Numbers supreme position in my mind. This UI is very refreshing, I like this.
RimWorld 1.5 and Anomaly have worse performance than previous versions since there are more mechanics in play, so if you're still experiencing performance issues with Moody minimized it may be that. You can also safely disable Moody mid-save if you want to compare.
this is great
If Moody is affecting your performance, you have a couple options. You can reduce the height of Moody so the visible list is shorter. Only the visible pawns will incur the cost of recalculating data. You can also minimizes or hide Moody, in which case nothing will be recalculated while minimized/hidden. The arrow in the upper right corner will min/max Moody, and you can set hotkeys for both min/max and hide/unhide in the game control settings (mod controls are at the bottom of the list IIRC).
As the base gets larger, let this mod waste a lot of CPU load.
I don't know why I thought it was related to ideology icons.
What health effects are on your ghouls causing these errors?
Moody.PawnAlerts.Alert:DrawTexture (UnityEngine.Rect)
Moody.PawnAlerts.Alert:DrawInternal (UnityEngine.Rect)
Moody.PawnAlerts.Alert:Draw (UnityEngine.Rect)
Moody.Table.Columns.HealthSummaryColumn:CellRenderer (UnityEngine.Rect,Verse.Pawn)
Moody.Table.Cell`1<Verse.Pawn>:Draw (UnityEngine.Rect,Moody.Table.Row)
Moody.Table.Table:DrawCell (Moody.Table.Cell,UnityEngine.Rect,Moody.Table.Row)
Moody.Table.Table:DrawRow (Moody.Table.Row,UnityEngine.Rect)
Moody.Table.Table:Draw (UnityEngine.Rect)
Moody.Views.SummaryView:Draw (UnityEngine.Rect)
Moody.Views.MoodyView:DrawDashboard (UnityEngine.Rect)
Is it possible to add a Guests tab which includes medical patients from Hospital mod ?
I have removed all mods except Harmony, Core, & HugsLib - and sometimes Moody. If Moody is installed, menu works as expected; if not, menu buttons are not present.
Noticed the issue as I began to change mods setup for v1.5 but the issue also occurs with the "beta" 1.4. This was also after the Apr 6 update to Moody, but I have had Moody installed for quite a while so this behavior may have been present for some time without my noticing.
Normally I run about a dozen other mods, all pretty well regarded, so the issue may have originated from interaction with another mod - but now the issue seems to depend solely on whether Moody is installed.
Can anyone else confirm whether this occurs for them?
Thanks, dev, for considering whether this needs investigation.
For everyone wondering (and you really should put this in the description):
You can even filter for needs added by other mods! Like the one we do not speak of. :>
Is there any way to turn off that sleep overwrites the need you chose to display?
So for example if I chose comfort and a pawn goes to sleep, it slways shows the sleep bar instead.