RimWorld

RimWorld

Mooloh's Dnd Menagerie
Mooloh  [developer] 20 Oct, 2022 @ 6:31pm
Found a bug? Report it here!
This is a discussion page for bugs found that seem related to this mod. Please report how to replicate the bug reliably, and any other relevant mods if possible.
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Showing 1-12 of 12 comments
Improbable 29 Oct, 2022 @ 7:14pm 
When a Spectator enters combat, the screen greys out while unpaused and remains so until the spectator is killed and/or the save is reloaded.
Mooloh  [developer] 29 Oct, 2022 @ 7:35pm 
Yikes that's extreme! I only tested toy combat scenarios for my first round, asap 1.4 update. It sounds like I should have tested real examples. Thanks for pointing that out.
Improbable 29 Oct, 2022 @ 8:04pm 
This last occurred with a summoned spectator from effigy (spawned in devmode because, sidenote, butchering them doesnt seem to yield the eyestalks?) and, specifically, the greyout happened exactly when the spectator entered combat. I backed out to menu and loaded back in, which had fixed it during a Monster Raid earlier, but it persisted. I ordered the spectator slaughtered in pause (which to be clear hadn't removed they grey-out effect the first time) after combat concluded and the screen went back to normal as soon as it was dead. This could be an interaction but my modlist is fairly light at the moment (mostly vanilla expanded) and I can post the list or try to replicate it under specific circumstances if it'll help.
oh, also, I don't think an error log opened? but I may have had auto-open turned off.
Mooloh  [developer] 30 Oct, 2022 @ 8:18am 
That's all good to know, thanks for the extra details.

Regarding the side note - that's to be expected. Only beholder's drop usable eyestalks.
Lord Shocky 5 Sep, 2023 @ 7:00pm 
Hello! I appear to have found a bug. I cannot seem to have my people hunt when the mod is active.

The only mods I had active when i tested this were my library mods (harmony, jecs tools), all the expansions, and the Vanilla Expanded Framework (which was necessary for this one).

When no other work was available, only hunting (tested both on colony level and on arrival for expediency) they will just stand there rather than hunt. If something dies on the map, they would still interact with it, just not hunt it.

They were able to hunt when the mod was off, even with my full mod set.

If there's any other info you need please let me know!

Thank you!
Mooloh  [developer] 6 Sep, 2023 @ 6:29pm 
Oh that's very concerning. I'll investigate this. Thanks for letting me know.
Mooloh  [developer] 6 Sep, 2023 @ 7:12pm 
Ok it should be fixed.
MegaBunnyman 20 Feb, 2024 @ 2:33am 
When healing any of the golems using the operating options, it removes the constructed guardian hediff. they also are able to heal even with this hediff. when testing, I just had this mod, VEF, and the official dlc active.
FiauraTheTankGirl 4 May, 2024 @ 10:19pm 
Thank yo for the mod couple of things:
Owlbear Leatherfur is way too good. It's cheap (3.80$ per unit) and better than Hyperweave for making clothes out of on every level including weight. The only thing it's not better at is blunt protection but seriously for the price difference; I can make a pair of pants at 380$ for 9.9mm sharp protection and 2.71 Blunt versus 1800$ for 8mm sharp and 12 blunt; you see what I'm talking about now?

Same with the displacer beast and the Basilisk is nearly on the level of hyperweave in terms of blunt.

I would advise toning these down considering they are more common in the spawn pool than a Thumbo, significantly easier to kill, and the special raid where a bunch of creatures show up can give you a sudden huge upgrade but without increasing colony wealth, you would actually decrease it to make stuff of the leather you get and "Downgrade' from Thrumbo to the DnD leathers by decreasing the value of a pair of pants base from 1300 to 380 but increasing protection by x2 sharp and x3 blunt.

I would do one of two things:
1. Increase the Monster's Ability to take damage by increasing their armor and limb HP
AND Increase the Value of the Items

OR
2. Decrease the Armor protection provided by 1/2
Nairagorn 10 Aug, 2024 @ 9:21am 
For some reason I can't generate a world if this mod is active. I've got a pretty huge mod list of mostly medieval mods so it may be a conflict with something. But does this mod even affect world generation? I'm in the Create World screen, I leave everything default, hit the Generate button. It thinks for a few seconds and then just pops back to the Create World screen. No error message. If I deactivate this mod the world generates just fine.
Mooloh  [developer] 10 Aug, 2024 @ 11:21am 
That's.... concerning. This mod doesn't touch world generation at ALL, so I have no idea how that's happening. If you'd like you could try sharing your mod list, but from what you're describing the issue is probably a caused by a combo of multiple mods clashing in a difficult to spot way.
gunns22 4 Jul @ 2:25pm 
@Mooloh LOG! https://gist.github.com/HugsLibRecordKeeper/73dce3b30c24c0e3b480a1ad70865f01

For some reason, the new leathers added by this mod aren't registered by Medieval Overhaul Misc. Patches. Two have duplicate names (I forget which ones), and the Displacer Beast Fur and Owlbear Hide leathers are missing.
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