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I deleted the previous comment but since this mod is the only one used in my playthough from the recently updated...
My pawns mostly stopped moving (like half of them) , they receive orders but don't move towards them and I can't draft them either.
I'll post it on the Discord.
I assume this wasn't adjusted because that still only consumes an additional 0.5 nutrition from the mother and adjusting that case-to-case might be more of a pain in the ass.
I only really noticed after have two large races had kids and they nearly starved because I wasn't paying attention that the mother couldn't handle it like normal size baseliners could, and made me wonder if that just isn't handled due to some weird interaction for this lifestage (considering its only a temporary issue).
Fixed some possible null error. Missed an `!` in one version. So for a few minutes there was a version that inverted apparel policies. Try redownloading this mod in case of apparel-wearing being weird.
The giant sword is in Big & Small Genes.
For some reason it was accidentally in the framework for awhile though.
The error is harmless. That pawnkind is only ever used with other mods that do include weapons cheap enough that they can afford them.
That said, the pawnkind should be moved out of the B&S Genes mod. It is just a leftover from when the B&S mods were one big thing.
"Config error in BS_Ogre_Berserker: Cheapest weapon with one of my weaponTags costs 1700 but weaponMoney min is 300, so could end up weaponless."
https://gist.github.com/HugsLibRecordKeeper/eb043e027f66ff386bd8f067ed454922
Here's full log in case it helps, I don't know if it's on your end or is caused by a compatibility patch maybe.
A bit hard to say without knowing what calls it.
But do check what % of your tick it is as well. Most game components don't do much in tick events, so being near the top of them doesn't mean much of various harmony patches and transpilers are eating up 10 times that.
I'd suggest heading to Dub's Discord if you want to look into it.
Most recent about it stated:
"Using literally all of big and small
Is lighter than har as a whole easily
Even without any har races
Which is incredible"
But there could still be some edge case that causes it to spike up, especially if something is constantly forcing it to reevaluate something. Say a hediff on a pawn is being constantly added and removed somewhere it would invalidate the cache all the time.
I've added a button to the setting menu that turns off all extra UI widgets globally, including hiding the option to turn them from the setting menu while active.
All the generated bodies should have their own stockpile subcategory, so that should not be an issue. Etc. You can disable them in the mod settings too. We might be able to change that dfault in 1.7 though.
They are far from a new feature either.
Regardless, this framework has never been a size framework, it was always a race framework; first via genes; then in late 1.4 in general; much like HAR (which it used for many features during earlier 1.4)
The ‘brand’ was just inherited from “Big & Small Races”. Similar to the deal with “Alpha” and “Vanilla Expanded” series.
This is an highly performance-pushed mod though, so it likely looks smaller than it is.
Looking at the steam page now it sounds like it changes the backing setting like a modder would, that’s something compledifferent if so.
@TcT
Try updating mods. I don’t think this mod has caused that. The issue it had was them carrying too much.
It's not true that races don't appear in-game if unused. They are still referenced in several instances. For example:
- They all generate corpses, which appear in thing filter menus used by stockpiles and bills.
- They appear in mods that reference the def databases, such as Research Reinvented.
- If a surgical recipe on a race produces a resource, the resource will have the race added to its "created at" entry in the stats display.
Also, to clarify, I'm using the terms "race" and "pawn ThingDef" interchangeably.
I might consider something if this becomes a common ask.
Generally I'd like to make sure that if other modders enable a feature then they know that it is on.
---------
That said, the coloring options here aren't available anywhere else since Vanilla RimWorld doesn't let you recolor 2/3 color apparels. Nor does it let you recolor genes/hediffs at all.
For another coloring tool to replace this that tool would need to be using this framework's methods.
...which I'm ofc totally okay with, but nothing like that exists yet.
* The recolor window now lets you enable recoloring genes and hediffs from just about anywhere if they use the default nodes.
* The palette button is now not shown by default.
(Mods can instead force-enable it via the GlobalSettings.xml)
Sure. I'll look into adding a button to disable it, or at least make it more subtle. The graphic there right now it more of a temporary icon.
@AJarOfDirt
The ThingDef races aren't actually races, but rather generated setups to handle what happens when you stick wings or extra arms on a colonist. They won't appear in your games or anything like that.
Defs merely existing doesn't cost anything, nor will they interact with the game unless something enables them.
@Jack Konstantine
Without a log it is impossible to tell what is going on. If you're not able to provide a log the only think I can recommend is verifying your files in case your mod is outdated.
@trapmaka
Worked on my computer yesterday. I'll have a look if something looks suspicious though.
@Tathar
Noted I'll have it fixed later. :)
I don't want want to sound rude, but this is a framework mod. I downloaded it so that the body size genes would work, not because I wanted any of the features mentioned earlier. It gets harder and harder to justify including it in my playthroughs as it becomes more bloated.
I thought I removed all DDS files from my game a while ago. Anyways, thanks for the mods, and I wish you the best.
Duplicate keyed translation key: BS_GameMechanics in language English
Do you by chance have a change log for the last update? I'm trying to work through some errors that are popping from the last update in regards to textures, but I don't want to report it just yet.
Here's my logs:
https://pastebin.com/6hK06S5U
Yoy need to provide the full log. That is just a message saying the error is spelled out elsewhere in your log.
Also update the frameork if you haven’t already. :)
You need to update the framework, it is the error mention just before. :)
[Ref A3ED31AA]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result) [0x000e2] in <0dd413c0b7da4e228ac6dd9c4b8efccb>:0
at RimWorld.FloatMenuMakerMap.GetOptions (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context) [0x00150] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX RedMattis.BetterPrerequisites: Void BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch:Postfix(List`1 selectedPawns, Vector3 clickPos, FloatMenuContext& context, List`1& __result)
at RimWorld.Selector.HandleMapClicks () [0x000ce] in <cb53cd4422904947932d33f561ad8d15>:0
Sorry about that. The issue has been fixed.
Was a missing null-check that slipped in when I refactored some old code.
Error trying to make float menu: System.NullReferenceException: Object reference not set to an instance of an object
[Ref A388C3E2]
at BigAndSmall.FloatMenuMakerMap_AddHumanlikeOrders_Patch.Postfix (System.Collections.Generic.List`1[T] selectedPawns, UnityEngine.Vector3 clickPos, RimWorld.FloatMenuContext& context, System.Collections.Generic.List`1[Verse.FloatMenuOption]& __result)