RimWorld
Museums
415 comentarios
Wolphox 24 AGO a las 4:23 
thanks! found it in NightmoreCore like you said :) appreciate the tip!
NightmareCorporation  [autor] 24 AGO a las 4:07 
@Wolphox
Check the settings for "NightmareCore". I will be adding a copied setting to museums in the next update though, because I can see how it's confusing people :D
Wolphox 24 AGO a las 3:19 
hi! I'm setting up my first museum. I wanted to display an article of clothing that came from vanilla expanded apparel and I wasn't able to select it. The description of the display case mentioned you could tweak settings to allow more items but I couldn't see that option in the mod options for this mod. is there somewhere else I can find it or another way to make modded items displayable in cases?
qux 21 AGO a las 9:38 
thank you very much !
NightmareCorporation  [autor] 21 AGO a las 9:30 
@qux
I thought I just forgot for the walls, didn't know I had forgotten for all of the buildings from this mod. I added the tech level to everything that makes sense - made the pedestals and signs medieval though - thanks for the suggestion!
qux 20 AGO a las 10:35 
Thank you very much. Would it be possible to add the tech level to the other objects, please? Judging by the textures, everything appears to be from the industrial era, at least the glass display case and the barriers.
If you prefer to leave more possibilities, perhaps "medieval" would be enough for the pedestal, the bench, and the sign?
NightmareCorporation  [autor] 20 AGO a las 6:18 
I cannot directly reproduce any issues with the tour logic and re-assigning guests to their original lord. But I have added tour-related information to the tour gathering spots inspect string. This should allow users to troubleshoot and identify issues with tours.

I also added various new settings to allow fine-tuning the behavior of guided tours and did some improvements to the tour duty itself. Your pawns will no longer starve themselves just to watch a magnificent piece of steel.

@qux
Done!
qux 19 AGO a las 11:04 
Hi ! Could you add industrial techlevel tag to some of your things please ?
I start a tribal game and I see I can build glass walls
NightmareCorporation  [autor] 15 AGO a las 7:48 
Okay, I'll look deeper into tours that can be forced for Hospitality.
King DaMuncha 15 AGO a las 7:10 
Then while the tour was going on, I got raided and the vistors who didnt attend got murdered. And one of my villagers was hunted by a wild animal and got eaten. I reloaded the previous save and never did a tour from the tour spot again.
King DaMuncha 15 AGO a las 7:06 
One problem I had with this mod in my last play through, was I manually did a tour, and the tour guide had to wait for the entire colony to get there and all the visitors ton the map. It was like 2 days of waiting while my villagers went nuts having mental breaks and one even starved to death. And I couldnt make them do anything else while waiting for the tour.
NightmareCorporation  [autor] 15 AGO a las 4:37 
I fixed the settings not persisting.

@Y O D A (seasoned)
I tried to reproduce your issue but cannot find any issues. Please reproduce your issue and provide a HugsLog, something must be causing an exception, which fails the re-assignment to the original guest lord.
NightmareCorporation  [autor] 15 AGO a las 0:20 
@Y O D A (seasoned)
What do you mean with the guide? The guide is always just one person, the rest is just following the guide. You can identify the guide by looking for the pawn moving first and having speech bubbles pop up while looking at a watchable building.

I will try to investigate the cancelled tour logic. I have to wrangle the Lord way from the guest logic to make them follow the tour. Sounds like it's not being re-assigned to the guest lord at end
Y O D A (seasoned) 14 AGO a las 15:20 
Is there a way to make a single pawn the guide instead of making it a party?

Also when I start a tour and cancel it, guest will not be listed as guest anymore
NightmareCorporation  [autor] 7 AGO a las 2:52 
@Soaryn ツ
Thanks for the report, I have a suspicion why that happens, I'll try to fix it soon
Soaryn ツ 6 AGO a las 9:47 
Hello, the setting for watchable resets everytime I open the game
UltraEmailMan 27 JUL a las 10:05 
Hurray! Thank you so much!
NightmareCorporation  [autor] 27 JUL a las 5:40 
@Smiley Face Killer
@UltraEmailMan
@DirgePsy
Done!

@Lance Hardwood
Fixed!

@ArbaroLinko
Fixed!
ArbaroLinko 27 JUL a las 2:23 
Hi! Love your mod!
There seems to be an issue with El's Archeology. Your museum room doesn't override theirs. I fixed it by locally deleting El's Museum room def
UltraEmailMan 25 JUL a las 13:21 
Thanks!
NightmareCorporation  [autor] 25 JUL a las 11:51 
Alright, fixing both the glass issue and adding a setting to toggle freshly built stuff to be watchable.
UltraEmailMan 24 JUL a las 19:59 
Seconding that request to have a config toggle to make "watchable" off by default. Loving the mod besides that.
Lance Hardwood 22 JUL a las 13:19 
The glass part of my display cases seems to be "behind" the base of the display case. Is this a known bug?
DirgePsy 21 JUL a las 19:26 
agree with the below comment and am unsubbing this mod until that's fixed. it's annoying as hell.
Smiley Face Killer 17 JUL a las 21:43 
Can we get an option to have buildings be "watchable" start toggled off?
Every single storage container I put down is watchable and I'd love to be able to not have to deal with that. I completely understand that's definitely not top priority. Just want to put it out there
NightmareCorporation  [autor] 17 JUL a las 15:11 
I've heard back from at least 3 users that the latest version fixes the gravship landing issues.

Anyone still experiencing issues needs to make sure they are running version 1.2.1 of Museums.
NightmareCorporation  [autor] 16 JUL a las 0:00 
@The Dirty Bean
So I assume the fix I have pushed is not working? Some feedback would be useful, even if I understand that you just want the game to work. But I can't fix a bug I don't have logs for.
The Dirty Bean 15 JUL a las 21:56 
@Izmonster and @david slop I love you. Removing museums fixed my game. I was about to crash out
NightmareCorporation  [autor] 15 JUL a las 14:38 
@david slop
@Izmonster
Okay, initially I blamed an issue with steam workshop items updating, but you were indeed correct. I have pushed another fix (v1.2.1) that hopefully fixes your issue. If you still run into problems, please provide me with a HugsLog so I can analyze the problem.
david slop 15 JUL a las 11:07 
having the same issue as Izmonster, having any museum related buildings on my gravship causes the ship to never land.
Izmonster 15 JUL a las 10:59 
Vanilla expanded framework updated as well recently which I'm also using. Apart from that only your own nightmare core.
Izmonster 15 JUL a las 10:55 
Your latest update seems to have bricked the gravship landing sequence, removing museums fixed it
NightmareCorporation  [autor] 15 JUL a las 5:19 
I have fixed the contents being lost in NightmareCore v2.0.7.

If you are running into issues within a short time of this post, ensure that your NightmareCore mod has been updated to that version. Steam is weird with its updating, so you MIGHT be pulling a new version of Museums before NightmareCore, which will have the issue of despawning your displayed items.

I have also added various new QoL features like using the new draw style (circles, lines, etc.) and adapting all gizmos to allow for changing the watch cells when you have multiple buildings selected.
Guineatown20806 15 JUL a las 4:25 
Ah okay, I didn't know the issue was buildings are moving that aren't supposed to move. I wouldn't mind though if it takes a bit for the issue to be fixed. I mean who could possibly visit your Gravship in space to view your Museum or Aquarium. It is important that it doesn't crash though. For the time being just DON'T open a Museum or Aquarium in Space. XD
NightmareCorporation  [autor] 15 JUL a las 2:25 
@Guineatown20806
You got it, just don't put any of my buildings in a grav ship and you should be fine. The problem is that I attached a lot of logic to the map, not thinking that you could ever *move* your buildings around without deconstructing and re-constructing them. Odyssey threw a wrench into that logic so now I need to reorganize.
Guineatown20806 15 JUL a las 2:15 
I wouldn't open a Museum in space or bring Fish in Aquariums to space anyway. XD
Guineatown20806 15 JUL a las 2:13 
@NightmareCorporation you really scared me when Museums and Aquariums were suddently listed as incompatible in my modlist. For now we just don't build Aqauriums and Museum stuff in the gravships and launch it? Or is there something else to this? Because my save would probally break if I disabled the 2 mods mid game.
NightmareCorporation  [autor] 15 JUL a las 1:10 
During Odyssey testing I have found a severe incompatibility with grav ships. I have marked the mod as incompatible with Odyssey for the time being and will work on a fix.

@Peterimu
Depending on which storage building you are talking about you can change the mods integration patch. Outside of that I cannot provide an easy fix for this.
Peterimu 15 JUL a las 0:45 
For me every storage/furniture is default on watchable. Is there a way to change this?
ganj47 14 JUL a las 17:34 
Its because of where I put the "Mall" and restaurants, or casino, where they shop
ganj47 14 JUL a las 17:34 
I really want this but it throws off where the guests go in my base layout. Galleries (Museums) would always be too far away from guest beds, unless I completely destroy the symmetry of Gallery on one side of throne room, Ballroom on the other. I need to think hard as to how Ill change this, because i reallllllly love this idea, and it makes galleries useful, or at least functional to some degree. This has been killing me for a year
KitBug 14 JUL a las 4:11 
@NightmareCorporation @Explodingcreepsr
Resource Dictionary might just be able to help with the glass issue.
NightmareCorporation  [autor] 11 JUL a las 1:30 
@Explodingcreepsr
I don't really know how I should fix that. I can't really "pick" one of the two mods to win out, they both provide glass and I can't just take up the complexity of unifying both glass resources into one and adapting all vanilla recipes to use that new unified glass.

I'd have to check if there is a mod out there that does this and then require that if both of these mods are loaded. Quite mechanically complex...
Explodingcreepsr 7 JUL a las 9:38 
If you have both ReBuild: Doors and Corners and Glass+Lights, the display case recipe will ask for 20 glass from both mods.
DrBossWatson 21 JUN a las 8:19 
Can you make the floor drawings from Vanilla Factions Expanded Tribals watchable?
Papito 20 JUN a las 1:57 
Thanks for informing us
Combine Elite 18 JUN a las 17:38 
im working on a playthrough that needs this, thanks
NightmareCorporation  [autor] 18 JUN a las 17:22 
@Papito
Yes. And I will continue to support 1.4 and 1.5 as well.
Papito 18 JUN a las 12:56 
Will this get updated?
NightmareCorporation  [autor] 9 JUN a las 12:08 
@uoh
Those mods must be inheriting their Defs from the main one that I patched for neat storage, so yes, indirectly it is intended.