RimWorld

RimWorld

Desynchronized: Tales and News (Continued)
144 kommenttia
rhyndo 2.8. klo 19.09 
Thanks for the update
Felshgar 2.8. klo 12.42 
Sorry I meant to say "will be" not week lol
But cool, I'll keep an eye on it. Thanks!
Mlie  [tekijä] 2.8. klo 8.10 
@Felshgar I dont have a set schedule, you can look at my discord for general progress
Felshgar 2.8. klo 6.59 
Any chance this week be updated for 1.6?
Jet 19.6. klo 15.17 
i butchered humanlike in like year 2 of playing. its now year 4 and this mood keeps reappearing on my pawns.
Vectorial1024 18.4. klo 4.58 
@Darian Stephens

As far as I can remember myself, the lost pawn would just vanish with no gameplay consequences.

That's the problem with this mod in general: once I looked closer, it just went deeper and deeper and in theory, I needed to implement a way for pawns to randomly want to "check up on someone else". This was something completely unexpected when the mod was being created at first, and that just blew up the planning to nine heavens, and I simply couldn't do it.
Darian Stephens 18.4. klo 4.42 
What happens in a case where a pawn's spouse is part of a caravan, and the entire caravan is lost?
Do they immediately get the 'spouse died' debuff, do they get it eventually after a reasonable time has passed with no news for them to assume the worst?
Do they just never get the moodlet because there's no one left to report back?
Or is there perhaps an alternative moodlet about their spouse and friends being missing, with them never truly getting closure?
Mlie  [tekijä] 11.3. klo 3.52 
@oinko sploinko This mod is only about how news is spread between your colonists. Its out of scope for it to handle all other pawns
oinko sploinko 11.3. klo 3.46 
It would be great if there was an option to discreetly kill guests or faction members to avoid faction relations dropping.
stk2008 27.2. klo 4.35 
ahhh fair enough sorry my bad :)
Mlie  [tekijä] 26.2. klo 21.57 
@stk2008 No, as mentioned in the description, this mod affects how information spreads among your colonists
stk2008 26.2. klo 15.50 
So I had some traders visit and then some more turned up different faction.
one faction killed the other side apart from a few on the floor nearly dead.

Now all other pawns left the map apart from mine and the few left dieing on the ground.

I decided to finish them off but when I did I got a notification that faction ratings has dropped.

Am I thinking that this mod should have prevented that or?

Thanks in advance :)
Mlie  [tekijä] 17.2. klo 22.17 
@stk2008 If its been requested before its on the todolist
stk2008 17.2. klo 17.00 
Thank you for getting back to me
I read that it does not play well with Ideology as per some of the comments below is this correct?

Thanks
Mlie  [tekijä] 15.2. klo 14.31 
@stk2008 What do you want updated with it?
stk2008 15.2. klo 14.29 
Please could we get an update for this great mod.

Thanks
Vectorial1024 13.1. klo 2.24 
This mod basically requires some pawns to still exist after they are unloaded, but RuntimeGC will aggressively delete unloaded pawns.
(^0v0^)OriginalOwl 12.1. klo 7.55 
Ah okay. i understand thanks :)
Mlie  [tekijä] 12.1. klo 4.33 
@(OriginalOwl) I dont use that mod but if there are its connected to the removal of pawns
(^0v0^)OriginalOwl 12.1. klo 3.14 
I understand the incompatibility with runtime-GC mods and why - but do you know if there's way to also prevent this in settings?
elek 11.11.2024 klo 9.08 
i guess we have to request new feature.
Vectorial1024 11.11.2024 klo 2.28 
@elek this mod was made before Ideology was a thing; it would count as a new feature
Mlie  [tekijä] 10.11.2024 klo 22.03 
@Jet Please see the Reporting Issues section described above
Jet 10.11.2024 klo 16.20 
getting a recurring butchered humanlike thought despite it being 2 years after i accidentally butchered one. removing it with devmode doesnt stop it
elek 4.11.2024 klo 16.54 
https://www.reddit.com/r/RimWorld/comments/1gfb7cn/my_pawns_are_upset_about_us_harvesting_organs/lumu8sg/
it seems this mod is causing a bug where pawns are upset about harvesting organs despite their Ideology saying it's acceptable
Jet 4.11.2024 klo 9.39 
"can ideological role unlocks be limited to the colony they are on? IE: you need 3 ideology ppl in the same colony to trigger roles"

doesnt seem to be the case anymore .... i could have sworn this was vanilla behavior. I used to use cryptocaskets to not have them be considered part of the 3 that unlocked roles but now it takes acount of all people in my faction across colonies
uwu1004 23.10.2024 klo 7.39 
This idea seems to be a helluva fun and realistc!! Love ittttt!! Thanks!!!!!!!!!
Jet 27.6.2024 klo 14.34 
can ideological role unlocks be limited to the colony they are on? IE: you need 3 ideology ppl in the same colony to trigger roles
Mlie  [tekijä] 15.1.2024 klo 13.27 
@JumboViking Please see the Reporting Issues section described above
JumboViking 15.1.2024 klo 12.57 
hey i went to edit the mod options and the menu is loading behind the mod select page. i can still click on option of this mod but i cant see what im changing...
么丨 Sloth 17.10.2023 klo 13.45 
I'm looking for something "local' like i want my butcher to chop some human without everyone getting mood debuff ( since he's the only one allow to go to the kitchen )

Is it working too ? or is it only for multiple colony ? Thanks !
Mlie  [tekijä] 12.8.2023 klo 7.23 
@Jet Works but bugs may always exists depending on your other mods.
Jet 10.8.2023 klo 9.13 
is this still working no bugs?
Catch Lightning 28.1.2023 klo 5.14 
This mod is breaking the Justified/Required Execution Precept. And the killed a child mood debuff. I did some extensive testing and nailed it down to this. The pawn doing the execution is upset instead of pleased to have executed a prisoner/guest and is completely ignoring the fact they just executed a child (we needed meat ok...). Simultaneously everyone is upset about the execution instantly while not giving the killed a child social debuff. This occurs with this mod in isolation.
_TheFakeJoel 13.1.2023 klo 12.48 
@Bobby_Hill I'm looking for the same thing man... Having a hard time finding anything though sadly.
Bobby_Hill (♀) 7.11.2022 klo 13.56 
Oh well. hopefully someone makes something like that someday
Mlie  [tekijä] 7.11.2022 klo 13.50 
@Bobby_Hill That is not what this mod is about.
Bobby_Hill (♀) 7.11.2022 klo 13.28 
@Mlie thats dumb! i want a mod that lets me harvest organs without people knowing. how would the faction know if I did it and killed the pawn i harvested from? they should only know if i set them free and they go back to tell what happened to them
Mlie  [tekijä] 7.11.2022 klo 10.35 
@Bobby_Hill No, This just makes the news spread from pawn to pawn. If a pawn from the faction knows something, the faction still knows it.
Bobby_Hill (♀) 7.11.2022 klo 10.17 
Still get negative favor with factions after harvesting organs from prisoners of that faction. I thought this mod was supposed to make them not omnipotent
Vattende 2.11.2022 klo 11.37 
I can't explain, but saw this appear mostly in game where and Prepare Carefully and some mapgeneration mods are present. But hard to tell, i used some mods in so many different game versions with result that could differ depending.
AerosAtar 2.11.2022 klo 6.49 
Looks like it is a conflict triggering it, though I honestly have no clue what it could be.
Vectorial1024 2.11.2022 klo 5.12 
Supposedly I initialized the relevant vars only when the game enters the map proper, but Prepare Carefully might just decide to kill a pawn or sth at the world screen before entering the map proper. This is what I guess over these years.

There is also this fact that RW implemented something close to world-storage from HugsLib right when I was distracted irl.
Mlie  [tekijä] 2.11.2022 klo 4.37 
@AerosAtar I havent seen this in my test or in my playthrough with the mod. Can you verify with only this mod loaded?
AerosAtar 2.11.2022 klo 4.26 
[Desyncronized]: The TNDBS is unexpectedly null, cancelling creation of TaleNews. This may happen because the map is still being set up (or, alternatively, you are using Prepare Carefully), but otherwise, this is a bug.

Happens on *almost* every new game start (when loading the new map, before unpausing for the first time). I'm not using Prepare Carefully, so maybe something is kicking off too early?

Full log: https://gist.github.com/f06097e2ac2084acf35bc2bc7fbc050c

(I remember a response from Vectorial1024 in May about this being because they were lazy with updating the code, but figured it was worth raising again since it is still happening after the update to 1.4)
Mlie  [tekijä] 2.11.2022 klo 1.49 
@Bobby_Hill Unless they hear about it from other pawns
Bobby_Hill (♀) 2.11.2022 klo 0.39 
so this mod makes it so I can harvest organs from prisoners without the faction the prisoner was from getting mad?
Vattende 1.11.2022 klo 22.56 
and an other great update ! thanks lot !
JessieFeathers 29.10.2022 klo 8.25 
Thank you