RimWorld

RimWorld

Niilo's QoL
591 kommenttia
Tinda 21.6. klo 23.52 
Yeah definitely on this mod. I have to go through the settings list bottom up, otherwise, every setting I expand above pushes the visible area down, but the clickabla area remains in place.
Tinda 21.6. klo 23.50 
Oh actually i thing this is a graphic issue where my mouse isn't where it looks like it is.
Don't know it that's on this mod or not
Tinda 21.6. klo 23.48 
In the balance setting "pawns get downed to protect torso", I can't grab the slider.
Astrobia 20.6. klo 0.57 
Doing my manual mod backup stint ahead of 1.6 release so I can keep playing on 1.5 while everything catches up. And just dropping in to say while modding causes me no end of grief. I go through the options in this one and see new things like the No Mercy Rain options and it's like damn... That's some gooooooood grief right there. Top quality impending trauma. :-D
Kylo 20.6. klo 0.01 
Ah I was getting it in RimPy mod manager as well.
nikos  [tekijä] 18.6. klo 13.28 
@Kylo

only on the steam page, and im aware, i will probably remove that once the stand alone version is a bit more refined


@lol

The error is harmless, it will be fixed in the next update though
Kylo 18.6. klo 13.19 
1.6 not using XMLE is great but it is still listed as a dependency FYI
nikos  [tekijä] 18.6. klo 10.23 
@lol

Thanks for the report, i think that should be an easy fix, what ever it is that i messed up
lol 18.6. klo 8.27 
Caught something connected to animals dwellings on a heat wave https://gist.github.com/HugsLibRecordKeeper/748f7d9f08a27fa93786c220b489564b
nikos  [tekijä] 17.6. klo 21.01 
Read the description/tooltip of the trait range setting, that sounds normal to me

The building thing also doesnt affect all buildings, just some
t0m4s1t0 17.6. klo 17.22 
The render trees realistically works perfect, the trees cover the pawns, but render building realistically doesn't work, for example the large mech gestator doesnt cover the pawn.

The trait count I set it to lower and upper bound at 8 and the pawns still spawn with the normal amount of traits (3-4 traits).

None of the other functionalities I've tested have problems so far, and I've tested quite a bunch.
nikos  [tekijä] 17.6. klo 16.49 
@t0m4s1t0

can you be more specific? also 1.6 is still not even fully out, so you should not bee too suprised
t0m4s1t0 17.6. klo 16.17 
Render buildings realistically doesn't work.

Trait count range doesn't work.
t0m4s1t0 17.6. klo 14.50 
Goated, thanks
nikos  [tekijä] 17.6. klo 13.30 
@t0m4s1t0

1.6 version doesnt use XMLE
t0m4s1t0 17.6. klo 13.10 
XML extensions dependency is causing a black screen on load in 1.6 :(
VitaKaninen 17.6. klo 11.51 
A few of the settings work for other panes and windows, but I can't get any of them to alter the inventory pane. By default, I have them all disabled, so, they should not be affecting it. Also, it was this way long before I used your mod. It only really became an issue since I started using DBH and needed RimHud to be taller.
nikos  [tekijä] 17.6. klo 11.41 
Check if you have one of the tab resize settings from NQoL dping that, and if yes, just reduce the height there

I think i have a slider for the gear tab height, should not even need a restart when adjusting the slider
lol 17.6. klo 11.17 
These mods have option for a classical inventory pane view, but they allow to change its size
VitaKaninen 17.6. klo 11.14 
I am not interested in RPG Style Inventory. I just want to reduce the size of the inventory pane.
https://imgur.com/a/zck5yQY
VitaKaninen 17.6. klo 11.11 
Which mod allows you to resize the inventory pane? I have been searching for a long time and have not found one yet. https://imgur.com/a/zck5yQY
lol 17.6. klo 11.04 
@VitaKaninen, every RPG Style Inventory mod does that—there's currently three of them, choose any you like.
VitaKaninen 17.6. klo 9.58 
Thanks for the great mod! Would it be possible to add the option to resize the gear tab? When I use RimHud, it pushes the top of the gear/inventory pane off the screen where I can not see all my stats and items. Or do you know of another mod that does this already?
nikos  [tekijä] 15.6. klo 20.16 
> 2.1.9
**Hotfix:**
* Fixed incorrect assemble reference of harmony in the 1.5 version, please un-sub and resub from Harmony and NQoL to ensure you have the latest versions of both!
nikos  [tekijä] 15.6. klo 20.06 
Looks like it was a reference assembly issue, uploading a hot fix now
nikos  [tekijä] 15.6. klo 19.57 
There is some strange stuff happening with harmony, im not really sure what the heck is happening wit this one
nikos  [tekijä] 15.6. klo 19.52 
Hm, seems like this is a common issue then, i will release an update to at least alliviate the issue, or fix it completley
If i can
Sindusk 15.6. klo 7.59 
Last update appears to have broken minify feature on 1.5. Here's some of the logs:

NQoL [W] - Failed to make: '532' things minifiable!

NQoL [E] - MassPatcher:MakeMinifiable('ThingDef == CommsConsole', 'ThingCategoryDef == BuildingsMisc', 'Boolean == False', 'Boolean == True') - Error while trying to make: 'CommsConsole' minifiable!
TypeInitializationException @Boolean MakeMinifiable(...): 'The type initializer for 'NQualityOfLife.Utils.DefGen' threw an exception.'
=> MissingMethodException @null: '!!0 HarmonyLib.AccessTools.MethodDelegate<!0>(System.Reflection.MethodInfo,object,bool,System.Type[])'
nikos  [tekijä] 14.6. klo 21.55 
@brucethemoose

Thanks for the report, i will have to investigate those, they dont seem like anything game breaking, let me know if you find out anything relevant


@Moonshrooms

If i remember correctly, it affects how easily pawns can get infected from interacting with germs, higher difficulty makes it easier for them to get infected, lower difficulty makes it so pawns have a higher base immunity, hunger and some other stats make pawns more likely to get sick from germs, so at low difficulty, if your pawns are healthy and well fed, they are less likely to get sick from germs
Moonshrooms 14.6. klo 17.57 
Hi there! Love the mod, especially the diseases options, thanks for the work you do :) I was wonder, what does the "difficulty" setting under diseases do? Control how fast diseases progress?
brucethemoose 14.6. klo 17.51 
Got two exceptions (on 1.5):

NQoL [E] - Utils.XML.Patch:RemoveDef('ThingDef def == NQoL_BaseGerm') - Caught an exception!
TypeInitializationException @Boolean RemoveDef[ThingDef](...): 'The type initializer for 'NQualityOfLife.Utils.DefGen' threw an exception.'
=> MissingMethodException @null: '!!0


Could not resolve cross-reference: No Verse.DesignatorDropdownGroupDef named NQoL_WindGeneratorGroup found to give to Verse.ThingDef Windmill

Nothing else relevant looking in the stack trace. Sorry for the drive by report, I'm investigating them, but if they're easy to fix I figured I'd post them first.
nikos  [tekijä] 13.6. klo 9.21 
@Arthur GC

Oh, interesting, thanks for the report!
I will make sure to add a check for that to all the float menu options
Arthur GC 13.6. klo 6.57 
Bug: Trade with best pawn float / context menu option ignores mental breaks, so you can force someone 'hiding in a room' to trade.

v1.5
nikos  [tekijä] 11.6. klo 17.25 
im going to eep, updated to support 1.6
if anyone wants to try the 1.6 version, make sure to leave xml extensions OFF even though its marked as a dependency, idk yet if it will be updated at all for 1.6, so 1.6 rn uses my stand alone settings menu, that is very wip

TLDR: 1.6 users do not enable xml extensions - Some settings are still missing in the 1.6 version
nikos  [tekijä] 11.6. klo 9.35 
@Caramel

Those will show up if there is no translation for the text in what ever language you are playing

Russian, english and chinese have translations
what language are you plaing on?
Caramel 10.6. klo 13.23 
My goodness, when did you update to add a string of "No Translation" after all the text?
nikos  [tekijä] 9.6. klo 12.28 
@Jeffzta

Check if the filters on your storage is set to not allow rottables/fresh items
Jeffzta 8.6. klo 23.46 
I seem to have a problem with storing food in shelves since i downloaded this mod. Am i doing something wrong or?
lol 6.6. klo 21.54 
Man just wanted to say thank you for keeping this up. With the search function it has become so much easier to navigate. So good
Raptor 1.6. klo 3.06 
Yep, it is gone. Thanks.
nikos  [tekijä] 1.6. klo 1.41 
There is a hotfix out for the file path errors, let me know if they still happen after ensuring the mod is updated
nikos  [tekijä] 31.5. klo 22.41 
@Raptor
I am aware, you can ignore those for now, i fill try to get a hotfix out today though
Raptor 31.5. klo 15.34 
With the previous version all is fine
Raptor 31.5. klo 15.33 
This update broke something, the starting log will showup with alot
NQoL [E] - Types.FilePath:.ctor('string path == ​ε') - Created 'FilePath' with: ''string path == ​ε''!
i
Friedrich von Luxemburg 31.5. klo 5.15 
Trading Control 这个mod是不是也被包含了
Friedrich von Luxemburg 31.5. klo 5.03 
[Niilo's QoL - Start of stack trace]
NQualityOfLife.XML.AddTextVariable: Error
Verse.PatchOperationSequence: Error in the operation at position=2
NQualityOfLife.XML.PatchIfExists: Error
NQualityOfLife.XML.AddTextVariable: Error
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\steam\steamapps\workshop\content\294100\2633406344\1.5\Patches\Misc\No_Default_Filters_Patch.xml
nikos  [tekijä] 29.5. klo 1.48 
@JageriuS

Make sure you restart the game after setting chages, also make sure you edited the correct setting profile

You should not need to enable anyting else for the spots to show up after the above stuff
JageriuS 29.5. klo 0.05 
I've enabled Trading and Drop spots but can't see them in Spots menu, do I need to enable something else?