Skip to content

Instantly share code, notes, and snippets.

@HugsLibRecordKeeper
Created March 29, 2020 12:18
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save HugsLibRecordKeeper/34e9791c70cf82f6f768feab5805f029 to your computer and use it in GitHub Desktop.
Save HugsLibRecordKeeper/34e9791c70cf82f6f768feab5805f029 to your computer and use it in GitHub Desktop.
Rimworld output log published using HugsLib
Log uploaded on Sunday, March 29, 2020, 8:18:05 PM
Loaded mods:
Harmony(brrainz.harmony): 0Harmony(2.0.0.8), HarmonyMod(1.0.0.3)
Core(Ludeon.RimWorld): (no assemblies)
Smart Speed(sarg.smartspeed): SmartSpeed(1.0.0.0)
Misc. Training(Haplo.Miscellaneous.Training): TrainingFacility(1.0.0.0)
Royalty(Ludeon.RimWorld.Royalty): (no assemblies)
HugsLib(UnlimitedHugs.HugsLib)[ov:7.1.0]: HugsLib(av:1.0.0.0,fv:6.1.3), 0Harmony(2.0.0.8)
[KV] Faction Control - 1.1(factioncontrol.kv.rw): FactionControl(1.0.7373.35576), 0Harmony(2.0.0.8)
EdB Prepare Carefully(EdB.PrepareCarefully): 0Harmony(2.0.0.8), EdBPrepareCarefully(1.1.1.0)
Camera+(brrainz.cameraplus): CameraPlus(2.0.1.8), 0Harmony(2.0.0.8)
Children, school and learning(Dylan.CSL): 0Harmony(2.0.0.8), Children(1.0.0.0), ChildrenHelperClasses(1.0.0.0)
[FSF] Efficient Utilities(FrozenSnowFox.EfficientUtilities): (no assemblies)
Sun Lamp Power(sun.reducer): (no assemblies)
Guards For Me(aRandomKiwi.GuardsForMe): GuardsForMe(2.1.8.0)
Kill For Me(aRandomKiwi.KillForMe): aRandomKiwi_KillForMe(1.5.7.0)
[SYR] Set Up Camp(syrchalis.setupcamp): SetUpCamp(1.0.0.0)
Wandering Caravans [v2.4.2](g223.wanderingcaravans): WanderingCaravans(1.0.7373.33445)
Smokeleaf Industry Reborn(bishop.smokeleafindustryreborn): (no assemblies)
[KV] Adjustable Trade Ships - 1.1(adjustabletradeships.kv.rw): AdjustableTradeShips(1.0.0.0), 0Harmony(2.0.0.8)
no disturbed sleep(crlsniper.nodisturbedsleep): (no assemblies)
Industrialisation(trasheddt.industrialisation): Industrialisation(0.0.0.0)
Where is my weapon?(tammybee.whereismyweapon): WhereIsMyWeapon(1.0.0.0), 0Harmony(2.0.0.8)
Common Sense(avilmask.CommonSense): 0Harmony(2.0.0.8), CommonSense(1.0.7365.28028)
Raids For Me(aRandomKiwi.RaidsForMe): RaidsForMe(1.0.4.0)
GlitterNet(K.GlitterNet)[ov:1.2.0]: GlitterNet(1.0.0.0), $HugsLibChecker(0.5.0.0)
SRTS Expanded(smashphil.neceros.srtsexpanded): SRTS(1.0.0.0), 0Harmony(2.0.0.8)
Auto-Cut Blight(razor2.3.AnotherRimworldMod.AutoCutBlight): AutoCutBlight(1.0.0.0), 0Harmony(2.0.0.8)
Vanilla Events Expanded(VanillaExpanded.VEE): 0Harmony(2.0.0.8), VEE(1.0.0.0)
More Trade Ships(PinoChemicali.MoreTradeShips): (no assemblies)
Let's Trade!(earthyturtle.letstrade): 0Harmony(2.0.0.8), LetsTradeSettings(1.0.0.0)
Super Soil(auxiliusm.supersoil): (no assemblies)
Vee's decorating(Lat.VeeDeco): (no assemblies)
Un-Limited(Grimm.Unlimited): (no assemblies)
FrameRateControl(notfood.FrameRateControl): FrameRateControl(1.0.7378.41688)
Combat Update 1.1(Daniledman.CombatUpdate): (no assemblies)
Mass Cooking(eagle0600.massCooking): (no assemblies)
Less Rebuff(Dingo.LessRebuff): (no assemblies)
[FSF] Filth Vanishes With Rain And Time(FrozenSnowFox.FilthVanishesWithRainAndTime): (no assemblies)
Hay is Kibble(Horo.KibbleHay.11): (no assemblies)
Return of the Refugee(Ogliss.ReturnoftheRefugee)[ov:1.5]: 0Harmony(2.0.0.8), ChasedRefugee(1.0.0.0)
RimCities - Citadel Update(Cabbage.RimCities): 0Harmony(2.0.0.8), RimCities(1.0.0.0)
Faction Resources(Murmur.FactionResources): DynamicRaidLimit(1.0.0.0)
Beautiful Outdoors(Meltup.BeautifulOutdoors): (no assemblies)
[SF] Priority treatment 1.1(Shotgunfrenzy.PriorityTreatment): (no assemblies)
PawnTargetFix(fed1sPlay.PawnTargetFix): PawnTargetFix(1.0.0.0)
Centralized Climate Control (Continued)(Mlie.CentralizedClimateControl): CentralizedClimateControl(1.5.0.0), $HugsLibChecker(0.5.0.0)
DeepRim(MeowMeow194.DeepRim): 0Harmony(2.0.0.8), DeepRim(0.0.0.0)
Realistic Rooms(Crlsniper149.RealisticHRooms): (no assemblies)
Dynamic Diplomacy(nilchei.dynamicdiplomacy): DynamicDiplomacy(1.0.0.0)
Dinosauria(spincrus.dinosauria): (no assemblies)
JecsTools(jecrell.jecstools): 0Harmony(2.0.0.8), 0JecsTools(1.2.0.1), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompBalloon(1.18.0.0), CompBigBox(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0), ThinkNodes(1.0.0.0)
RunAndGun(roolo.RunAndGun)[ov:2.0.0]: RunAndGun(2.0.0.0)
Project Armory 1.2.1.1 [1.1](Plymouth.ProjectArmoury.Mod): (no assemblies)
A RimWorld of Magic(Torann.ARimworldOfMagic): TorannMagic(2.4.0.3)
Share The Load(Uuugggg.ShareTheLoad): 0Harmony(2.0.0.8), Share_The_Load(1.0.0.0)
Wall Light(Murmur.WallLight): WallLight(1.0.0.0)
Bulk Carrier(Vanya.Tools.BulkCarrier): BulkCarrier(1.0.0.0)
[FSF] Better Spike Traps(FrozenSnowFox.BetterSpikeTraps): (no assemblies)
Soviet Armory [1.1](ALIEN.SovietArmory): 0Harmony(2.0.0.8), CompOversizedWeapon(1.18.0.0)
Polarisbloc - Core LAB(Vanya.Polarisbloc.CoreLab): Polarisbloc(1.0.0.0)
Polarisbloc - Security Force(Vanya.Polarisbloc.SecurityForce): Polarisbloc_SecurityForce(1.0.0.0)
Polarisbloc - Mechenemy(Vanya.Polarisbloc.Mechenemy): Vanya_Chaser(1.0.0.0)
[1.1] Razor Wire (With Damage)(n7huntsman.razorwire): (no assemblies)
[SYR] Doormats(syrchalis.doormats): SyrDoorMats(1.0.0.0)
Statue of Colonist(tammybee.statueofcolonist): StatueOfColonist(1.0.0.0)
Adeptus Mechanicus: Armoury R1.1(Ogliss.AdMech.Armoury)[ov:1.5]: 0Harmony(2.0.0.8), 1AnimatedProjectile(1.0.0.0), 1CompActivatableEffect(1.18.0.0), 1CompOversizedWeapon(1.18.0.0), 1CompSlotLoadable(1.18.0.0), 1CompToggleDef(1.18.0.0), AdeptusMechanicusMain(1.0.0.0), PawnShields(1.0.0.0), AdeptusMechanicusModsUpdateNotes(1.0.0.0), NoCamShake(1.0.0.0)
Animal Gear(Dylan.AnimalGear): 0Harmony(2.0.0.8), AnimalGear(1.0.0.0)
Humanoid Alien Races 2.0(erdelf.HumanoidAlienRaces): 0Harmony(2.0.0.8), AlienRace(1.0.0.0)
Orassans(dianawinters.Orassans): 0Harmony(2.0.0.8), BetharianPower(1.0.0.0), Orassans(1.0.0.0)
[CP] Rimmu-Nation - Clothing(CP.RimmuNation.Clothing): CPBackpacks_1.1(1.0.0.0)
Alpha Animals(sarg.alphaanimals): AlphaAnimalRangeUnlocker(1.0.7369.21702), AlphaBehavioursAndEvents(1.0.0.0), NewAlphaAnimalSubproducts(1.0.0.0), NocturnalAnimals(1.0.0.0)
Hats Display Selection(velc.HatsDisplaySelection): HatDisplaySelection(1.0.0.0)
ResourcePackCore(RimWorldsoudanzyo.ResourcePackCore): RPC_TerrainAffordance(1.0.0.0)
[RH] Faction: The Ghosts(RH.Faction.The.Ghosts): CPBackpacks_1.1(1.0.0.0)
[1.1] Combat Shields(n7huntsman.combatshields): CombatShields(0.6.0.0)
[CP] Rimmu-Nation - Weapons(CP.RimmuNation.Weapons): CPWeaponExt(1.0.0.0)
[RH] Faction: Militaires Sans Frontieres(RH.Faction.Militaires.Sans.Frontieres): AnestheticGunMod2(0.0.0.0), CPBackpacks_1.1(1.0.0.0)
LWM's Deep Storage(LWM.DeepStorage): IHoldMultipleThings(av:0.1.0.0,fv:1.0.0.0), LWM.DeepStorage(1.0.0.27855)
Dragonian Race(GloomyLynx.DragonianRace): Dragonian(1.0.0.0)
SimplyMoreFloors(LinaFromSweden.SimplyMoreFloors): (no assemblies)
Xenohumans - Gen-spliced Xenos on the Rim(Albion.Xenohumans): HediffSolved(1.0.0.0)
[SY4] Vanilla-Friendly Weapon Pack(sy4.vanilla.weapon.pack): (no assemblies)
[RH] Faction: Umbra Company(RH.Faction.Umbra.Company): CPFactions_PawnControl(0.0.0.0), DeathSpawningComp(1.0.0.0)
[Ry]Rimcraft(Ryflamer.Rimcraft.Core): (no assemblies)
Defensive Machine Gun Turret Pack(sumghaiCoalcat.DefensiveMachineGunTurretPack): (no assemblies)
[WD] Expanded Artillery(Wemd.ExpandedArtillery): (no assemblies)
Lizardmen(Owlchemist.Lizardmen): (no assemblies)
[JPT] Soft Warm Beds(JPT.SoftWarmBeds)[ov:2.4.3]: SoftWarmBeds(2.0.0.0)
[RH] Faction: Task Force 141(RH.Faction.Task.Force.141): CPBackpacks_1.1(1.0.0.0), CPFactions_PawnControl(0.0.0.0)
Faction Blender(SineSwiper.FactionBlender): FactionBlender(1.3.1.0)
Animal Armor: Vanilla(OhGodSpidersNo.AnimalArmor.Vanilla): (no assemblies)
Allow Tool(UnlimitedHugs.AllowTool): AllowTool(av:3.6.0.0,fv:3.7.1)
Release Animals into Wild(hodlhodl.releaseanimals): Release Animals into Wild(1.0.0.0)
[Ry]Rimcraft Factions(Ryflamer.Rimcraft.Factions): CompOversizedWeapon(1.18.0.0), LoadOnDemand(1.0.7359.25513)
Go Explore!(Albion.GoExplore): LetsGoExplore(0.1.0.1)
Dragonian Race Factions and Scenarios(ApertureStaff.DragonianRaceFactions): (no assemblies)
Large Faction Bases(newcolonist.largefactionbases): LargeFactionBase(1.0.0.0)
[CP] DOOM(CP.DOOM): (no assemblies)
[WD] Reinforced Doors(Wemd.ReinforcedDoors): (no assemblies)
[RH] Faction: Last Man Contingent(RH.Faction.Last.Man.Contingent): CPFactions_PawnControl(0.0.0.0), DeathSpawningComp(1.0.0.0)
[RH] Faction: Elite Crew(RH.Faction.Elite.Crew): CPBackpacks_1.1(1.0.0.0)
Do Something for Idle(gguake.ai.dsfi): DSFI(1.0.0.3), 0Harmony(2.0.0.8)
WWII Soviet Faction(TheWingedGuy.WWII.Soviet.Faction): (no assemblies)
[RH] Faction: Cordis Die(RH.Faction.Cordis.Die): (no assemblies)
[JDS] Simply Storage(JangoDsoul.SimplyStorage): (no assemblies)
Death Stranding Faction: Homo Demens(higgs.dsf.hd): (no assemblies)
Death Stranding Factions - MULEs(higgs.dsf.mules): (no assemblies)
Death Stranding Faction: Porters(higgs.dsf.porters): (no assemblies)
Monster Hunter RimWorld(AsGAlligator.MonsterHunterRimWorld): MonsterHunterRimworld(1.0.0.0)
Empire(Saakra.FactionColonies): FactionColonies(1.0.0.0)
RimWorld - Witcher Monster Hunt(sargoskar.witcherhunt): 0Harmony(2.0.0.8), ModCheck(0.0.0.0), WMHAnimalBehaviours(1.0.0.0), WMHAnimalRangeUnlocker(1.0.7366.15351)
Planetary Drill(SquirtingElephant.PlanetaryDrill): PlanetaryDrill(1.0.0.0)
NamesGalore(wit.namesgalore): 1SettingsHelper(0.19.1.36477), NamesGalore(1.1.1.2266)
RimEffect - Asari of the Rims(xen.races.asari): (no assemblies)
Rim Contractors Arsenal(kevlarkris.rimcontractorsarsenal): (no assemblies)
LinkableDoors (unofficial)(Linkolas.LinkableDoors): LinkableDoors(1.0.0.0)
Megafauna(youhaveavirus.Megafauna): (no assemblies)
Persona 5 Hairstyles(MonteErin.Hair.Persona): (no assemblies)
Vanilla Factions Expanded - Core(OskarPotocki.VanillaFactionsExpanded.Core): VFECore(1.1.6.0)
Vanilla Factions Expanded - Medieval(OskarPotocki.VanillaFactionsExpanded.MedievalModule): CompOversizedWeapon(1.18.0.0), LoadOnDemand(1.0.7359.25513), VFEMedieval(1.0.6.0)
Blueprints(fluffy.blueprints): Blueprints(2.0.0.0)
ED-Embrasures(Jaxxa.ED.Embrasures): 0Harmony(2.0.0.8), ED-Embrasures(1.0.0.0)
Cheaper Components(PinoChemicali.CheaperComponents): (no assemblies)
Rimsenal - Core(rimsenal.core): (no assemblies)
USCM - Core(Hiztaar.Essential.USCMCore): FlameWeapons(0.6.0.0)
Achtung!(brrainz.achtung): AchtungMod(3.0.0.9), 0Harmony(2.0.0.8), 0MultiplayerAPI(0.1.0.0)
Infused(notfood.Infused): Infused(35.0.0.0)
MendAndRecycle(notfood.MendAndRecycle): MendAndRecycle(1.0.7370.2198)
Rimsenal - Security pack(rimsenal.security): (no assemblies)
Rimsenal - Federation Faction Pack(rimsenal.federation): (no assemblies)
Rimsenal - Feral Faction Pack(rimsenal.feral): (no assemblies)
Call of Cthulhu - Factions(rimofmadness.callofcthulhu.factions): 0Harmony(2.0.0.8), CthulhuFactions(1.18.0.0)
Astra Militarum Imperial Guard Core Mod v1.95(QX.AstraMilitarum): (no assemblies)
Industrial Rollers(historic.IndustrialRollers): RimWorldIndustrialRollers(2.5.0.0)
Astra Militarum Imperial Guard Factions Mod v1.82(QX.AstraMilitarum.Factions): (no assemblies)
Star Wars - The Force(projectjedi.theforce): 0Harmony(2.0.0.8), ProjectJedi(1.18.0.1)
Star Wars - Factions(projectjedi.factions): 0Harmony(2.0.0.8), SWFactions(1.17.0.3)
Simple sidearms(PeteTimesSix.SimpleSidearms): SimpleSidearms(1.4.5.0)
Rimcolle(Yoseisan.Rimcolle): (no assemblies)
Hardworking animals 1.1(Daniledman.HardworkingAnimals): (no assemblies)
USCM - Xenomorphs Faction(Hiztaar.Optionnal.USCMXenomorphs): (no assemblies)
Safely Hidden Away(Uuugggg.SafelyHiddenAway): 0Harmony(2.0.0.8), Safely_Hidden_Away(1.0.0.0)
Active Harmony patches:
<>c__DisplayClass1_0.<StartCarryThing>b__0: TRANS: LWM.DeepStorage.Patch_StartCarryThing_Delegate.Transpiler
<MakeRecipeProducts>d__0.MoveNext: TRANS: CommonSense.RandomIngredients+GenRecipe_MakeRecipeProducts_CommonSensePatch.CleanIngList
AbilityAIDef.CanPawnUseThisAbility: PRE: TorannMagic.TorannMagicMod+CanPawnUseThisAbility_Patch.Prefix
AbilityDecisionConditionalNode_CasterHealth.CanContinueTraversing: PRE: TorannMagic.TorannMagicMod+CasterHealth_Check_Patch.Prefix
AbilityDef.GetJob: PRE: TorannMagic.TorannMagicMod+AbilityDef_Patch.Prefix
AbilityWorker.CanPawnUseThisAbility: PRE: TorannMagic.TorannMagicMod+AbilityWorker_CanPawnUseThisAbility_Patch.Prefix
AbilityWorker.TargetAbilityFor: PRE: TorannMagic.TorannMagicMod+AbilityWorker_TargetAbilityFor_Patch.Prefix
Alert_HunterLacksRangedWeapon.get_HuntersWithoutRangedWeapon: post: SimpleSidearms.intercepts.Alert_HunterLacksRangedWeapon_HuntersWithoutRangedWeapon_Postfix.HuntersWithoutRangedWeapon
ApparelUtility.HasPartsToWear: post: TorannMagic.TorannMagicMod+BracersOfPacifist_Wear_Prevention.Postfix, AnimalGear.AnimalGearHarmony+ApparelUtility_HasPartsToWear_Patch.ApparelUtility_HasPartsToWear_Post
AreaAllowedGUI.DoAreaSelector: PRE: Children.ChildrenHarmony+AreaAllowedGUI_DoAreaSelector_Patch.AreaAllowedGUI_Pre
AreaManager.AddStartingAreas: post: Children.ChildrenHarmony+AreaManager_AddStartingAreas_Patch.AddStartingAreas_Post
AttackTargetFinder.CanReach: PRE: TorannMagic.TorannMagicMod+AttackTargetFinder_CanReach_Patch.Prefix
AttackTargetFinder.CanSee: PRE: TorannMagic.TorannMagicMod+AttackTargetFinder_CanSee_Patch.Prefix
AttackTargetFinder.GetShootingTargetScore: PRE: PawnTargetFix.AttackTargetFinder_GetShootingTargetScore.GetShootingTargetScoreFix
AutoUndrafter.AutoUndraftTick: PRE: TorannMagic.TorannMagicMod.AutoUndrafter_Undead_Prefix post: SimpleSidearms.intercepts.AutoUndrafter_AutoUndraftTick_Postfix.AutoUndraftTick
BeautyUtility.CellBeauty: PRE: LWM.DeepStorage.PatchBeautyUtilityCellBeauty.Prefix
Bill.PawnAllowedToStartAnew: post: Children.ChildrenHarmony+Bill_Patch.PawnAllowedToStartAnew
BiomeDef.IsPackAnimalAllowed: post: FactionBlender.HarmonyPatches+BiomeDef_IsPackAnimalAllowed_Patch.IsPackAnimalAllowed_Postfix
Building.DeSpawn: PRE: [800]LWM.DeepStorage.Patch_Building_DeSpawn_For_Building_Storage.Prefix
Building.Draw: post: SoftWarmBeds.Draw_Patch.Postfix
Building_Bed.DeSpawn: PRE: SoftWarmBeds.DeSpawn_Patch.Prefix
Building_Bed.GetInspectString: post: SoftWarmBeds.GetInspectString_Patch.Postfix
Building_Bed.get_DrawColorTwo: post: SoftWarmBeds.DrawColorTwo_Patch.Postfix
Building_NutrientPasteDispenser.TryDispenseFood: TRANS: CommonSense.RandomIngredients+GenRecipe_TryDispenseFood_CommonSensePatch.CleanIngList
Building_Storage.Notify_ReceivedThing: post: LWM.DeepStorage.PatchDisplay_Notify_ReceivedThing.Postfix
Building_Storage.SpawnSetup: post: LWM.DeepStorage.PatchDisplay_SpawnSetup.Postfix
Building_TurretGun.Tick: post: TorannMagic.TorannMagicMod.TurretGunTick_Overdrive_Postfix
Caravan.get_NightResting: PRE: TorannMagic.TorannMagicMod.Get_NightResting_Undead
CaravanFormingUtility.AllSendablePawns: post: TorannMagic.TorannMagicMod+AddNullException_Alerts_Patch.Postfix
Caravan_PathFollower.CostToMove: post: TorannMagic.TorannMagicMod+CostToMove_Caravan_Patch.CostToMove_Caravan_Postfix
Caravan_PathFollower.CostToPayThisTick: post: TorannMagic.TorannMagicMod+CostToPayThisTick_Base_Patch.Postfix
CastPositionFinder.TryFindCastPosition: PRE: TorannMagic.TorannMagicMod+TryFindCastPosition_Base_Patch.Prefix
ColonistBarColonistDrawer.DrawIcons: post: TorannMagic.TorannMagicMod+ColonistBarColonistDrawer_Patch.Postfix
Command.GizmoOnGUI: post: AllowTool.Patches.Command_GizmoOnGUI_Patch.InterceptInteraction TRANS: AllowTool.Patches.Command_GizmoOnGUI_Patch.DrawRightClickIcon
Command_PawnAbility.GizmoOnGUI: PRE: TorannMagic.TorannMagicMod+GizmoOnGUI_Prefix_Patch.Prefix
CompAbilityItem.PostDrawExtraSelectionOverlays: PRE: TorannMagic.TorannMagicMod.CompAbilityItem_Overlay_Prefix
CompMilkable.CompInspectStringExtra: post: TorannMagic.TorannMagicMod+CompMilkable_Patch.Postfix
CompPowerPlant.CompTick: post: TorannMagic.TorannMagicMod.PowerCompTick_Overdrive_Postfix
CompQuality.SetQuality: post: Infused.CompQuality_SetQuality_Patch.Postfix
CompRefuelable.PostDraw: PRE: TorannMagic.TorannMagicMod.CompRefuelable_DrawBar_Prefix
CompUsable.FloatMenuOptionLabel: post: LWM.DeepStorage.MakeArtifactsActivateLabelNameArtifact.Postfix
CompressibilityDeciderUtility.IsSaveCompressible: post: LWM.DeepStorage.Patch_IsSaveCompressible.Postfix
Corpse.PostMake: post: TorannMagic.TorannMagicMod+Corpse_UndeadStage_Patch.Postfix
DamageWorker.ExplosionStart: PRE: TorannMagic.TorannMagicMod+ExplosionNoShaker_Patch.Prefix
DaysWorthOfFoodCalculator.ApproxDaysWorthOfFood: post: TorannMagic.TorannMagicMod.DaysWorthOfFoodCalc_Undead_Postfix
DebugWindowsOpener.DevToolStarterOnGUI: TRANS: HugsLib.Patches.DevToolStarterOnGUI_Patch.ExtendButtonsWindow
DebugWindowsOpener.DrawButtons: TRANS: HugsLib.Patches.DebugWindowsOpener_Patch.DrawAdditionalButtons
DefOfHelper.EnsureInitializedInCtor: PRE: Share_The_Load.Mod.EnsureInitializedInCtorPrefix, Safely_Hidden_Away.Mod.EnsureInitializedInCtorPrefix
DefOfHelper.RebindAllDefOfs: post: AllowTool.Patches.DefOfHelper_RebindAll_Patch.HookBeforeImpliedDefsGeneration
DesignationCategoryDef.ResolveDesignators: post: AllowTool.Patches.DesignationCategoryDef_ResolveDesignators_Patch.InjectAllowToolDesignators
Dialog_NamePawn..ctor: post: Children.ChildrenHarmony+Dialog_NamePawn_PatchLoad.ConstructorExtended
Dialog_NamePawn.DoWindowContents: PRE: Children.ChildrenHarmony+Dialog_NamePawn_PatchDL.DoWindowContentsExtended
Dialog_Options.DoWindowContents: TRANS: HugsLib.Patches.Dialog_Options_Patch.ReplaceModOptionsButton
EditWindow_Log.DoMessagesListing: PRE: HugsLib.Patches.EditWindow_Log_Patch.ExtraLogWindowButtons
Faction.CheckNaturalTendencyToReachGoodwillThreshold: PRE: FactionControl.Patch_Faction_CheckNaturalTendencyToReachGoodwillThreshold.Prefix
Faction.get_Color: PRE: FactionControl.Patch_Faction_get_Color.Prefix
FactionGenerator.EnsureRequiredEnemies: PRE: FactionControl.FactionGenerator_EnsureRequiredEnemies.Prefix
FactionGenerator.GenerateFactionsIntoWorld: PRE: FactionControl.FactionGenerator_GenerateFactionsIntoWorld.Prefix
FertilityGrid.CalculateFertilityAt: post: TorannMagic.TorannMagicMod+FertilityGrid_Patch.Postfix
FloatMenuMakerMap.AddHumanlikeOrders: post: TorannMagic.TorannMagicMod+FloatMenuMakerMap_Patch.Postfix, RT_Shelves.Patch_AddHumanlikeOrders.Postfix, SimpleSidearms.intercepts.FloatMenuMakerMap_AddHumanLikeOrders_Postfix.AddHumanlikeOrders, [100]TorannMagic.TorannMagicMod.AddHumanLikeOrders_RestrictEquipmentPatch
FloatMenuMakerMap.AddJobGiverWorkOrders: PRE: TorannMagic.TorannMagicMod+SkipPolymorph_UndraftedOrders_Patch.Prefix post: TorannMagic.TorannMagicMod+FloatMenuMakerMap_MagicJobGiver_Patch.Postfix
FloatMenuMakerMap.AddUndraftedOrders: post: Children.ChildrenHarmony+FloatMenuMakerMap_Patch.AddUndraftedOrders_Post
FloatMenuMakerMap.ChoicesAtFor: post: TorannMagic.TorannMagicMod+FloatMenuMakerMap_ROMV_Undead_Patch.Postfix
FloatMenuOption..ctor: post: AnimalGear.AnimalGearHarmony+FloatMenuOption_FloatMenuOption_Patch.FloatMenuOption_Post
FoodUtility.FoodOptimality: post: CommonSense.IngredientPriority+FoodUtility_FoodOptimality.Postfix
Game.DeinitAndRemoveMap: post: HugsLib.Patches.Game_DeinitAndRemoveMap_Patch.MapRemovalHook
Game.FillComponents: PRE: HugsLib.Patches.Game_FillComponents_Patch.GameInitializationHook
Game.FinalizeInit: post: HugsLib.Patches.Game_FinalizeInit_Patch.WorldLoadedHook, CameraPlus.Game_FinalizeInit_Patch.Postfix
Game.InitNewGame: post: EdB.PrepareCarefully.HarmonyPatches.ReplaceScenarioPatch.Postfix
GenConstruct.BlocksConstruction: PRE: Share_The_Load.PawnBlockConstruction.Prefix
GenConstruct.HandleBlockingThingJob: TRANS: Share_The_Load.HandleAllBlockingThings.Transpiler
GenDraw.DrawMeshNowOrLater: PRE: TorannMagic.TorannMagicMod+DrawMesh_Cloaks_Patch.Prefix
GenDraw.DrawRadiusRing: PRE: TorannMagic.TorannMagicMod.DrawRadiusRing_Patch
GenDrop.TryDropSpawn: post: CommonSense.GenPlace_TryPlaceThing_CommonSensePatch.Postfix
GenGrid.Standable: PRE: TorannMagic.TorannMagicMod+Standable_Patch.Prefix
GenPlace.TryPlaceDirect: PRE: LWM.DeepStorage.Patch_TryPlaceDirect.Prefix post: LWM.DeepStorage.Patch_TryPlaceDirect.Postfix
GenSpawn.Spawn: TRANS: LWM.DeepStorage.Patch_GenSpawn_Spawn.Transpiler
GenTemperature.ComfortableTemperatureRange: post: SoftWarmBeds.ComfortableTemperatureRange_Patch.Postfix
GenUI.ThingsUnderMouse: TRANS: LWM.DeepStorage.Patch_GenUI_ThingsUnderMouse.Transpiler
HaulAIUtility.HaulToCellStorageJob: TRANS: LWM.DeepStorage.Patch_HaulToCellStorageJob.Transpiler
HealthAIUtility.ShouldSeekMedicalRest: post: TorannMagic.TorannMagicMod+Arcane_ManaWeakness_BedRest_Patch.Postfix
Hediff.get_Label: post: Children.ChildrenHarmony+Hediff_Label_Patch.Label_Post
HediffComp_Discoverable.CheckDiscovered: PRE: Children.ChildrenHarmony+HediffComp_Discoverable_Patch.Hediff_Pregnant_CheckDiscoveredPre, Children.ChildrenHarmony+HediffComp_Discoverable_CheckDiscovered_Patch.CheckDiscovered_Pre
HediffGiver.TryApply: PRE: [600]Children.ChildrenHarmony+HediffGiver_TryApply.HediffGiver_TryApply_Prefix
HediffWithComps.get_Visible: PRE: Children.ChildrenHarmony+HediffWithComps_Preg_Patch.Visible_Pre
Hediff_Injury.PostAdd: PRE: TorannMagic.TorannMagicMod+Hediff_Injury_RemoveError_Prefix.Prefix
Hediff_Pregnant.DoBirthSpawn: PRE: Children.ChildrenHarmony+Hediff_Pregnant_Patch2.Pawn_DoBirthSpawn_Pre
Hediff_Pregnant.Miscarry: post: Children.ChildrenHarmony+Hediff_Pregnant_Patch.Hediff_Pregnant_MiscarryDone
ITab_Pawn_Gear.DrawThingRow: PRE: CommonSense.ITab_Pawn_Gear_DrawThingRow_CommonSensePatch.Prefix post: TorannMagic.TorannMagicMod+ITab_Pawn_Gear_Patch.Postfix
ITab_Pawn_Gear.InterfaceDrop: PRE: SimpleSidearms.intercepts.ITab_Pawn_Gear_InterfaceDrop_Prefix.InterfaceDrop
ITab_Pawn_Gear.TryDrawOverallArmor: post: TorannMagic.TorannMagicMod+ITab_Pawn_GearFillTab_Patch.Postfix
ITab_Pawn_Gear.get_IsVisible: post: AnimalGear.AnimalGearHarmony+ITab_Pawn_Gear_IsVisible_Patch.IsVisible_Post
IncidentParmsUtility.GetDefaultPawnGroupMakerParms: post: TorannMagic.TorannMagicMod+GetDefaultPawnGroupMakerParms_Patch.Postfix
IncidentWorker.TryExecute: PRE: TorannMagic.TorannMagicMod+IncidentWorker_TryExecute_Prefix_Patch.Prefix
IncidentWorker_DiseaseAnimal.PotentialVictimCandidates: post: TorannMagic.TorannMagicMod.DiseaseHuman_Candidates_Patch
IncidentWorker_DiseaseHuman.PotentialVictimCandidates: post: TorannMagic.TorannMagicMod.DiseaseHuman_Candidates_Patch
IncidentWorker_RaidEnemy.FactionCanBeGroupSource: PRE: FactionControl.IncidentWorker_RaidEnemy_FactionCanBeGroupSource.Prefix
IncidentWorker_SelfTame.Candidates: post: TorannMagic.TorannMagicMod.SelfTame_Candidates_Patch
InspectGizmoGrid.DrawInspectGizmoGridFor: TRANS: AllowTool.Patches.InspectGizmoGrid_DrawInspectGizmoGridFor_Patch.RegisterReverseDesignatorCommandPair
InspirationHandler.TryStartInspiration: PRE: TorannMagic.TorannMagicMod+InspirationHandler_Patch.Prefix
InteractionWorker.Interacted: post: TorannMagic.TorannMagicMod+GearRepair_InteractionWorker_Postfix.Postfix
ItemAvailability.ThingsAvailableAnywhere: PRE: Share_The_Load.DeliverAsMuchAsPossible.Prefix
JobDriver.SetupToils: post: RunAndGun.Harmony.JobDriver_SetupToils.Postfix
JobDriver_AttackMelee.TryMakePreToilReservations: post: SimpleSidearms.intercepts.JobDriver_AttackMelee_TryMakePreToilReservations.Postfix
JobDriver_DoBill.MakeNewToils: PRE: CommonSense.JobGiver_DoBIll_Rework+JobDriver_DoBill_MakeNewToils_CommonSensePatch.Prefix
JobDriver_Lovin.GenerateRandomMinTicksToNextLovin: post: Children.ChildrenHarmony+JobDriver_Lovin_Patch.JobDriver_Lovin_Done
JobDriver_Mine.ResetTicksToPickHit: post: TorannMagic.TorannMagicMod+JobDriver_Mine_Patch.Postfix
JobDriver_Wait.CheckForAutoAttack: post: AllowTool.Patches.JobDriverWait_CheckForAutoAttack_Patch.DoPartyHunting
JobGiver_EatRandom.TryGiveJob: PRE: TorannMagic.TorannMagicMod+JobGiver_EatRandom_Patch.Prefix
JobGiver_GetFood.TryGiveJob: PRE: TorannMagic.TorannMagicMod+JobGiver_GetFood_Patch.Prefix
JobGiver_GetJoy.TryGiveJob: PRE: CommonSense.CravingForOutdoors+JobGiver_GetJoy_TryGiveJob_CommonSensePatch.Prefix
JobGiver_Haul.TryGiveJob: PRE: TorannMagic.TorannMagicMod+JobGiver_MinionHaul_Patch.Prefix
JobGiver_Kidnap.TryGiveJob: post: TorannMagic.TorannMagicMod+JobGiver_Kidnap_Patch.Postfix
JobGiver_Mate.TryGiveJob: post: TorannMagic.TorannMagicMod+JobGiver_Mate_Patch.Postfix
JobGiver_OptimizeApparel.ApparelScoreGain: PRE: AnimalGear.AnimalGearHarmony+JobGiver_OptimizeApparel_ApparelScoreGain_Patch.JobGiver_OptimizeApparel_ApparelScoreGain_Pre
JobGiver_PackFood.TryGiveJob: PRE: CommonSense.JoyPriority+JobGiver_PackFood_TryGiveJob_CommonSensePatch.Prefix
JobGiver_SocialFighting.TryGiveJob: post: TorannMagic.TorannMagicMod+JobGiver_SocialFighting_Patch.Postfix
JobGiver_UnloadYourInventory.TryGiveJob: PRE: CommonSense.JobGiver_UnloadYourInventory_TryGiveJob_CommonSensePatch.Prefix
JoyGiver_Ingest.CreateIngestJob: post: CommonSense.FoodCountLimiter+JobGiver_GetJoy_TryGiveJob_CommonSensePatch.Postfix
LanguageDatabase.SelectLanguage: PRE: HugsLib.Patches.LanguageDatabase_Patch.ForceRestartAfterLangChange
ListerFilthInHomeArea.Notify_HomeAreaChanged: PRE: Children.ChildrenHarmony+Notify_HomeAreaChanged_Patch.Notify_HomeAreaChanged_Pre
ListerHaulables.ListerHaulablesTick: TRANS: LWM.DeepStorage.Patch_ListerHaulablesTick.Transpiler
LoadedModManager.GetSettingsFilename: PRE: FactionControl.LoadedModManager_GetSettingsFilename.Prefix
LordToil_Siege.CanBeBuilder: PRE: TorannMagic.TorannMagicMod+CanBeBuilder_Patch.Prefix, FactionBlender.HarmonyPatches+CanBeBuilder_Patch.Prefix
LordToil_Siege.Notify_PawnLost: PRE: TorannMagic.TorannMagicMod+Notify_PawnLost_Patch.Prefix
Map.ConstructComponents: post: HugsLib.Patches.Map_ConstructComponents_Patch.MapComponentsInitHook
Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook
MapComponentUtility.MapGenerated: post: HugsLib.Patches.MapComponentUtility_MapGenerated_Patch.MapGeneratedHook
MapParent.CheckRemoveMapNow: PRE: TorannMagic.TorannMagicMod+CheckRemoveMapNow_Patch.Prefix
MemoryThoughtHandler.TryGainMemory: PRE: TorannMagic.TorannMagicMod.MemoryThoughtHandler_PreventDisturbedRest_Prefix
MemoryThoughtHandler.TryGainMemory: post: Children.ChildrenHarmony+MemoryThoughtHandler_Avali_Lovin_Patch.MemoryThoughtHandler_TryGainMemory_Done
MentalStateHandler.TryStartMentalState: PRE: TorannMagic.TorannMagicMod+MentalStateHandler_Patch.Prefix post: RunAndGun.Harmony.MentalStateHandler_TryStartMentalState.Postfix
ModsConfig.RestartFromChangedMods: PRE: HugsLib.Patches.ModsConfig_RestartFromChangedMods_Patch.QuickRestartInDevMode
Need_Food.get_MaxLevel: PRE: Children.ChildrenHarmony+Need_Food_Patch.MaxLevel_Pre
Need_Rest.TickResting: PRE: SoftWarmBeds.Need_Rest_Patch.Prefix
NegativeInteractionUtility.NegativeInteractionChanceFactor: post: TorannMagic.TorannMagicMod+NegativeInteractionChanceFactor_Patch.Postfix
Page_ConfigureStartingPawns.DoWindowContents: post: EdB.PrepareCarefully.HarmonyPatches.PrepareCarefullyButtonPatch.Postfix
Page_ConfigureStartingPawns.PreOpen: post: EdB.PrepareCarefully.HarmonyPatches.ClearOriginalScenarioPatch.Postfix
Page_CreateWorldParams.DoWindowContents: post: FactionControl.Patch_Page_CreateWorldParams_DoWindowContents.Postfix
Page_SelectScenario.BeginScenarioConfiguration: PRE: FactionControl.Patch_Page_SelectScenario_BeginScenarioConfiguration.Prefix
Pawn.CheckAcceptArrest: PRE: TorannMagic.TorannMagicMod+CheckArrest_Undead_Patch.Prefix
Pawn.GetGizmos: post: [2000]TorannMagic.TorannMagicMod.Pawn_Gizmo_ActionPatch, AllowTool.Patches.Pawn_GetGizmos_Patch.InsertPartyHuntGizmo, TorannMagic.TorannMagicMod.Pawn_Gizmo_TogglePatch, RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix, TorannMagic.TorannMagicMod+Pawn_DraftController_GetGizmos_Patch.Postfix, SimpleSidearms.intercepts.Pawn_GetGizmos_Postfix.GetGizmos
Pawn.Kill: PRE: TorannMagic.TorannMagicMod+Undead_Kill_Prefix.Prefix
Pawn.PreApplyDamage: PRE: TorannMagic.TorannMagicMod+Pawn_PreApplyDamage.Prefix
Pawn.SetFaction: post: Children.ChildrenHarmony+Pawn_SetFaction_Patch.SetFactionExtended
Pawn.TicksPerMove: post: RunAndGun.Harmony.Pawn_TicksPerMove.Postfix
Pawn.VerifyReservations: PRE: TorannMagic.TorannMagicMod+VerifyReservations_Prefix_Patch.Prefix
Pawn.get_IsColonist: PRE: TorannMagic.TorannMagicMod.Get_IsColonist_Polymorphed
PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor: PRE: FactionBlender.HarmonyPatches+GenerateWorkingPossibleApparelSetFor_Patch.Prefix
PawnCapacitiesHandler.GetLevel: post: Children.ChildrenHarmony+PawnCapacitiesHandler_Patch.GetLevel_Done
PawnComponentsUtility.AddAndRemoveDynamicComponents: post: AnimalGear.AnimalGearHarmony+PawnComponentsUtility_AddAndRemoveDynamicComponents_Patch.AddAndRemoveDynamicComponents_Post
PawnComponentsUtility.CreateInitialComponents: post: AnimalGear.AnimalGearHarmony+PawnComponentsUtility_CreateInitialComponents_Patch.CreateInitialComponents_Post
PawnDiedOrDownedThoughtsUtility.AppendThoughts_ForHumanlike: PRE: TorannMagic.TorannMagicMod.AppendThoughts_ForHumanlike_PrefixPatch
PawnDiedOrDownedThoughtsUtility.AppendThoughts_Relations: PRE: TorannMagic.TorannMagicMod.AppendThoughts_Relations_PrefixPatch
PawnDiedOrDownedThoughtsUtility.TryGiveThoughts: PRE: TorannMagic.TorannMagicMod.TryGiveThoughts_PrefixPatch
PawnGenerator.GenerateGearFor: post: SimpleSidearms.intercepts.PawnGenerator_GenerateGearFor_Postfix.GenerateGearFor
PawnGenerator.GenerateRandomAge: post: Children.ChildrenHarmony+PawnGenerator_Gen_Patch.PawnGenerator_Gen_Done
PawnGenerator.GenerateTraits: post: TorannMagic.TorannMagicMod+PawnGenerator_Patch.Postfix
PawnGraphicSet.ResolveAllGraphics: post: AnimalGear.AnimalGearHarmony+PawnGraphicSet_ResolveAllGraphics_Patch.PawnGraphicSet_ResolveAllGraphics_Done
PawnGraphicSet.ResolveApparelGraphics: PRE: [600]AnimalGear.AnimalGearHarmony+PawnGraphicSet_ResolveApparelGraphics_Patch.ResolveApparelGraphics_Pre
PawnGroupKindWorker.GeneratePawns: post: AbilityUser.AbilityUserMod.GeneratePawns_PostFix
PawnGroupKindWorker_Trader.GenerateCarriers: PRE: [0]FactionBlender.HarmonyPatches+GenerateCarriers_Override.Prefix
PawnRenderer.CarryWeaponOpenly: post: SimpleSidearms.intercepts.PawnRenderer_CarryWeaponOpenly_Postfix.CarryWeaponOpenly
PawnRenderer.RenderPawnAt: post: SoftWarmBeds.PawnOnBedRenderer_Patch.Postfix
PawnRenderer.RenderPawnAt: PRE: TorannMagic.TorannMagicMod.PawnRenderer_Undead_Prefix, TorannMagic.TorannMagicMod.PawnRenderer_Blur_Prefix
PawnRenderer.RenderPawnInternal: PRE: [600]Children.ChildrenHarmony+PawnRenderer_RenderPawnInternal_Patch.PawnRenderer_RenderPawnInternal_Pre, TorannMagic.TorannMagicMod.PawnRenderer_UndeadInternal_Prefix, AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnInternal_Patch.PawnRenderer_RenderPawnInternal_Pre
PawnUtility.IsTravelingInTransportPodWorldObject: PRE: [2000]TorannMagic.TorannMagicMod.IsTravelingInTeleportPod_Prefix
PawnUtility.TrySpawnHatchedOrBornPawn: post: Children.ChildrenHarmony+PawnUtility_Patch.TrySpawnHatchedOrBornPawnExtended, [10]TorannMagic.TorannMagicMod.TM_Children_TrySpawnHatchedOrBornPawn_Tweak
Pawn_AgeTracker.RecalculateLifeStageIndex: post: Children.ChildrenHarmony+Pawn_AgeTracker_Patch.RecalculateLifeStageIndex_Done
Pawn_ApparelTracker.CanWearWithoutDroppingAnything: post: AnimalGear.AnimalGearHarmony+Pawn_ApparelTracker_CanWearWithoutDroppingAnything_Patch.Pawn_ApparelTracker_CanWearWithoutDroppingAnything_Done
Pawn_ApparelTracker.Notify_ApparelAdded: post: AbilityUser.AbilityUserMod.Notify_ApparelAdded_PostFix
Pawn_ApparelTracker.Notify_ApparelRemoved: post: AbilityUser.AbilityUserMod.Notify_ApparelRemoved_PostFix
Pawn_ApparelTracker.Wear: PRE: AnimalGear.AnimalGearHarmony+Pawn_ApparelTracker_Wear_Patch.Pawn_ApparelTracker_Wear_Pre
Pawn_DraftController.set_Drafted: post: AllowTool.Patches.DraftController_Drafted_Patch.NotifyPawnUndrafted, SimpleSidearms.intercepts.Pawn_DraftController_Drafted_Setter_Postfix.DraftedSetter
Pawn_DrawTracker.get_DrawPos: post: AnimalGear.AnimalGearHarmony+Pawn_DrawTracker_GiddyUp_Patch.DrawPos_Done
Pawn_DrugPolicyTracker.AllowedToTakeScheduledNow: PRE: CommonSense.DrugPolicy+Pawn_DrugPolicyTracker_AllowedToTakeScheduledNow_CommonSensePatch.Prefix
Pawn_EquipmentTracker.AddEquipment: post: TorannMagic.TorannMagicMod.PawnEquipment_Add_Postfix, SimpleSidearms.intercepts.Pawn_EquipmentTracker_AddEquipment.AddEquipment_Postfix
Pawn_EquipmentTracker.Notify_EquipmentAdded: post: AbilityUser.AbilityUserMod.Notify_EquipmentAdded_PostFix
Pawn_EquipmentTracker.Notify_EquipmentRemoved: post: AbilityUser.AbilityUserMod.Notify_EquipmentRemoved_PostFix
Pawn_EquipmentTracker.TryDropEquipment: post: TorannMagic.TorannMagicMod.PawnEquipment_Drop_Postfix, SimpleSidearms.intercepts.Pawn_EquipmentTracker_TryDropEquipment.TryDropEquipment_Postfix
Pawn_HealthTracker.CheckForStateChange: PRE: TorannMagic.TorannMagicMod+CheckForStateChange_Patch.Prefix post: TorannMagic.TorannMagicMod+CheckForStateChange_Patch.Postfix
Pawn_HealthTracker.MakeDowned: PRE: SimpleSidearms.intercepts.Pawn_HealthTracker_MakeDowned.MakeDowned_Prefix
Pawn_HealthTracker.PostApplyDamage: post: TorannMagic.TorannMagicMod+PostApplyDamage_Patch.Postfix
Pawn_HealthTracker.PreApplyDamage: PRE: TorannMagic.TorannMagicMod+PreApplyDamage_Patch.Prefix
Pawn_InteractionsTracker.InteractionsTrackerTick: post: TorannMagic.TorannMagicMod+InteractionsTrackerTick_Patch.Postfix
Pawn_InventoryTracker.get_FirstUnloadableThing: post: SimpleSidearms.intercepts.Pawn_InventoryTracker_FirstUnloadableThing.Postfix
Pawn_JobTracker.CleanupCurrentJob: TRANS: CommonSense.PutBackToBackpack+Pawn_CleanupCurrentJob_CommonSensePatch.Transpiler
Pawn_JobTracker.EndCurrentJob: PRE: CommonSense.OpportunisticTasks+Pawn_JobTracker_EndCurrentJob_CommonSensePatch.Prefix
Pawn_JobTracker.StartJob: PRE: CommonSense.OpportunisticTasks+Pawn_JobTracker_StartJob_CommonSensePatch.Prefix
Pawn_MindState.MindStateTick: PRE: FactionBlender.HarmonyPatches+MindStateTick_Patch.Prefix
Pawn_NeedsTracker.ShouldHaveNeed: PRE: TorannMagic.TorannMagicMod+Pawn_NeedsTracker_Patch.Prefix
Pawn_PathFollower.CostToMoveIntoCell: PRE: TorannMagic.TorannMagicMod.Pawn_PathFollower_Pathfinder_Prefix
Pawn_PlayerSettings.get_AreaRestriction: PRE: Children.ChildrenHarmony+Pawn_PlayerSettings_AreaRestrictioSchool_Patch.AreaRestriction_Pre
Pawn_PlayerSettings.get_EffectiveAreaRestriction: PRE: Children.ChildrenHarmony+Pawn_PlayerSettings_EffectiveAreaRestrictionSchool_Patch.EffectiveAreaRestriction_Pre
Pawn_PlayerSettings.get_EffectiveAreaRestrictionInPawnCurrentMap: PRE: Children.ChildrenHarmony+Pawn_PlayerSettings_EffectiveAreaRestrictionInPawnCurrentMap_Patch.EffectiveAreaRestrictionInPawnCurrentMap_Pre
Pawn_SkillTracker.Learn: PRE: TorannMagic.TorannMagicMod+Pawn_SkillTracker_Base_Patch.Prefix
Pawn_StanceTracker.StaggerFor: PRE: TorannMagic.TorannMagicMod.StaggerFor_Patch
Pawn_StanceTracker.get_Staggered: PRE: TorannMagic.TorannMagicMod.Get_Staggered
Pawn_TimetableTracker.get_CurrentAssignment: post: Children.ChildrenHarmony+Pawn_TimetableTracker_Patch.CurrentAssignment_Post
Pawn_WorkSettings.get_WorkGiversInOrderNormal: PRE: Children.ChildrenHarmony+Pawn_WorkSettings_Patch.WorkGiversInOrderNormal_Pre
PlayDataLoader.DoPlayLoad: post: HugsLib.Patches.PlayDataLoader_Patch.InitModsHook
QualityUtility.GenerateQualityCreatedByPawn: post: TorannMagic.TorannMagicMod+ArcaneForge_Quality_Patch.Postfix
RealTime.Update: post: FrameRateControl.FrameRateControlMod.ThrottleEngine
Recipe_Surgery.CheckSurgeryFail: PRE: TorannMagic.TorannMagicMod+CheckSurgeryFail_Base_Patch.Prefix
ReservationManager.CanReserve: PRE: Share_The_Load.CanReserve_Patch.Prefix
ReservationManager.Release: PRE: Share_The_Load.Release_Patch.Prefix
ReservationManager.ReleaseAllClaimedBy: PRE: Share_The_Load.ReleaseAllClaimedBy_Patch.Prefix
ReservationManager.ReleaseClaimedBy: PRE: Share_The_Load.ReleaseClaimedBy_Patch.Prefix
ReservationManager.Reserve: PRE: Share_The_Load.Reserve_Patch.Prefix
RestUtility.FindBedFor: PRE: Children.ChildrenHarmony+RestUtility_FindBedFor_Patch.FindBedFor_Pre
ReverseDesignatorDatabase.InitDesignators: post: AllowTool.Patches.ReverseDesignatorDatabase_Init_Patch.InjectReverseDesignators
RoomRoleWorker_Bedroom.GetScore: PRE: Children.ChildrenHarmony+RoomRoleWorker_Bedroom_GetScore_Patch.GetScoreDone
Root.Update: post: HugsLib.Patches.Root_Patch.UpdateHook
Root_Play.SetupForQuickTestPlay: TRANS: HugsLib.Patches.RootPlay_TestPlay_Patch.InjectCustomQuickstartSettings
SavedGameLoaderNow.LoadGameFromSaveFileNow: PRE: FactionControl.Patch_SavedGameLoaderNow_LoadGameFromSaveFileNow.Prefix
SectionLayer_Things.Regenerate: TRANS: LWM.DeepStorage.PatchDisplay_SectionLayer_Things_Regenerate.Transpiler
Selector.HandleMapClicks: PRE: LWM.DeepStorage.Patch_HandleMapClicks.Prefix
Selector.Select: post: LWM.DeepStorage.Open_DS_Tab_On_Select.Postfix
Selector.SelectAllMatchingObjectUnderMouseOnScreen: PRE: LWM.DeepStorage.Make_DoubleClick_Work.Prefix post: LWM.DeepStorage.Make_DoubleClick_Work.Postfix
Selector.SelectUnderMouse: PRE: LWM.DeepStorage.Make_Select_Under_Mouse_Use_SortForDeepStorage.Prefix post: LWM.DeepStorage.Make_Select_Under_Mouse_Use_SortForDeepStorage.Postfix
ShortHashGiver.GiveShortHash: PRE: AbilityUser.AbilityUserMod.GiveShortHash_PrePatch
ShotReport.HitReportFor: PRE: TorannMagic.TorannMagicMod+ShotReport_Patch.Prefix
SkillRecord.Learn: PRE: Children.ChildrenHarmony+SkillRecord_Patch.SkillRecord_Learn_Pre, TorannMagic.TorannMagicMod+SkillRecord_Patch.Prefix
Stance_Warmup.StanceTick: post: SimpleSidearms.intercepts.Stance_Warmup_StanceTick_Postfix.StanceTick
StatWorker.GetExplanationUnfinalized: post: GlitterNet.StatExplanationPatch.StatExplanationPostfix
StatWorker.GetValueUnfinalized: post: GlitterNet.StatValuePatch.StatValuePostfix
StatsReportUtility.DrawStatsReport: TRANS: CommonSense.TextChanges+StatsReportUtility_DrawStatsReport_CommonSensePatch.Transpiler
StatsReportUtility.FinalizeCachedDrawEntries: PRE: SoftWarmBeds.FinalizeCachedDrawEntries_Patch.Prefix
StockGenerator_Animals.HandlesThingDef: PRE: TorannMagic.TorannMagicMod+StockGenerator_Animals_Patch.Prefix
StoreUtility.IsGoodStoreCell: post: LWM.DeepStorage.Patch_IsGoodStoreCell.Postfix
StoreUtility.NoStorageBlockersIn: PRE: LWM.DeepStorage.Patch_NoStorageBlockersIn.Prefix
StoreUtility.TryFindBestBetterStoreCellFor: TRANS: LWM.DeepStorage.Patch_TryFindBestBetterStoreCellFor.Transpiler
StoryState.Notify_IncidentFired: post: Safely_Hidden_Away.CycleDampener.Postfix
StoryState.get_LastThreatBigTick: PRE: Safely_Hidden_Away.CycleDampenerTick.Prefix
Targeter.ConfirmStillValid: PRE: AbilityUser.AbilityUserMod.ConfirmStillValid
Targeter.ProcessInputEvents: PRE: AbilityUser.AbilityUserMod.ProcessInputEvents_PreFix
Targeter.TargeterOnGUI: post: TorannMagic.TorannMagicMod.Targeter_Casting_Postfix
Targeter.TargeterUpdate: post: AbilityUser.AbilityUserMod.TargeterUpdate_PostFix
Thing.CanStackWith: post: CommonSense.MealStacking+CompIngredients_CanStackWith_CommonSensePatch.Postfix
Thing.DeSpawn: PRE: Share_The_Load.DeSpawn_Patch.Prefix, LWM.DeepStorage.Cleanup_For_DeepStorage_Thing_At_DeSpawn.Prefix
Thing.DrawExtraSelectionOverlays: post: GlitterNet.OverlaysPatch.OverlaysPostfix
Thing.DrawGUIOverlay: PRE: LWM.DeepStorage.Add_DSU_GUI_Overlay.Prefix post: Infused.Thing_DrawGUIOverlay_Patch.Postfix
Thing.IDNumberFromThingID: post: TorannMagic.TorannMagicMod+TechnoWeapon_ThingID.Postfix
Thing.Ingested: PRE: Children.ChildrenHarmony+Thing_Ingested_Patch.IngestedExtended
Thing.Notify_ColorChanged: post: SoftWarmBeds.Notify_ColorChanged_Patch.Postfix
Thing.SplitOff: TRANS: CommonSense.RandomIngredients+Thing_SplitOff_CommonSensePatch.CleanIngList
Thing.get_DrawPos: post: LWM.DeepStorage.Ensure_Top_Item_In_DSU_Draws_Correctly.Postfix
ThingFilter.SetAllowAllWhoCanMake: PRE: CommonSense.TextChanges+ThingFilter_SetAllowAllWhoCanMake_CommonSensePatch.Prefix
ThingFilter.get_Summary: PRE: CommonSense.TextChanges+ThingFilter_Summary_CommonSensePatch.Prefix
ThingListGroupHelper.Includes: PRE: CommonSense.IngredientPriority+ThingListGroupHelper_Includes_CommonSensePatch.Prefix
ThingMaker.MakeThing: post: CommonSense.RandomIngredients+ThingMaker_MakeThing_CommonSensePatch.Postfix
ThingOwner`1.TryAdd: post: CommonSense.ThingOwnerThing_TryAdd_CommonSensePatch.Postfix
ThingSetMaker_MapGen_AncientPodContents.GenerateAngryAncient: PRE: FactionBlender.HarmonyPatches+GenerateAncientsPatches+GenerateAngryAncient_Override.Prefix
ThingSetMaker_MapGen_AncientPodContents.GenerateFriendlyAncient: PRE: FactionBlender.HarmonyPatches+GenerateAncientsPatches+GenerateFriendlyAncient_Override.Prefix
ThingSetMaker_MapGen_AncientPodContents.GenerateHalfEatenAncient: PRE: FactionBlender.HarmonyPatches+GenerateAncientsPatches+GenerateHalfEatenAncient_Override.Prefix
ThingSetMaker_MapGen_AncientPodContents.GenerateIncappedAncient: PRE: FactionBlender.HarmonyPatches+GenerateAncientsPatches+GenerateIncappedAncient_Override.Prefix
ThingSetMaker_MapGen_AncientPodContents.GenerateScarabs: PRE: FactionBlender.HarmonyPatches+GenerateAncientsPatches+GenerateScarabs_Override.Prefix
ThingWithComps.ExposeData: post: CommonSense.ThingWithComps_ExposeData_CommonSensePatch.Postfix
ThingWithComps.GetFloatMenuOptions: post: AllowTool.Patches.Thing_GetFloatMenuOptions_Patch.FinishOffWhenDrafted
ThingWithComps.InitializeComps: post: AbilityUser.AbilityUserMod.InitializeComps_PostFix
ThinkNode_ChancePerHour_Lovin.MtbHours: post: Children.ChildrenHarmony+ThinkNode_ChancePerHour_Lovin_Patch.ThinkNode_ChancePerHour_Lovin_MtbHoursDone
ThinkNode_Priority_GetJoy.GetPriority: TRANS: CommonSense.JoyPriority+ThinkNode_Priority_GetJoy_GetPriority_CommonSensePatch.Transpiler
ThoughtWorker.CurrentState: post: Children.ChildrenHarmony+ThoughtWorker_Patch.ThoughtWorker_Done
TickManager.DoSingleTick: post: FrameRateControl.FrameRateControlMod.SetWorstAllowedFPS
TileFinder.RandomSettlementTileFor: PRE: FactionControl.TileFinder_RandomFactionBaseTileFor.Prefix
TimeAssignmentSelector.DrawTimeAssignmentSelectorGrid: post: Children.ChildrenHarmony+TimeAssignmentSelector_Patch.DrawTimeAssignmentSelectorGrid_Done
Toil..ctor: post: SimpleSidearms.intercepts.Toil_ctor_Postfix._ctor
Toils_Haul.PlaceHauledThingInCell: post: AllowTool.Patches.ToilsHaul_PlaceInCell_Patch.ClearHaulUrgently, LWM.DeepStorage.Patch_PlaceHauledThingInCell_Toil.Postfix
Toils_LayDown.ApplyBedThoughts: PRE: SoftWarmBeds.ApplyBedThoughts_Patch.Prefix
UIRoot.UIRootOnGUI: post: HugsLib.Patches.UIRoot_Patch.OnGUIHook
Verb.CanHitCellFromCellIgnoringRange: PRE: [2000]TorannMagic.TorannMagicMod.RimmuNation_CHCFCIR_Patch
Verb.TryCastNextBurstShot: post: TorannMagic.TorannMagicMod+TryCastNextBurstShot_Monk_Patch.Postfix TRANS: RunAndGun.Harmony.Verb_TryCastNextBurstShot.Transpiler
Verb.TryFindShootLineFromTo: PRE: TorannMagic.TorannMagicMod+TryFindShootLineFromTo_Base_Patch.Prefix
Verb.TryStartCastOn: PRE: AbilityUser.AbilityUserMod.TryStartCastOn_Prefix, RunAndGun.Harmony.Verb_TryStartCastOn.Prefix
Verb.get_DirectOwner: PRE: AbilityUser.AbilityUserMod.get_DirectOwner_Prefix
Verb.get_UIIcon: PRE: AbilityUser.AbilityUserMod.get_UIIcon
VerbProperties.AdjustedAccuracy: post: RunAndGun.Harmony.VerbProperties_AdjustedAccuracy.Postfix
Verb_LaunchProjectile.get_Projectile: PRE: AbilityUser.AbilityUserMod.get_Projectile_Prefix, TorannMagic.TorannMagicMod.Get_Projectile_ES
Verb_MeleeAttack.TryCastShot: post: SimpleSidearms.intercepts.Verb_MeleeAttack_TryCastShot_PostFix.TryCastShot
Verb_ShootOneUse.SelfConsume: post: SimpleSidearms.intercepts.Verb_ShootOneUse_SelfConsume_Postfix.SelfConsume
VersionControl.DrawInfoInCorner: post: HarmonyMod.VersionControl_DrawInfoInCorner_Patch.Postfix
WealthWatcher.ForceRecount: post: TorannMagic.TorannMagicMod.WealthWatcher_ClassAdjustment_Postfix
WeatherEvent_LightningStrike.FireEvent: PRE: TorannMagic.TorannMagicMod+LightningStrike_DarkThunderstorm_Patch.Prefix
WeatherManager.TransitionTo: post: TorannMagic.TorannMagicMod+WeatherManager_RemoveDarkThunderstorm_Postfix.Postfix
WorkGiver_ClearSnow.ShouldSkip: PRE: CommonSense.WorkGiver_ClearSnow_Patch+WorkGiver_ClearSnow_ShouldSkip_CommonSensePatch.Prefix
WorkGiver_ConstructDeliverResources.FindNearbyNeeders: TRANS: Share_The_Load.FindNearbyNeeders_Patch.Transpiler
WorkGiver_ConstructDeliverResources.ResourceDeliverJobFor: TRANS: Share_The_Load.MaterialsNeeded_Patch.Transpiler, Share_The_Load.BreakToContinue_Patch.Transpiler
WorkGiver_DoBill.JobOnThing: post: TorannMagic.TorannMagicMod+RegrowthSurgery_WorkGiver_Patch.Postfix
WorkGiver_DoBill.TryFindBestBillIngredients: post: CommonSense.IngredientPriority+WorkGiver_DoBill_TryStartNewDoBillJob_CommonSensePatch.Postfix
WorkGiver_DoBill.TryFindBestBillIngredientsInSet_AllowMix: PRE: CommonSense.IngredientPriority+WorkGiver_DoBill_TryFindBestBillIngredientsInSet_AllowMix_CommonSensePatch.Prefix
WorkGiver_DoBill.TryFindBestBillIngredientsInSet_NoMix: PRE: CommonSense.IngredientPriority+WorkGiver_DoBill_TryFindBestBillIngredientsInSet_AllowMix_CommonSensePatch.Prefix
WorkGiver_Merge.JobOnThing: TRANS: CommonSense.WorkGiver_Merge_Patch.Transpiler, LWM.DeepStorage.Fix_Vanilla_WorkGiver_Merge.Transpiler
WorkGiver_Miner.JobOnThing: post: Share_The_Load.MakeWay_Miner_Job.Postfix TRANS: Share_The_Load.MakeWay_Miner_Job.Transpiler
WorkGiver_Miner.PotentialWorkThingsGlobal: post: Share_The_Load.MakeWay_Miner.Postfix
WorkGiver_PlantsCut.JobOnThing: TRANS: Share_The_Load.MakeWay_Plant_Job.Transpiler
WorkGiver_PlantsCut.PotentialWorkThingsGlobal: post: Share_The_Load.MakeWay_Plant.Postfix
WorkGiver_Researcher.ShouldSkip: PRE: TorannMagic.TorannMagicMod+WorkGiver_Researcher_Patch.Prefix
WorkGiver_Tend.HasJobOnThing: post: TorannMagic.TorannMagicMod+WorkGiver_Tend_Patch.Postfix
Harmony versions present: 2.0.0.8: net.pardeike.rimworld.lib.harmony, UnlimitedHugs.HugsLib, net.pardeike.rimworld.mod.camera+, PeteTimesSix.SimpleSidearms, rimworld.torann.tmagic, Torann.ARimworldOfMagic, LWM.DeepStorage, notfood.frameratecontrol, fed1s.rimworld.PawnTargetFix, jecstools.jecrell.abilityuser, AnimalGear, rimworld.infused, EdB.PrepareCarefully, SineSwiper.FactionBlender, JPT.SoftWarmBeds; 2.0.0.7: UnlimitedHugs.AllowTool, roolo.RunAndGun, com.rimworld.mod.factioncontrol, net.avilmask.rimworld.mod.CommonSense, Children; 2.0.0.6: Uuugggg.rimworld.Share_The_Load.main, uuugggg.rimworld.SafelyHiddenAway.main; 2.0.0.4: K.GlitterNet
Platform information: (hidden, use publishing options to include)
Log file contents:
Mono path[0] = '[Rimworld_dir]/RimWorldWin64_Data/Managed'
Mono config path = '[Rimworld_dir]/MonoBleedingEdge/etc'
Initialize engine version: 2019.2.17f1 (8e603399ca02)
[XR] Discovering subsystems at path [Rimworld_dir]/RimWorldWin64_Data/UnitySubsystems
GfxDevice: [Renderer information redacted]
Begin MonoManager ReloadAssembly
[Steamworks.NET] SteamAPI.Init() failed. Possible causes: Steam client not running, launched from outside Steam without steam_appid.txt in place, running with different privileges than Steam client (e.g. "as administrator")
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
RimWorld 1.1.2552 rev605
Mod Rim of Madness - Werewolves: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Rim of Madness - Werewolves is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Rim of Madness - Werewolves is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li><li><packageId>UnlimitedHugs.HugsLib</packageId><displayName>HugsLib</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=818773962</steamWorkshopUrl><downloadUrl>https://ludeon.com/forums/index.php?topic=28066.0</downloadUrl></li><li><packageId>jecrell.jecstools</packageId><displayName>JecsTools</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=932008009</steamWorkshopUrl><downloadUrl>https://discord.gg/AaVFA7V</downloadUrl></li></v1.1></modDependenciesByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>A RimWorld of Magic</name><author>Torann</author><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><packageId>Torann.ARimworldOfMagic</packageId><url>https://ludeon.com/forums/index.php?topic=37161.0</url><modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li><li><packageId>UnlimitedHugs.HugsLib</packageId><displayName>HugsLib</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=818773962</steamWorkshopUrl><downloadUrl>https://ludeon.com/forums/index.php?topic=28066.0</downloadUrl></li><li><packageId>jecrell.jecstools</packageId><displayName>JecsTools</displayName><steamWorkshopUrl>https://steamcommunity.com/sharedfiles/filedetails/?id=932008009</steamWorkshopUrl><downloadUrl>https://discord.gg/AaVFA7V</downloadUrl></li></v1.1></modDependenciesByVersion><loadAfter><li>brrainz.harmony</li><li>Ludeon.RimWorld</li><li>Ludeon.RimWorld.Royalty</li><li>UnlimitedHugs.HugsLib</li><li>jecrell.jecstools</li></loadAfter><description>Version 2.4.0.3
This mod adds magic and class development to RimWorld.
A RimWorld of Magic adds 26 classes, each with unique abilities and play styles.
Classes are broken down into two arch-types - the fighter and the mage - which fill common fantasy roles like priests and necromancers.
This mod also adds a robust set of supporting features such as enchantments, magical armor, weapons and artifacts, class agnostic spells, research trees, crafting tables, mythical creatures, portals, and more!
</description></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod The Mantodean insectoid race dependency (erdelf.HumanoidAlienRaces) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod More Faction Interaction is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod 【ZP】Rice cultivating civilization【1.0】 is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Tiberium Rim Factions is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Xeva Faction is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Large Faction Bases: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Vanilla Factions Expanded - Settlers is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Vanilla Factions Expanded - Settlers <packageId> (OskarHPotockiTHTrunkenTHLimeTreeSnake691.VanillaHFactionsHExpandedHUHSettlers) is not in valid format.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <descriptionsByVersion><v1.0>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</v1.0><v1.1>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.13.108, for RimWorld 1.1.2565.
</v1.1></descriptionsByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Blueprints</name><author>Fluffy</author><packageId>fluffy.blueprints</packageId><url>https://ludeon.com/forums/index.php?topic=16120.0</url><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><descriptionsByVersion><v1.0>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</v1.0><v1.1>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.13.108, for RimWorld 1.1.2565.
</v1.1></descriptionsByVersion><description>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</description><modDependenciesByVersion><v1.0 /><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion><incompatibleWith /><loadBefore /><loadAfterByVersion><v1.0 /><v1.1><li>brrainz.harmony</li></v1.1></loadAfterByVersion></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <modDependenciesByVersion><v1.0 /><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Blueprints</name><author>Fluffy</author><packageId>fluffy.blueprints</packageId><url>https://ludeon.com/forums/index.php?topic=16120.0</url><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><descriptionsByVersion><v1.0>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</v1.0><v1.1>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.13.108, for RimWorld 1.1.2565.
</v1.1></descriptionsByVersion><description>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</description><modDependenciesByVersion><v1.0 /><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion><incompatibleWith /><loadBefore /><loadAfterByVersion><v1.0 /><v1.1><li>brrainz.harmony</li></v1.1></loadAfterByVersion></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <loadAfterByVersion><v1.0 /><v1.1><li>brrainz.harmony</li></v1.1></loadAfterByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Blueprints</name><author>Fluffy</author><packageId>fluffy.blueprints</packageId><url>https://ludeon.com/forums/index.php?topic=16120.0</url><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><descriptionsByVersion><v1.0>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</v1.0><v1.1>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.13.108, for RimWorld 1.1.2565.
</v1.1></descriptionsByVersion><description>Blueprints allow the quick construction of repetitive rooms/areas.
&lt;size=24&gt;Features&lt;/size&gt;
&lt;b&gt;Create blueprint&lt;/b&gt;
Use the ‘Create’ designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.
&lt;i&gt;NOTE: Only constructions owned by you will be included, use the ‘Claim’ order if necessary.&lt;/i&gt;
&lt;b&gt;Place blueprint&lt;/b&gt;
Once you’ve created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you’ll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.
&lt;i&gt;NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space. &lt;/i&gt;
&lt;b&gt;Rename, import &amp; export blueprints&lt;/b&gt;
Once you’ve created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called “Blueprints”. If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the ‘Create’ button, and selecting the blueprint from the list of available blueprints.
&lt;i&gt;NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I’ve tried to make sure the rest of the blueprint is still usable, but your results may vary.&lt;/i&gt;
&lt;size=24&gt;Contributors&lt;/size&gt;
Raccoon &amp; Haplo: German translation
duduluu: Chinese translations
rgponce: Brazilian Portuguese translation
Bronytamin: Russian translation
Nils de Lumière: French translation
Butter-Knife: Japanese translation
53N4: Spanish translations
Kirill:
Seo. Junmin: Korean translation
Proxyer: Update Japanese translation
&lt;size=24&gt;Version&lt;/size&gt;
This is version 2.9.104, for RimWorld 1.0.2408.
</description><modDependenciesByVersion><v1.0 /><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion><incompatibleWith /><loadBefore /><loadAfterByVersion><v1.0 /><v1.1><li>brrainz.harmony</li></v1.1></loadAfterByVersion></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Realistic Rooms: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Realistic Rooms is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Realistic Rooms is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>JecsTools</name><author>jecrell</author><packageId>jecrell.jecstools</packageId><url>https://discord.gg/AaVFA7V</url><supportedVersions><li>1.0</li><li>1.1</li></supportedVersions><modDependenciesByVersion><v1.1><li><packageId>brrainz.harmony</packageId><displayName>Harmony</displayName><steamWorkshopUrl>steam://url/CommunityFilePage/2009463077</steamWorkshopUrl><downloadUrl>https://github.com/pardeike/HarmonyRimWorld/releases/latest</downloadUrl></li></v1.1></modDependenciesByVersion><description>1.1.1.0 (03-15-2020)
Adds modding components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!
Note to players: This mod will not change your game, but rather it lets modders do more, so you can have an even more amazing RimWorld experience.
Note to modders: This mod is filled with lots of tools that allow you to do many new and different things in RimWorld. Check out RoxxPloxx's guide for more info here: https://github.com/roxxploxx/RimWorldModGuide/wiki
Partial list of components:
CompAbilityUser
- Adds spell/ability casting to humanlikes.
CompActivatableEffect
- Adds an activation graphic for weapons (e.g. lightsaber beam).
CompDeflector
- Allows the ability to knock projectiles to melee weapons.
CompExtraSounds
- Allows extra melee sounds to weapons.
CompLumbering
- Makes a staggered walking animation. (e.g. ATST walking effect)
CompOversizedWeapon
- Allows weapons with graphic sizes that can be bigger than RimWorld's limits.
CompSlotLoadable
- Adds slots to objects that can be filled to have effects. (e.g. different ammo types for guns, crystals for lightsabers)
CompToggleDef (by Roxxploxx)
- Allows for something to despawn, change its def, and respawn.
CompVehicle (Experimental)
- Allows for a pawn to be treated as a vehicle that can be loaded with pilots, gunners, crew, and passengers.
CompInstalledPart (WIP)
- Allows installation and uninstallation of things onto other things. This is particularly useful for weapons on vehicles.
JecsTools.PatchOperationModLoaded
- Allows modders to use xpath code to check if a mod is loaded before patching code.
Additions by ChJees
Additions by roxxploxx
Additions by Swenzi
Additions and transpilers by Erdelf
Extensive hours of testing, debugging, and fixes by Xen.
"Hey, should we make this into a public toolset for people to take advantage of all this cool stuff?" - Jecrell
"Hell yes - this is awesome stuff - people will love it!" - Xen
Thank you to my Patrons for supporting me in my efforts. Without you, none of this would be possible.
These are the most excellent rim dwellers who support me:
Cade Perkinson, Jay Sacane, John Pahl, Tankok1998 also known as the Shermanlover, Vahl Kilmer, Zsolt Biró, Genaeve, JD2.0, Olteanu Laurentiu, Penelope Charli Whitman, Charlie Garnham, Steven Pretswell, Sultan Saltlick, RainerWingel, Daniel Paseka, Kyben, Charles Morris, Chris Seieroe, Robin Gleeson, Lea Stannard, Teres, David Silberstein, Kiya Nicoll, Matt Harris, Paul Fenwick, Michael Whitehead, Robert Alessi, Elodie, Gothi, Audrin Navarro, Михаил Юрченко, Calum, Tim Stillson, Populous25, Don Homer, Adam Bliss, Maaxar, Christopher, TinyFloatingTurtle, John Kanady, Midgeman, Nathan Getman, Sharp Spook, LionsFate, Cristina Shaver, Mark, George Chong Chuang Ming, Oliver White, roxxploxx, Emily Shaw, Justin Andres, Robin Hager, Kevin Reagan, Austin Harbert, Marcus Regan, E_T, Alex Mederer, Alexander, Toss Antilles
========================
Changelog
========================
1.1.1.0 (03-15-2020)
========================
AbilityUser should now report when line of sight failure takes place for abilities. Extra damages no longer gives errors in combat logs.
1.1.0.20 (03-07-2020)
========================
DefModExtension_ExtraSounds is now processed in the CompExtraSounds Harmony patch. Different pawns with DefModExtension_ExtraSounds in their PawnKindDef can make extra on-hit attack sounds.
1.1.0.19 (02-29-2020)
========================
Hotfix for adding compatibility between the newest version of RimWorld and the previous version of 1.0.
1.1.0.18 (02-29-2020)
========================
Added cross compatibility for RimWorld 1.0 as well as RimWorld 1.1.
1.1.0.17 (02-29-2020)
========================
Updates JecsTools for use in RimWorld 1.1
1.1.0.16 (11-16-2019)
========================
Adds in various work-in-progress code changes. Adds a belated Japanese translation update from Proxyer. Adds a force user code fix from Mehni. Adds BigBox - a solution for larger selection boxes for oversized pawns (such as dragons).
1.1.0.15 (12-14-2018)
========================
Removes apparel detour and replaces it with a harmony patch (thanks to Mehni)
1.1.0.14 (11-18-2018)
========================
Added AlienRace BackstoryDef functionality into the JecsTools namespace
1.1.0.14 (11-18-2018)
========================
Added erdelfs BackstoryDef functionality from AlienRaces to JecsTools.
1.1.0.13 (11-03-2018)
========================
Removed unneeded assemblies from source. Properly includes ThinkNode.dll in the correct location for public usage.
1.1.0.12 (11-03-2018)
========================
Adds ThinkNode_ConditionalWorkTypeDefs, ThinkNodes.JobGiver_Capture, JobGiver_GoToClosestThingDef, ThinkNode_ConditionalHediff, ThinkNodes.ThinkNode_ConditionalHunter, ThinkNode_ConditionalDelay, ThinkNode_ConditionalMissingHuntingWeapon by AliceCecil
1.1.0.11 (10-29-2018)
========================
CompProperties_AnimatedOver added by AliceCecil to draw on top of existing ThingDefs.
1.1.0.10 (10-28-2018)
========================
AliceCecil has adjusted the CompAnimated code to support buildings and other objects (ThingWithComps).
1.1.0.9 (10-19-2018)
========================
Added a try and catch to the ProjectileExtension Harmony patch for CanHitCellFromCellIgnoringRange. This should allow for proper ability casting again.
1.1.0.8 (10-18-2018)
========================
Changed very few issues to allow for the update for RimWorld 1.0.
1.1.0.7 (10-02-2018)
========================
The wall placeworker now also allows other types of walls.
1.1.0.6 (09-30-2018)
===================
Adds new BuildingExtension class to allow for bypasses to SpawningWipes. Perfect for adding furniture on top of existing tables.
</description></ModMetaData>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Centralized Climate Control: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Centralized Climate Control is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Centralized Climate Control is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod DeepRim: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod DeepRim is missing supported versions list in About.xml! (example: <supportedVersions><li>1.0</li></supportedVersions>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod DeepRim is missing packageId in About.xml! (example: <packageId>AuthorName.ModName.Specific</packageId>)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Mod Smart Speed: targetVersion field is obsolete, use supportedVersions instead.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[HugsLib] version 7.1.0
[HugsLib] early-initializing AllowTool
Error while instantiating a mod of type CameraPlus.CameraPlusMain: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.CameraDriver::Update() ---> System.TypeInitializationException: The type initializer for 'CameraPlus.Refs' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: fieldInfo
at HarmonyLib.AccessTools.FieldRefAccess[T,F] (System.Reflection.FieldInfo fieldInfo) [0x00009] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.AccessTools.FieldRefAccess[T,F] (System.String fieldName) [0x00012] in <2161c8330234450b8141397c32c11571>:0
at CameraPlus.Refs..cctor () [0x00037] in <7f948f1e447c44a882988bf05f87ab29>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_generic_class_init(intptr)
at CameraPlus.CameraDriver_Update_Patch+<Transpiler>d__2.MoveNext () [0x0004a] in <7f948f1e447c44a882988bf05f87ab29>:0
at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at HarmonyLib.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00051] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.MethodBodyReader.FinalizeILCodes (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] transpilers, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x00149] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.MethodCopier.Finalize (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x00000] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x00209] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00057] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x0015d] in <2161c8330234450b8141397c32c11571>:0
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0010f] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.Harmony.PatchAll () [0x0001b] in <2161c8330234450b8141397c32c11571>:0
at CameraPlus.CameraPlusMain..ctor (Verse.ModContentPack content) [0x0001c] in <7f948f1e447c44a882988bf05f87ab29>:0
at (wrapper managed-to-native) System.Reflection.MonoCMethod.InternalInvoke(System.Reflection.MonoCMethod,object,object[],System.Exception&)
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00002] in <567df3e0919241ba98db88bec4c6696f>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00014] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MonoCMethod.DoInvoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x0007a] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.LoadedModManager.CreateModClasses () [0x00076] in <fcd99b24cbb3485baa8263b0d6197784>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[DSFI] Initialized
XML error: <terrainSourced>true</terrainSourced> doesn't correspond to any field in type FilthProperties. Context: <filth><disappearsInDays>14~15</disappearsInDays><rainWashes>true</rainWashes><cleaningWorkToReduceThickness>35</cleaningWorkToReduceThickness><terrainSourced>true</terrainSourced><canFilthAttach>true</canFilthAttach></filth>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <terrainSourced>true</terrainSourced> doesn't correspond to any field in type FilthProperties. Context: <filth><disappearsInDays>14~15</disappearsInDays><rainWashes>true</rainWashes><cleaningWorkToReduceThickness>35</cleaningWorkToReduceThickness><terrainSourced>true</terrainSourced><canFilthAttach>true</canFilthAttach></filth>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <terrainSourced>true</terrainSourced> doesn't correspond to any field in type FilthProperties. Context: <filth><disappearsInDays>14~15</disappearsInDays><rainWashes>true</rainWashes><cleaningWorkToReduceThickness>35</cleaningWorkToReduceThickness><terrainSourced>true</terrainSourced><canFilthAttach>true</canFilthAttach></filth>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
XML error: <terrainSourced>true</terrainSourced> doesn't correspond to any field in type FilthProperties. Context: <filth><disappearsInDays>14~15</disappearsInDays><rainWashes>true</rainWashes><cleaningWorkToReduceThickness>35</cleaningWorkToReduceThickness><terrainSourced>true</terrainSourced><canFilthAttach>true</canFilthAttach></filth>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Parsed 2.1 as int.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Translation data for language English has 6 errors. Generate translation report for more info.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Could not execute post-long-event action. Exception: System.TypeInitializationException: The type initializer for 'CameraPlus.Refs' threw an exception. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: fieldInfo
at HarmonyLib.AccessTools.FieldRefAccess[T,F] (System.Reflection.FieldInfo fieldInfo) [0x00009] in <2161c8330234450b8141397c32c11571>:0
at HarmonyLib.AccessTools.FieldRefAccess[T,F] (System.String fieldName) [0x00012] in <2161c8330234450b8141397c32c11571>:0
at CameraPlus.Refs..cctor () [0x00037] in <7f948f1e447c44a882988bf05f87ab29>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00018] in <fcd99b24cbb3485baa8263b0d6197784>:0
at Verse.PlayDataLoader+<>c.<DoPlayLoad>b__4_2 () [0x0000a] in <fcd99b24cbb3485baa8263b0d6197784>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007d] in <fcd99b24cbb3485baa8263b0d6197784>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Tried to create a texture from a different thread.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
Tried to create a texture from a different thread.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[HugsLib] initializing Children, GlitterNet, LetsTradeSettings, DynamicRaidLimit, CentralizedClimateControl, RunAndGun, ARimWorldOfMagic, MURWallLight, AnimalGear, LWM_DeepStorage, JPT_SoftWarmBeds, FactionBlender, PeteTimesSix.SimpleSidearms
[SoftWarmBeds] Added softness stat to: Cloth (62%), Synthread (43%), DevilstrandCloth (40%), Hyperweave (43%), WoolMegasloth (62%), WoolMuffalo (68%), WoolCamel (65%), WoolAlpaca (66%), WoolBison (67%), WoolSheep (68%), WoolYak (69%), Leather_Plain (32%), Leather_Dog (28%), Leather_Wolf (38%), Leather_Panthera (40%), Leather_Camel (43%), Leather_Bluefur (38%), Leather_Bear (38%), Leather_GuineaPig (61%), Leather_Human (26%), Leather_Pig (21%), Leather_Light (33%), Leather_Bird (25%), Leather_Chinchilla (58%), Leather_Fox (41%), Leather_Lizard (9.2%), Leather_Elephant (17%), Leather_Heavy (50%), Leather_Rhinoceros (19%), Leather_Thrumbo (50%), Leather_Patch (34%), HempFabric (59%), DevilsleafFabric (42%), Leather_Raptor (42%), Leather_DinosaurFuzz (42%), Leather_DinosaurHide (33%), Leather_DinosaurSkin (15%), Leather_PterosaurSkin (16%), Leather_Theropod (49%), Leather_Sauropod (40%), Leather_Redhide (49%), Leather_Tyrannosaurus (48%), Leather_Spinosaurus (48%), Leather_Bluefuzz (56%), Leather_ArmoredDino (26%), TM_Manaweave (37%), CatLavenderCloth (43%), Leather_Orassan (67%), Leather_Ori (64%), Leather_Desiri (65%), AA_Leather_Aerofleet (52%), AA_ArcticLion_Leather (55%), AA_SandLion_Leather (55%), Leather_Chitin (17%), Leather_IronChitin (3%), Leather_RaptorPlates (6.4%), Leather_Cactus (63%), Leather_BlackChitin (-36%), Leather_Gallatross (51%), Leather_Night (51%), AA_ChameleonYakWoolTemperate (63%), AA_ChameleonYakWoolWinter (69%), AA_ChameleonYakWoolJungle (16%), AA_ChameleonYakWoolDesert (64%), RPC_PureSilk (61%), WoolDragonian (42%), Leather_WoWNightElf (26%), Leather_WoWBloodElf (26%), Leather_WoWHighElf (26%), Leather_WoWForsaken (32%), Leather_WoWOrc (26%), Leather_WoWTroll (26%), Leather_Anjanath (62%), Leather_Aptonoth (62%), Leather_Barroth (64%), Leather_Bazel (59%), Leather_Diablos (58%), Leather_Dodogama (58%), Leather_Gendrome (64%), Leather_Genprey (48%), Leather_Giadrome (63%), Leather_Giaprey (51%), Leather_GreatGirros (56%), Leather_Girros (44%), Leather_GreatJagras (56%), Leather_Jagras (38%), Leather_Deviljho (60%), Leather_Jyuratodus (56%), Leather_KuluYaKu (59%), Leather_Kushala (64%), Leather_Lavasioth (66%), Leather_Legiana (69%), Leather_Paolumu (65%), Leather_Lunastra (66%), Leather_Nergigante (67%), Leather_Odogaron (58%), Leather_Pukei (61%), Leather_Rathalos (64%), Leather_Rathian (64%), Leather_Teostra (68%), Leather_TobiKadachi (58%), Leather_TzitziYaKu (57%), MammothWool (64%), ElasmotheriumWool (62%), JosephoartigasiaWool (57%)
[LetsTradeSettings] Let's Trade loaded successfully!
[FactionBlender] Injecting apparel filters to basic factions
[FactionBlender] Injecting trader kinds to our factions
[FactionBlender] Injecting pawn groups to our factions
[FactionBlender] Injecting pawn groups to our race settings
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment