RimWorld

RimWorld

[LTO] Colony Groups
1,391 Comments
-Jimmy' 16 hours ago 
Is there a way to disable the background of the colonist bar or make it completely transparent?
nathan 11 Jan @ 4:12pm 
i think i figured it out hugslib mod was causing issues i think
nathan 11 Jan @ 1:05am 
and when i try and enter my settelmentt i get this error Exception filling window for Verse.FloatMenuWorld: System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object
any help with this would be appreciated
nathan 11 Jan @ 12:59am 
cant enter anything with my caravan i get this error Cannot register TacticalGroups.PawnGroup - 0, (id=TacticalGroups.PawnGroup2 in loaded object directory. Id already used by TacticalGroups.PawnGroup - 0.
イムカ 31 Dec, 2024 @ 1:59am 
Trying to use this mod just to hide cryptosleeping colonists from the colonist bar to avoid clutter... however while the hide offmap pawn option works while groups are enabled, it doesn't work when groups are hidden...
Galaxy 30 Dec, 2024 @ 7:49am 
I have a large colony (68 pawns) and with this mod it's impossible to see my colonists' names. Even names like "Ram" telescope into "R ..." although there's obviously space for the full name to display. Even if I increase x ratio between colonists in the bar the issue persists. Has anyone found a fix?
Scorpio 29 Dec, 2024 @ 8:06am 
Any chance of the execute enemies not being restricted to human likes but include animals mechs and entities from dlc?
iF 25 Dec, 2024 @ 6:58am 
I found a way to reset the default colony group, which can remove non-existent pawns and mech units.
Simply search for the group name in the save file and delete the entire <colonyGroups> section. It should contain <li>Map_0</li> inside.
And of course, make a backup before editing it.

The save file and mod config file is under
C:\Users\user_name\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\
named Saves and Config\Mod_2345493945_TacticalGroupsMod.xml
尤里大人-ule 25 Dec, 2024 @ 6:55am 
All UI disappear and this mod completely broke when I firing wraith 88mm shell which bring too many zombies & bugs join in my colony. I have to reset this mod in the setting to fix it:steamsad:
Varthian 21 Dec, 2024 @ 7:28am 
So for those with the same issue I had, on Rimworld's main menu, under Mod options there is buttons to reset this mod's settings to default, that worked for me.
Varthian 21 Dec, 2024 @ 7:20am 
Where is the file located for the settings? I set a slider to low, it went far into the negatives and lagged my game to a more or less CTD.
iF 21 Dec, 2024 @ 4:03am 
Find some issue:
1.When robot caravan return to the colony, they will automatic add to colony group. Don't know it normal or not.
2.The pawn select mark is offset in 1.25x UI, but normal in 1x

And sorry for my poor english.
Rafa Lorenzo 20 Dec, 2024 @ 1:45am 
PS neither the cog for the settings is working
Rafa Lorenzo 20 Dec, 2024 @ 1:45am 
why cant I create a new group? I have the pawns selected but when clicking on the button to create a new goup its just doing nothing and unselecting all the pawns :/
BladeofSharpness 18 Dec, 2024 @ 5:23am 
Thanks for this excellent mod; it seems quite optimized as well.
I have a question: I believe this comes from this mod, but the colored mood of my colonists now alternates between normal and the color I would expect (yellow for low break risk, for example). I couldn’t find an option to disable this alternation, and I would prefer if the expected color remained constant.
BICKLEY  [author] 18 Dec, 2024 @ 4:00am 
December 18, 2024 - We just pushed an update. Should fix a few issues from 1.5.
Guarwo 17 Dec, 2024 @ 8:19am 
This is amazing for forcing colonist to work and putting them into category for defense also knowing which one dropped their weapons or not lol.
GrimDandy 13 Dec, 2024 @ 2:08pm 
Help, how do I unrally a group from the tabs?
Draco Lander 12 Dec, 2024 @ 12:52pm 
@WorldWarGamingII It looks fine to me. Modlist doesn't show incompatibility.
WorldWarGamingII 10 Dec, 2024 @ 9:22pm 
The Vehicle Framework compatibility list names this mod as incompatible. Will there be any fix for that soon?
Dazzle 8 Dec, 2024 @ 6:14am 
have a bug ,can't into my set
AzureSix 26 Nov, 2024 @ 6:10am 
Please add Ghoul support :steamsad:
VitaKaninen 23 Nov, 2024 @ 5:58pm 
@卡祖的吹笛人, Have you looked at the settings? Click the gear icon at the top of the screen next to the groups button.
卡祖的吹笛人 23 Nov, 2024 @ 5:46pm 
After subscribing to this mod, there will be a misalignment in the use of skills on character avatars
4NGRY_K1TT3N 23 Nov, 2024 @ 11:33am 
@VitaKaninen Thank you anyways!
VitaKaninen 23 Nov, 2024 @ 8:55am 
@4NGRY_K1TT3N, No, nothing like that at all.
4NGRY_K1TT3N 22 Nov, 2024 @ 7:11pm 
I'm looking for a mod that will allow me to do quick war games for fun without controlling 1 unit at a time, essentially I want to turn rim-world into a simpler rts with units made up of groups. Does this essentially do that?
Bingus Khan [ARES] 19 Nov, 2024 @ 8:05pm 
I cannot see the groups, and despite pressing the cog icon to access the menu I cant turn it back on. Is there something I could do? Is there a mod that is known to tamper with the mod or a setting I need to press I tried everything I could think off. Can someone help?
VitaKaninen 13 Nov, 2024 @ 10:01am 
@孔凯泽 I have been getting that error ever since 1.5 came out. You can just ignore it, since it doesn't hurt anything.

For me, the biggest problem is that Ghouls do not show up in the colonist bar.
孔凯泽 13 Nov, 2024 @ 9:42am 
HugsLib.News.UpdateFeatureManager/<>c__DisplayClass13_0:<OnEarlyInitialize>g__ResolveAndInjectNewsDefs|0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
孔凯泽 13 Nov, 2024 @ 9:42am 
Conflict with mod HugsLib

Adding duplicate HugsLib.UpdateFeatureDef name: ColonyGroups_1_3_07
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<HugsLib.UpdateFeatureDef>:Add (HugsLib.UpdateFeatureDef)
Verse.DefDatabase`1<HugsLib.UpdateFeatureDef>:Add (System.Collections.Generic.IEnumerable`1<HugsLib.UpdateFeatureDef>)
HugsLib.News.UpdateFeatureDefLoader:ReinitUpdateFeatureDefDatabase (System.Collections.Generic.IEnumerable`1<HugsLib.UpdateFeatureDef>)
HugsLib.News.UpdateFeatureDefLoader:ResolveAndInjectUpdateFeatureDefs (System.Collections.Generic.IEnumerable`1<HugsLib.News.UpdateFeatureDefLoader/DefXMLNode>)
Meron 4 Nov, 2024 @ 5:25am 
There are incompatibility issues with VRE:Sanguophages where if a colonist in a group goes into a Draincasket and you try to open options for said group it spams errors.
"Exception filling window for TacticalGroups.ManagementMenu: System.InvalidOperationException: Sequence contains no elements"
If you try to add a colonist in a Draincasket into a group it makes an invisible group.

Doesn't break anything and it can be worked around, but it is strange.
Seems to be more of an issue of how Draincaskets work though.
Futstub 1 Nov, 2024 @ 12:48am 
What a mod.
Meron 1 Nov, 2024 @ 12:48am 
I have a consistent massive TPS drop when opening the orders menu for this mod.
雨殇 31 Oct, 2024 @ 6:30am 
Hi, thank you so much for developing and maintaining this mod! Just wanna report that there seems to be a compatibility issue between this mod and the new mod 'multi-doctor surgery', would you mind taking some time to have a look please? Again thanks very much
Garsin 29 Oct, 2024 @ 9:50am 
There is an exception when my caravan with mech try to return colony.It just stuck in the world map and can not enter colony at all. It may fix by hide some UI but issue still exists and exception keep throwing.
NoOne_ReaVen 18 Oct, 2024 @ 1:10pm 
Okay, the options menu dosent work for me, the only thing is see are the normal colonist bar and debug buttons, the UI itself appears to be missing intierely, I dont have a Error Log since Hugs kind of shat itself thanks to Facial Animations buggin out. Also a rather mad list of 927 mods currently active and somewhat stablelly running with a few glitches here and there.
VitaKaninen 18 Oct, 2024 @ 5:08am 
@Pye Click the gear icon at the top left of the colonist bar and there are settings in there. You might have to hover your mouse over it to see the gear icon.
Pye 17 Oct, 2024 @ 7:04pm 
Whenever I try to use this mod, it disables showing equipped weapons under colonist portraits. Is there a way to enable that?
Kham 7 Oct, 2024 @ 1:59am 
@Ohagi-Chan the comments from the mod author on Battlepatch: Ghoul mood bar shows hunger page say it's not compatible with this mod.
Ohagi-Chan 6 Oct, 2024 @ 11:38pm 
It could be due to incompatibility with another mod, but CG seems to be causing my mood bar to behave oddly: To select a pawn I have to click an entire mood bar tile to the right of it, though hovering over the pawn still displays their current action correctly, and double clicking the pawn to move the camera still works normally (but you will have a different pawn selected to whom you moved to).
Removing Dynamic Mood Bar didn't fix the issue, but removing CG did.
The only other active mood bar mod I'm aware of is Battlepatch: Ghoul mood bar shows hunger.
Viruana 5 Oct, 2024 @ 6:24pm 
Now it happened again a second time in a row. Must be the compatibility between SOS2 and Dubs Bad Hygiene because this didn't happen until I enabled their compatibility patch within Dubs.
Viruana 5 Oct, 2024 @ 5:13pm 
With SOS2 ship start, a blank white square up top sometimes glitches into the game thinking a colony is still in space when you've landed the ship. Launching and landing again doesn't fix this.
Morgreth 2 Oct, 2024 @ 12:25am 
So, do presets not work or am I to dum-dum to understand how to use them? What do they even save? I was hoping that they'd give me an easy way to save primaraiy Name and Icon of my groups, but they don't seem to do that.

Also, just to have them answered:
@SILVERII: Select the relevant pawns and then either create the group you want them in, or right click an existing group and use the icon on the bottom right with the plus to add them.

@blazer Dragon: Two ways for this
1) Select colonist, right click on the group and click the icon bottom middle with the minus.
2) Right click the group, click manage, select pawn on the bottom and then hit "pawn" under "Disband"
TheLastThrumbo 29 Sep, 2024 @ 10:31pm 
Took about 10 minutes of getting used too, now I can;t imagine playing without it! Thanks!
SILVERIII 12 Sep, 2024 @ 1:10pm 
Now I just need to figure out how to add pawns I need to the same group all at once:D
SILVERIII 12 Sep, 2024 @ 1:08pm 
nvm,I directly default everything in option and start game, it is working.
SILVERIII 12 Sep, 2024 @ 5:41am 
I tried this mod and I got an error when resizing the UI. Then restart the game but can't get into my save, and there is music in the background but it is stuck in loading.Someone help?
PanzerGirl 11 Sep, 2024 @ 4:12pm 
Like kenshi. Perfect mod:steamthumbsup::bleach:
blazer Dragon 11 Sep, 2024 @ 11:57am 
hey dumb question but how do you kick a colonist out of a group?