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any help with this would be appreciated
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
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.
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.
For me, the biggest problem is that Ghouls do not show up in the colonist bar.
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 ()
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>)
"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.
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.
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"