issues Search Results · repo:maarxx/SmarterScheduling language:C#
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inmaarxx/SmarterScheduling (press backspace or delete to remove)Hello, I’m a fan of your Smarter Scheduling mod, but I’ve encountered a problem when using it with another mod called
Beast Man Tribes. Here are some details about the issue:
I’m using RimWorld version ...
OliviaGarden
- Opened on Jul 15, 2023
- #120
mod doesnt seem to work, tried seeing the devlog but i dont have any clue how this works, heres the log:
Exception processing alert SmarterScheduling.Alert_PawnsMaxMood: System.NullReferenceException: ...
kingg261
- Opened on Jun 2, 2023
- #119
With the mod set to disabled, Reset All Selected doesn t set the pawns schedules as requested. I ve tried the latest
main and beta versions. Ideology and Royalty are enabled.
scotty562
- Opened on Apr 23, 2023
- #115
Mod Doesn t Remember State When Saving- Loading Game
This includes all states, examples:
- Mod defaults back to Disabled
- Mod forgets Pawns set to MaxMood
- Pawn forgets previous AllowedArea for ...
enhancement
maarxx
- 2
- Opened on Mar 23, 2023
- #113
Hi,
Just as the title says, whenever I load a saved game I get a notification that the mod is disabled and it should be
re-enabled. The button colonist collision detection is also set to disabled every ...
Crusader2010
- 1
- Opened on Jun 5, 2021
- #102
Mod assumes all colonists have the exactly standard needs of Rest/Joy/Food/Mood.
Mod would originally fail with error if any of those needs were missing (like for an android).
Mod would originally not ...
bug
maarxx
- 2
- Opened on May 6, 2021
- #100
Only my first 5 colonists who crash-landed are managed. All who join post-crash are not managed.
Randycosmos
- 2
- Opened on Dec 24, 2020
- #98
Tried adding the mod to my save but noticed no difference. Seems the map-component fails in some way on load. Log if it
helps: https://gist.github.com/HugsLibRecordKeeper/309daf53ba08dc053c3d869dbefd4301 ...
emipa606
- 3
- Opened on Dec 23, 2020
- #97

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