RimWorld

RimWorld

Museums
392 Comments
DirgePsy 6 hours ago 
agree with the below comment and am unsubbing this mod until that's fixed. it's annoying as hell.
Smiley Face Killer 17 Jul @ 9:43pm 
Can we get an option to have buildings be "watchable" start toggled off?
Every single storage container I put down is watchable and I'd love to be able to not have to deal with that. I completely understand that's definitely not top priority. Just want to put it out there
NightmareCorporation  [author] 17 Jul @ 3:11pm 
I've heard back from at least 3 users that the latest version fixes the gravship landing issues.

Anyone still experiencing issues needs to make sure they are running version 1.2.1 of Museums.
NightmareCorporation  [author] 16 Jul @ 12:00am 
@The Dirty Bean
So I assume the fix I have pushed is not working? Some feedback would be useful, even if I understand that you just want the game to work. But I can't fix a bug I don't have logs for.
The Dirty Bean 15 Jul @ 9:56pm 
@Izmonster and @david slop I love you. Removing museums fixed my game. I was about to crash out
NightmareCorporation  [author] 15 Jul @ 2:38pm 
@david slop
@Izmonster
Okay, initially I blamed an issue with steam workshop items updating, but you were indeed correct. I have pushed another fix (v1.2.1) that hopefully fixes your issue. If you still run into problems, please provide me with a HugsLog so I can analyze the problem.
david slop 15 Jul @ 11:07am 
having the same issue as Izmonster, having any museum related buildings on my gravship causes the ship to never land.
Izmonster 15 Jul @ 10:59am 
Vanilla expanded framework updated as well recently which I'm also using. Apart from that only your own nightmare core.
Izmonster 15 Jul @ 10:55am 
Your latest update seems to have bricked the gravship landing sequence, removing museums fixed it
NightmareCorporation  [author] 15 Jul @ 5:19am 
I have fixed the contents being lost in NightmareCore v2.0.7.

If you are running into issues within a short time of this post, ensure that your NightmareCore mod has been updated to that version. Steam is weird with its updating, so you MIGHT be pulling a new version of Museums before NightmareCore, which will have the issue of despawning your displayed items.

I have also added various new QoL features like using the new draw style (circles, lines, etc.) and adapting all gizmos to allow for changing the watch cells when you have multiple buildings selected.
Guineatown20806 15 Jul @ 4:25am 
Ah okay, I didn't know the issue was buildings are moving that aren't supposed to move. I wouldn't mind though if it takes a bit for the issue to be fixed. I mean who could possibly visit your Gravship in space to view your Museum or Aquarium. It is important that it doesn't crash though. For the time being just DON'T open a Museum or Aquarium in Space. XD
NightmareCorporation  [author] 15 Jul @ 2:25am 
@Guineatown20806
You got it, just don't put any of my buildings in a grav ship and you should be fine. The problem is that I attached a lot of logic to the map, not thinking that you could ever *move* your buildings around without deconstructing and re-constructing them. Odyssey threw a wrench into that logic so now I need to reorganize.
Guineatown20806 15 Jul @ 2:15am 
I wouldn't open a Museum in space or bring Fish in Aquariums to space anyway. XD
Guineatown20806 15 Jul @ 2:13am 
@NightmareCorporation you really scared me when Museums and Aquariums were suddently listed as incompatible in my modlist. For now we just don't build Aqauriums and Museum stuff in the gravships and launch it? Or is there something else to this? Because my save would probally break if I disabled the 2 mods mid game.
NightmareCorporation  [author] 15 Jul @ 1:10am 
During Odyssey testing I have found a severe incompatibility with grav ships. I have marked the mod as incompatible with Odyssey for the time being and will work on a fix.

@Peterimu
Depending on which storage building you are talking about you can change the mods integration patch. Outside of that I cannot provide an easy fix for this.
Peterimu 15 Jul @ 12:45am 
For me every storage/furniture is default on watchable. Is there a way to change this?
ganj47 14 Jul @ 5:34pm 
Its because of where I put the "Mall" and restaurants, or casino, where they shop
ganj47 14 Jul @ 5:34pm 
I really want this but it throws off where the guests go in my base layout. Galleries (Museums) would always be too far away from guest beds, unless I completely destroy the symmetry of Gallery on one side of throne room, Ballroom on the other. I need to think hard as to how Ill change this, because i reallllllly love this idea, and it makes galleries useful, or at least functional to some degree. This has been killing me for a year
KitBug 14 Jul @ 4:11am 
@NightmareCorporation @Explodingcreepsr
Resource Dictionary might just be able to help with the glass issue.
NightmareCorporation  [author] 11 Jul @ 1:30am 
@Explodingcreepsr
I don't really know how I should fix that. I can't really "pick" one of the two mods to win out, they both provide glass and I can't just take up the complexity of unifying both glass resources into one and adapting all vanilla recipes to use that new unified glass.

I'd have to check if there is a mod out there that does this and then require that if both of these mods are loaded. Quite mechanically complex...
Explodingcreepsr 7 Jul @ 9:38am 
If you have both ReBuild: Doors and Corners and Glass+Lights, the display case recipe will ask for 20 glass from both mods.
DrBossWatson 21 Jun @ 8:19am 
Can you make the floor drawings from Vanilla Factions Expanded Tribals watchable?
Papito 20 Jun @ 1:57am 
Thanks for informing us
Combine Elite 18 Jun @ 5:38pm 
im working on a playthrough that needs this, thanks
NightmareCorporation  [author] 18 Jun @ 5:22pm 
@Papito
Yes. And I will continue to support 1.4 and 1.5 as well.
Papito 18 Jun @ 12:56pm 
Will this get updated?
NightmareCorporation  [author] 9 Jun @ 12:08pm 
@uoh
Those mods must be inheriting their Defs from the main one that I patched for neat storage, so yes, indirectly it is intended.
uoh 9 Jun @ 4:02am 
@NightmareCorporation
Buildings from `Reel's Expanded Storage`, `[sbz] Workbench Shelf`, `[sbz] Fridge` are now also watchwable. Is this by design ?
Troublesomeknight 7 Jun @ 10:52am 
Thanks
qux 7 Jun @ 6:29am 
thanks !
LouIdZarcs 7 Jun @ 4:23am 
Nice, thank you very much:steamhappy:
NightmareCorporation  [author] 7 Jun @ 3:01am 
I almost forgot the neat storage compatibility! That's done as well now :)
NightmareCorporation  [author] 7 Jun @ 2:06am 
@Troublesomeknight
Done

@LouIdZarcs
Compatibility for ReBuild and NanoCE glass has been added

@qux
The cost for both the display cases and barriers have been reduced to be more reasonable
LouIdZarcs 5 Jun @ 12:18am 
Thanks, i love your mods very much:steamhappy:
NightmareCorporation  [author] 4 Jun @ 11:25pm 
@LouIdZarcs
Man there is a lot of mods adding glass - sure, I'll put it on the list
LouIdZarcs 4 Jun @ 8:14pm 
Hi, will you consider a patch with "ReBuild: Doors and Corners" to use their glass ?:steamhappy:
NightmareCorporation  [author] 4 Jun @ 1:02pm 
@Troublesomeknight
Oh! Yea, that's a fun mod name, sure I can make the statues watchable
Troublesomeknight 4 Jun @ 11:45am 
I think you misunderstood. Pawns on Display is a new version of Statue of Colonist and Statue of Animal. It's this: https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3446605621

There aren't any actual Pawns involved aside from making the statue.
NightmareCorporation  [author] 4 Jun @ 5:55am 
I cannot provide working logic for watching moving things like animals.What I would suggest instead is that you place any watchable building in an animal enclosure. Then you can specify the watch cells around the enclosure fence and pawns will go to the fence to watch into the enclosure (at the building) - which pretty much just looks like pawns watching the animal.

@Troublesomeknight
Not technically possible without massive changes. Pawns are drawn entirely differently by the game than things. And objects put into a display case functionally "freeze" time. Pawns need regular updating, so this would produce nothing but issues.

@qux
I'll put it on the to-do list
Troublesomeknight 3 Jun @ 10:03pm 
Support for Pawns on Display please?
LouIdZarcs 1 Jun @ 6:10am 
Yeah, me want zoo too
qux 31 May @ 9:29am 
Hi ! Barriers are really expensive no ?
Would it be possible for their cost to be equivalent to fences?
Zebraoracle 26 May @ 8:37pm 
I would love to see this work with making a zoo for your colony.
NightmareCorporation  [author] 26 May @ 4:15am 
@Visoth
You should take a look at the second screenshot - although anomalies cannot be watched directly (having visitors running in and out of rooms would destroy security score, so you have to mentally envision the visitors looking through the glass)

@qux
I'll put it on my to-do list :)
qux 25 May @ 12:27pm 
Hi, can you patch the display case from Neat storage please ?
Visoth 25 May @ 10:42am 
I haven't tried the mod yet, but I was wondering if you can display Anomaly creatures as part of your Museum. I just think it would be a really cool idea to have your own spooky Museum filled with captured Anomaly creatures that you could tour visitors through.

If thats not already an option, please consider this as a suggestion!
(^0v0^)OriginalOwl 24 May @ 2:42pm 
Thank you for the quick response :) didnt realise that option was there
NightmareCorporation  [author] 24 May @ 2:36pm 
@kronch
No, there is no way to select which pawn does the job I'm afraid.

@(^0v0^)OriginalOwl
Check the NightmareCore mod settings, you can disable the "safety" checks there in two steps. By default you can only display basic resources because something being put into a display case functionally freezes that thing.
(^0v0^)OriginalOwl 24 May @ 1:00pm 
@NightmareCorportation one more question - is there some rule about what is displayable? I have antique knives in stockpile but cant select as a display item. But I can select random thing in my stockpile (megasloth wool)
kronch 21 May @ 10:02am 
@NightmareCorporation
Thanks for the note, I haven't been able to replicate whatever the issue was, and I am no longer getting that issue.

However, I have another question - if I start a guided tour manually, is there a way to select a specific pawn to be the guide?