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RimWorld => Releases => Mods => Outdated => Topic started by: Nasikabatrachus on March 26, 2014, 01:59:45 AM

Title: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Nasikabatrachus on March 26, 2014, 01:59:45 AM
Resource Kompression Mod

Is your base overrun with psychotic potatoes?

Are you drowning in pistols, rifles, and grenades, with no idea how to get rid of them all?

Do you desperately need options to deal with the sheer volume of stuff that accumulates in a long-running colony?

Are you pulling your hair out over all those darn simple meals you have to keep track of just to keep people from cracking?

Worry no more! The Resource Kompression Mod is here! Now you can use up to 90% less space for storing items.

What it does:

The Resource Compression Mod adds (semi-)balanced in-game options for packing resources into smaller spaces through special recipes. At two new worktables, you can:


Screenshots
(http://i.imgur.com/n2JNZ96l.jpg)
http://i.imgur.com/n2JNZ96.jpg

(http://i.imgur.com/NmOm1TBl.jpg)
http://i.imgur.com/NmOm1TB.jpg

How to use:

Download and install in your mods folder, then start a new colony to use the Resource Kompression Mod. Warning: because this alters too many def files, this mod is incompatible with existing saves.

Authors:

Nasikabatrachus (http://ludeon.com/forums/index.php?action=profile;u=877): New def files for mod.
mrofa (http://ludeon.com/forums/index.php?action=profile;u=2507): New textures for mod.

Known Issues:



Please let me know of any issues you encounter with this mod so I can fix them as quickly as possible.

Existing Save Compatible Version [link] (http://ludeon.com/forums/index.php?topic=2680.msg24805#msg24805)

Original Version Download \/ \/ \/

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Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: OnyxShadow on March 26, 2014, 03:31:26 PM
This sounds amazing. Nice work!
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Nasikabatrachus on March 26, 2014, 11:19:52 PM
Here's a version of the mod that is compatible with existing saves. This allows you to create food and weapon crates, but you won't be able to sell them. The alterations to Uranium are also left out. Silver is still stackable to 750.

The original version is technically useable with an existing save, but the game would crash if you contacted a trader.

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Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Ender on March 27, 2014, 05:25:05 PM
wow this mod sounds really great! i was hoping Tynan would add a feature like this himself sooner rather than later but ill just use this until then. oh ya and cool user picture you have got there, Who watches the watchmen?
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on March 27, 2014, 06:28:44 PM
Did  extensive tests and didnt really found any problem with it atm, both on new colony and on old save, other that i need to fix few textures.
And my god  the weapon vaults looks now so clean and almost empty :D
Im not sure but it may be that this actually will make the game run better if you dont have tons of weapons laying everyware
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: iame6162013 on March 29, 2014, 03:29:29 AM
It's released YES :D
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: WolfgangPolska on March 30, 2014, 03:26:14 AM
I don't like new uranium properties, I'm using Atomic Power Plant, and I need those 50 uranium to get energy :C
Otherwise I would install mod ...
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: iame6162013 on March 30, 2014, 09:44:54 AM
Quote from: WolfgangPolska on March 30, 2014, 03:26:14 AM
I don't like new uranium properties, I'm using Atomic Power Plant, and I need those 50 uranium to get energy :C
Otherwise I would install mod ...

use the "Existing Save Compatible Version [link]" version it helps u with that i think
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: iame6162013 on March 30, 2014, 09:47:06 AM
oh and doesn't it work if there ain't a trader in the comsconsole and then install the mod?
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Evul on March 30, 2014, 09:49:42 AM
This mod is cool! I like it!
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on March 30, 2014, 10:11:16 AM
When Nasikabatrachus will be back there will be some texture fix.
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: iame6162013 on March 30, 2014, 02:43:40 PM
Quote from: mrofa on March 30, 2014, 10:11:16 AM
When Nasikabatrachus will be back there will be some texture fix.

do u mean the top left resource listing or is one of the crates broken?
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on March 30, 2014, 03:32:18 PM
Some crates and worktables still flicker, if you move camera or zoom in or out, not sure if there are problems with the resource list, but if you have any please post them here. Cant do much testing myself atm since architect is slave working me :D
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Architect on March 30, 2014, 03:42:29 PM
Quote from: mrofa on March 30, 2014, 03:32:18 PM
Some crates and worktables still flicker, if you move camera or zoom in or out, not sure if there are problems with the resource list, but if you have any please post them here. Cant do much testing myself atm since architect is slave working me :D

Thats not true :P If you can't do it or don't have the time, you don't have to :P I'm just trying to make sure BetterPower+(V2.1.1) Is as good as it can possibly be for everyone :D
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: OmegaConstruct on March 30, 2014, 09:11:50 PM
I love this mod! Here's my food crated up and ready for shipping.

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Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: iame6162013 on March 31, 2014, 11:38:12 AM
Quote from: mrofa on March 30, 2014, 03:32:18 PM
Some crates and worktables still flicker, if you move camera or zoom in or out, not sure if there are problems with the resource list, but if you have any please post them here. Cant do much testing myself atm since architect is slave working me :D

i think that's because the texture is to big but i think flooring has a way to stop that, maybe u coud use that? (don't see it on my screen may be on lower monitor's. (it woud make sense woudn't it?))
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on April 10, 2014, 02:50:02 PM
Since Nasikabatrachus is away for quite long, i will add some small unofficial update here :D
Redone the crates, they are a bit smaller so they dont merge with other crates.
(http://s27.postimg.org/4y4307sc3/scr1.png)

Didnt touch the MRE and workbenches yet
You can download this textures from here (http://www.sendspace.com/file/h70xzl)
Just copy the folder to the game mod folder and if you did it right it will ask about overwriting the old textures

If you prefer the old crates but smaller write here.
If you have a idea how to do that damn mre or any other crate write it here also :D
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: bombarding on April 11, 2014, 06:24:33 AM
can this weapon pack also work with project armory mod weapon?
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on April 11, 2014, 06:28:49 AM
Would need to ask Nasikabatrachus and Evul for promission
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: hwoo on April 11, 2014, 07:15:47 AM
is it ready for alpha 3 download?
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: hwoo on April 11, 2014, 07:22:53 AM
Quote from: hwoo on April 11, 2014, 07:15:47 AM
is it ready for alpha 3 download?

this
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on April 11, 2014, 07:49:55 AM
Yep works on alpha 3 :)
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: madpluck on April 11, 2014, 05:50:12 PM
Quote from: mrofa on April 11, 2014, 07:49:55 AM
Yep works on alpha 3 :)

Well, it does, but...for the three savefiles I experimented with, it causes all silver to be ignored. Doesn't show up in the upper left as being in my stockpiles, doesn't get recognized as launchable in the trade window.
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on April 12, 2014, 12:55:51 AM
Checked on my test colony and your right, deleting 750stacks.xml from mod folder fixed it.
I cant do much more than that untill nasikabatrachus returns
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: Machine on April 12, 2014, 02:24:36 AM
You need to look at the silver in the resources.xml and copy exactly.
What was missing was stacklimit and resourcecountpriority. I put that in and I think its working again. Make sure to set stacklimit to 750.
Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: madpluck on April 12, 2014, 08:50:44 AM
confirmed! made those changes and the mod now works correctly. here's the updated 750 stacks file if you want to update the mod, mrofa

EDIT: Oops I edited it wrong so it's still 400 stackable :/

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Title: Re: [Mod] (Alpha 2) Resource Kompression Mod
Post by: mrofa on April 12, 2014, 02:31:36 PM
Quote from: madpluck on April 12, 2014, 08:50:44 AM
confirmed! made those changes and the mod now works correctly. here's the updated 750 stacks file if you want to update the mod, mrofa

EDIT: Oops I edited it wrong so it's still 400 stackable :/

Well like i said earlier its not my mod, its nasikabatrachus mod, i only help abit with textures.

Also Evul did agree to make support for armory so most likley i will just make that thing as a sole mod unless nasikabatrachus will be back sooner