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RimWorld => Releases => Mods => Outdated => Topic started by: dburgdorf on November 06, 2017, 07:30:35 PM

Title: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on November 06, 2017, 07:30:35 PM
These are my mods for RimWorld b18.

The list:

Archipelagos (https://ludeon.com/forums/index.php?topic=36687.msg376101#msg376101) - 12/05/17 - Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) - 01/07/18 - Allows you to build bridges. Obviously.

Concrete (https://ludeon.com/forums/index.php?topic=36687.msg378605#msg378605) - 01/20/18 - Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls and reinforced concrete "bunker" walls and embrasures. Originally designed as an add-on to "Fertile Fields," it can now be used independently.

Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) - 01/21/18 - Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.msg377041#msg377041) - 12/04/17 - Adds a lot of traits to the game. (This is my "cleaned up" compilation of traits I like from various other mods, as well as a few original ones.)

Editable Backstories (https://ludeon.com/forums/index.php?topic=36687.msg382569#msg382569) - 01/07/18 - Replaces the vanilla backstory database with a completely customizable database of backstories stored in XML files. Also allows you to add new names to the game's name database.

Editable Pawn Titles (https://ludeon.com/forums/index.php?topic=36687.msg391698#msg391698) - 01/14/18 - A simple but useful mod that allows you to edit pawns' titles as well as their nicknames. This allows you to give your colonists titles that reflect their current jobs instead of their backstories.

Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550) - 12/31/17 - Provides you with complete control over which and how many factions and faction bases show up on your map. Also allows you to group faction bases geographically, with different factions' bases located in different parts of the world, to simulate the existence of actual nations.

Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) - 01/20/18 - Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, it's actually less a "farming" mod and more a "terraforming" mod.) NOW A YEAR OLD!

Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) - 01/09/18 - An add-on for "Basic Bridges" which lets your pawns fish from bridges, catch shellfish in traps, and cook various seafood dishes.

More Trait Slots (https://ludeon.com/forums/index.php?topic=36687.msg377038#msg377038) - 12/04/17 - Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!

Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=36687.msg377045#msg377045) - 12/04/17 - An offshoot of a mod I originally created in collaboration with RimRue, which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate.

Rainbeau Flambe - Storyteller (https://ludeon.com/forums/index.php?topic=36687.msg380431#msg380431) - 12/04/17 - Adds, obviously, a storyteller.

Rascally Rabbits (https://ludeon.com/forums/index.php?topic=36687.msg380781#msg380781) - 12/04/17 - Adds rabbits (both gentle and deadly), carrots, rabbit stew, and a few "rabbit themed" events. Also adds ducks and coyotes.

Scenarios (https://ludeon.com/forums/index.php?topic=36687.msg388148#msg388148) - 12/31/17 - Adds a few scenarios and some related incidents. Make your crashlanding a bit more realistic, deal as a tribal group with the aftermath of an exploding moon, or just start with less research handed to you.

Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=36687.msg376899#msg376899) - 01/01/18 - Allows you to smooth and even decorate natural stone walls.

Tribal Essentials (https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240) - 12/12/17 - An unofficial update of RimRue's a17 mod, which adds new tribal items for those players who want to play a tribal scenario and who don't want to rush into research. It includes joy items, production spots for butchering, brewing, art, tailoring, stonecutting and researching, a smokepit, a stone oven, psychoid tea, cooked eggs, popcorn, and art, apparel, walls and flooring.

Tribal Raiders (https://ludeon.com/forums/index.php?topic=36687.msg384241#msg384241) - 12/31/17 - Another unofficial update of an a17 mod by RimRue. This one adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners.

We're All Mad, Here! (https://ludeon.com/forums/index.php?topic=36687.msg390299#msg390299) - 01/07/18 - In time, most everyone on the Rim becomes a psychopath....

Wild Cultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) - 12/23/17 - Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.

If you'd like to just grab all of my b18 mods from Dropbox, you can find all of them here (https://www.dropbox.com/sh/x551atd60cccjry/AAC-J9ZKWETJVuEzdL7KKrSla?dl=0).

Alternately, you can keep track of my updates with ModSync.Ninja (http://www.modsync.ninja/).




If you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

(For my a17 mods, check this thread (https://ludeon.com/forums/index.php?topic=32192.0).)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 06, 2017, 07:30:57 PM
(https://steamuserimages-a.akamaihd.net/ugc/865116042036642254/B3A454D23CC078CC993AAF9BFE48B234DB84D4E0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/07/2018

"Basic Bridges," as the name so subtly suggests, allows you to build bridges. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) No special research is required. All you need is wood, stone or metal. And a bit of steel for reinforcement if you're building over deep water.

All bridges support light construction, so you can, for example, use a bridge to run a power conduit across a river. Additionally, heavy bridges (those built from stone or metal instead of from wood, which require research) will support heavy construction, so you can actually place walls on them.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1193975866)

Dropbox Link (https://www.dropbox.com/s/cxi25qytntoe571/Rainbeau%27s%20Basic%20Bridges.zip?dl=0)

Compatibility:

"Basic Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.

The mod is compatible with "Nature's Pretty Sweet," though to be sure everything works correctly, you'll want to make sure that NPS is *above* "Basic Bridges" in your mod list.

If you want to be able to catch fish from your bridges, you'll need to utilize an additional mod to add that capability. Obviously, I'd suggest my own "Fishing," which is specifically designed as an add-on for this mod.

"Basic Bridges" shouldn't conflict with any other mods.

Credits:

The code in "Basic Bridges" borrows a bit from Sulusdacor's "[sd] Bridges" mod. And obviously, the mods are very similar on a conceptual level. I just decided that I wanted a simpler bridges mod, that would be fully compatible with my "Fertile Fields" mod.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.

(http://verify.modsync.ninja?572a3800-0f34-4e5d-b599-1d60cbf0d8a4) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 06, 2017, 07:31:15 PM
(https://steamuserimages-a.akamaihd.net/ugc/865116042036673597/7E0D564FCC4F88E85FC6E1499B90A7703D335188/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/09/2018

This is an "add-on" to my "Basic Bridges" mod, which gives pawns the ability to catch and cook fish.

It's possible to create "fishing spots" on bridges or piers where pawns can catch fish. It's also possible to build "shellfish traps" that might net you shellfish, shrimp, snails or small fish. And your pawns can now prepare sushi and various other seafood dishes.

(Is it ironic that this mod was created by someone who finds fishing to be mind-numbingly dull, and who hates seafood in any form? I think it's a bit ironic.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1193981800)

Dropbox Link (https://www.dropbox.com/s/0daxw6ocgbq82wp/Rainbeau%27s%20Fishing.zip?dl=0)

How Fishing Works:

Fishing is a custom job type, which relies on the "Animals" skill. Pawns with higher skill will fish faster, and have a higher chance of successfully catching something. (Additionally, fishing serves as a joy activity for pawns with a passion for the Animals skill.) Fishing spots can become depleted if overfished, and so will occasionally need to be allowed to "recharge."

Fish and eels can be caught at any fishing spot, though the type of fish available varies with the biome, and eels are more common in marshes than in water tiles. Squid can only be caught in ocean tiles.

Shellfish traps will periodically catch shellfish or tiny fish automatically, without any pawn interaction. They will sometimes take a bit of damage in doing so, though, and will thus occasionally need to be repaired.

Fish and shellfish can be cleaned (butchered) for meat, while squid and eels can be butchered for both meat and leather.

Compatibility:

This mod will not work unless you also have "Basic Bridges" in your mod list.

Unfortunately, as it adds a new work type to the game, "Fishing" cannot be added to a game in progress. (If you try to add it, you'll screw up your work tab.) Similarly, if you remove it from a game, you will very likely make the map unplayable.

This mod shouldn't conflict with any other mods.

Credits:

Most of the fish graphics were provided to me by Steam user Draegon.

The ability to fish from bridges draws both conceptually and specifically from Rikiki's "FishIndustry" mod, though what I've done here is less elaborate than, and over time has diverged rather significantly from, what's he's done in that mod.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.

(http://verify.modsync.ninja?0e3230dd-fc4a-4439-b92a-2cde28b28446) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 06, 2017, 07:36:36 PM
Updates to "Basic Bridges" in its first a18 release:

- Stone bridges are now called heavy bridges, and can be built from either stone or metal.

Updates to "Fishing" in its first a18 release:

- Fishing is now a unique work type, rather than a handling job. It still uses the Animals skill, though.

- The chance of catching fish (either by fishing or with traps) has been reduced, especially in harsher biomes, to try to make the mod a bit less overpowered.

- It is no longer possible to gaze at water as a joy activity from fishing spots, since "watergazing spots" are available in "Basic Bridges," anyway. So your fishers should no longer find themselves kept from work by lazy folk idly standing in their fishing spots.
Title: Re: [A18] Rainbeau's Mods
Post by: mvargus on November 06, 2017, 08:28:02 PM
Bridges and fishing already updated for A18, excellent!!!!  Thanks,
Title: Re: [A18] Rainbeau's Mods
Post by: kaptain_kavern on November 06, 2017, 11:30:28 PM
Same here. Many thx man
Title: Re: [A18] Rainbeau's Mods
Post by: Canute on November 07, 2017, 04:28:10 AM
*bow before dburgdorf*
You are the FIRST modder who made a new forum topic for new alpha release of his mod.
I hope other forum modder follow your sign.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 07, 2017, 07:31:38 PM
(https://steamuserimages-a.akamaihd.net/ugc/865116303929100063/539FD1026C0CD00F859D4EBB8BEE1FCEAA22F82E/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2017

Have you ever wanted to play RimWorld on an island map? Of course you have! And now you can!

"Archipelagos" adds exactly what its name implies. You'll now find island chains dotting the coastlines of your world maps. More specifically, the mod adds a variety of new biomes to the game, each of them an island-based variant of the corresponding vanilla biome.

If you play on an archipelago map that happens to be adjacent to the mainland, you'll be able to send caravans to settlements on the mainland without difficulty. If you play on an archipelago map that doesn't connect directly to the mainland, you'll find trading a bit more difficult, but no more so than if you were playing on a vanilla "island" tile.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1194812703)

Dropbox Link (https://www.dropbox.com/s/dwsv7p3hcuii4kg/Rainbeau%27s%20Archipelagos.zip?dl=0)

Compatibility:

Adding "Archipelagos" to a saved game shouldn't cause any trouble, but removing it from a game in progress could potentially create problems, even if you're not actually playing on an island map.

"Archipelagos" should be compatible with any other mods, though you might notice small oddities if another mod also alters map generation. "Archipelagos" is compatible with my "Configurable Maps" mod.

If you use any mods that add animals or wild plants, those animals or plants will have the same chance of appearing on archipelago maps that they have of appearing on corresponding vanilla biome maps. (For example, if you use a mod that adds penguins to tundra maps, you may also see penguins on tundra archipelago maps.)

If you're going to build a base on an island chain, you should probably make sure you can build bridges and catch fish. I, of course, would recommend my own "Basic Bridges" and "Fishing" mods to fill those needs, but there are obviously other options available, as well, any of which should work just fine with this mod.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The simplified Chinese language translation files were provided by Steam user kghostSATORI.

(http://verify.modsync.ninja?8781e645-9179-486b-adac-2192e605d69b) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 07, 2017, 07:31:59 PM
(https://steamuserimages-a.akamaihd.net/ugc/865116303929101452/D04FA09DDCC7FC7DA53F5C6852F0686597AF0234/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/21/2018

"Configurable Maps" provides you with a number of configuration options that you can use to tailor the way your maps generate. Simply visit "Mod Settings" from the game's "Options" menu. You'll find three different sets of options for the mod.

(1) "Things" Settings:

You can alter the number of ruins and "ancient shrines" that generate on new maps. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. Or you can set them high, so it seems as if you've landed in what was once a bustling city.

(Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.)

You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla).

You can adjust the "biodensity" on new maps, to determine how thickly populated with plant and animal life the maps should be. These settings are, of course, relative to the base values for a given biome. Even a "sparse" tropical rainforest will have a much higher biodensity than a "dense" extreme desert or ice sheet.

(2) Terrain Settings:

You can adjust the amount of ore which generates on new maps, to make the game more or less challenging. You can additionally choose to disable "fake" ores, so that compacted steel, plasteel and machinery will not appear on your maps. You can also adjust the number of geysers, so that sources of geothermal power are easier or harder to find. And you can adjust the quantity of stone chunks scattered on new maps.

You can adjust the maps' "mountain level," perhaps so that flat maps have almost no rock outcroppings, or perhaps so that mountain maps have little open space.

You can adjust the maps' "water level," which will make lakes, marshes, and the like either more or less common. Note that this will not change the essential nature of a biome. Lowering the water level will reduce the size of marsh areas on boreal forest or rainforest maps, for example, but it won't eliminate them completely, and neither will raising the water level allow marshes to suddenly begin appearing on temperate forest maps.

You can also adjust the "fertility" of soil on maps, to adjust the relative amount of rich soil as opposed to regular soil.

Finally, you can adjust the ocean level on coastal maps. This allows you to control the amount of water which will appear on maps with coasts. At the one extreme, you'll have vanilla-style maps with just a small strip of ocean and a fairly small sandy beach on one edge. At the other extreme, you can now create maps that are almost completely submerged.

An additional checkbox allows you the option to disallow rocky outcrop "islands" from appearing in lakes, marshes or oceans.

(3) World Map Settings:

You can adjust the minimum and maximum number of stone types which can appear in a tile on the world map. You can also adjust the relative commonality of various types of stone, so for example, you could set your worlds to generate with lots of granite but very little sandstone.

(Note that these settings won't appear if you're also using "Cupro's Stones," as that mod offers more robust options regarding exactly how many and which types of stone you want to see on the world map.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1194812929)

Dropbox Link (https://www.dropbox.com/s/y20w5azt6wlqitx/Rainbeau%27s%20Configurable%20Maps.zip?dl=0)

Compatibility:

Since "Configurable Maps" does nothing but alter initial map generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, except perhaps those that also modify terrain and map generation.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The German language translation file was provided by Ludeon forums user Maculator. The Japanese language file was provided by Proxyer. Russian translation files were provided by Steam user "Чей-то друг."

(http://verify.modsync.ninja?5795857b-ec4b-4326-977f-347e2eda4509) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 07, 2017, 07:38:57 PM
"Archipelagos" and "Configurable Maps" are now available for a18, and "Fishing" has been subjected to a (very minor) update.

"Archipelagos":

- Added swampy archipelagos to match new vanilla swampy biomes.

- Updated the "FishIndustry" patches.

"Configurable Maps":

- Fixed animal and plant density settings so they actually apply to archipelago maps as well as to vanilla biome maps.

(I haven't yet added any ability to configure caves. I do plan to do so, but need to take some time to figure out how cave generation currently works before trying to modify it.)

"Fishing":

- Made a few minor adjustments to the "harsh biome" penalties to make them consistent with biome animal densities and to ensure all archipelago types are handled properly.
Title: Re: [A18] Rainbeau's Mods
Post by: Nightinggale on November 07, 2017, 11:13:00 PM
Quote from: dburgdorf on November 07, 2017, 07:38:57 PM(I haven't yet added any ability to configure caves. I do plan to do so, but need to take some time to figure out how cave generation currently works before trying to modify it.)
It's a new feature and as any new feature it is expected to take time to implement. It will likely make sense to postpone it until all the mods have been updated to A18, or at least those, which doesn't require major rework. While I wouldn't mind being able to configure caves, I consider it a minor inconvenience compared to missing some of the mods I use (used) in A17.
Title: Re: [A18] Rainbeau's Mods
Post by: justhaze on November 08, 2017, 04:53:07 PM
thx alot for those a18 updates... great features...
Title: Re: [A18] Rainbeau's Mods
Post by: mvargus on November 10, 2017, 06:45:32 PM
For some reason I can't get the basic bridges mod to work in A18.  I keep getting a set of errors as it resets all my mods.

RimWorld 0.18.1717 rev1081
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Attempt to use string targetversion to refer to field targetVersion in type Verse.ModMetaData+ModMetaDataInternal; xml tags are now case-sensitive. XML: <ModMetaData><name>WM Smarter food selection</name><author>Wishmaster</author><targetversion>0.17.1546</targetversion><description>
&lt;size=18&gt;&lt;color=orange&gt;&lt;b&gt;Requires HugsLib.&lt;/b&gt;&lt;/color&gt;&lt;/size&gt;

&lt;b&gt;Allows you to restrict the foods of your pawns (prisoners, animals, ascetic, cannibal).&lt;/b&gt;
      
&lt;b&gt;Assign and customize your food policies.&lt;/b&gt;

&lt;b&gt;Better food selection algorithm.&lt;/b&gt;

&lt;b&gt;Upgraded and smarter nutrient paste dispenser. &lt;/b&gt;
      
Will pick ingredients in this order: raw bad &gt; raw tasty &gt; insect meat &gt; human meat.
The NPD will prioritize human meat for cannibals, and human meat then insect meat for animals.

&lt;b&gt;More... &lt;/b&gt;

More information on the web link.

Version 2.1.1

&lt;size=18&gt;&lt;color=orange&gt;&lt;b&gt;Credits&lt;/b&gt;&lt;/color&gt; &lt;/size&gt;

* UnlimitedHugs for HugsLib and for assistance.
  </description><url>https://ludeon.com/forums/index.php?topic=30708.0</url></ModMetaData>
Verse.Log:Error(String)
Verse.DirectXmlToObject:GetFieldInfoForType(Type, String, XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(WorkshopItem)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.LoadableXmlAsset].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadPatches () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.get_Patches () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.<LoadAllActiveMods>m__0 (Verse.ModContentPack rm) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.ModContentPack,Verse.PatchOperation].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 10, 2017, 07:28:37 PM
Quote from: mvargus on November 10, 2017, 06:45:32 PMFor some reason I can't get the basic bridges mod to work in A18.

As has been noted elsewhere, the last a18 build introduced a new XML patch-related bug, which has stopped a number of mods from working. The devs have reported that a fix is already done, and will be in the next build, which will hopefully be pushed out tonight or early tomorrow.

(On a side note, try to avoid posting long error messages as walls of text on the forum. Upload them elsewhere and link to them, or use a spoiler tag or a code tag, so everyone else reading the threads doesn't have to scroll quite so much.)  :D

EDIT (11/11): A new game build was pushed out last night, fixing the patch bug. So mods that use patches (like "Bridges" and "Archipelagos") are no longer crashing the game. :D
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 01:47:28 AM
(https://steamuserimages-a.akamaihd.net/ugc/867368527045979523/7D0B179479306E9C54207AFFB9FE48C0C90D4AEF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/01/2018

"Smooth Stone Walls" allows you to smooth natural stone walls, just as you can smooth natural stone floors, thanks to a new option in the "Structure" tab of the architect menu. This allows you to have real walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from scratch. Smoothing a section of stone wall takes four times as long as smoothing a section of floor, as there's more work involved. (And because it seems about right for balance purposes.) Smoothed stone walls are slightly more durable than stone walls constructed of blocks. When deconstructed, smooth stone walls don't yield blocks, but instead have a chance to drop stone chunks, just as if you'd mined them.

Smoothed stone walls are, as you'd expect, smooth. They don't have the graphic patterning that constructed (block) walls have. The two wall types blend into each other quite nicely, but still, some players prefer to have all their walls look exactly the same. If you're one of them, you can have your crafty pawns "etch" the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls. Alternatively, you can have a pawn with artistic skill do decorative etching, in which case at least some of your wall tiles, in addition to a brick pattern, will end up randomly decorated with pictures.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1198839349)

Dropbox Link (https://www.dropbox.com/s/f0nsvuzqo47y59o/Rainbeau%27s%20Smooth%20Stone%20Walls.zip?dl=0)

Wall Graphics and Embrasures:

The mod makes minor alterations to the default wall graphics, in order to allow walls and rock of the same stone type to blend into each other seamlessly.

"Smooth Stone Walls" does not add embrasures, but it does include textures for embrasures that are designed to match the revised base wall textures. These textures will automatically replace the textures provided by most mods that add embrasures. If you prefer to use the default embrasure texture of the other mod, simply remove the "EmbrasurePatches.xml" file from this mod's "Patches" folder.

The embrasure texture patching has been confirmed to work with "Cocoa's Embrasures" by LazyCocoa, "ED-Embrasures" by Jaxxa, "Embrasures" by Brunayla, "Matching Embrasures" by Cucumpear and "Rimworld: Medieval Edition" by Bonehead14. It also works with "Medieval Times" by Vindar, though it should be noted that since the ice walls in that mod still utilize the vanilla wall texture, ice embrasures are not modified.

Compatibility:

"Smooth Stone Walls" adds a new capability, but doesn't change any existing things, so it should be compatible with pretty much any other mod. You should be able to add it to an existing saved game without trouble. Removing it from a game in progress, however, will make the game unplayable if you have any smoothed or etched walls on the map.

"Smooth Stone Walls" is fully compatible with stone types added by other mods, meaning that you'll be able to smooth walls of non-vanilla stone types as easily as you can those of vanilla stone types.

Credits:

Most of the images used for wall art came from the flaticon.com Web site.

The German translation file was provided by Steam user Lauri7x3. The Japanese language translation files were provided by Steam user Proxyer. The Russian language files were provided by kr33man.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?2a75b805-4ebb-46f5-be60-7b3fecf11bdf) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 01:51:26 AM
Updates to "Smooth Stone Walls" in its first a18 release:

- Basic etching is now a crafting job rather than a construction job, giving crafting rather than construction XP.

- Decorative etching is still an art job, but no longer provides construction XP, instead giving only artistic XP, as it should.

- The priority of the basic "smooth wall" job has been raised so that it's comparable to other basic construction jobs, so that pawns are more likely to actually smooth walls, even with other jobs in the queue.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 06:39:23 PM
"Basic Bridges," "Fishing," "Configurable Maps" and "Smooth Stone Walls" have all been updated to add Japanese language translation files originally released as "add on" mods for each of them by Steam user Proxyer.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 07:14:03 PM
(https://steamuserimages-a.akamaihd.net/ugc/867368527049091768/6865EA532676793B50939C3859E8157D26DB90D1/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/04/2017

"More Trait Slots" is a pretty simple mod. It doesn't add new traits to the game, but it will work well with mods that do, as it allows you to configure the minimum and maximum number of traits that pawns will start with. It also adjusts the character display tab so that up to seven (or up to nine with a smaller font) traits can actually be seen.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1199777454)

Dropbox Link (https://www.dropbox.com/s/d427i4id15s3fx5/Rainbeau%27s%20More%20Trait%20Slots.zip?dl=0)

Compatibility:

"More Trait Slots" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

If you're using "EdB Prepare Carefully," you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. And you should have no other issues when using the two mods together.

I'm aware of one conflict, and unfortunately, there's nothing I can do about it. There's an NSFW mod called "RimJobWorld" which completely replaces the code that creates the character display tab. The changes that "More Trait Slots" makes to that code get ignored along with the core code, and as a result, while your pawns will still have extra traits, the character tab won't be altered to allow you to actually see them.

Credits:

The German language translation file was provided by Maculator.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?527e2ecc-2844-41ed-a0e8-945a4657543f) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 07:28:17 PM
(https://steamuserimages-a.akamaihd.net/ugc/867368527049098221/D4357A19BA5C2CD6FC4B9157B2298548AD4987ED/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/04/2017

When I started looking for a mod to add more traits to the game, I quickly realized three things about the various trait collection mods that are available: they all have some traits I really like, but also some I dislike, and none of them had all the traits I wanted; they don't necessarily work very well together due to conceptual overlaps or conflicts; and some of them are buggy in one way or another.

So I decided to deal with the problem by... releasing yet another trait collection mod. *Shrug* What can I say? This one, at least, has the traits I like, all the traits I like, and nothing but the traits I like. And I'm reasonably certain it's bug-free.

"Consolidated Traits" adds 45 traits to the game, almost doubling the number of traits available for pawns. The new traits are:

- "Aesthete": Pawns with this trait love beautiful things, and care a lot about the beauty of their environment.
- "Animal Hater": Some pawns just aren't "animal people."
- "Animal Lover": Pawns with this trait, as you'd expect, are especially good at dealing with animals.
- "Bipolar": Pawns with this trait will have more extreme mood swings than other pawns.
- "Brown Thumb": This trait is the opposite of "Green Thumb," obviously.
- "Builder": Pawns with this trait are good at constructing things, at least if they have instructions.
- "Butcher": Pawns with this trait are much faster when butchering animal corpses.
- "Chemist": Pawns with this trait are faster than others when brewing or producing drugs.
- "Claustrophobic": Pawns who don't like confined spaces make poor miners.
- "Cold Lover": Pawns with this trait will complain less when it's cold, but will whine more when it's hot.
- "Coordinated": This one provides a slight boost to global work speed and to most skilled labor.
- "Deadshot": This provides a boost to both shooting speed and accuracy.
- "Deep Sleeper": Pawns with this trait won't be disturbed by others while sleeping.
- "Dunce": Pawns with this trait will learn at a slower rate.
- "Glutton": Pawns with this trait eat very quickly.
- "Gourmet": Pawns with this trait prepare excellent food, but take their time in doing so.
- "Heat Lover": This is the counterpoint to "Cold Lover."
- "Inept": This trait is the counterpoint to "Coordinated."
- "Inventor": Pawns with this trait are great researchers, but tend to be easily distracted.
- "Ironman"/"Tough"/"Low Pain Tolerance": These traits affect a pawn's pain tolerance.
- "Near-Sighted"/"Eagle-Eyed": These traits affect primarily a pawn's shooting accuracy.
- "Neat Freak": Pawns with this trait appreciate the importance of a dirt-free environment.
- "Nibbler": Pawns with this trait eat very slowly, picking at their food.
- "Nyctophobe"/"Nyctophile": These traits make pawns either more or less afraid of the dark than usual.
- "Perfectionist": Pawns with this trait try to make sure their work is done right, no matter how long it takes.
- "Poor Medic"/"Skilled Medic"/"Master Medic": These traits provide penalties or buffs to medical skills.
- "Quick Learner": This trait is the counterpart to "Dunce."
- "Rockhound": Pawns with this trait excel at mining and stonecutting, but are a bit slow at other tasks.
- "Savant": Pawns with this trait are creative geniuses, but terribly slow workers.
- "Sluggish"/"Swift Reflexes": These traits affect a pawn's ability to dodge attacks.
- "Sucker"/"Haggler"/"Master Trader": These traits affect prices when a pawn is trading.
- "Uncouth"/"Diplomat"/"Master Diplomat": These traits affect the success of a pawn's diplomatic efforts.
- "Weak Constitution"/"Strong Constitution": These traits affect a pawn's resistance to pathogens and diseases.


- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1199778763)

Dropbox Link (https://www.dropbox.com/s/5y6u2kkudjq9cgy/Rainbeau%27s%20Consolidated%20Traits.zip?dl=0)

Compatibility:

"Consolidated Traits" should be compatible with most other mods. Even if those mods add similar traits, there shouldn't be any conflicts, as the traits are unlikely to have the same defNames. However, if you're using more than one mod that adds traits, you might end up seeing pawns with traits that don't really work well together, since the game won't have any way of knowing that trait X from mod Y duplicates or just isn't compatible with trait A from mod B.

I'd recommend using my "More Trait Slots" mod. Combining a larger pool of traits with a larger set of traits per pawn can add some very interesting and uniquely individual personalities to your game.

You should be able to add "Consolidated Traits" to an existing saved game without trouble, but removing the mod from a game in progress might cause problems if any pawns in the world have any of the mod's traits, which is of course very likely.

Credits:

Some of the traits added by this mod are original. But most of them are based on traits found in "Additional Traits," "Extended Traits," "L-Traits," and/or the base version of "Pawns Are Capable!"

(http://verify.modsync.ninja?e0accb3f-8de0-44e3-8be9-1560166a79ab) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 07:31:35 PM
Updates to "Consolidated Traits" in its first a18 release:

- Removed "Natural Porter," since it's not actually possible (not easily possible, anyway) to allow pawns to carry more than a full stack of items.

- Added "Ironman," "Tough" and "Low Pain Tolerance" traits, to add a bit of variety to pawns' pain tolerance beyond just "normal" and "Wimpy."
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 12, 2017, 07:44:40 PM
(https://steamuserimages-a.akamaihd.net/ugc/870746400638140423/FCD7E585975F6785F1D77DB755616B93C05A9829/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/04/2017

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1199779091)

Dropbox Link (https://www.dropbox.com/s/0y8rtr5j3qh2lvq/Rainbeau%27s%20Pawns%20Are%20Capable%21.zip?dl=0)

Compatibility:

"Pawns Are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

Credits:

Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original version of the mod.

The Korean language files were provided by sogo100. The Japanese language translation files were provided by Steam user Proxyer.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?34392a7f-2410-4b90-8585-f0e1351d8ae0) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: kaptain_kavern on November 12, 2017, 10:13:33 PM
KapTaiN_KaVern is ticking another entry in my must have mods for A18

Many thanks ;-)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 13, 2017, 11:38:36 PM
"Fishing" has been updated:

- All fish and seafood corpses are now grouped together in a "fish corpses" subfolder within the "animal corpses" folder, for easier stockpile maintenance.

- Added Chinese language translation files provided by kghostSATORI.

- Updated Proxyer's Japanese language files.

"Pawns Are Capable!" has also been updated:

- Initial penalties for hated work types are now lower, and the penalties worsen a bit more slowly than before, though by the 48-hour mark, they'll reach the same maximum as in previous versions of the mod.

- Added Japanese language translation files by Proxyer.

"Archipelagos," "Basic Bridges" and "Smooth Stone Walls" were also updated, but only to add new translation files.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 15, 2017, 11:29:24 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- It is now possible to build boardwalks over marshy terrain even if no water is nearby.

So, yeah, you can use bridges and boardwalks to build "roads" through swamps.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 15, 2017, 11:34:32 PM
(https://steamuserimages-a.akamaihd.net/ugc/870746586760181282/765349CDF74F988CDC551D22CF45E0D43D8E2048/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/20/2018

"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1202250958)

Dropbox Link (https://www.dropbox.com/s/9lt51khrel0ph5g/Rainbeau%27s%20Fertile%20Fields.zip?dl=0)

New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.

Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rocky soil, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rocky dirt back into rough stone. Finally, it also allows you to create a rock mill at which you can create crushed rocks, sand and clay from stone chunks, which you can use to create dirt, so you'll no longer have to remove dirt from one tile in order to add it to another.

Using the Mod:

Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.

A few things, however, are less obvious.

Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.

Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.

Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've researched "Terraforming" and built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.

Sandbags, by the way, are now made from sand and cloth instead of from steel, and the mod also introduces "heavy sandbags," made from sand and leather.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

Compatibility:

"Fertile Fields" should be compatible with most any other mods. If you run into specific issues, please let me know. You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

If you're using Fluffy's "Architect Sense" mod, you'll find that terraforming options are grouped together, making the "Terraform" menu rather less unwieldy.

Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. Hot and cold springs from "Nature's Pretty Sweet" can be transformed as if they were shallow water tiles, and that mod's various "wet" sand and soil terrains can be transformed using terraforming jobs that work on comparable vanilla sand and soil terrains. The various rocky soils to be found on "Biomes!" cavern maps can be terraformed with any conversion that works on rocky dirt. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")

Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Most elements of the "Vegetable Garden Project" are unchanged. However, if you're using "VGP Garden Tools," you'll notice that its fertilizing and terraforming options are missing, as they duplicate existing "Fertile Fields" functionality, and that its various new planter boxes, sunlamps and hydroponics basins are located in this mod's "Farming" tab along with their vanilla counterparts. Finally, be aware that if you try to add "Fertile Fields" to a game in which you've already been using "VGP Garden Tools," you may encounter problems.

Credits:

German language translation files were generously provided by Ryder32x. Korean language translation files were provided by Ludeon forums user NEPH. French language translation files were provided by Steam user Redstylt. Russian files were provided by Steam user fox_kirya.

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." Other aspects of the mod's code have benefited in no small measure from NotFood's suggestions and contributions.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?2e41c78b-8f94-4a1e-8972-9ee873cd719a) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 15, 2017, 11:38:37 PM
Changes to "Fertile Fields" in its first a18 release:

- Got rid of "rotted meat." Meat and vegetables alike now just deteriorate into "rotted mush."

- For simplicity's sake, compost no longer requires both meat and vegetable products. You can use just one or the other, or both in combination.

- Removed the "rotted material only" compost recipes, since if a player prefers to use only rotted material, it's possible to simply limit the regular compost recipes to accept only "rotted mush" as an ingredient.

- It is once again possible to make dirt at a rock mill as well as at a crafting spot.

- Terrain transformations on the "Terraform" menu now consistently provide Construction experience, regardless of whether materials are needed.

- Terrain transformations on the "Farming" menu are now all Growing (plant work) jobs, and provide Growing experience.

- The ice to shallow water transformation no longer requires Terraforming. It doesn't really take much research to figure out how to cut a hole in the ice, after all.

- Reduced or eliminated the need for fertilizer in a number of terrain transformations.
Title: Re: [A18] Rainbeau's Mods
Post by: Nightinggale on November 15, 2017, 11:49:05 PM
Quote from: dburgdorf on November 15, 2017, 11:34:32 PMMake sure that "Fertile Fields" appears *after* "Vegetable Garden" in your mod load order.
ModCheck is able to cause your mod to write an error in the log if Fertile Fields is loaded before Vegetable Garden. This is done with the following patch file and ModCheck.dll, which can either be loaded as a standalone mod or added to your mod like harmony is added to each mod.
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="ModCheck.loadOrder">
<modName>Vegetable Garden </modName>
<yourMod>>[RF] Fertile Fields [a18]</yourMod>
</li>
</operations>
</Operation>

Note: the space after Vegetable Garden is intended because it has to use the string from name in About.xml and apparently Vegetable Garden has such a space. That's not ideal, but at least the current version of ModCheck is strict about this  :-\
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 15, 2017, 11:57:59 PM
Actually, the order almost certainly doesn't actually matter any more.  I'll check once VG's updated to a18, but that line is actually a leftover from back when I was overwriting rather than just patching stuff.
Title: Re: [A18] Rainbeau's Mods
Post by: Nightinggale on November 16, 2017, 12:26:38 AM
That's even better than adding a check ;D
Yeah the only time order matters for patching is if you rely on patching before or after another mod patches and I can't imagine any case where that would be a good idea.
Title: Re: [A18] Rainbeau's Mods
Post by: SpaceDorf on November 16, 2017, 03:54:00 AM
Thank you for the dropbox link.

Finally all my must have mods for rimworld are A18.

Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 16, 2017, 11:21:05 PM
(https://steamuserimages-a.akamaihd.net/ugc/870746586764267554/CB6018474F7DB008814720F88ADB3CD5B1DD53BD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/23/2017

Blur the lines between wild and cultivated plants! "Wild Cultivation" allows you to cultivate a variety of plants formerly found only in the wild, and adds wild generation of most of the plants that previously could only be cultivated.

Plants which can now be found naturally include corn, haygrass and smokeleaf (most commonly, but not exclusively, found in arid shrubland biomes), daylilies, devilstrand and hops (most easily found in boreal forests), psychoid plants (least uncommon in deserts), cotton, potatoes and roses (most readily discovered in temperate forests), and rice (most easily obtained from tropical rainforests and swamps).

The ability to find these plants in the wild provides a few extra resource options in the early game, and also allows those using the "Seeds Please!" mod a chance to obtain seeds for plants they might otherwise not be able to grow.

"Wild Cultivation" also allows you to cultivate cacti (both pincushion and saguaro), agave, astragalus, clivia, brambles, bushes, low shrubs and grass, all of which could formerly only be found in the wild, as well as glowstools, agarilux mushrooms and bryolux, which otherwise can only be found naturally within caves.

You can also now create growing zones on any terrain that's not completely infertile. This doesn't allow you to grow plants on ground that's not fertile enough to support them, of course. The change is primarily intended to allow you to create growing zones on sand for cacti.

The mod also adds a very small chance of finding raspberries or wild healroot in tropical rainforests and swamps, where otherwise they don't exist.

Finally, "Wild Cultivation" adds one new type of flower, the geranium. Geraniums are functionally identical to daylilies, and in fact the geranium graphic is simply a recolored version of the daylily graphic. I just wanted a purple flower in the game, to add a bit more variety to garden colors.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1203014390)

Dropbox Link (https://www.dropbox.com/s/6tdqwldr071s0gx/Rainbeau%27s%20Wild%20Cultivation.zip?dl=0)

Cultivated Plant Notes:

Agave grows more slowly and has a lower yield than in vanilla, to prevent it becoming a "superplant" when cultivated. It also takes a bit more work to sow and to harvest than most other plants, though it doesn't take as much work to harvest as it does in vanilla.

Cultivated saguaro cacti grow more slowly and yield less wood than wild cacti, in order to put their wood production capability on a par with that of other trees.

Glowstools, agarilux mushrooms and bryolux will all die if exposed to light, so be sure to grow them in enclosed spaces. The cultivated fungi all require reasonably fertile soil, and thus, can't be grown on sand, even though their natural counterparts can sometimes be found in sand. However, cultivated fungi mature faster than their natural counterparts. Additionally, agarilux mushrooms, due to their large size, require extra space, just as do trees and saguaro cacti.

Cultivated brambles are denser than natural brambles, and thus slow movement more, nearly as much as does chokevine.

Compatibility:

You should be able to add "Wild Cultivation" to an existing saved game without trouble, but removing it from a game in progress will almost certainly cause problems.

"Wild Cultivation" changes a few vanilla plant definitions, but mostly just adds new definitions. So while it might conflict with other mods that alter vanilla plants, it also might not. And generally speaking, any such conflicts which do arise probably won't even be noticeable. For the record, it should be fully compatible with "Vegetable Garden."

If you're using "Vegetable Garden," "[T] Expanded Cloth," or another mod that alters the harvest of cotton, "Wild Cultivation" will automatically adjust the harvest of wild cotton to match it.

"Wild Cultivation" is fully compatible with "Seeds Please!" If you have that mod installed, the wild versions of various plants will drop seeds which can be used to grow their cultivated counterparts.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?4a605f1e-5229-4789-86bd-353d648c4ee8) (http://www.modsync.ninja)
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 16, 2017, 11:24:18 PM
The only significant change to "Wild Cultivation" in its upgrade to a18 is that I removed cultivated ambrosia. The fruit is supposed to be *exceedingly* rare, and there's really no way to allow it to be cultivated that doesn't completely throw off its balance.
Title: Re: [A18] Rainbeau's Mods
Post by: DukeAl on November 17, 2017, 04:29:21 PM
Hi,
I tried your mod Configurable Maps on A18 and every time i start a map with a river i get the error "Failed to find all necessary river flow data" and the river is more like a coast.
Doesn't matter if it's a creek or huge river. I can upload a screenshot or the output_log if it helps.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 17, 2017, 04:37:43 PM
Quote from: DukeAl on November 17, 2017, 04:29:21 PMI tried your mod Configurable Maps on A18 and every time i start a map with a river i get the error "Failed to find all necessary river flow data" and the river is more like a coast. Doesn't matter if it's a creek or huge river. I can upload a screenshot or the output_log if it helps.

First, this is (hopefully) a stupid question, but you *are* using the a18, and not the a17, version of the mod, right? Rivers in a18 utilize more "river flow data" than they did in a17.

Second, are you using any other mods that might be conflicting?  No other users have reported such a problem, and I haven't seen anything like you're reporting myself, so I'm skeptical that the problem you're encountering is due just to "Configurable Maps" alone.

Finally, while your log file could certainly be useful, a screenshot would be of no help whatsoever in diagnosing the problem.
Title: Re: [A18] Rainbeau's Mods
Post by: DukeAl on November 17, 2017, 04:44:19 PM
wow, that was a quick reply...
Yes, i'm using A18 (0.18.1722). I tested your mod with only hugslib enabled.

Edit:
Just did a test with only your mod enabled and got the same results.

Edit2:
and here is the log file:
https://gist.github.com/53627094c6bf621d6a97ed26185af8d1
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 17, 2017, 07:38:03 PM
Well, you're not imagining things. :)

Apparently, I never actually *tested* the a18 river generation, as the problem is glaringly obvious. I'm surprised nobody else beat you to bringing it up.

Anyway, I'll look into it later tonight or tomorrow, and should get a fix out soon.
Title: Re: [A18] Rainbeau's Mods
Post by: dburgdorf on November 17, 2017, 11:06:45 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated to fix river generation.
Title: Re: [A18] Rainbeau's Mods
Post by: DukeAl on November 18, 2017, 11:30:12 AM
Thank you for the quick fix.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 18, 2017, 01:13:02 PM
Archipelagos (https://ludeon.com/forums/index.php?topic=36687.msg376101#msg376101) has been updated:

- Animals added by mods will now be eligible to appear in archipelago biomes corresponding to the vanilla biomes to which they're assigned.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 18, 2017, 10:45:50 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- Updated "Vegetable Garden" compatibility.

- Fixed the bug where multiple pawns would try to reserve the same terraforming job and generate error messages.

- Added Korean translation files provided by Ludeon forums user NEPH.
Title: Re: [B18] Rainbeau's Mods
Post by: dismar on November 19, 2017, 10:09:01 AM
Hey dburgdorf your fishing mods patch is out of date for the garden.  I have added a new patch to this message. Thanks

[attachment deleted by admin: too old]
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 10:26:58 AM
Quote from: dismar on November 19, 2017, 10:09:01 AMHey dburgdorf your fishing mods patch is out of date for the garden.  I have added a new patch to this message.

Yeah, I knew I needed to get to that today. Thanks for catching it for me!  ;)
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 10:35:23 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated with another minor bug fix:

- Growers not assigned to construction will no longer haul materials to construction blueprints. Similarly, pawns assigned to construction but not to growing will no longer haul materials to growing-based terraforming blueprints.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 11:29:01 AM
Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) has been updated, to update the "Vegetable Garden" seafood patches.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 05:32:01 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) has been updated:

- Added cultivated versions of glowstools, agarilux mushrooms and bryolux.

- Added cultivated clivia bushes and brambles.

- Patched tropical rainforests and swamps so that raspberries and healroot have a (very small) chance of showing up naturally in them.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 08:58:17 PM
And Wild Cultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) has already been updated again:

- Increased the growth speed of mushrooms to put them on a par with other food crops in terms of yield over time.

- Fixed the "Seeds Please!" seed defs for brambles and clivia bushes.
Title: Re: [B18] Rainbeau's Mods
Post by: bigheadzach on November 19, 2017, 10:06:34 PM
As recommended, is there a link to the No-Traits version of B18 Pawns Are Capable in order to use it will Consolidated Traits?
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 10:25:00 PM
Quote from: bigheadzach on November 19, 2017, 10:06:34 PMAs recommended, is there a link to the No-Traits version of B18 Pawns Are Capable in order to use it will Consolidated Traits?

I need to update the comments in "Consolidated Traits," as at least for the time being, there's only one version of "Pawns Are Capable!" for b18, and it is the version without traits. (RimRue may at some point update the original version, but I have no plans to do so.)
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 10:30:13 PM
(https://steamuserimages-a.akamaihd.net/ugc/874124831469580506/C3E2AAC7B4777CED026407253D2E59FB61FB59E9/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/20/2018

This mod adds concrete to the game. Originally designed as an add-on to "Fertile Fields," it can now be used independently, though without "Fertile Fields," your options for obtaining sand and crushed rocks will be a bit more limited.

Concrete can be made at a stonecutting table, with sand, crushed rocks and cement. Sand and crushed rocks can be made from stone chunks or blocks, also at a stonecutting table. Cement is made by "cooking" limestone in a smithy. (Note that while by default, only limestone can be used, the cement recipe can be adjusted to allow other stone types. It's less realistic, but obviously, limestone won't be readily available on all maps.)

Vanilla concrete and paved tile floors are now made with concrete instead of with steel. (Honestly, I have no idea why Tynan added concrete floors to the game without adding concrete from which to make them.)

If you're using "Fertile Fields," you'll see that the terraforming option which allows conversion of rocky dirt into rough stone now requires concrete in addition to crushed rocks.

And if you're using "Basic Bridges," you'll find that construction of deep water bridges now requires concrete instead of steel.

Concrete can be used to make "cinder" blocks. These can be used to make walls and other items that can otherwise be made from stone blocks. Cinder block walls are weaker (and less attractive) than granite walls, but can be built quickly.

The mod also adds "poured concrete walls," which are as strong as standard stone walls, but easier to build in bulk, "steel-reinforced concrete walls" (and matching embrasures), which are nearly as strong as plasteel walls, and "plasteel-reinforced concrete walls," with twice the durability of plasteel walls, for those who want the ultimate security for their pawns living in bunkers.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1206161263)

Dropbox Link (https://www.dropbox.com/s/knvw18j82yzvdbf/Rainbeau%27s%20Concrete.zip?dl=0)

Compatibility:

This mod should be compatible with most any other mods, except perhaps for other mods which add concrete. But why would you be trying to use two different mods to add concrete? Just pick one or the other!

The basic embrasures added by this mod share a defName with the embrasures added by "Combat Extended." Embrasures in your game will thus be defined by whichever of the two mods loads last. There really isn't much difference between the two. I'd recommend loading "Concrete" after "Combat Extended," though, since my embrasures provide slightly better cover and look nicer. :D

You should be able to add this mod to an existing saved game without trouble, but removing it from a game in progress will likely cause problems.

(http://verify.modsync.ninja?aa981f26-880d-4a87-93e9-b6d760737c65) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods
Post by: mvargus on November 19, 2017, 11:07:12 PM
Quote from: dburgdorf on November 19, 2017, 10:30:13 PM

Concrete can be made at a stonecutting table, with sand, crushed rocks and cement. Cement is made by "cooking" limestone in a smithy.

Vanilla concrete and paved tile floors are now made with concrete instead of with steel. (Honestly, I have no idea why Tynan added concrete floors to the game without adding concrete from which to make them.)

You should be able to add this mod to an existing saved game without trouble, but removing it from a game in progress will likely cause problems.

Wow, a lot of thought and detail went into this.  I'll have to decide if I want to try this one.  I like fertile fields, but this almost forces you to look for tiles where limestone can be found, and I already have a hankering for granite when I build my colonies.
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 19, 2017, 11:19:57 PM
Quote from: mvargus on November 19, 2017, 11:07:12 PMWow, a lot of thought and detail went into this.  I'll have to decide if I want to try this one.  I like fertile fields, but this almost forces you to look for tiles where limestone can be found, and I already have a hankering for granite when I build my colonies.

Actually, while the cement recipe defaults to allowing only limestone, you can set it to use whatever stone type(s) you prefer. It's less realistic, but, well, not everyone wants to be chained to limestone when picking a landing spot. ;)

(On a side note, could you please edit your message to remove the quote of the entire mod announcement? It's a bit excessive.) Thanks!
Title: Re: [B18] Rainbeau's Mods
Post by: SpaceDorf on November 20, 2017, 02:28:07 AM
Thank you for updating my favority concrete mod :)

Time for a pave-over
Title: Re: [B18] Rainbeau's Mods
Post by: mvargus on November 21, 2017, 06:46:07 PM
Hey, I have a quick question.  I'm using this in a Ice Sheet run I decided to try.  I turned the temperature down 2 notches so the tile has a "summer" temperature of about 26.7F and I've seen it get to -80F in winter.  I've cut a hole in the ice and have started fishing, but so far all I catch is wood, cloth, megasloth wool, synthread.... etc.

What I haven't been catching is fish.  Is it too cold?  (I should note the hole is inside the walls of my colony and the room is kept at about 58F if that makes a difference.)
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on November 21, 2017, 07:17:12 PM
Quote from: mvargus on November 21, 2017, 06:46:07 PMWhat I haven't been catching is fish.  Is it too cold?

Temperature doesn't have any impact at all.  (It wouldn't be an unreasonable addition to the mod, but at least for now, it's not something that's relevant.)

Biome affects which types of fish can be caught, how many fish can be caught before a fishing spot is depleted, and how long it takes for a fishing spot to replenish. In tougher biomes, it's also just flat-out more difficult to successfully catch fish.

My guess would be your pawn just has low skill and/or poor luck.
Title: Re: [B18] Rainbeau's Mods
Post by: mvargus on November 21, 2017, 09:43:41 PM
It's been a mix of colonists.  The one with the highest handling has a 9, the others have been at 8, 3, and 3.
Title: Re: [B18] Rainbeau's Mods
Post by: Clanf on November 22, 2017, 01:03:52 AM
question about Smooth Stone Walls - can you build coduit on them?
Title: Re: [B18] Rainbeau's Mods
Post by: fallout2077 on November 22, 2017, 02:40:52 AM
Quote from: Clanf on November 22, 2017, 01:03:52 AM
question about Smooth Stone Walls - can you build coduit on them?
Yep.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 23, 2017, 03:04:43 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- It's now possible to make crushed rocks from stone blocks as well as from stone chunks.

- Crushed rocks, dirt, sand and clay are now heavier, and have lower stack limits.

- Dirt and clay no longer deteriorate noticeably when left outside. Piles of sand still deteriorate, but more slowly than before.

- Skeletons should no longer turn to rotted mush, preventing your pawns from running all over the map collecting the stuff.

- Added icons for use with the "Architect Icons" mod.

- Updated Korean and German language files.

- Added French translation files provided by Steam user Redstylt.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: DeLaFere on November 23, 2017, 04:21:54 PM
Hey listen, your Beasts of Caerbannog event is royally wrecking virtually every colony of mine. I hate it.

In short, I need this mod for B18 so I can continue to suffer.  ;D
I'll be patient. Thanks in advance.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 23, 2017, 05:08:02 PM
Quote from: DeLaFere on November 23, 2017, 04:21:54 PMHey listen, your Beasts of Caerbannog event is royally wrecking virtually every colony of mine. I hate it.

In that case, you'll no doubt be happy to hear that I've already been working on the b18 update for "Rascally Rabbits," and hope to have it available before the end of the long weekend. :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 23, 2017, 11:28:52 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- Walk speed on bridges and boardwalks is now 100%. (This change doesn't impact bridges or boardwalks built before the change was implemented.)

- To cover mud tiles, you should now build boardwalks rather than bridges. (This change doesn't impact bridges already built over mud.)

- Boardwalks placed over marshy soil will now support heavy construction, as they ought to. (Repeat after me: This change doesn't impact boardwalks already constructed before the change was implemented.)

- Boardwalks, unlike bridges, are now placeable in two dimensions instead of just one.

- Boardwalks can no longer be placed over floors or over other boardwalks.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 24, 2017, 02:12:59 AM
Quote from: dburgdorf on November 23, 2017, 11:28:52 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- Walk speed on bridges and boardwalks is now 100%. (This change doesn't impact bridges or boardwalks built before the change was implemented.)

- To cover mud tiles, you should now build boardwalks rather than bridges. (This change doesn't impact bridges already built over mud.)

- Boardwalks placed over marshy soil will now support heavy construction, as they ought to. (Repeat after me: This change doesn't impact boardwalks already constructed before the change was implemented.)

- Boardwalks, unlike bridges, are now placeable in two dimensions instead of just one.

- Boardwalks can no longer be placed over floors or over other boardwalks.

This change doesn't impact bridges or boardwalks built before the change was implemented.

But good enough to tear down the old boardwalks and build new ones.
Forward Marsh.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 24, 2017, 08:16:15 AM
Quote from: SpaceDorf on November 24, 2017, 02:12:59 AMBut good enough to tear down the old boardwalks and build new ones.

I'd have made the changes retroactive if it was possible, but it wasn't. :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 24, 2017, 08:41:47 AM
I know, some properties can't be changed in a running game.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 24, 2017, 01:15:22 PM
Concrete (https://ludeon.com/forums/index.php?topic=36687.msg378605#msg378605) and Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) have been updated:

- "Concrete" can now be used independently of "Fertile Fields," though I still suggest that they be used together, as without "Fertile Fields," options for obtaining crushed rocks and sand are a bit limited.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 25, 2017, 05:11:42 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- Fixed a bug that was screwing up terrain under bridges when games were saved and reloaded, which led to oddities when bridges were deconstructed.

- Deconstructing a bridge on a snowy map will no longer leave snow sitting on top of the water.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 25, 2017, 07:01:43 PM
(https://steamuserimages-a.akamaihd.net/ugc/874125157073673842/52F7F76CE0D481134F0EF4E6F2E9F48D34DBBB9D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/04/2017

This mod adds a new storyteller, Rainbeau Flambe.

Rain shares Randy's love of the unpredictable, but tempers that love with a bit of Cassandra's storytelling flair. Still, he'll send big threats nearly as often as small ones. He seems to have a bit of a sadistic streak, and in any event, he has to keep his cat, Sabre, amused. He also likes to have a slightly larger cast of characters to work with than Cassandra does, and so will subtly encourage you to have more colonists.

The mod also slightly increases the base chance of orbital traders arriving, though the actual frequency of their arrival for storytellers other than Rain is not altered.

Some player testimonials:

"[Rainbeau is] real good on providing a constant supply of traders and challenges."

"Yep. Three events after one minute. And after that I had some time for my colonist. I like that challenge."

"Not sure if I just had bad luck.... But it feels like the game now spams bad events on me."

"I've taken to calling this storyteller 'WHAT NOW?!'"


-- Rainbeau Flambe (dburgdorf) - the modder, not the storyteller ;)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1211819883)

Dropbox Link (https://www.dropbox.com/s/gibk0z7j9urf4gn/Rainbeau%20Flambe%20-%20Storyteller.zip?dl=0)

A Note on Difficulty Levels:

Technically, Rain can be used at any difficulty setting, if only because there's no way to disable any of those settings. But as a matter of practicality, I wouldn't recommend trying to use him with "base builder" difficulty. Rain utilizes big threats as often as small ones, and tries to keep things going at a fair clip, while the "base builder" setting disables most big threats, and is intended to keep the game moving at a more leisurely pace. The inconsistency should be obvious.

Compatibility:

"Rainbeau Flambe - Storyteller" adds a new storyteller, but doesn't really change anything already in the game, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. You should also be able to safely remove it from a game in progress, at least so long as Rain's not the currently active storyteller.

Acknowledgement:

The image of Rainbeau Flambe was created with HeroMachine 3 (http://www.heromachine.com/heromachine-3-lab/), and then edited in Photoshop.

(http://verify.modsync.ninja?f7fdf51f-97b7-4446-8236-01d717865a35) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 26, 2017, 10:25:35 AM
Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) has been updated:

- There is now always at least some chance of success when fishing. (Prior to this, there was actually a possibility that a low-skill pawn in a harsh biome could stand around trying to fish and actually have no chance at all of actually catching anything.)

- Moved fishing on the work tab so instead of being just below handling, it is just below hunting, which makes a bit more sense.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on November 26, 2017, 12:10:26 PM
dburgdorf,
did you ever tryed to build a colony over water on an archipelago ?
At A17 i tryed it once, i started with bridges, but ended to collect sand to turn deep water into sand tiles.

Under bridges there should be alot of space and water. It should be possible to build fishing traps below. Or bridges with integrated traps.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 26, 2017, 06:22:31 PM
(https://steamuserimages-a.akamaihd.net/ugc/874125157078283673/F877F3A98E9D165EBD4E6E2B7E6E41B57B2249F5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/04/2017

What's up, doc? "Rascally Rabbits," as you can probably guess from the title, adds... rabbits.

Rabbits are smaller, more social, and more tameable than hares, and are found in warmer climates. You might even start with one as a pet, though admittedly they're rather useless. Brown rabbits can be found in boreal and temperate forests and swamps, and grey desert rabbits can be found in arid shrublands and deserts. And then there are the Caerbannog bunnies, which show up occasionally in all of those biomes. Probably the result of some misguided ancient genetic manipulation, the innocent-looking Caerbannog bunny is surprisingly dangerous, with nasty, big, pointy teeth and a vicious streak a mile wide. A generally solitary creature, it should not be underestimated.

Of course, where there are rabbits, there must be carrots, and so "Rascally Rabbits" also adds carrots that you can grow and eat. And you'll be able to cook up a tasty rabbit stew, using rabbit meat, carrots and potatoes.

And just because they belong together, the mod also adds some despicable ducks and wiley coyotes. (Why do rabbits, ducks and coyotes belong together? If you really have to ask that question, you clearly haven't watched enough classic Warner Brothers cartoons.)

Finally, the mod adds a few rabbit-themed events:

+ "Beasts of Caerbannog" presents you with a swarm of maneating Caerbannog bunnies. Yes, it's a reskinned (rabbit-skinned?) copy of the default "Maneater Pack" incident. But it uses a custom copy of the incident code, so "Rascally Rabbits" is compatible with other mods which modify that event.

+ "Ravenous Rabbits" infests your garden with hungry, hungry rabbits who'll devour your crops if you let them. This one's based on Nandonalt's "Pests!" mod from back in a16.

+ "Rabbit Season / Duck Season" gifts you with a crashed escape pod, containing not a colonist, but a small stash of supplies and someone's injured pet, either a bunny or a duck. (It combines code from the default "Cargo Pod" and "Refugee Pod" incidents.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1213198971)

Dropbox Link (https://www.dropbox.com/s/81yxr0v7p55a1bc/Rainbeau%27s%20Rascally%20Rabbits.zip?dl=0)

Compatibility:

"Rascally Rabbits" adds new things, but doesn't change any existing things, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. But removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

The mod is fully compatible "out of the box" with both "A Dog Said" and "Seeds Please!" No extra patch mods are required.

The ducks and duck eggs added by this mod use the same defNames as their counterparts in the "Animal Collab Project" mod, so if you happen to use both mods (which I highly recommend, as ACP adds a lot of diversity to the game's wildlife), you won't be dealing with double ducks. It doesn't matter which mod is first in your load order, but if you load ACP last, then ducks will use the more diversified graphics that that mod provides instead of the "one size fits all ducks" graphics I've included here.

Credits:

The coyote and duck graphics were provided to me by Ludeon forum user Minimurgle.

(http://verify.modsync.ninja?cd968f03-0a9a-461a-834f-8121b884f591) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 26, 2017, 06:26:31 PM
New in the b18 update of "Rascally Rabbits":

- Finally added ducks and coyotes. (Ducks and duck eggs use the same defNames as their counterparts in the "Animal Collab Project" mod, so if you happen to use both mods, you won't be dealing with double ducks.)

- Renamed the "What's Up, Doc?" event to "Rabbit Season / Duck Season," as the crashed escape pod might sometimes contain a duck instead of a rabbit.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Belgrath on November 28, 2017, 06:42:42 AM
Hello

I'm getting errors at the moment when pawns try to make sushi from Rainbeau's Fishing mod
https://gist.github.com/05b23881d42045dfbc588866563ae191 (https://gist.github.com/05b23881d42045dfbc588866563ae191)

RimWorld 0.18.1722 rev1198
[RF] Basic Bridges - Fishing Add-On [b18]: Rainbeau's Basic Bridges - Fishing(1.0.6539.15991)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 07:05:50 AM
Quote from: Belgrath on November 28, 2017, 06:42:42 AMI'm getting errors at the moment when pawns try to make sushi....

Would I be correct in guessing that the errors have something to do with pawns starting to work on the recipe, then just standing around at the stove doing nothing?

I've gotten two similar reports on Steam from other users, but I've so far been unable to duplicate the misbehavior myself, and as "Fishing" adds recipes but makes no changes to the actual mechanics of cooking, I remain skeptical that the problem derives from that mod alone. So my assumption at the moment is that it's either a bug in another mod that does affect cooking, or a conflict of some sort.

Anything you could do to try to narrow down the circumstances in which you see the problem would be helpful.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 28, 2017, 07:12:53 AM
I may have a crossover problem with VG but the sushi recipe shows all kind of meat and verggies as ingredient.

Maybe it has to do with ingredients that are shown, but not actually allowed to use.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 07:19:19 AM
Quote from: SpaceDorf on November 28, 2017, 07:12:53 AMI may have a crossover problem with VG but the sushi recipe shows all kind of meat and verggies as ingredient.

Probably doesn't have anything to do with what Belgrath reported, as he doesn't seem to have VG in his mod list, but it *is* something else I should take a look at. If VG's installed, "Fishing" adjusts the VG seafood recipes to actually use fish items, but I don't think it actually does anything to adjust its own recipes....
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 28, 2017, 07:58:40 AM
Quote from: dburgdorf on November 28, 2017, 07:19:19 AM
"Fishing" adjusts the VG seafood recipes to actually use fish items, but I don't think it actually does anything to adjust its own recipes....

It may be more complicated now, that VG is Modular and not all Features are present at all times.

For example I only have the gardening, tools and trees installed.
Not the extra food plants and gourmet recipies.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 10:01:15 AM
Quote from: SpaceDorf on November 28, 2017, 07:58:40 AMIt may be more complicated now, that VG is Modular and not all Features are present at all times.

I really like the fact that Dismar (at long last) made it modular. But it's not relevant here, as my mods that care about VG look for specific items or recipes, rather than just checking to see if VG is installed. :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on November 28, 2017, 10:04:47 AM
too bad dorf, this dorf is clever then a dorf though ! :-)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: XeoNovaDan on November 28, 2017, 11:03:41 AM
Hmm, shouldn't boardwalks over marshy soil improve mobility?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 11:09:48 AM
Quote from: XeoNovaDan on November 28, 2017, 11:03:41 AMHmm, shouldn't boardwalks over marshy soil improve mobility?

They do, if you're using the current version of the mod. ;)

(Actually, if you have boardwalks built before Thursday's update, the walk speed will still be slower.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Mistrornge on November 28, 2017, 11:13:55 AM
Hello,
May have found an error.  Have the bridges mod and was using the basic bridge and boardwalk to speed movement over shallow ocean water.  To reduce tracked sand into my base I wanted to remove the old boardwalk to replace it with granite.  Well I accidentally removed some of the bridging while trying to pull up boardwalk.  If you remove the bridging you can no longer put bridging down in those areas (both regular wood and steel bridging will not lay down). 
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 11:16:30 AM
Quote from: Mistrornge on November 28, 2017, 11:13:55 AMMay have found an error....

The error that produced that problem was actually fixed in Saturday's update. Unfortunately, tiles already affected by the bug -- any tiles with bridges on a map that was saved and reloaded after Thursday night's patch -- couldn't be fixed. You'll need to use devmode to manually turn the terrain back to what it's supposed to be. Then you'll be able to build on them normally again. Sorry 'bout that.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: XeoNovaDan on November 28, 2017, 11:29:01 AM
Thanks for the quick response! :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Sunskii on November 28, 2017, 04:46:22 PM
How is Editable Backstories(my favorite mod ever) looking for B18?

Love your mods and keep up the great work dude!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 28, 2017, 04:59:27 PM
Quote from: Sunskii on November 28, 2017, 04:46:22 PMHow is Editable Backstories(my favorite mod ever) looking for B18?

Hopefully, this weekend. Just too much going on.  ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Questops on November 28, 2017, 07:03:28 PM
You god, thank you so much for updating! That much closer to starting my B18 colony.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Heymom on November 29, 2017, 04:28:50 AM
Hey, thanks for the mods first of...

I feel that the terraforming is a bit over complicated, mainly finding which "button" to click. I am color blind, so the color indications on the icon doesn't help me, and i am finding it very tedious to terraform now sadly, as its something i do in all my games.
Any plans to make it easier or use alternate ways a +/- from current tile for instance? deep water -> rock.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on November 29, 2017, 04:43:52 AM
The problem is, you can't select single tiles like you can do with objects/pawns/animals.
But without these selection you can't do a +/- .

When i doing terraform work, i don't watch the colours, look at the description for the required terrain type iam looking for.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Heymom on November 29, 2017, 08:44:53 AM
Quote from: Canute on November 29, 2017, 04:43:52 AM
The problem is, you can't select single tiles like you can do with objects/pawns/animals.
But without these selection you can't do a +/- .

When i doing terraform work, i don't watch the colours, look at the description for the required terrain type iam looking for.

not sure what you mean by selecting tiles, i suppose a the way to handle that would be to do a switch statement or smth, and output the tile the user wants, then calculate the layer count and add some costs.. haven't looked into it myself. But that's how i would think its done.

Either way, even looking at the text to find out what i need to convert a tile, i still found rather tedious. But i am using "Buildable Terrain" now, which does exactly what i need. After all, terraforming aint ment to be balanced for vanilla :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 29, 2017, 08:57:09 AM
If you write down all the possible permutations of ground transformation you'll notice that making a general building recipy quite the pain.

Having a button for every possible terrain transformations would easily fill your whole screen.

Flooring is a lot easier, because it is only added on the underlying ground tile.
Fertile Fields changes the underlying ground tile.

The way dragging selection and blueprint placement works in rimworld makes it also impossible to place different recipies at once, which would be required to drag a single output tile over different existing ground tiles.

@heymom The best suggestion in your case would be different buttons that are more readable to you.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Mufflamingo on November 30, 2017, 12:01:15 AM
Still waiting for Editable Backstories. 😂
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 30, 2017, 03:16:53 AM
I thought "Pawns are Capable" includes Editable Backgrounds ?


Yesterday I had a strange mod interaction bug appear in Rimworld.

I have the Fish cooking Recipies set to forever .. but suddenly I had about 200 Escargot in my Freezer.

Turns out my cooks where cooking without using ressources.
The just stood before the Stove and dropped one meal after another.

Later the same thing happened with the Soup Recipie from Spoonshortages Cooking Mod
( GouRimet I think ).

It happened after I added a bunch of performance tweaks, so I will come back if I found out what happened.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on November 30, 2017, 03:22:53 AM
I think it was the "xyz was grateful and like to share 200 Escargot  with the colony".
Since Escargot arn't that expensive it could be possible.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 30, 2017, 04:57:22 AM
Nope .. I observed my cooks creating stuff out of thin air for a few minutes.

And since the bill was set to drop the cook did not even move.
Worst of all, I was using the bulk-bill and spawning four meals at a time.

Still I can check the message archive for any gifts  ;D

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: alexdgreat on November 30, 2017, 06:18:03 AM
I started to familiarize myself with Fertile Fields mod. The part related to terraforming for my needs is not very necessary, but the fertilization of the fields is very interesting. No magical transformation of gravel and stone into fertile soil, time and a lot of work, and once on the site of the former rock we will be able to plant and harvest.
But the recipe used to get compost from raw food is too barbarous. Even the fact that rotten food suits for it does not change much, because I myself almost do not allow food to spoil, it will either be eaten before or it will be safely stored frozen. From the cheap options remains hay, which still needs to be accumulated in abundance, and the burning of corpses in the crematorium.
But in a real farm, there is much more raw material for compost. I am sure that I will not say anything, you would not know, but still I will list it.
1. Manure. And not only from large animals. A dozen of hens will also create a lot of litter suitable for fertilizing the soil.
2. Waste from harvesting (stalks of plants); from logging (branches and leaves); from the butchering (intestines); from cooking (potato peelings); scraps from eating.
Surely, the introduction of these new techniques requires considerable effort and possible changes to key mechanics of the game itself.  But it will be much more plausible than making compost from eatable veggies and meat.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on November 30, 2017, 07:11:07 AM
You can make compost from everything.

What I would suggest is to make non-organic fertilizer from minerals and chemicals like it exists today.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on November 30, 2017, 04:46:53 PM
Quote from: alexdgreat on November 30, 2017, 06:18:03 AM
2. Waste from harvesting (stalks of plants); from logging (branches and leaves); from the butchering (intestines); from cooking (potato peelings); scraps from eating.

Though I understand it would make sense, I nonetheless really have no desire to add manure to the mod, even if I thought it would be an easy thing to do. ;) But I actually toyed a while back with the idea of adding "food scraps" as a byproduct from cooking that could be used for compost. I'd kind of lost track of the idea, but I'll put it back on my "to do" list.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Mufflamingo on December 01, 2017, 01:55:34 PM
Quote from: SpaceDorf on November 30, 2017, 03:16:53 AM
I thought "Pawns are Capable" includes Editable Backgrounds ?

I can create my own backstories with Pawms Are Capable?????
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 01, 2017, 03:27:10 PM
Quote from: SpaceDorf on November 30, 2017, 03:16:53 AMI thought "Pawns are Capable" includes Editable Backgrounds ?

Um, no. They're two completely different mods. They can certainly be used together, but neither includes the functions of the other.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 02, 2017, 10:31:38 AM
Archipelagos (https://ludeon.com/forums/index.php?topic=36687.msg376101#msg376101) has been updated:

- Wild plants added by mods will also now appear on appropriate archipelago maps.

(Yeah, I should have thought to add this two weeks ago when I added support for modded animals. Oh, well.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 02, 2017, 11:50:30 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- Boardwalks can now once again be constructed over floors, or floors under boardwalks, in order to allow cleaner transition lines between the two.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 09:06:43 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated again:

- Bridges and boardwalks no longer have hit points. On the one hand, this means wooden bridges are unrealistically immune to fire. On the other hand, it means bridges and boardwalks are no longer "raider magnets" undermining raid AI.

- Bridges are now placeable in two dimensions, to make construction of large bridges a bit easier.

Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=36687.msg377045#msg377045) has also been updated:

- The mod will now work correctly in conjunction with mods such as "Complex Jobs" or "Job Splitter," which subdivide work types.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: KONO_DIO_DA on December 03, 2017, 01:46:15 PM
Since the update to Pawn Are Capable, I keep having pawns with the hated work debuff, even though they aren't assigned to that work. Seems like a bug.

I stripped all my other mods off (except other RBF mods of course), and still had the issue, which is... not good.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 02:23:39 PM
Quote from: KONO_DIO_DA on December 03, 2017, 01:46:15 PMSince the update to Pawn Are Capable, I keep having pawns with the hated work debuff, even though they aren't assigned to that work. Seems like a bug.

Yes, that's been reported by several users on Steam. I've managed to reproduce it, so hopefully, I'll be able to fix it soon.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 03:04:14 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=36687.msg377045#msg377045) has been updated again:

- BUG FIX: All "dumb labor" and "skilled labor" jobs will be appropriately flagged on the work tab for pawns who don't like doing them.

- BUG FIX: Non-violent pawns will no longer complain about being assigned to hunting unless they actually *are* assigned to hunting.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 06:52:01 PM
(https://steamuserimages-a.akamaihd.net/ugc/874125736126389603/0C3FB5D7CB5FE5E104581C4A7EAF68197A3102D6/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/07/2018

Are you tired of running into characters in your game with horribly overpowered or just plain silly backstories? Are you frustrated by the number of colonists you have to feed who aren't willing to work to earn their keep because their backgrounds prevent them from doing manual labor? Does it annoy you when you find a backstory you like with the "Prepare Carefully" mod, only to notice that the gender pronouns or even the pawn's name don't change to fit your character? Do you just hate not being able to do anything about typos that you spot in backstories?

Well, fret no more! Your worries are over!

"Editable Backstories" replaces RimWorld's default backstories with a completely editable set of backstories contained in convenient XML files. Yes, that's right. It doesn't just add editable backstories to the vanilla database. It completely replaces that database.

(Well, it *does* have a "lite" option that allows you to just add to the database, but by default, it replaces it.)

You can use the mod "straight out of the box," so to speak, as I've included a set of "cleaned up" basic backstories which will be used if all you do is just install and run the mod. None of them are unreasonably powerful or, in my opinion, lore-breaking, none have hard-coded pronouns or names, and I'm pretty sure that they're mostly free of typos.

But the real point of "Editable Backstories," of course, is that it allows you to edit and add stories yourself. In the "XML Raw Data" folder within the mod's directory, you'll find files containing the full collection of backstories from the vanilla game. In the "Documentation" folder, you'll find detailed instructions to help you put together your own "perfect" backstory collection.

As I already noted, unless you're using the "lite mode" option, the mod removes all vanilla backstories from the game, so no pawn bios will ever again include material that you don't have the option to edit. This means that you won't meet any of the "Pirate King" characters, those characters created by RimWorld Kickstarter backers, whose childhood and adulthood stories are linked. However, "Editable Backstories" allows you to create your own linked stories, so if you happen to like a particular "Pirate King" pawn, you can easily add him or her back into your world, complete with any edits or fixes you deem appropriate.

Additionally, while it doesn't remove any potential pawn names from the game, "Editable Backstories" does let you to add as many new names (first names, surnames, nicknames, and/or full names) to your game as you desire.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1220862385)

Dropbox Link (https://www.dropbox.com/s/cs70axb30c15153/Rainbeau%27s%20Editable%20Backstories.zip?dl=0)

Compatibility:

"Editable Backstories" requires a new game. If you try to add it to (or remove it from) a game in progress, every pawn in the world will end up with new randomly-assigned backstories. (On a related note, don't try to switch between regular and "lite mode" in the middle of a game, for the same reason.)

The mod is compatible with both "EdB Prepare Carefully" and "Verify Start."

It is also fully compatible with any mods that utilize Erdelf's "Humanoid Alien Races" framework.

Special Note:

I completely understand why backstories aren't editable by default. And I mean absolutely no disrespect to those who backed RimWorld on Kickstarter back in 2013 (or have purchased the "Name in Game Pack" since then) and got their stories written into the game as a result. But at the same time, I'm a modder. Changing things I don't like about the game is what I do. And the fact that backstories can't be edited, even though I understand it, is something that I don't like.

Credits:

Some of the C# code in "Editable Backstories" (specifically, the code that allows data to be read from XML files) derives from code in Erdelf's "Humanoid Alien Races."

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?80e51821-a215-4473-9e19-74fba4243dad) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 06:54:23 PM
New in the b18 release of "Editable Backstories": The formerly-separate "Lite" version of the mod has been replaced with a configuration option. You can now easily switch between the default and the lite version, depending upon whether you want to replace or merely add to the vanilla backstory database.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 03, 2017, 07:29:47 PM
Thank you
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 10:32:58 PM
Archipelagos (https://ludeon.com/forums/index.php?topic=36687.msg376101#msg376101) has been updated:

- Ambrosia can now sprout on islands as well as on the mainland. Also, alpha beavers have discovered the joys of island life.

Additionally, Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=36687.msg377045#msg377045) has been updated to fix one of the earlier fixes. Those who aren't using "Allow Tool" will no longer see error messages about the "FinishingOff" work type.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 11:12:03 PM
Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) has been updated:

- Fixed the sushi recipe. (It now requires rice and a *different* type of plant food, instead of just rice and *any* plant food, so pawns will no longer try to use the same rice to fill both requirements.)

- The minimum required distance between fishing spots has been reduced from 12 tiles to 9 tiles. (The minimum distance between traps remains 6 tiles.)

- The chance of successfully catching a fish, especially in harsher biomes, is no longer quite as low as it was, though it hasn't been returned all the way to its pre-b18 value.

- Updated the shrimp and snail graphics.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 03, 2017, 11:32:38 PM
Rainbeau Flambe - Storyteller (https://ludeon.com/forums/index.php?topic=36687.msg380431#msg380431) has been updated:

- The mod no longer changes orbital trader frequency for other storytellers, though it still increases the base chance of the event occurring.

(In other words, vanilla storytellers will no longer check for orbital traders more often than they do in a vanilla game, but when they *do* check, there's still a slightly better-than-vanilla chance that one will actually show up. Rain himself will still check for the traders more frequently.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 04, 2017, 12:51:07 AM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=36687.msg376899#msg376899) has been updated:

- Conduits no longer prevent etching or decorating of walls.

- The priority of wall smoothing has been dropped a bit so that it's above deconstruction but below other actual construction tasks.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Mufflamingo on December 04, 2017, 12:54:59 AM
Holy potato! Thanks for the editable back stories! Its time to start my kingdom! 😂😂😂
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 04, 2017, 01:55:42 AM
dburgdorf,
with your update frequence you maybe should look at
Modninja since it got revived.
https://ludeon.com/forums/index.php?topic=34447.0
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 04, 2017, 02:56:05 AM
They have an auto update detection that works with Github that is handy too.

Edit: But I'm not sure you're a github user IIRC ...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 04, 2017, 09:41:10 AM
Quote from: Canute on December 04, 2017, 01:55:42 AMwith your update frequence you maybe should look at Modninja since it got revived.

But... but.... I'm trying to STOP updating so often! Honestly, I am! I mean, I actually took a whole month off right before b18 came out! :)

Seriously, though, that's not a bad idea at all. Hadn't realized ModNinja had been resurrected. I'll plan on adding my mods this evening, once I get home from work.

(And then I'll probably take a month off from modding again.)

(Yeah, right. Sure I will.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 04, 2017, 11:11:12 AM
How did I deserve a fan  :o
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 04, 2017, 11:22:34 AM
Quote from: SpaceDorf on December 04, 2017, 11:11:12 AMHow did I deserve a fan  :o

Geez. Took you long enough to notice. I changed that, like, nearly a week ago.... :D

(And you deserve a fan for contributing lots of great ideas to mod development and for being amusing in a good way.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 04, 2017, 10:04:22 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- The mod is now compatible with "Nature's Pretty Sweet." Most notably, it's now possible to build boardwalks over salt fields or wet sand.

- The mod now also works the the "Mod Sync Ninja" updater.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 04, 2017, 11:30:21 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=36687.msg376899#msg376899) has been updated:

- It is now possible to smooth basalt rock walls from the "Nature's Pretty Sweet" mod.

- The mod now also works the the "Mod Sync Ninja" updater.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 05, 2017, 12:41:48 AM
And... the rest of my mods are also now updated to work with "Mod Sync Ninja."
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 05, 2017, 02:26:58 AM
Quote from: dburgdorf on December 04, 2017, 11:22:34 AM
Geez. Took you long enough to notice. I changed that, like, nearly a week ago.... :D

(And you deserve a fan for contributing lots of great ideas to mod development and for being amusing in a good way.)

I might be getting old.  ::)
But seriously you saying that really means something to me.  I just have less time at the moment than I wish for my favorite grumpy old modder.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 05, 2017, 02:46:49 AM
Quote from: dburgdorf on December 05, 2017, 12:41:48 AM
And... the rest of my mods are also now updated to work with "Mod Sync Ninja."
*bow before the dorf*
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 05, 2017, 02:47:27 AM
I already told ya Spacedorf,

your always-supportive attitude and all ... It really means something for me as well :p And for the other Dorf as well, it seems ^^

In bonus, you often have good ideas, providing useful feedback and insights and you have a sense of what is possible or not, code-wise. Perfect modding buddy I'd say  ;D

Your both look like the kind of guy I could drink a beer with BTW  8)

edit: Yeah Canute as well :p
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: MrWeeGee on December 05, 2017, 09:12:09 AM
Hey, first want to say thanks for all the work you've done on your mods, Fertile Fields and Capable Pawns are must-haves imo. Also thanks for adding them to ModSync, it's a pain keeping all my mods up-to-date.

I do have a question though: how do you feel Configurable Maps holds up with Miscellaneous MapGenerator (https://ludeon.com/forums/index.php?topic=3612.0) and FactionBase? These all modify the MapGen but seem to work just fine together. I'm not getting any errors and seem to have the benefits of both mods.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 05, 2017, 09:32:08 AM
Quote from: MrWeeGee on December 05, 2017, 09:12:09 AMI do have a question though: how do you feel Configurable Maps holds up with Miscellaneous MapGenerator and FactionBase? These all modify the MapGen but seem to work just fine together. I'm not getting any errors and seem to have the benefits of both mods.

I'm not specifically familiar with "Faction Base," but I know that "Map Generator" shouldn't cause any trouble, as it uses custom generation routines rather than altering the vanilla ones that my mod edits. The worst issue I've personally noticed in using the two together is that if "Configurable Maps" is set to throw a lot of ruins on the map, "Map Generator" might not be able to find room to place its own buildings. ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 05, 2017, 12:11:27 PM
Quote from: Canute on December 04, 2017, 01:55:42 AMwith your update frequence....

Holy sh*t.

I got curious, so I actually checked my change logs and ran the numbers.

Since the initial release of "Fertile Fields" back on January 8, and despite the fact that I really did take a five-week break from RimWorld and modding before b18 came out....

Over the course of the year, across all my mods, I've averaged an update of some sort once every 1.3 days.

Ugh. No wonder I never have time to actually play the damned game.

The phrase, "I need a life," comes to mind. ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 05, 2017, 02:49:11 PM
Quote from: dburgdorf on December 05, 2017, 12:11:27 PM
Ugh. No wonder I never have time to actually play the damned game.

Sound like my life :p

I have not the same impressive number of updates though.   /me is bowing in front of the Dorf
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 05, 2017, 05:07:03 PM
Some people (like me) just got a life to play the damn game.
Other people (like you) just got a life to code for the damn game ! :-)))

Maybe you should put Spacedorf on ignore, i think he was your biggest inspiration the last months ! :-)
And now go out of the house and buy material and craft some gift's for your friends.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 05, 2017, 07:51:48 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated again:

- Improved the "under boardwalk" terrain distinctions.

- Boardwalks built over non-vanilla terrains will now provide pawns with a 100% walk speed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 05, 2017, 09:57:28 PM
Archipelagos (https://ludeon.com/forums/index.php?topic=36687.msg376101#msg376101) has been updated:

- Freshwater and ocean variants of each archipelago type now have different labels. (This is really no big deal unless you're using "Prepare Landing," and need to be able to tell the versions apart in the biome listing.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Draegon on December 06, 2017, 12:11:24 PM
Just wanted to come here and say that everyone should totally get the bridges mod and the fishing add-on, and not just because I did most of the fish textures. It's a very useful feature that I feel the game lacked previously.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 06, 2017, 12:22:28 PM
Great, I think a Drink sometimes sounds nice .. having a live next to playing Rimworld  ;D

I mean you guys are the fault that I never get around to finish a mod of my own .. so many updates to download.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: equitime77 on December 07, 2017, 05:56:03 AM
How about a future mod idea for you? A fish pond so that you can farm a specific type of fish/fishes?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 07, 2017, 08:31:44 AM
You mean some kind of fish industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) ?
(http://i.imgur.com/yJWlFu7.png)


Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: equitime77 on December 07, 2017, 03:51:05 PM
Fish Industry looks fun, I will have to check it out when it comes out in b18. I wonder if it will take the fish from your mod?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 07, 2017, 04:30:52 PM
Quote from: equitime77 on December 07, 2017, 03:51:05 PMFish Industry looks fun, I will have to check it out when it comes out in b18. I wonder if it will take the fish from your mod?

No, it won't. Not without patches, anyway. First and foremost, fish are handled very differently in the two mods. In FishIndustry, they're actually defined as pawns, just like the animals you find wandering on the map, even though they never actually appear in the game until dead. In "Fishing," the fish are simply defined as objects, as it seemed much easier, and avoids a lot of unnecessary XML.

(Though I have to admit, the interaction between FishIndustry and a mod which allows any type of animal to be used in a manhunter pack can be amusing, as the idea of a school of fish crossing the dry landscape in search of human flesh is just hilarious.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 07, 2017, 04:33:58 PM
Definitively need Carps!  8)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 08, 2017, 03:37:28 AM
Quote from: dburgdorf on December 07, 2017, 04:30:52 PM
(Though I have to admit, the interaction between FishIndustry and a mod which allows any type of animal to be used in a manhunter pack can be amusing, as the idea of a school of fish crossing the dry landscape in search of human flesh is just hilarious.)

Yes it is .. sadly I no longer have the screenshots to prove it  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 09, 2017, 12:51:22 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated:

- It is now possible to define the total number of factions that should be present on a world map, as well as to remove certain faction types or adjust various faction types' relative abundance.

- Tiles on the world map can now be set to have a maximum of eight different stone types instead of just five, if for some reason you feel the need to have that many different types of stone readily available.

- This mod's settings for number and variety of stone types on world map tiles should now take precedence over similar settings in other mods, regardless of load order.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Harry_Dicks on December 09, 2017, 01:10:48 PM
Quote from: dburgdorf on December 09, 2017, 12:51:22 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated:

- It is now possible to define the total number of factions that should be present on a world map, as well as to remove certain faction types or adjust various faction types' relative abundance.


Holy crap, this is such an awesome update! Thank you so much for this and all of your other mods, I love your work and am very appreciative!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 09, 2017, 01:54:50 PM
Quote from: dburgdorf on December 09, 2017, 12:51:22 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated:
- It is now possible to define the total number of factions that should be present on a world map, as well as to remove certain faction types or adjust various faction types' relative abundance.

- Tiles on the world map can now be set to have a maximum of eight different stone types instead of just five, if for some reason you feel the need to have that many different types of stone readily available.

You are so awesome, it's beyond words ..
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: RyanRim on December 10, 2017, 04:37:35 AM
Cant play without the bun-bun mod anymore. You should totally make more bird types though, the ducks look cool. Also just started testing concrete, pretty tough grind cause I havent got FF, but the walls look better than steel lol
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 10, 2017, 06:34:07 PM
(https://steamuserimages-a.akamaihd.net/ugc/884259456723675753/2C4900FAD30BE0424C1A7453C37703E7535F39D5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/12/2017

This is an unofficial b18 update of RimRue's "Tribal Essentials" mod. All original credit goes to her!

This mod adds new tribal items for those players who want to play a tribal scenario and who don't want to rush into research. It includes joy items, production spots for butchering, brewing, art, tailoring, stonecutting and researching, a smokepit, a stone oven, psychoid tea, cooked eggs, popcorn, and art, apparel, walls and flooring.

Basic work benches are now attached to a "Work Benches" research that isn't given to tribal groups at game start, making the "primitive" versions of those benches more useful.

NOTE: If you want a truly tribal game, consider also using my update of Rue's "Tribal Raiders" to add a hostile tribal faction to the game, and my "Faction Control" mod to remove the outlander, pirate and mechanoid factions!

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1228122211)

Dropbox Link (https://www.dropbox.com/s/ygadrpcswafy525/Tribal%20Essentials.zip?dl=0)

Things Added to the Game:

Apparel -- Woven Hats and Cloaks (made from dried grass or pounded bark); Muffalo Headdress (an impressive hat which yields a small Social boost); Tribal Helmet (a wooden tribal helmet that requires "Tribal Warfare" research); Tribal Armor (a tough hide coat with wooden slat armor that requires "Tribal Warfare" research).

Furniture -- Double Sleeping Spot (for couples); Storage Box (a place to hide ugly items or to protect perishable items from the elements).

Items -- Cooked eggs (since you can't use eggs in pemmican); Crafting Basket (a tribal version of the toolchest, made from hay, which boosts production speed); Large and Small Rugs; Large and Small Totems; Patchwork Leather (a low quality leather patched together from scraps at a crafting spot); Popcorn (gives joy, but not much nutrition); Psychoid Tea (a social drug that can also help fight disease); Smoked meat (preserved meat, which can be eaten "as is" or made into pemmican); Urns and Decorative Pots.

Joy Objects -- Three Stones Game (a tribal version of chess); Tribal Lore Fire (a place for tribals to gather, share stories, and gain a small Social skill boost).

Production -- Art, Brewing, Butchering, Researching, Stonechipping and Tailoring Spots; Smokepit (a small fire used to make smoked meat); Stone Oven (a primitive oven, better than a campfire for cooking food).

Security -- Earthen Mounds (more protection than rock chunks, but not as much as sandbags); Pitfall Trap (a deep pit with sharp spikes that requires "Basic Traps" research).

Walls and Floors -- Barn Board Floor (uses less wood to build); Log Walls (like wood walls, but with a log texture); Rough Paving (uses less stone to build); Random Paving (requires "Stonecutting" research).

Compatibility:

So far as I'm aware, this mod doesn't conflict with any other mods. Adding it to a game in progress should be fine, though you may find yourself having to train a new research or two that you would have started with had the mod already been installed at the beginning of your game. Given how much it adds, though, I wouldn't suggest trying to remove it from a game in progress.

Credits:

Obviously, credit is due to RimRue, the creator of the original a17 version of the mod!

The mod also borrows bits and pieces from 3DGrunge (Tribal Armor Breastplates), Bacon Bits (Pitfall Traps), CuproPanda (Earthen Mounds), ItchyFlea (Log Walls), MasterDihtung (Pottery), Mouf (Psychoid Tea and Patchwork Leather), Tammabanana (Smokepit), Telkir (Stone and Wood Floors) and TrueDestroyer (Double Sleeping Spot).

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Special Note:

I've attempted to contact RimRue to gain her approval for this update, but have not yet received any response from her. However, as she's logged into the Ludeon forums since my messages were sent, I assume she has read them and is aware of what I've done.

(http://verify.modsync.ninja?c34a1384-4e96-47f4-b8be-121988d3042d) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 10, 2017, 06:37:04 PM
(https://steamuserimages-a.akamaihd.net/ugc/884259456723677054/86DCC8C4D2D3D8AF6872D0EE4861A139589B27BB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/31/2017

This is an unofficial b18 update of RimRue's "Tribal Raiders" mod. All original credit goes to her!

This mod adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Be forewarned, worlds which include tribal raider factions can be quite hostile to newcomers!

NOTE: If you want a truly tribal game, consider also using my update of Rue's "Tribal Essentials" to improve the tribal start experience, and my "Faction Control" mod to remove the outlander, pirate and mechanoid factions!

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1228122583)

Dropbox Link (https://www.dropbox.com/s/whuzoye8wpz647p/Tribal%20Raiders.zip?dl=0)

Compatibility:

You shouldn't see any compatibility issues with this mod. You can add it to a game in progress, but unless you're using Orion's "Faction Discovery" mod, you won't see tribal raiders added to the game. Trying to remove it from a game in progress which includes any tribal raider factions will, of course, make the game unplayable.

Credits:

Obviously, credit is due to RimRue, the creator of the original a17 version of the mod!

Special Note:

I've attempted to contact RimRue to gain her approval for this update, but have not yet received any response from her. However, as she's logged into the Ludeon forums since my messages were sent, I assume she has read them and is aware of what I've done.

(http://verify.modsync.ninja?c31f3ab6-8241-4761-bd90-7ae84319f7e5) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 10, 2017, 06:40:04 PM
Changes in the update from Rue's a17 version of "Tribal Essentials":

- Removed blanket beds, since vanilla's bedrolls now fill the same purpose.

- Also removed the "hoop and arrows" game, as it's virtually identical to vanilla's new "hoopstone ring" game.

- Vanilla deadfall traps now require the "Basic Traps" research, just as do pitfall traps.

- Basic work benches are now attached to a "Work Benches" research not given to tribal groups at game start, making the "primitive" versions of those benches more useful.

- Similarly, billiards, chess and poker tables are now attached to a "Gaming" research, also not given to tribal groups at game start.

- The early portion of the research tree has been adjusted a bit to better accommodate the new researches added by this mod.

Changes in the update from Rue's a17 version of "Tribal Raiders":

- Removed the dependencies upon either "Humanoid Alien Races" or "Editable Backstories." The mod can now be used solely on its own.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 11, 2017, 01:02:47 AM
Is it possible to make (probably optional) some archipelago maps with coastal linings, mb even completely surrounded by water? I know it could make defending a lot easier, but I'd want to try such "really" island experience ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 11, 2017, 03:19:03 AM
Santa dburgdorf,
what happen to you, are you like me who don't celebrate xmas, that you need to mod like crazy before these days ?

But these tribal updates are a nice present, do you plan to update the "tribal planet" too ?

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 11, 2017, 05:27:13 AM
Quote from: Canute on December 11, 2017, 03:19:03 AM
Santa dburgdorf,
what happen to you, are you like me who don't celebrate xmas, that you need to mod like crazy before these days ?

But these tribal updates are a nice present, do you plan to update the "tribal planet" too ?

He doesn't need to ..
Configurable Maps includes this feature now :

Quote
(4) Factions Settings:

You can define the total number of factions which should appear on your map (anywhere from 3 to 30), as well as
individually adjust the minimum number of factions of each type which should be present, even removing some if you prefer.
So you could, for example, play on a planet without without any tribal factions, or without any outlanders, or with nothing but factions added by mods, or on a planet with no pirates, or perhaps on a planet on which the only factions are pirate factions.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 11, 2017, 06:46:35 AM
True, didn't complete read that phrase, just notice you can adjust how many factions.

Maybe he should mention this feature at the Tribal essenction description.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 11, 2017, 07:20:42 AM
I did, because it was on my Rimworld Wishlist.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: RyanRim on December 11, 2017, 07:22:11 AM
Im so hoping for a Christmas themed mod this year. Big hugs to Rainbeau if he does something ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 07:44:38 AM
Quote from: wwWraith on December 11, 2017, 01:02:47 AMIs it possible to make (probably optional) some archipelago maps with coastal linings, mb even completely surrounded by water? I know it could make defending a lot easier, but I'd want to try such "really" island experience ;)

The current archipelago maps are essentially just regular maps with the water level raised very high. (There's a bit more to it than that, but that's the core concept at work.) To create more customized maps would require customization of the map generation code which is simply beyond my coding abilities.

Additionally, many game features -- not just raider and visitor arrival, but even things like plant and animal spawning -- seem to rely on having at least one traverseable edge on the map. Creating a true island map, with deep water on all sides, would break those features.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 07:49:11 AM
Quote from: Canute on December 11, 2017, 03:19:03 AMSanta dburgdorf, what happen to you, are you like me who don't celebrate xmas, that you need to mod like crazy before these days?

Nah, I celebrate Christmas. (Not as a religious holiday, but as a secular/family holiday.) I just enjoy modding, and have a real problem *not* doing something once I get an idea in my head.... ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 07:51:56 AM
Quote from: RyanRim on December 11, 2017, 07:22:11 AMIm so hoping for a Christmas themed mod this year. Big hugs to Rainbeau if he does something ;)

'Fraid I'll have to disappoint you on this one. I just don't have any compellingly good ideas for such a thing.

While I know nothing about it's quality, though, I do know that at least one Christmas-themed mod was released by someone else last week, and others may yet be on the way, if that helps. :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 11, 2017, 08:05:17 AM
Quote from: dburgdorf on December 11, 2017, 07:44:38 AM
Quote from: wwWraith on December 11, 2017, 01:02:47 AMIs it possible to make (probably optional) some archipelago maps with coastal linings, mb even completely surrounded by water? I know it could make defending a lot easier, but I'd want to try such "really" island experience ;)

The current archipelago maps are essentially just regular maps with the water level raised very high. (There's a bit more to it than that, but that's the core concept at work.) To create more customized maps would require customization of the map generation code which is simply beyond my coding abilities.

Additionally, many game features -- not just raider and visitor arrival, but even things like plant and animal spawning -- seem to rely on having at least one traverseable edge on the map. Creating a true island map, with deep water on all sides, would break those features.


Hmm, then is it not intended that if archipelago biome was generated as coastal tile on global map it never gets a "real" coast, even on one side, as it should be with vanilla maps? Playing with PrepareLanding, if changing some coastal tile to archipelago, it just loses the Coast "feature" completely.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: RyanRim on December 11, 2017, 08:39:46 AM
Quote from: dburgdorf on December 11, 2017, 07:51:56 AM
Quote from: RyanRim on December 11, 2017, 07:22:11 AMIm so hoping for a Christmas themed mod this year. Big hugs to Rainbeau if he does something ;)

'Fraid I'll have to disappoint you on this one. I just don't have any compellingly good ideas for such a thing.

Come on, you can just throw some santa hats on them were-rabbits
(https://www.warrenphotographic.co.uk/photography/rubs/32350.jpg)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 09:26:00 AM
Quote from: wwWraith on December 11, 2017, 08:05:17 AMHmm, then is it not intended that if archipelago biome was generated as coastal tile on global map it never gets a "real" coast, even on one side, as it should be with vanilla maps? Playing with PrepareLanding, if changing some coastal tile to archipelago, it just loses the Coast "feature" completely.

I'm afraid I'm not quite following you.  I assume when you talk about archipelago maps with coasts, you're asking for a map with an island or islands, but with the coast of the "mainland" visible along one edge. As I said, that sort of custom map would require coding abilities a bit beyond my own.

(Though now that I think about it, I might be able to create such a "mainland coast" along one edge of an archipelago map by adapting the vanilla code that produces oceans along the edge of a land map.... No promises, but I'll make a note to play with it, probably over the holiday break.)

As to the question I think you were asking about why archipelago maps don't break the game features I referenced earlier, well, archipelago maps tend to have at least a bit of traverseable land on each edge of the map, so the game runs just fine.

Quote from: RyanRim on December 11, 2017, 08:39:46 AMCome on, you can just throw some santa hats on them were-rabbits....

Do you *really* want to piss of the Caerbannog bunnies so badly? :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 11, 2017, 11:30:28 AM
I put a picture as attachment, hopefully it will help me :)

Let's assume we have a part of the global map with some land and water. Land tiles bordering water become "coastal tiles", you can see it as "feature" while looking on that tile's properties. So orange tiles (if they are some "normal" biome) from my picture will get "southern coast" feature. And the generated local map for them will look somewhat like on figure 5 - with a stripe of water added at south.

Now with archipelagos. At first I asked about something like figures 1 ("real" islands, water is around all edges) and/or 2 (water is along all edges except north). I think at least 2nd shouldn't break arrival/spawning. Also it might be enough to use shallow water along the edges so it will be technically traversable.

Initially I thought that you just suppressed the generation of water along the edges intentionally for these purposes. But after you answered I thought that it was not intended, and the generated map should actually be like on figure 3 (southern edge is water, other sides are traversable - all as expected like for "normal" biome), not like on figure 4 as it is now (no water-only edges, the tile loses coastal "feature").

So the main question will be: is it possible to generate maps like 3-2-1 instead of 4?

[attachment deleted by admin: too old]
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 11:45:53 AM
First off, archipelagos are, by definition, *not* coastal maps. I think that might be part of the confusion, here.  An archipelago tile might (or might not) be adjacent to a coastal tile on the world map, but it is, itself, a different entity entirely.

Second, it's always been "understood" that the map on which you play represents part, but only part, of the world tile on which it's located. That's the official explanation, for example, of why game maps located on vanilla "island" tiles from the world map still only have a single coast, even though the tile on the world map is completely surrounded by water. (It's also the explanation of why game maps are square even though world map tiles are hexes.) By the same logic, an archipelago biome game map should be seen as representing part, but not all, of the island chain from the world map. That's an easy explanation for why the archipelago maps have islands "cut off" on all four sides. ;)

Finally, as I said, it might be possible to create a "strip" of land along one edge of an archipelago map that actually is adjacent to a coastal tile, just to represent the edge of the mainland. But I'm not sure it would be worth the bother, as really, it wouldn't change the game play on such maps in any way.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 11, 2017, 11:59:00 AM
I understand it, but at the other hand, if you are playing on island, the game gives you some coastal part of that island. So why not some "coastal archipelago"? I'm speaking about adding at least one "strip" of water, not land.

Anyway, my intention was just to give you something to consider, not to be annoying :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 11, 2017, 12:05:18 PM
Quote from: wwWraith on December 11, 2017, 11:59:00 AMSo why not some "coastal archipelago"? I'm speaking about adding at least one "strip" of water, not land.

OK, now I think I'm even more confused, as what you're asking for seems to be essentially what the maps already are. Sure, there's no "solid" line of water along any single edge, but... an archipelago map is essentially nothing *but* coastline, winding and twisting everywhere. ;) What benefit would accrue from arbitrarily designating one edge of the map to be completely lined with water? How would it improve (or even alter) game play on the map?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 11, 2017, 12:31:24 PM
Gameplay-wise, it'll allow you to treat at least one side of map as safe from raiders and concentrate your defenses on other sides. It'll make your life easier, considering that some common defensive strategies like surrounding your base with the walls will be hard to use (or even impossible without bridges/terraforming). But I thought mostly about estetic and feel of living more isolated :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 11, 2017, 12:53:33 PM
The basic problem of this is the way vegetation is created by rimworld.

Vegetation gets created on the borders of the map, or from existing vegetation.
You can observe this after winter or a giant fire.

If the ground became disconnected from the border vegetation would no longer respawn on the map.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 11, 2017, 03:31:38 PM
wwWraith,
maybe some idea's for your next colony.
You the Configurable Maps at a coastal tile.
Add alot of water, then you just got a small land area at one of the sides.
With the terraforming, you can build up your isle at the water tiles.
You maybe lack of starting resources like steel, because of the short land area.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 12, 2017, 01:56:47 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated again:

- Added the option to "group" faction bases on the world map geographically (simulating "nations"), rather than just having them scattered all over the map randomly.

- Added the ability to "turn off" the mechanoid faction, (mostly) removing them from the game.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Hydromancerx on December 12, 2017, 02:26:46 AM
Awesome!  Thank you!  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 13, 2017, 12:27:03 AM
Tribal Essentials (https://ludeon.com/forums/index.php?topic=36687.msg384240#msg384240) has been updated:

- The mod now utilizes the Harmony Patch Library.

- The mod now works with the "Mod Sync Ninja" updater.

- Tribal armor is now made at tailoring spots and tailor benches rather than at tailoring spots and machining tables.

- Tribal armor is now attached to a new "Tribal Warfare" research rather than to "Smithing."

- The ability to create pilas at a crafting spot is now also attached to that research.

- Psychoid tea can now be produced at vanilla ovens as well as at campfires and stone ovens.

- Doors, vents, and the like can now be built directly on top of log walls, just as they can be built on top of vanilla walls.

- Cleaned up a few things to make sure that this mod and BaconBits' "Trap Defence" play nicely together.

- Crafting baskets now boost production at crafting spots as they're supposed to.

(These are all bug fixes and tweaks. I'll likely be adding some new stuff soon, but first wanted to be reasonably sure that everything already in the mod is working as it should.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 14, 2017, 05:54:44 AM
Rainbeaus' Rimworld Essentials  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Multistream on December 14, 2017, 02:44:15 PM
I have done a tweak of Editable Backstories. It removes all disabled jobs from all backstories. Finally my dream came true. Still have a question about backstories from .xml s in "XML Raw Data" folder - which of them are included in .xml s from "Defs"? I would like to copy every possible backstory back to the game but I am aware of duplicating
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 14, 2017, 03:16:23 PM
Quote from: Multistream on December 14, 2017, 02:44:15 PMStill have a question about backstories from .xml s in "XML Raw Data" folder - which of them are included in .xml s from "Defs"? I would like to copy every possible backstory back to the game but I am aware of duplicating

I hate to say it, but the simple answer is, "I have no idea."

Back in late February and early March -- good gawd, has it really been that long? -- when I was first putting this mod together, I didn't bother to keep any notes regarding which vanilla backstories became which REB backstories. And honestly, while some entries in the REB database are virtually identical to their vanilla sources, others were edited so extensively that they might as well be new. And on top of that, there's also the fact that there are quite a few vanilla backstories, especially in the Pirate King and "snowflake" lists, that essentially duplicate each other, anyway.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 15, 2017, 10:28:43 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated:

- Moved the faction-related settings into a separate mod, "Faction Control."
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 15, 2017, 10:31:34 PM
(https://steamuserimages-a.akamaihd.net/ugc/914659215894133270/49D7FFF7B15A9F7B8DC781FE0386B0A859AE7ABB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/31/2017

"Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu.

You can define the total number of faction groups which should appear on your world map (anywhere from 0 to 30), as well as individually adjust the minimum number of groups from each faction which should be present, even removing some factions entirely if you prefer. So you could, for example, play on a planet without any tribal groups, or without any outlanders, or on a planet with no pirates, or perhaps on a planet on which the only faction groups are pirate bands.

The mod also gives you the same level of control over individual factions added by mods (up to 42 total) that it provides for vanilla factions. So, for example, if you're playing with a mod that adds several related factions, only some of which you actually want to have present on your world, well, you'll be able to tailor the planet accordingly. (This also gives you the ability to pick and choose which modded factions you want to use in any particular game without having to disable or uninstall the mods that add them.)

As you increase the total number of faction groups on your world, the number of groups which are hostile to you will scale upward, as well. So unlike most mods which increase faction counts, this one won't allow you to create a world with 30 faction groups of which only three are hostile.

You can also adjust your world map's faction base density, so you can create planets on which each faction group has only a few bases, or heavily populated planets with settlements everywhere.

The mod also gives you the option to organize bases geographically, with each faction group's bases in close proximity to each other, so that the planet looks like it's populated by actual nations, rather than just having bases scattered all over the map randomly.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1232772426)

Dropbox Link (https://www.dropbox.com/s/3emc5ttmv9z5h6t/Rainbeau%27s%20Faction%20Control.zip?dl=0)

Compatibility:

Since "Faction Control" does nothing but alter initial world generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, though it should (and most likely will) override any other mods that alter faction generation.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Japanese language translation files were provided by Proxyer.

(http://verify.modsync.ninja?77051ab7-ce27-40fa-bc81-a7532930405e) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 15, 2017, 10:35:08 PM
Changes in "Faction Control" since its prior incarnation as part of "Configurable Maps":

- The "total number of factions" slider now has a minimum setting of 0 rather than 3. So, yes, you can create a world with no faction bases at all.

- Added a "faction base density" slider to allow you to set how densely the world is populated with faction bases.

- The number of factions which start out hostile to the player now scales upward with the total number of factions on the map.

- Vanilla factions now have wider ranges of "starting goodwill" options, so their initial feelings about the player faction (and other factions, too) will vary more.

- If you create a world with no hostile factions on the map, mechanoids will be able to show up as raiders from the very beginning of the game. (Even if you have disallowed mechanoids, this still applies, as mechanoids will always be available for raids in the absence of other hostile factions.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: kaptain_kavern on December 15, 2017, 11:37:55 PM
Awesome mod, as always.

Thank you.


Ho and about forbidding Mechanoids raid, I've done it that way in a mod of mines

<Operation Class="PatchOperationReplace"> <!-- Mechanoid aren't allowed to come if temperature is inferior to 800 -->
<xpath>/Defs/FactionDef[defName ="Mechanoid"]/allowedArrivalTemperatureRange</xpath>
<value>
<allowedArrivalTemperatureRange>
<min>800</min>
<max>999</max>
</allowedArrivalTemperatureRange>
</value>
</Operation>

link to the whole patch file (https://github.com/kaptain-kavern/Gun-Tech-Removal/blob/783a4bdc964396c8b3ad9b4160a4031bfaa6026f/Patches/patches.xml#L18)

Dunno if you can make something out of this though....
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 16, 2017, 12:10:53 AM
Quote from: kaptain_kavern on December 15, 2017, 11:37:55 PMAwesome mod, as always.

Thanks!

Quote from: kaptain_kavern on December 15, 2017, 11:37:55 PMHo and about forbidding Mechanoids raid, I've done it that way in a mod of mines.... Dunno if you can make something out of this though....

I went with a code-based rather than an XML-based approach, since it's a configurable option rather than a set change.

If mechanoids are disallowed, then the code disables the two relevant ship drop incidents, and also disallows mechanoids as raiders unless there are literally no other hostile factions available. But at the same time, if there aren't in fact any other hostile factions, then regardless of whether mechanoids have been disallowed, the code overrides the normal "minimum day count" before mechanoids are allowed to raid, so you can get mechanoid raids from the very beginning of the game if you deliberately set up a map with no hostile faction bases.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 16, 2017, 03:07:53 AM
Quote- The "total number of factions" slider now has a minimum setting of 0 rather than 3. So, yes, you can create a world with no faction bases at all.

Just curious, what happen when i set at the scenario editor Raid every x days, but have 0 faction set ?
Does they comes from outer space and allways land with drop pods, or does it cause an error ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Zalpha on December 16, 2017, 08:21:49 AM
Thanks for all the great mods!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 16, 2017, 08:33:17 AM
Quote from: Canute on December 16, 2017, 03:07:53 AMJust curious, what happen when i set at the scenario editor Raid every x days, but have 0 faction set ? Does they comes from outer space and allways land with drop pods, or does it cause an error ?

If you create a world with no hostile faction bases, the same thing happens that happens in a vanilla game after you've destroyed the last hostile faction base.  You get raided by mechanoids.

Yes, this means it's possible to create a game in which you're raided by mechanoids and only by mechanoids starting on Day One. ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 16, 2017, 10:01:03 AM
And when you removed them too ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 16, 2017, 10:16:24 AM
Quote from: Canute on December 16, 2017, 10:01:03 AMAnd when you removed them too ?

You can't. Not completely.

Disallowing mechanoids only "mostly" removes them from the game. You won't have to deal with falling ship parts spawning mechanoids on your maps. But you can still find them in ancient danger chambers or sleeping next to quest objectives.

And you won't have to deal with raids from mechanoids... UNLESS there's nobody else available to raid you.  ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 16, 2017, 10:37:41 AM
As if I needed a reason to encourage my tribal neighbours to stay on the warpath
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: QuickSave on December 16, 2017, 02:58:21 PM
I overdid it a little bit, but really awesome mod!

(//)

[attachment deleted by admin: too old]
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 16, 2017, 04:03:57 PM
Quote from: QuickSave on December 16, 2017, 02:58:21 PMI overdid it a little bit....

Good lord....  :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 17, 2017, 04:51:12 AM
At last you can call enough caravan's each day for your trade needs ! :-)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 17, 2017, 12:24:30 PM
And travel times are a breeze as well.

How long did it take to create this world ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: QuickSave on December 17, 2017, 03:09:08 PM
Quote from: SpaceDorf on December 17, 2017, 12:24:30 PM
How long did it take to create this world ?

Let's just say my beard managed to grow while it was generating. It was even worse when I tried to group them territorially. That generation was going for about 10 minutes and I simply got tired of waiting and cancel it out.

Be careful about what numbers you're setting (I am actually using the value BELOW medium (low, I think it's called) for my own generation and it works like a charm). It isn't only about increasing the density but also about making it a more even and populated world, which is imo the real charm of this mod.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 17, 2017, 04:10:29 PM
New Scenario:
Sherazade's dream
Extinguish 1001 outpost ! :-)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: wwWraith on December 17, 2017, 06:30:31 PM
and the challenge begins with finding a place to settle at first...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 17, 2017, 10:03:37 PM
Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550) has been updated:

- There should no longer be any chance of faction bases being stacked on top of each other on tile 0 (at the very middle of the world map).

- If you choose to group faction bases geographically, pirate factions will now be more diffuse, with bases overlapping territory otherwise held by the more "nationalistic" factions, since pirate factions are less interested in holding territory than in raiding it.

- The mod now works with the "Mod Sync Ninja" updater.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Umbreon117 on December 17, 2017, 11:37:09 PM
Quote from: QuickSave on December 16, 2017, 02:58:21 PM
I overdid it a little bit, but really awesome mod!

(//)
WHAT did you DO, and WHY!?! O.O

I DIDN'T KNOW THE GAME COULD HANDLE THAT MANY FACTIONS!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 17, 2017, 11:54:17 PM
Quote from: Umbreon117 on December 17, 2017, 11:37:09 PMI DIDN'T KNOW THE GAME COULD HANDLE THAT MANY FACTIONS!

The game can handle them. But his computer, on the other hand....

Sadly, it went up in flames only a few minutes after that screenshot was taken, but not before its excessive power consumption caused blackouts in several adjacent neighborhoods.

Despite the valiant resuscitation efforts of first responders, his CPU was declared DOA when it reached the repair shop.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 18, 2017, 02:48:02 AM
I propose a minute of silence for the fallen.

It changed the face of Rimworld forever.

==== EDIT ====

thats 180.000.000.000 processor cycles at 3GHz
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 18, 2017, 04:16:11 AM
Just be lucky the CPU didn't explode in a mini-nuke ! :-)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: QuickSave on December 18, 2017, 05:11:29 PM
Haha, yeah running this was a struggle. Mostly for my RAM though, I legit hit the 16Gb limit in an instant, but CPU seems to be handling it quite easily!

Rain, I wanted to say I really like the new idea about the raiders spawning all over the place regardless of the Geographical setting. This is a great idea and makes lots more sense to me, so I wanted to ask if it is possible to make it work like this for more factions?

I play with a whole bunch of them and among them, from the top of my head, Trading Economy and Tribal Raiders both add factions that work significantly better when they are spread all over the planet, as opposed to being bunched up territorially. In Trading Economy there are around 5 factions each peddling different goods, so it makes lots of sense from the gameplay and lore of the mod to have them set up their outposts all over the place and it also works much better from the balancing perspective, because otherwise I am forced to migrate or downright drop on top of a bunch of Armament selling outposts and I'm golden, especially as a Tribal. The Tribal Raiders works much the same as the normal Raiders, just with sticks/stones, making the game more fun in that regard.

So my question/suggestion is this: is it possible to make them work like that or even give the player the opportunity to customize it? Would be really cool, imo.

The other thing I wanted to drop is a bug report. I'm not sure what information would be helpful here, but I did not change much from the last screenshot and here is my result on Low, Medium and Maximum density setting generation. All 30+ factions seem to have spawned correctly but they only have one base...  :o

Generation seed was: Well, actually

Thanks a ton for your work, love it. If I had to disable all 110 mods right now, yours would be in the 10 I'd keep running! :D

Edit: I am not 100% certain, but it's possible that the bug I am showing you happens when the number of factions is unreasonably large. As in above 30. The game generation kind of breaks and just places one base per faction instead. I just reduced the number of factions to a bare minimum (1-2 per listing) and the world generation successfully completed.

[attachment deleted by admin: too old]
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 20, 2017, 09:54:00 AM
Quote from: QuickSave on December 18, 2017, 05:11:29 PMI am not 100% certain, but it's possible that the bug I am showing you happens when the number of factions is unreasonably large. As in above 30. The game generation kind of breaks and just places one base per faction instead....

I have no idea why that would be happening, but I can definitely look into it.

In other news, which has nothing to do with anything related to RimWorld, but is worth mentioning, anyway....

On Monday, my son (middle child, age 22) left for boot camp.  The next time I see him will be in mid March, when he graduates and officially becomes a US Marine.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Harry_Dicks on December 20, 2017, 11:13:24 AM
Quote
On Monday, my son (middle child, age 22) left for boot camp.  The next time I see him will be in mid March, when he graduates and officially becomes a US Marine.

Congratulations and thank you for raising a young man with the courage to proudly serve their country. I salute the two of you!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 22, 2017, 03:17:46 PM
Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550) has been updated:

- The mod now dynamically creates settings options for any factions added by mods, so you have the same control over those factions that you have over vanilla factions.

- A "nation building" slider has replaced the "group factions" toggle, so you can decide just how geographically constrained the various faction groups' bases should be.

- If all factions are disabled, you'll simply have a planet with no faction bases, even if the "minimum faction count" is set higher than 0. No more defaulting to a planet full of pirates.

- Further refined the base placement logic.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 22, 2017, 03:30:54 PM
Well done.

Now I have to suffer through 4 days of christmas without a chance to try this.

:'(

Luckily this prevents me from drawing the Red and white hat on your avatar 😆


And my regards to your son.
I went through bootcamp in winter as well.

Our favorite saying became "could be worse, it could rain."
Very reassuring in the middle of a snowstorm
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 22, 2017, 03:49:04 PM
Quote from: SpaceDorf on December 22, 2017, 03:30:54 PMLuckily this prevents me from drawing the Red and white hat on your avatar 😆

There. I saved you the trouble. :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: ceryn on December 22, 2017, 09:42:10 PM
Hi, is there any way to put tiles, carpets, and other decoration items on top of bridges?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 22, 2017, 09:59:15 PM
Quote from: ceryn on December 22, 2017, 09:42:10 PMHi, is there any way to put tiles, carpets, and other decoration items on top of bridges?

I'm afraid not. The bottom line is, the game simply won't display a "terrain" item (such as a floor tile or carpet) on top of a "building" item (such as bridges).
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on December 23, 2017, 04:32:11 AM
Quote from: dburgdorf on December 22, 2017, 03:49:04 PM
Quote from: SpaceDorf on December 22, 2017, 03:30:54 PMLuckily this prevents me from drawing the Red and white hat on your avatar 😆

There. I saved you the trouble. :D

Thank you dear Santa.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 23, 2017, 08:04:06 AM
Quote from: QuickSave on December 18, 2017, 05:11:29 PMI am not 100% certain, but it's possible that the bug I am showing you happens when the number of factions is unreasonably large....

Well, yesterday, I traced the issue to what I assumed was an odd bug in Xen's "Zabrak" mod, as I could only reproduce the problem (with or without "Faction Control" in use) when I was using that mod in conjunction with a lot of other faction mods. He looked into the issue further, and with help from Erdelf and Zorba, tracked down the real problem. Turns out it isn't a bug in any specific faction mod or mods, but is actually a bug in the vanilla code. "Humanoid Alien Races" has now been updated to work around it until such time as the problem is actually fixed, so as long as you're using the version of HAR that was released yesterday, you shouldn't see the problem any more.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 23, 2017, 01:08:56 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=36687.msg377820#msg377820) has been updated:

- It's now possible to cultivate bushes and low shrubs.

- Plants which can be grown in planters will now display properly above the planter, rather than beneath it.

- Bryolux can now be grown in planters, if you really want planters full of glowing moss.

- Glowstools can no longer be grown in planters, as they're harvestable.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: zah1 on December 24, 2017, 01:31:34 AM
Uh, hello!

I downloaded this mod and turned it on along with my other mods, but then a compatibility error came up, turning off all my mods. So I tested all of them to make sure it was this one, and you can guess the result of that. Do you have any idea why this happened?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 24, 2017, 01:46:59 AM
Quote from: zah1 on December 24, 2017, 01:31:34 AMDo you have any idea why this happened?

All I know from your post is that one of my mods (but I have no idea which one) apparently conflicted (in some unspecified manner) with some other mod (which could presumably be any one of the hundreds of other mods in existence).

Given that your post failed to tell me *what* happened, no, I can't say that I have any idea *why* whatever it was happened.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 24, 2017, 01:49:40 AM
Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550) has been updated:

- Fixed the faction base density slider so it works as it's supposed to. (The density was accidentally being influenced by faction count, meaning that in games with a lot of faction mods, far more bases were being generated than should have been.)

- For the benefit of those who liked the insanely overpopulated worlds that the mod was generating, I added an "insane" setting to the faction density slider.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Canute on December 24, 2017, 03:36:14 AM
Quote from: zah1 on December 24, 2017, 01:31:34 AM
I downloaded this mod and turned it on along with my other mods, but then a compatibility error came up, turning off all my mods. So I tested all of them to make sure it was this one, and you can guess the result of that. Do you have any idea why this happened?
Like dburgdorf mention, not enough information in any kind.
You might can repeat this behavior/error but solong other can't reproduce it they can't help it.
Currently no such incompactible isn't know at all.
If you don't allready use it, get
[B18] ModSwitch - a Rimworld mod manager (https://ludeon.com/forums/index.php?topic=35719.0)
so you easyly can restore your modlist to the one of a safed game.

If you got Hugslib installed, use the shared log button and post the link or post your modlist (ModsConfig.xml from the saved game folder config).
And maybe the error log (point 6 from https://ludeon.com/forums/index.php?topic=513.0).
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: zah1 on December 24, 2017, 02:21:23 PM
Sorry, I meant Faction Control in the former post.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 24, 2017, 02:35:34 PM
Quote from: zah1 on December 24, 2017, 02:21:23 PMSorry, I meant Faction Control in the former post.

That's great, but I still have no idea what error you're encountering or with what other mod "Faction Control" seems to be conflicting. Until I know exactly what the issue is, so I can reproduce it, I really can't be expected to do anything about fixing it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 25, 2017, 08:30:38 AM
To those who celebrate it, for whatever reason(s), Merry Christmas! To those who don't, well, have a happy Monday! :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 27, 2017, 06:03:58 PM
(https://steamuserimages-a.akamaihd.net/ugc/918038023544426375/354C9C41A220A1D9015260F3A26BDFA4408156B4/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/31/2017

This mod just adds several scenarios for RimWorld.

(1) Colonization Crash Course:

"Young adults from dozens of planets were drawn together in an ambitious project to colonize a virgin world. A fleet was launched to carry them to their destiny, stocked with the supplies that would ensure their success. 

"But one ship was lost along the way, victim of a fluke accident. Most of those it carried perished when it was destroyed, but a few found themselves stranded, alone and ill-equipped, on an unknown rimworld...."

This is a variation of the "Crashlanded" default scenario, altered so that your colonists are all young adults with a slightly better than average chance of having beneficial character traits.

To better simulate a crash landing, starting supplies don't include silver or a pet, and you'll only have wood immediately available if your pods happen to crush some trees as you land. There's also less steel and fewer components. But don't let that worry you, as you'll be encountering a fair number of falling ship chunks and "meteorites" composed of molten steel or components from your ship. These will fall frequently over the first few days, but will taper off as time goes on.

If you're really lucky, a cargo pod with valuable supplies or even a refugee pod could land nearby soon after your arrival. Of course, if you're not so lucky, a large chunk of steel from the remains of your ship might land right on top of your stores of food and medicine.

Oh, and be wary of fires. Meteorites and ship chunks now have a chance of starting fires when they land, and additionally, the ionization of the atmosphere from all the debris falling through it might cause a flashstorm or two.

(2) Colonization Crash Course - Low Tech:

This is the "Colonization Crash Course" scenario, but with one additional twist: none of your pawns start with the MacGyveresque ability to create complex power systems out of random junk and broken components. To put it in more specific game terms, you won't start with "Electricity" or any techs which depend upon it already known. Your colonists will need to do some research before they start building solar panels, batteries, air conditioners and the like.

(3) Crashlanded - Low Tech:

This is the default "Crashlanded" scenario with "Electricity" and any researches which depend upon it removed as starting techs, but otherwise unaltered.

(4) Moon Fall:

This is a tribal scenario. It's essentially the same as the default "Lost Tribe" scenario, except that your pawns are fleeing the devastation of their homeland caused by debris from the cataclysmic destruction of their planet's moon. The worst has passed, but you'll still have to contend with a lot of meteorites, and probably some flashstorms, especially in the early weeks of the game.

NOTE: By default, this mod changes meteorites and ship chunks so that they have a chance of starting fires, and changes pods so that they have a chance of crushing trees, scattering wood about, if they land in appropriate biomes. Both of those changes affect all games, regardless of the scenario being played or the storyteller in use. But both of them can be turned off in the mod's options menu, if you don't like them.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1246638024)

Dropbox Link (https://www.dropbox.com/s/7sgd9nta7q6j7mj/Rainbeau%27s%20Scenarios.zip?dl=0)

Compatibility:

All this mod really does is add a few scenarios (and a few scenario-specific incidents), so I doubt that it would conflict with anything. Adding the mod to or removing it from a game in progress should be safe.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The idea for "Moon Fall" came from Ellit's scenario, "The Moon that Fell from the Sky."

(http://verify.modsync.ninja?943bf95d-6526-4210-95a1-6f64afa2dbac) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Crow_T on December 27, 2017, 06:10:13 PM
Ah yes, these new scenarios sound awesome! Definitely trying Colonization Crash Course - Low Tech in my next play, this seems like the most reasonable case for a group of random survivors. Big Thanks for cooking these up :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Chicken Plucker on December 27, 2017, 07:21:26 PM
You put a lot of thought on the backstories of these scenarios, I'm guessing some of them were ideas from past playthrough?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Wanderer_joins on December 28, 2017, 03:29:42 PM
Hi, i've been trying 'faction control' for a tribal only playthrough and it seems great. But day 12 with Cassandra i had still not been raided (vs usually day 5 for the first raid with a drifter).

I've tested a few configurations (with humanoid + tribal raider on and off) and it seems that the storyteller can't fire the first raid with tribespeople. With Cassandra the 35 points are not enough to send a warrior or an archer. With Randy i can fire the first raid when the margin gets above 40 points (= archer or warrior).
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 28, 2017, 03:58:08 PM
Quote from: Wanderer_joins on December 28, 2017, 03:29:42 PMI've tested a few configurations (with humanoid + tribal raider on and off) and it seems that the storyteller can't fire the first raid with tribespeople.

Hmm. I'll look into that. Thanks for pointing it out.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Shotgunfrenzy on December 29, 2017, 06:45:56 AM
Hey Rainbeau, love all your mods

Don't know if you have updated it yet but I was learning how to use patch operations and messing around with wild cultivation, changed the layering so the new glow stool plants and the pincushion cacti appear above the flower pot, yeah its not a major change but it does look better...


Thanks
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 29, 2017, 08:15:10 AM
Quote from: Shotgunfrenzy on December 29, 2017, 06:45:56 AMDon't know if you have updated it yet....

The incorrect <altitudeLayer> designations were fixed in the update to "Wild Cultivation" I released last week. Among its changes, that update also removed the ability to grow glowstools in planters, as they're harvestable rather than decorative plants.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Shotgunfrenzy on December 29, 2017, 10:42:27 AM
Quote from: dburgdorf on December 29, 2017, 08:15:10 AM
Quote from: Shotgunfrenzy on December 29, 2017, 06:45:56 AMDon't know if you have updated it yet....

The incorrect <altitudeLayer> designations were fixed in the update to "Wild Cultivation" I released last week. Among its changes, that update also removed the ability to grow glowstools in planters, as they're harvestable rather than decorative plants.

Ah cool, thanks :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Crow_T on December 31, 2017, 10:01:13 AM
Some feedback on the scenarios- the pod crashes generate a ton of wood, it seems like I am getting 400+ from pod crashes in a temperate forest biome. I think getting some wood like 50-100 is fair seeing that most of the trees would be splinters from the impact.

Also the crashing bits make things interesting, especially having the convenience of ship chunks delivered right inside your base saving my pawns some walking :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 31, 2017, 11:08:23 AM
Scenarios (https://ludeon.com/forums/index.php?topic=36687.msg388148#msg388148) has been updated:

- The two "Colonization Crash Course" scenarios have been modified slightly to accommodate a bug in the "Prepare Carefully" mod. (Steel slag and ship chunks are now scattered anywhere on the map instead of specifically being located near the player start location.)

- Cut the amount of wood generated by pod crashes roughly in half.

- The mod now works with the "Mod Sync Ninja" updater.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on December 31, 2017, 02:14:18 PM
Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550) and Tribal Raiders (https://ludeon.com/forums/index.php?topic=36687.msg384241#msg384241) have been updated, to add a "young warrior" pawn kind with a weaker combat strength. This will allow tribal factions and tribal raider factions to be usable for early (35 point) raids. Without the weaker pawns, in games using only tribal factions, early raids simply weren't being generated.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 01, 2018, 01:47:50 AM
Happy 20(beta)18, everybody! Hope the new year treats you well!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: RyanRim on January 01, 2018, 05:17:37 AM
Happy new year. Welcoming 2018 with raving labbids
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSfeRuZPNn-bFSYgoA0RdrLCvrTRHWmYAeC4UEVFCOZcdLZk2nN)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 01, 2018, 09:30:33 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated:

- Added an option to disallow "fake" ores (compacted steel, plasteel and machinery) on maps.

(Now you should be able to create a truly "virgin" world. Use "Configurable Maps" to disable ruins and the "somebody lived here before" pseudo-ores, and use "Faction Control" to disallow any human faction groups, so you can land on a planet that really feels like a world upon which no human has ever set foot.... And then get slaughtered by mechanoids on day 3.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on January 01, 2018, 10:31:14 AM
I am just pondering if it is ever possible to gain those ressources then. Or if the Player is stuck in the stoneage without the use of some other mods.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 01, 2018, 10:43:00 AM
Quote from: SpaceDorf on January 01, 2018, 10:31:14 AMI am just pondering if it is ever possible to gain those ressources then. Or if the Player is stuck in the stoneage without the use of some other mods.

I'm just allowing the option. I'm not sure I'd ever want to try playing a game that way. Obviously, it'd make things much more difficult. But I'm not sure it'd be all that much worse than playing, for example, on a flat sea ice map.

As to obtaining the ores, well, ship chunks could still fall and be disassembled, and orbital traders would still show up even if there are no traders on the planet. And even without mineable surface ores, it'd still be possible to get them (eventually) via deep drilling, since the mod doesn't alter that aspect of ore generation.

And of course, you can always change the settings if you want after generating your initial map, so that even though *that* map doesn't contain any of the "fake" ores, other maps to which you send caravans or whatever, do provide the ores.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 01, 2018, 03:51:30 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=36687.msg376899#msg376899) has been updated:

- The mod is now compatible with the altered stone and wall graphics used in "Cupro's Stones."

- Skill gain rates for smoothing (construction) and basic etching (crafting) have been cut in half. The skill gain rate for decorating (artistic) has not been changed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: SpaceDorf on January 01, 2018, 04:42:11 PM
Quote from: dburgdorf on January 01, 2018, 10:43:00 AM

As to obtaining the ores, well, ship chunks could still fall and be disassembled, and orbital traders would still show up even if there are no traders on the planet. And even without mineable surface ores, it'd still be possible to get them (eventually) via deep drilling, since the mod doesn't alter that aspect of ore generation.

I forgot about ship chunks. But Space Traders require steel and components at first to contact them.
So does the smelter

But I am sure some masochistic players will have a blast.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 01, 2018, 05:06:01 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=36687.msg376899#msg376899) has been updated again, to squash the bug I inadvertently introduced that messed up display of decorated walls.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Sarge on January 06, 2018, 11:33:09 PM
My guys are carrying fresh fish to my rotten corpses stockpile.

(https://puu.sh/yVXwQ/35e32a5ce8.jpg)

(https://puu.sh/yVXvo/a9247e2d63.jpg)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 06, 2018, 11:36:10 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=36687.msg375885#msg375885) has been updated:

- Heavy bridges (stone or metal bridges which can support heavy construction) can now only be built once "Advanced Bridge Building" has been researched. Basic wooden bridges can still be built from the very beginning of a game.

- Squashed the bug that was causing floors under boardwalks to disappear when a game was reloaded. Sadly, this doesn't fix tiles already affected by the bug.

- Also squashed a bug that was allowing floors to be built over mud (or under bridges) if this mod was being used in conjunction with Fluffy's "Stuffed Floors."

- Since bridges and boardwalks can't be destroyed, they no longer burn at all. (Yeah, I should have thought to make that change a month ago.)

Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) has also been updated:

- Updated most of the fish graphics.

- Added bass and catfish.

- Increased the mood buff from eating sushi, since its ingredient cost is a bit higher than for comparable foods.

- Unbutchered shellfish can no longer be used as ingredients in simple meals. However, shellfish *can* now be butchered, and once butchered, they can be used either in the mod's shellfish recipes or as meat ingredients in any other recipes.

- Shellfish trap frames, as well as blueprints and finished traps, now block placement of new traps within close proximity.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 07, 2018, 02:40:11 PM
(https://steamuserimages-a.akamaihd.net/ugc/918039110659677680/4F60266DD4C06CA95B71F8A7980562CF0CDEB2DD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/07/2018

Let's Go Crazy!

"Dearly beloved, we are gathered here today to get through this thing called 'life.' Electric word, 'life.' It means 'forever,' and that's a mighty long time, especially out here on the Rim! 'Cause life on the Rim is brutal. You need to know that. Soon enough, you'll see things that will shock and disgust you. Then, you'll find yourself *doing* things that will shock and disgust you. But in time, you'll find that you're no longer shocked or disgusted. And that's when you'll know that you are truly one of us!"

This is a little mod for those players who believe that psychopaths make the best colonists. It won't increase the odds that your starting pawns will be psychopaths, but it will allow them to *become* psychopaths after dealing long enough with the harsh realities of life on the Rim. Any pawn who doesn't have the "Kind" trait and who doesn't have a backstory (such as "Empath") which disallows the "Psychopath" trait will, in time, "snap." It's not a matter of "if," but a matter of "when." Pawns with high Social skill may take a bit longer to snap. Pawns with the "Bloodlust," "Cannibal" or "Abrasive" traits will snap that much sooner. And, of course, a pawn's mood will also affect the likelihood of a snap. But in time, all will succumb to the madness of the Rim.

* NOTE: The frequency of these "snaps" may very well still need to be adjusted! Please provide feedback letting me know if the snaps seem too frequent, too rare, or just about right! *

In addition, pawns you capture or recruit from non-pirate factions will be slightly more likely than in vanilla to already have the "Psychopath" trait. And pawns from pirate factions will be very likely to have it.

On a side note, the mod also adjusts the character display tab so that up to seven (instead of just four) traits can be seen.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1261683633)

Dropbox Link (https://www.dropbox.com/s/kiy527xnj9mu0gf/Rainbeau%27s%20We%27re%20All%20Mad%20Here.zip?dl=0)

Compatibility:

"We're All Mad, Here!" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

Credits:

The existence of this mod is indirectly the fault of InfinityKage, who innocently asked on the Ludeon forums back in July if there was a way to add the "Psychopath" trait to pawns mid-game.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

(http://verify.modsync.ninja?d6ad26d1-f1f4-4606-9d97-0964f21e3539) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 07, 2018, 02:42:50 PM
I have some ideas for expanding upon the functionality of "We're All Mad, Here!," but as I honestly have no idea when I'll get around to actually doing anything with those ideas, I finally decided just to go ahead and update the mod "as is" from a17 to b18.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: Harry_Dicks on January 07, 2018, 02:58:59 PM
Quote from: dburgdorf on January 07, 2018, 02:42:50 PM
I have some ideas for expanding upon the functionality of "We're All Mad, Here!," but as I honestly have no idea when I'll get around to actually doing anything with those ideas, I finally decided just to go ahead and update the mod "as is" from a17 to b18.

Thanks for this, it looks like a lot of fun. Having the social system disabled, with MakeWarNotLove, won't affect anything, will it?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look! :)
Post by: dburgdorf on January 07, 2018, 03:25:29 PM
Quote from: Harry_Dicks on January 07, 2018, 02:58:59 PMThanks for this, it looks like a lot of fun. Having the social system disabled, with MakeWarNotLove, won't affect anything, will it?

That's a very good question. Why don't you let me know? ;)

Seriously, though, all I know about that mod is that it removes from the game some things that I regard as very important to game play, so it's not one I've ever really looked at. Not knowing exactly what it does or how it does it, I can't say for sure that there won't be any impact, though I wouldn't really expect any issues.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 08, 2018, 02:43:47 AM
QuoteOn a side note, the mod also adjusts the character display tab so that up to seven (instead of just four) traits can be seen.

Does this interfere with or depend on "more trait slots" ?

QuoteI'm NOT secretly Obi-Wan Kenobi. Really. I swear.
since you admitted to having a Son, I would have never believed that anyway.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: onerous1 on January 08, 2018, 08:54:01 AM
Edible Backstories downloads an empty file from dropbox.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 09:47:01 AM
Quote from: SpaceDorf on January 08, 2018, 02:43:47 AMDoes this interfere with or depend on "more trait slots" ?

No. They both work fine independently, or can be used together. (They essentially both make the same change, in the same way, so there's no conflict or dependency.)

Quote from: onerous1 on January 08, 2018, 08:54:01 AMEdible Backstories downloads an empty file from dropbox.

Damn it. That's the sort of thing that happens when I'm working while distracted. :P

OK, I'll get the upload fixed this evening when I get home from work.  Sorry about that.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: onerous1 on January 08, 2018, 10:41:10 AM
Also, I cannot figure out how to butcher shellfish like crab, lobster, etc to get raw meat. I was using an older version of the mod when I realized that shellfish weren't being used to make pemmican and jerked meats (another mod). My cook could create them out of nothing (impressive) although I had the ingredients available. This still happens when I upgraded to the latest version (eg cook would make pemmican but not use crab and berries) and the description doesn't list any ingredients once it is completed. I think it's because shellfish are not listed as corpses unless I'm missing something important.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 11:33:39 AM
Quote from: onerous1 on January 08, 2018, 10:41:10 AMAlso, I cannot figure out how to butcher shellfish like crab, lobster, etc to get raw meat.

Prior to the latest update, shellfish couldn't be butchered, but were only used whole. That was changed in yesterday's release, but if you're using a "butcher animals" bill from before the change, you'll need to manually add the shellfish to it. (Or alternately, you can just delete the existing bill and create a new one, which will default to having everything included already.)

As to the "making stuff from nothing" issue, I've heard one or two other reports since b18 came out about that, but I've never encountered the problem myself, so I suspect it's due either to a bug in another mod or to an unidentified conflict between "Fishing" and some other mod.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 08, 2018, 11:35:29 AM
Quote from: onerous1 on January 08, 2018, 08:54:01 AM
Edible Backstories downloads an empty file from dropbox.

I just wanted to report the same problem .. someone must have eaten them  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 08, 2018, 11:59:49 AM
Quote from: dburgdorf on January 08, 2018, 11:33:39 AM
As to the "making stuff from nothing" issue, I've heard one or two other reports since b18 came out about that, but I've never encountered the problem myself, so I suspect it's due either to a bug in another mod or to an unidentified conflict between "Fishing" and some other mod.
I am pretty sure this is a B18 bug.
I allready reported this.
And i encounter this issue, with very little mods, and no fishing mod for sure.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 08, 2018, 05:36:13 PM
Secondary crop harvesting in a non orchard designated growing zone does not seem to work with click and drag.

I was growing some cherry trees primarily for their wood and wanted to collect the cherries. Clicking on each tree and then harvest secondary was a pain. This would also help when harvesting wild fruit as well.

(I also have the situation of my season being permanent summer? I don't know what has caused it I was wondering if fertile fields had something to do with it?)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 08, 2018, 06:25:24 PM
Quote from: Vlad0mi3r on January 08, 2018, 05:36:13 PM
Secondary crop harvesting in a non orchard designated growing zone does not seem to work with click and drag.

I was growing some cherry trees primarily for their wood and wanted to collect the cherries. Clicking on each tree and then harvest secondary was a pain. This would also help when harvesting wild fruit as well.

(I also have the situation of my season being permanent summer? I don't know what has caused it I was wondering if fertile fields had something to do with it?)

Isn't permanent summer just from being close to the equator?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 07:12:28 PM
Vlad0mi3r: I have a great deal of trouble believing that either problems with seasonal temperature cycles or problems with crop harvesting have anything to do with any of my mods, since none of my mods alter anything even peripherally related to those mechanics.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 07:14:35 PM
Quote from: Harry_Dicks on January 08, 2018, 06:25:24 PMIsn't permanent summer just from being close to the equator?

I don't know about permanent summer, but isn't "Endless Summer" an old Beach Boys album?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 08, 2018, 07:31:31 PM
Yep endless summer was the beach boys.

Back in the days when album cover art was everything.

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Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 07:42:22 PM
Quote from: onerous1 on January 08, 2018, 08:54:01 AMEdi[ta]ble Backstories downloads an empty file from dropbox.

The dropbox link has been fixed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 09:58:26 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- FIRST ANNIVERSARY UPDATE! "Fertile Fields" is now a year old!

- The mod now finally works again with Fluffy's "Architect Sense," as it's supposed to.

- The transformations in the rocky dirt - sand - gravel - soil sequence have been adjusted so they make a bit more sense and to correct some imbalances.

- Transformation of ice to shallow water is no longer possible on ice sheet maps, but only on sea ice maps.

- Transforming sand to shallow water no longer has a research prerequisite.

- Switching between shallow water and sand now requires (or provides) both sand and crushed rocks.

- The market values of sand, dirt, crushed rocks and clay have been doubled, and the time required to create them has been cut to a quarter of what it was before, to try to better balance the cost of buying supplies against the work requirements of making them.

- The market value of fertilizer has been increased from 1.5 to 6.

- Fertilizer is no longer required for any "Terraform" transformations, but only for "Farming" transformations.

- Fertilizer has, however, been added as a requirement for turning rich soil into plowed soil. (It may not make much sense from a "realism" perspective to require fertilizer for plowing, but it works for game balance.)

- Failure chance for "Farming" jobs (creating rich soil, plowing soil, etc.) is now linked to a pawn's Growing skill rather than to Construction skill.

- Added Russian language translation files provided by fox_kirya.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 08, 2018, 10:04:54 PM
Thankyou.

The growing V construction for farming tasks is greatly appreciated.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 08, 2018, 10:20:09 PM
Quote
The transformations in the rocky dirt - sand - gravel - soil sequence have been adjusted so they make a bit more sense and to correct some imbalances.

I'm excited to see the changes. I'm not going to admit that the first time I used this mod, that I may or may not have had my fingers on the screen trying to remember sequences of terraforming steps to see what was more cost effective ::)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 08, 2018, 10:26:50 PM
Quote from: Harry_Dicks on January 08, 2018, 10:20:09 PMI'm not going to admit that the first time I used this mod, that I may or may not have had my fingers on the screen trying to remember sequences of terraforming steps to see what was more cost effective ::)

Hopefully, that will no longer be necessary. I think I've now caught and corrected the last of the "non-zero sum" loops that existed. So there shouldn't be much reason any more to worry about which terraforming "path" is the best bet.

And also, it was well past time to add clay into some of the transformations. It was just that clay got added to the mod so long after most of the terraforming options had been set, that I hadn't really thought about it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 09, 2018, 02:16:05 AM
Quote from: Harry_Dicks on January 08, 2018, 10:20:09 PM

I'm excited to see the changes. I'm not going to admit that the first time I used this mod, that I may or may not have had my fingers on the screen trying to remember sequences of terraforming steps to see what was more cost effective ::)

Thats good, because I totally did not do the same thing on paper.


Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- FIRST ANNIVERSARY UPDATE! "Fertile Fields" is now a year old!

(https://emojipedia-us.s3.amazonaws.com/thumbs/120/microsoft/106/birthday-cake_1f382.png)

Congratulations !!

Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
- Fertilizer has, however, been added as a requirement for turning rich soil into plowed soil. (It may not make much sense from a "realism" perspective to require fertilizer for plowing, but it works for game balance.)

It actually makes a lot of sense, since fertilizer is often applied before sowing or immediatly after sowing to give the seeds a little push.

Quote from: dburgdorf on January 08, 2018, 09:58:26 PM
- Failure chance for "Farming" jobs (creating rich soil, plowing soil, etc.) is now linked to a pawn's Growing skill rather than to Construction skill.

And which worktype is required now to do "Farming" Jobs ?
Last I knew it was construction.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 09, 2018, 09:38:21 AM
Quote from: SpaceDorf on January 09, 2018, 02:16:05 AMAnd which worktype is required now to do "Farming" Jobs ? Last I knew it was construction.

Actually, the transformations on the "Farming" menu have been Growing jobs, utilizing and benefiting the Growing skill, since the b18 update. (The transformations on the "Terraform" menu remain Construction jobs.) The fact that the failure chance for those jobs was still linked to a pawn's "ConstructSuccess" stat was an oversight that I was overdue to correct.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Sarge on January 09, 2018, 01:10:17 PM
Stupid question: Where/How do I get clay?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 09, 2018, 01:15:18 PM
Quote from: Sarge on January 09, 2018, 01:10:17 PM
Stupid question: Where/How do I get clay?

I think you get some from some of the terraforming options, but I believe I also was able to make some at a rock station? I honestly can barely keep up with what comes from who's mods anymore. I had to option from I think a rock station to split chunks into crushed rock and sand, and I think it was sand and dirt for clay, or clay and sand comes from chunks... ahhh I can't remember.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: onerous1 on January 09, 2018, 01:16:57 PM
I still can't butcher shellfish using a butcher table. I tested this with a new game and with just basic ridges and fishing installed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 09, 2018, 02:45:17 PM
Quote from: Sarge on January 09, 2018, 01:10:17 PMStupid question: Where/How do I get clay?

Some terrain transformations now yield clay (in particular, converting soil to sand), dirt can be "split" into sand and clay at a crafting spot or a rock mill, and crushed rocks can be further crushed to create clay. You can also sometimes buy it from traders.

Quote from: onerous1 on January 09, 2018, 01:16:57 PMI still can't butcher shellfish using a butcher table. I tested this with a new game and with just basic ridges and fishing installed.

I'll double check when I get home, but it was working just fine for me when I was working on the update, and nobody else has reported a similar problem.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 09, 2018, 07:21:31 PM
Fishing (https://ludeon.com/forums/index.php?topic=36687.msg375886#msg375886) has been updated:

- OK, now, shellfish can actually be butchered.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 10, 2018, 02:45:44 AM
Quote from: dburgdorf on January 09, 2018, 09:38:21 AM
Actually, the transformations on the "Farming" menu have been Growing jobs, utilizing and benefiting the Growing skill, since the b18 update. The transformations on the "Terraform" menu remain Construction jobs.

Thank you for clarifying .. maybe I should read the Manual from time to time  ???

At least this explains why farming jobs get done and my massive terraforming projects don't
.. like moving a river around .. ( I was halfway through and would have shown some screenshots, but somehow the savegame got corrupted  )
that are the few times I miss 3d and DF's Fluid Dynamics.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 10, 2018, 12:27:36 PM
Hey Santa-wan Clausobi :-)
do you realy need to put zip archives into a zip archiv ?
From the compression side it is pointless.

And from the user side, it is 1-2 more step to install/copy.
Just the mod folders inside the main archiv should do it, what does other think ?


Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 10, 2018, 12:33:54 PM
Quote from: Canute on January 10, 2018, 12:27:36 PMdo you realy need to put zip archives into a zip archiv ?

I'm afraid you've lost me. When I get ready to upload something to Dropbox, I just copy the mod folder into an archive folder. There are no "zips inside zips."
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 10, 2018, 12:47:54 PM
I just download "b18.zip"
inside these archive i got 19 zip files, one for each mod.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 10, 2018, 12:58:29 PM
Quote from: Canute on January 10, 2018, 12:47:54 PMI just download "b18.zip"

I honestly have no idea what you're talking about. So far as I'm aware, there is no "b18.zip" file. Certainly, I've never made any such file. There's a link at the bottom of this thread's first post that links to my "b18" folder in Dropbox, but that is a link to a *folder*, not to a zip file.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 10, 2018, 01:12:32 PM
Yeah i know why you are confused.
When i click at your "here" to get the link
https://www.dropbox.com/sh/x551atd60cccjry/AAC-J9ZKWETJVuEzdL7KKrSla?dl=0
i just replace the "0" at the end for a "1" like i do for all dropbox link and can download the context without opening the dropbox page.
Thats why/how i got the b18.zip.

Ok, since you wanted that people get their wanted mod out of the dropbox folder, and not making an "all in one" archive, everything is fine (i think).




Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 10, 2018, 01:25:30 PM
Quote from: dburgdorf on January 10, 2018, 12:58:29 PM
Quote from: Canute on January 10, 2018, 12:47:54 PMI just download "b18.zip"

I honestly have no idea what you're talking about. So far as I'm aware, there is no "b18.zip" file. Certainly, I've never made any such file. There's a link at the bottom of this thread's first post that links to my "b18" folder in Dropbox, but that is a link to a *folder*, not to a zip file.

There isn't a master zip that has all of your mods in it?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 10, 2018, 02:32:40 PM
Quote from: Harry_Dicks on January 10, 2018, 01:25:30 PMThere isn't a master zip that has all of your mods in it?

No, I don't maintain a "master zip" in addition to all the individual mod zips. I just provide a link to the Dropbox folder in which all the mod zips can be found.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 10, 2018, 04:34:46 PM
Quote from: Sarge on January 09, 2018, 01:10:17 PM
Stupid question: Where/How do I get clay?

The best way I have found to get the terraforming materials you need is as follows:

Whenever you go to build a floor over soil or rich soil terraform it to sand first. This will give you soil, crushed rock and sand. It will basically spam the resources you need for everything else.

Now that soil, crushed rock and sand don't degrade when unroofed just place a big dumping zone and drop everything there.

On a side note, dburgdorf whats the deal with the new stack sizes for sand and especially crushed rock? a stack size of 5 means a lot of space needed to dump/store it. How about we come up to say 50 per stack so my base doesn't look like Coober Pedy? Please.

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Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 10, 2018, 05:19:01 PM
Quote from: Harry_Dicks on January 10, 2018, 01:25:30 PM
Quote from: dburgdorf on January 10, 2018, 12:58:29 PM
Quote from: Canute on January 10, 2018, 12:47:54 PMI just download "b18.zip"

I honestly have no idea what you're talking about. So far as I'm aware, there is no "b18.zip" file. Certainly, I've never made any such file. There's a link at the bottom of this thread's first post that links to my "b18" folder in Dropbox, but that is a link to a *folder*, not to a zip file.

There isn't a master zip that has all of your mods in it?
Just a master zip, that contain all the mod zip's in it, when you download the whole dropbox folder at once, when you replace the "0" with a "1" at the link at the end.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 10, 2018, 05:59:34 PM
Quote from: Vlad0mi3r on January 10, 2018, 04:34:46 PMOn a side note, dburgdorf whats the deal with the new stack sizes for sand and especially crushed rock?

The stack sizes were changed back in November after someone (quite rightly) pointed out to me that the quantities in question are huge, such that large stack sizes make no sense.

A single stone chunk takes up most of a tile, and you only get two crushed rock piles from such a chunk. So while you can logically justify fitting five piles of crushed rock in the same space, 50 makes no sense at all.  I could maybe be persuaded to push the stack size up to 10, but certainly no more than that.

Similarly, given that just a few piles of dirt can transform a plain rock tile into fertile soil, the idea that 50 or 75 of those piles can fit in a single tile is absurd. The current stack size of 25 is actually probably excessive, but seemed a reasonable compromise.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 10, 2018, 09:05:27 PM
I understand what your saying but this is Rimworld.

A single stone chunk makes 20 blocks you fit 3.75 chunks into a tile once converted to blocks. This logic alone you should be able to fit 7 crushed rocks on a tile. A tile of blocks (75) builds a wall that fills up 15 tiles, so now using the ames method as before you should only be able to fit .5 of a crushed rock per tile. 3 cloth, 1 Neutroamine and one herbal medicine when combined fit into 1. A shiv takes up the same space as Minigun. So from a Rimworld perspective stack size has nothing to do with reality and I think we all know that.

So I'll argue from a logical perspective. Did you look at the picture that I put in? That is actually a picture of Coober Pedy in South Australia? They didn't have lots of thin layers of sand placed about. They had it in big piles. Having worked in the earthworks industry you can make a very large very high pile of dirt that does not have a huge perimeter/ground level area. Especially when you ramp up on top of the previous piles and start dumping on top of that. So the argument that you cannot fit a lot of soil in a small area is not valid at all.

Please also understand I love your Mods and enjoy using them I am just giving my view on things. Happy to discuss further.

Also yes I know there are mods out there that will adjust stack size but I think they go to far.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 10, 2018, 10:26:43 PM
Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PMA single stone chunk makes 20 blocks you fit 3.75 chunks into a tile once converted to blocks.. This logic alone you should be able to fit 7 crushed rocks on a tile.

I said I could probably be persuaded to bump the crushed rock stack size from 5 to 10. Consider me persuaded. ;)

Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PMHaving worked in the earthworks industry you can make a very large very high pile of dirt that does not have a huge perimeter/ground level area. Especially when you ramp up on top of the previous piles and start dumping on top of that.

Which is exactly why you can put 25 piles of dirt in one tile, even though a mere two or three piles could completely terraform it. ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 10, 2018, 10:56:10 PM
Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PM
Also yes I know there are mods out there that will adjust stack size but I think they go to far.

Have you tried StackXXL? You can customize how much stack sizes increase for specific things. Like you could have only raw resources stack 2x, or textiles stack 1.5x, etc.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 11, 2018, 12:06:57 AM
Nah I'm cool with 10 crushed rock per tile.

I am trying, I repeat trying to keep my mod list under 20 mods. I am already over this and would be adding other mods like industrial rollers over stack size.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: B0bwong on January 11, 2018, 03:16:24 AM
Just in case you aren't aware of this (tho i doubt that). With the pawns are capable you can pause the game assign the pawn to the hated work type, force them to work on something like cooking or crafting, and then unassigned and unpause and they wont get any of the negative effects.
Its not the biggest problem cause its just a thing you have to intentionally do, so its more a test of honor whether you do it but id thought id mention it anyway.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 11, 2018, 08:48:42 AM
Quote from: B0bwong on January 11, 2018, 03:16:24 AMWith the pawns are capable you can pause the game assign the pawn to the hated work type, force them to work on something like cooking or crafting, and then unassigned and unpause and they wont get any of the negative effects.

Unfortunately, that's one of those things that just can't be helped. The mod assigns debuffs based on work assignments rather than on specific jobs, because there's no (easy and practical) way to look at the specific job a pawn is doing and find out to which work type it belongs, to see if the pawn doesn't like doing it. And the debuff checks are tick-based, which means the checks only happen when the game clock is running.

But it's not like this is the only way a player can "cheat" if he or she so desires. :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 11, 2018, 11:09:11 AM
Have you ever thought about making a drawbridge submod to go with your Basic Bridges and/or Fertile Fields? I don't even know if it's possible and have no clue about anything related to C#, but thought it would be cool if there was a sort of drawbridge "base" on 1 side of water, clicking on it, would have a little button at the bottom of the screen to deploy or retract the drawbridge, or just right click it and use it through a context menu. It would essentially instantly create or remove the bridge. Health on it would be remembered, too. I was looking at the old Armor Gate mod and Mechanical Defense 2's (resurrected by sulusdacor) retractable walls, and it made me think about how that could be applied to making a drawbridge. They even mentioned the thing remembering it's health too, in one of those threads.

I guess I just really want some sort of device that you can toggle open/closed, or passable/not passable, like a giant armor gate or drawbridge. Just something other than single cell doors, man! I tried a combinable (why does this forum underline combinable? I feel like the internal dictionary could use some work) doors mod, but all that did was stretch out the textures and make them look like shit. For example in my last mountain base, I had the western wing dedicated to agriculture and livestock. The farm animals had their barn somewhat still under the mountain. But what I reeeeaaaally wanted, was some type of giant gate that I could have left open for them to freely roam in and out of the barn & fields, but I could also close it when raiders came, instead of just a puny looking little 1 cell door. It would be really cool if you had different ones for different tech levels, too. I giant wood gate for tribals, a super heavy big metal gate for industrial, and maybe some kinda cool laser fence/gate for spacer. I also wanted these gates so that I could sort of "compartmentalize" some internal parts of my mountain base, in case raiders or sappers break through and we needed to fight inside. I already had 3 cell wide hallways, it would be so freaking cool to have some giant gates every so often, so that you could seal up, or warden off, certain parts of your base, without having to forbid doors.

I'm not gonna lie, I am a little upset with myself that I still couldn't figure this out. They have exactly what I want in the HardcoreSK modpack, textures and all. But if I'm remembering it correctly, I think they used a custom <thingCategory> that goes to the Core_SK.dll, and I downloaded ILSpy to browse around in there and I found the place in the dll that the xml was pointing too, but I have no idea how to compile my own assembly. I looked at Jecrell's thread on how to make your own mod, and even downloaded Microsoft Visual Studio, but with absolutely zero education on this stuff, I am lost. I know there are tutorials online, but I don't plan on becoming a programmer, and the I feel like the stuff I want is right in front of me, I just can't grab it! :P Would it be wrong to ask for someone to help me with using their code, if I plan on just keeping this as a private mod for myself? I can figure out the xml part, but the other stuff is beyond me.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 11, 2018, 10:06:19 PM
Sorry for rambling above, I just get bored during these 10 minute restart sessions..

I'm having an issue with different stone types spawning in world gen and wondering if you could help. I have cuproPanda's Stones installed, which adds maybe 10 new types of stone. He has a mod option window to turn off certain types of stones from spawning. I tried making it so it would only be 4 stones from his mod + marble. In Configurable Maps options, I make it so it is 5-5 types of different stones in world gen. Also, I leave all of the sliders for the amount of different types of vanilla stone, plus modded stones, alone in default position. When I do a world gen like this, it still has all stones from vanilla and cupro, maybe 15 kinds.

However, when I turn the sliders for granite, sandstone, limestone, and slate all the way down, and leave up high marble and modded stones, then that works for removing all vanilla stones except marble. So your mod seems to override cupro's. I have tried swapping load order for both of yours as well and it would not help. So I was curious if you could maybe just have extra "pages" in the mod options for modded stones to be added or removed individually from world gen options. Similar to how you have more pages for the more factions to turn on or off in the world gen in your Faction Control mod. If you could do this, you would make my freaking day, and have my everlasting gratitude! ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 11, 2018, 10:14:42 PM
Quote from: Harry_Dicks on January 11, 2018, 10:06:19 PMSorry for rambling above....

That's fine. As to the subject of the rambling, though, no, I don't really have any plans to try to implement larger doors or drawbridges. I agree they might be nice, but they're just not very high on my priority list.

QuoteSo your mod seems to override cupro's....

Yes. That's deliberate.

QuoteSo I was curious if you could maybe just have extra "pages" in the mod options for modded stones to be added or removed individually from world gen options. Similar to how you have more pages for the more factions to turn on or off in the world gen in your Faction Control mod.

I suppose I could adapt the same sort of logic. I'll think about it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 11, 2018, 10:32:14 PM
Quote from: dburgdorf on January 11, 2018, 10:14:42 PM
I suppose I could adapt the same sort of logic. I'll think about it.

Muahaha, so I have planted the seed! 8)

EDIT: Also, about the psychopath mod, will it always be able to add that trait to pawns, regardless of many traits they already have, even if it is 7? Can they have more, they just aren't displayed?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 12, 2018, 03:33:35 AM
Inception successful.

What I miss from Bridges is a way to build powerlines across deep rivers.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 12, 2018, 04:12:51 AM
Can't you just build bridges, build powerlines on it and deconst. the bridges ?

About drawbridges, if you are working on them, maybe you can adapt these mechanized walls Harry mention before.
Instead of raising a wall, you just could modify to raise the bridge.
Currently people can use these mechanized walls to block the bridge.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 12, 2018, 05:09:45 AM
Hmm just a curious question:
Is there no terraform option anymore for the Ice sheet "Ice" only for the Sea Ice ? Do i realy need to build hyroponics ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 12, 2018, 09:35:09 AM
Quote from: SpaceDorf on January 12, 2018, 03:33:35 AMWhat I miss from Bridges is a way to build powerlines across deep rivers.

Not quite sure what you mean. You can build powerlines across bridges over shallow or deep water, just as you've always been able to.

Quote from: Canute on January 12, 2018, 05:09:45 AMIs there no terraform option anymore for the Ice sheet "Ice" only for the Sea Ice ?

At the moment, that is correct. I'm not sure yet what (if anything) I want to allow ice in ice sheets to be transformed into, given that the biome description specifically states that the ice can be "kilometers thick."
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Napple on January 12, 2018, 09:55:34 AM
Reporting the children and pregnancy mod is incompatible with the editable backstories. Specifically editable backstories removes all the backstories which includes the basic child backstory added by the CAP mod so any colonists who are born get random backstories instead.
I think they still get the child backstory if I'm running the lite version. 
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 12, 2018, 10:11:15 AM
Quote from: dburgdorf on January 12, 2018, 09:35:09 AM
Quote from: Canute on January 12, 2018, 05:09:45 AMIs there no terraform option anymore for the Ice sheet "Ice" only for the Sea Ice ?

At the moment, that is correct. I'm not sure yet what (if anything) I want to allow ice in ice sheets to be transformed into, given that the biome description specifically states that the ice can be "kilometers thick."
Thats why i am confused.
Sea ice is the one with floating ice sheets, and this you are allowed to transform into shallow water ?
Deep water didn't mean that it is kilometer deep, just that deep that you need to swim. And the terraform is just into shallow water.
Beside the fact that the shallow/deep water should become ice soon or later.


Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 12, 2018, 10:35:52 AM
Quote from: Napple on January 12, 2018, 09:55:34 AMReporting the children and pregnancy mod is incompatible with the editable backstories.

I'll take a look, but I don't know of any reason why the backstories would be getting lost, and nobody else has ever reported an incompatibility.

Quote from: Canute on January 12, 2018, 10:11:15 AMSea ice is the one with floating ice sheets, and this you are allowed to transform into shallow water ? ....
Beside the fact that the shallow/deep water should become ice soon or later.

I agree it would seem to make more sense to transform the ice to deep water, and yet.... Sea ice maps, when generated, include "pools" or "lakes" that are mostly shallow water....

As to refreezing, again, I agree it would make sense, but there's really no way I could allow ice transformed into water to eventually turn back to ice on its own without *also* letting natural lakes and pools end up freezing.

(I could make sure that any "new" water spots are ocean water, so they're salt instead of fresh, since that would address the freezing issue, but I'm not sure whether the lakes that generate on the maps by default are salt or fresh. I should check that.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 12, 2018, 11:01:45 AM
Quote from: dburgdorf on January 12, 2018, 10:35:52 AM
As to refreezing, again, I agree it would make sense, but there's really no way I could allow ice transformed into water to eventually turn back to ice on its own without *also* letting natural lakes and pools end up freezing.
Actually you can add your own "copy" of water terrains that will be able to freeze. Or make an option in the mod's settings to let any water freeze (including in more warm biomes in winter), it would be natural. But does it worth it...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 12, 2018, 11:14:21 AM
I just imagine, a sea ice biome with a heat wave.
The ice smelt after 1-2 days into mud or shallow water, and after a while the shallow water into deep water.
Did this colony was named Atlantis maybe ? :-)

If dburgdorf can manage this, yes replace the vanilia ice,water with freeze/smeltable ones.
Forbid general ice terraforming , it need to be smelt bevor you can terraform it.

Btw. i can't if you allready did it,
but when you terraform into shallow/deep water, did you do a neightbour tile check for floating/ocean ?
So when you terraform next to a river or ocean you generate the proper water tile and not simple shallow/deep water.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Napple on January 12, 2018, 11:22:24 AM
For the pregnancy mod the pawns being born don't generate with the child backstory added by the mod for child colonists who were born at the colony. They instead get a random backstory.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 12, 2018, 11:55:21 AM
Quote from: Napple on January 12, 2018, 11:22:24 AMFor the pregnancy mod the pawns being born don't generate with the child backstory added by the mod for child colonists who were born at the colony. They instead get a random backstory.

Yes, you already reported that. As I said, I'll look into it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 12, 2018, 12:20:27 PM
Quote from: SpaceDorf on January 12, 2018, 03:33:35 AM
Inception successful.

What I miss from Bridges is a way to build powerlines across deep rivers.

Have you tried Power Logic? It will let you transmit power with an emitter and receiver. Great for having multiple power grids, and having the conduits cross but not connect. There is also Parallel Power Grid (Parallel Conduits) that is not complete yet but I believe the main parts are working. I have Power Logic installed but haven't messed around with it yet, but I would think between those two, they could be a nice addition to your mod list!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 12, 2018, 12:23:42 PM
Quote from: dburgdorf on January 12, 2018, 11:55:21 AM
Quote from: Napple on January 12, 2018, 11:22:24 AMFor the pregnancy mod the pawns being born don't generate with the child backstory added by the mod for child colonists who were born at the colony. They instead get a random backstory.

Yes, you already reported that. As I said, I'll look into it.

The discussion has deviated away from issues with Children and Pregnancy. We must only discuss this until these issues are resolved, mister!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 12, 2018, 12:54:15 PM
Quote from: Harry_Dicks on January 12, 2018, 12:20:27 PM

Have you tried Power Logic?

I use parallel conduits and have dabbled with power logic but was not aware of the advanced options.

I had a game in early A18 where conduits and bridges did not work together. But I guess this was a different mod interaction.

Still I would prefer a simple underwater conduit like I had in A17 instead of building a pathway for everyone
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Crow_T on January 12, 2018, 04:56:12 PM
Suggestion: user editable config for the various psychopath variables in We're all Mad Here (is various variables redundant?). From what I remember in the A17 version the psychopath trait was too common from my point of view- obviously this kind of balance is up to the player's particular moral leanings... 

*Just tried in B18, getting something like 50% psychopaths on rolls and one colonist cracked in the first week. Is this as designed for playing raider-type colonies? If so that makes sense...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 12:48:37 AM
(https://steamuserimages-a.akamaihd.net/ugc/932676246169567358/668754D22902CD13EF86D132AF086795A5322112/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 01/14/2018

Have you ever wondered why the game's work tab forever shows what your colonists *used* to do, without providing you any way to update the info to display what they're *currently* doing? I mean, do you really care that Joe Plumber used to work as a janitor, if he's now serving as your colony's premiere culinary artiste?

Well, fret no more. This mod allows you to edit a colonist's title as well as his or her nickname, any time you feel like it. So if you want to give your colonists titles that reflect their actual jobs instead of their backstories, or want to assign them pseudo-military ranks in your colonial militia, or whatever, you can do so!

Simply click the "rename" button on a pawn's character screen, and instead of getting a window that allows editing only of the nickname, you'll get a window allowing editing of both the nickname and the title.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1268829163)

Dropbox Link (https://www.dropbox.com/s/zf936dro7dltfdn/Rainbeau%27s%20Editable%20Pawn%20Titles.zip?dl=0)

Compatibility:

This mod ought to be compatible with just about anything. It's safe to add to or remove from a game in progress, though obviously, if you remove it from a game, any pawns to whom you've assigned custom titles will revert back to titles reflecting their backstories.

I'm aware of one conflict, and unfortunately, there's nothing I can do about it. There's an NSFW mod called "RimJobWorld" which completely replaces the code that creates the character display tab. The changes that "Editable Pawn Titles" makes to that code get ignored along with the core code, and as a result, the revised edit window is never referenced.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

And many thanks to BrokenValkyrie, for a push in the right direction where the required transpiler syntax was concerned.

(http://verify.modsync.ninja?c0d7b57b-adc6-40e4-8f49-92facf1f4af5) (http://www.modsync.ninja)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 01:09:11 AM
Holy shit. I really think you read my mind, sir. I am not kidding, when 2 days ago I was just doing a test game. And this awesome vampire I had, had a really lame title. I thought about your Editable Backstories, but that wouldn't let me change what I really wanted. I just wanted him to have some kickass title, ya'know?! I wanted him to be something fucking cool. So this is actually really, really strange for me ??? WOW I just thought of what else I can do with this. GIVE RANKS TO MY PAWNS!!! You're the man, man!

EDIT: I was just curious about how hard this would be to implement, after Sarge made me think of it on the TMagic thread. Since you seem to also be the "traits" modder that we all love, I wanted to know if it would be possible to have pawns have a sort of marker or flag on them, that will show when they enter your map if they have any specific traits that you have checked in the mod options. The reason I ask, is because in something like TMagic or Rim of Madness, seeing a magically gifted pawn, werewolf, or something else might be really rare, and you want to have special preparations to capture this pawn when they enter your map. But when the raids you receive might be 40+ guys, it can be very tedious going through them all one by one.

Would it be possible to have maybe an alert for when a pawn like that enters your map, and it has the arrow pointing to them? Or a dismissable flag/marker for these guys? Lastly, could we have things for specific health conditions, too? Also in Rim of Madness, vampirism is a health condition, not a trait. Or what if you want to capture the pawn with any bionics on? OR you want to strip any bionics from those raiders after you down them (with your bionics recovery mod) but you don't want to have to go through all of the bodies one by one checking them, alive or dead, for bionics or whatever specific health conditions you are looking for. I know I can just have my bionics recovery benches near my corpse freezer, but I might not want to haul back every corpse to there anyway, maybe some of them are going right to the incinerator or for the dogs or whatever, ya'know? So that would mean still having to check them all one by one.

Lastly, I'm sure I'm not the only, that a lot of time through early and middle game, will check out all of the raiders traits, and then all of their health, looking for potential new recruits. I just thought it would be a cool idea if we could have a mod that automatically checks those two lists for you (traits and health conditions), saving a shit ton of time. And even when you are late game anyway with 30 pawns and don't want anymore, you still might accept a new vampire, werewolf, magically gifted, or upgraded mage/fighter from TMagic (sniper, gladiator, etc.) but some people play with difficulties/storytellers that send a lot of big raids of crappy pawns, so you would spend too much time if you have to manually check everyone.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 14, 2018, 03:49:44 AM
Harry,
just a question, do you know what "quote" means and how to use ?
There is no reason to quote the entry previously post.

Just use quote if you want comment some special content to keep a discussion line.

Don't quote, because the quote button is so nice on top, instead to use the Reply button or the Quick reply field.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 03:52:37 AM
Quote from: Canute on January 14, 2018, 03:49:44 AM
Harry,
just a question, do you know what "quote" means and how to use ?
There is no reason to quote the entry previously post.

Just use quote if you want comment some special content to keep a discussion line.

Don't quote, because the quote button is so nice on top, instead to use the Reply button or the Quick reply field.

I'll quote you all I want, sir. Do you know what "private message" means and how to use ?

Just private message if you want to have a discussion about how I use the forum, so that we can keep the discussion line going here.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 14, 2018, 03:59:35 AM
Sorry,
you are maybe right, but there are serveral other too, which don't know to quote, but i bet they arn't reading this anyway.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 04:38:14 AM
Quote from: Canute on January 14, 2018, 03:59:35 AM
Sorry,
you are maybe right, but there are serveral other too, which don't know to quote, but i bet they arn't reading this anyway.

It's okay. When you use a rhetorical question like that, over text at least, it can come off as you kinda calling me out. I know you don't mean to, but I had to fire back :) It's hard to convey emotion over the forum, that's why we have emoticons! To convey, emotion! Things can take on a whole different meaning, whether you put on a smiley face at the end of a sentence or not, as silly as they can be.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mufflamingo on January 14, 2018, 05:09:33 AM
Omg. Your mods are all that I want. I've been wondering when can I give my pawns actual 'jobs' instead of just using the back stories.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 14, 2018, 06:00:49 AM
Thank you DBurgdorf, for another must have mod.

I wish I was at home and could test it right away
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 14, 2018, 06:58:12 AM
I'm afraid that Editable Pawn Titles conflicts with Psychology (https://ludeon.com/forums/index.php?topic=34112).
It generates an error on starting RimWorld:

Exception from long event: System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) RimWorld.CharacterCardUtility:DrawCharacterCard_Patch1 (UnityEngine.Rect,Verse.Pawn,System.Action,UnityEngine.Rect): IL_041c: newobj    0x000000f9


  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.Memory.GetMethodStart (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at REPT_Code.REPT_Initializer.Setup () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

and the window for editing remains vanilla (only field for nickname, without title).
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 08:53:39 AM
Quote from: wwWraith on January 14, 2018, 06:58:12 AMI'm afraid that Editable Pawn Titles conflicts with Psychology.

OK. I'll take a look. Psychology seems (or at least, this is the impression I've gotten) notorious for conflicting with other mods, though, which is part of the reason I've never used it. :P
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mufflamingo on January 14, 2018, 09:12:14 AM
Hey btw how do you rename the title?  :o
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 09:40:02 AM
Quote from: Mufflamingo on January 14, 2018, 09:12:14 AMHey btw how do you rename the title?  :o

Just click the button that normally allows you to edit a pawn's nickname, and you'll get a window allowing you to edit both the nickname and the title.

I'll clarify that in the mod's description when I update the mod momentarily. You're already the second to ask. :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 09:55:43 AM
Editable Pawn Titles (https://ludeon.com/forums/index.php?topic=36687.msg391698#msg391698) has been updated:

- Resolved an incompatibility with "Psychology."

- The mod now works with the "Mod Sync Ninja" updater.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 14, 2018, 10:02:53 AM
I was just going to post about what exactly might cause that issue as I thought about it :) Thanks a lot!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: asquirrel on January 14, 2018, 01:15:58 PM
With the concrete mod, where do I change the option to use another type of stone to make concrete instead of limestone?  All my map has is marble and granite.  Is there a mod menu setting to change this?  Thanks! :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 02:51:57 PM
Quote from: asquirrel on January 14, 2018, 01:15:58 PMWith the concrete mod, where do I change the option to use another type of stone to make concrete instead of limestone?  All my map has is marble and granite.  Is there a mod menu setting to change this?  Thanks! :)

It's not a configuration option; all you need to do is change what's allowed in the recipe, just as you'd allow/disallow ingredients for any other recipe. :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: asquirrel on January 14, 2018, 02:56:42 PM
Could you explain how to do that? 

Got it.   Added granite and marble to the recipe defs.  Here's the file in case someone wants it.  Pretty easy, even for me. :)

[attachment deleted by admin: too old]
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 03:41:58 PM
Quote from: asquirrel on January 14, 2018, 01:15:58 PM
With the concrete mod, where do I change the option to use another type of stone to make concrete instead of limestone?  All my map has is marble and granite.  Is there a mod menu setting to change this?  Thanks! :)

I swear I wanna say that I have something downloaded that allows me to make concrete out of any rocks? I thought it was made from clay, crushed rocks, and cement? Or was sand in there? What I remember reading was, "Without this mod, you won't be able to make concrete except with limestone," or something like that. Also, the crushed rock would come from that rock production building we mentioned earlier. Is that Fertile Fields? :o I may not be remembering this correctly...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 03:43:24 PM
Quote from: asquirrel on January 14, 2018, 02:56:42 PMCould you explain how to do that?

Um, again, it works in exactly the same manner as adjusting the ingredients used in any other recipe. You click on the "details" button for the recipe on the bills list, and check or uncheck ingredients based on what you do and don't want used in the recipe. Is that not something you've ever done before?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 03:45:41 PM
Quote from: Harry_Dicks on January 14, 2018, 03:41:58 PMI swear I wanna say that I have something downloaded that allows me to make concrete out of any rocks?

No extra mod is needed to allow use of stone types other than limestone to make concrete. As I just explained to Squirrel, all you have to do is adjust the recipe's ingredients.

And while "Fertile Fields" gives you a few additional options for obtaining the necessary materials, it's no longer a required prerequisite for use of "Concrete."
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 03:49:06 PM
You're right. I have too many I'm trying to keep up with ::)

What do you think about the alert when a particular trait/medical condition pawn walks onto your map? ???
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 03:51:10 PM
Quote from: Harry_Dicks on January 14, 2018, 01:09:11 AMI was just curious about how hard this would be to implement....

What you described would definitely be interesting and useful, but I'm afraid it's way beyond my capabilities. I'm pretty good at deciphering what an existing bit of code does and modifying it to suit my needs, but your suggestion would require extensive original coding, and I'm afraid I wouldn't even have a clue where to begin.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 14, 2018, 03:55:45 PM
Yes exactly, I was curious as to how hard that would be to implement! ;D But I appreciate you answering my question! Thank you, dburgdorf.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: asquirrel on January 14, 2018, 04:02:18 PM
dburgdorf.  If you had explained it clearly as you did with your second response, you wouldn't have needed to respond with what I believe is a condescending "um . . again" response.  Not everyone is going to understand what you mean all the time so the "um . . again" is really unnecessary.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 14, 2018, 04:58:19 PM
Quote from: dburgdorf on January 14, 2018, 03:51:10 PM
but your suggestion would require extensive original coding, and I'm afraid I wouldn't even have a clue where to begin.
In case you are interested probably you can find some clues in Markers (https://ludeon.com/forums/index.php?topic=33654) and/or Colonist Bar KF (https://steamcommunity.com/sharedfiles/filedetails/?id=729908976).

Also a little suggestion: remove tech requirement for Researching Spot in Tribal Essentials. Otherwise there is probability for player to be unable to research anything. Though maybe I'm the only one who likes to start new colonies without any free techs :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Sarge on January 14, 2018, 05:19:33 PM
Quote from: wwWraith on January 14, 2018, 04:58:19 PM
Though maybe I'm the only one who likes to start new colonies without any free techs :)

You're not :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 14, 2018, 05:34:54 PM
Quote from: asquirrel on January 14, 2018, 04:02:18 PMIf you had explained it clearly as you did with your second response, you wouldn't have needed to respond with what I believe is a condescending "um . . again" response.

My second response was intended more to convey somewhat shocked surprise than condescension.  After all, as adding ingredients to or removing them from the lists of allowed materials for recipes is what I'd consider a fairly basic game mechanic, I quite reasonably assumed that my original response to your query *was* clear, especially given that essentially identical responses have in fact been quite sufficient to address prior instances of the same question.

Quote from: wwWraith on January 14, 2018, 04:58:19 PMAlso a little suggestion: remove tech requirement for Researching Spot in Tribal Essentials. Otherwise there is probability for player to be unable to research anything.

The problem there is that I don't want "classic start" colonists to be able to build the unique tribal spots, just as I don't want tribal pawns to be able to build the "classic start" workbenches....
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: TheGoodMadame on January 15, 2018, 02:06:09 AM
Is there anyway for you to fix this: when I olace soil down on top of sand using thr terraforming anytime it rains the soil washes away and I lose any crops I had originally planted there. I'm currently playing on a desert biome so having this happen kind of sucks.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 15, 2018, 02:28:43 AM
Quote from: asquirrel on January 14, 2018, 02:56:42 PM
Could you explain how to do that? 

Got it.   Added granite and marble to the recipe defs.  Here's the file in case someone wants it.  Pretty easy, even for me. :)
You didn't even needed to edit the XML.
The recipe allready include all the chunks/blocks, but just limestone is enable by default.
You just need to press "select all" to the other stones.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 15, 2018, 04:35:53 AM
Quote from: dburgdorf on January 14, 2018, 05:34:54 PM
The problem there is that I don't want "classic start" colonists to be able to build the unique tribal spots, just as I don't want tribal pawns to be able to build the "classic start" workbenches....

Let me argue a bit about this problem :)

1. I think that it's ok for "industrial" colonists to use tribal methods while they are limited to only most primitive tools at start. Of course they have to adapt, it's handled by researching appropriate techs. Think about modern people in the situation like being stuck on a desolate island - they will learn to make basic things without proper tools and familiar workspace if they want to survive.

2. Same way tribals can use more advanced techs, they just need to learn. They are most probably descendants of some "ancient" colonists who apparently were able to travel through space. So it's not that their brains are smaller.

3. Even while your starting colonists are tribals/industrials, after some time you'll most probably find more new recruits from every stages of progress.

4. After all, I think it'd be better to just let the player decide which techs/equipment to use. If someone will want a pure tribal/industrial colony, they can just not research/build what they think are not fitting in their concept.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 15, 2018, 07:47:04 AM
Quote from: TheGoodMadame on January 15, 2018, 02:06:09 AMIs there anyway for you to fix this: when I olace soil down on top of sand using thr terraforming anytime it rains the soil washes away and I lose any crops I had originally planted there. I'm currently playing on a desert biome so having this happen kind of sucks.

I'm afraid my best advice on this point is, "Don't use 'Nature's Pretty Sweet.'" It's a really cool mod concept, but it seems to be full of bugs, one of them being the tendency for terrain tiles to turn into different terrain types when it rains. There's nothing I can do to fix it, as it isn't a problem with one of my mods. Hopefully NPS's author will eventually get the problems sorted out.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SpaceDorf on January 15, 2018, 08:23:47 AM
Quote from: dburgdorf on January 15, 2018, 07:47:04 AM
Quote from: TheGoodMadame on January 15, 2018, 02:06:09 AMIs there anyway for you to fix this: when I olace soil down on top of sand using thr terraforming anytime it rains the soil washes away and I lose any crops I had originally planted there. I'm currently playing on a desert biome so having this happen kind of sucks.

I second this answer.

This reminds me of a request for Fertile Fields though.

Terraforming removes crops just by despawning them, instead of cutting them first, like other construction jobs do.
Could you change that ?
I'm afraid my best advice on this point is, "Don't use 'Nature's Pretty Sweet.'" It's a really cool mod concept, but it seems to be full of bugs, one of them being the tendency for terrain tiles to turn into different terrain types when it rains. There's nothing I can do to fix it, as it isn't a problem with one of my mods. Hopefully NPS's author will eventually get the problems sorted out.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ashnal on January 15, 2018, 08:26:35 AM
Adding to the NPS issues, I'd love to see the terraforming options be able to be used with NPS terrain types. They don't work with wet soil at all, which makes terraforming a rare occasion when you live in a swamp.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 15, 2018, 08:52:55 AM
Quote from: Ashnal on January 15, 2018, 08:26:35 AM
Adding to the NPS issues, I'd love to see the terraforming options be able to be used with NPS terrain types. They don't work with wet soil at all, which makes terraforming a rare occasion when you live in a swamp.

I still haven't tried NPS, but I remember reading the thread about a lot of people having crazy bugs happen. Especially with the rain, and magma, fire, etc.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 15, 2018, 09:35:55 AM
Quote from: Ashnal on January 15, 2018, 08:26:35 AMAdding to the NPS issues, I'd love to see the terraforming options be able to be used with NPS terrain types. They don't work with wet soil at all, which makes terraforming a rare occasion when you live in a swamp.

It's on my "to do" list, but honestly, I'm not sure if it's worth the effort until the various NPS bugs are worked out.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ashnal on January 15, 2018, 10:01:37 AM
I really hope the NPS author can iron it out. It's one of the coolest mods for Rimworld I've seen ... But it needs to play nice with everything else.

Also, I was curious, does Editable Backstories change a lot of backstories to not have "incapable of" labors? I've noticed a lot less restricted work types since including it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 15, 2018, 10:43:31 AM
Quote from: Ashnal on January 15, 2018, 10:01:37 AMAlso, I was curious, does Editable Backstories change a lot of backstories to not have "incapable of" labors? I've noticed a lot less restricted work types since including it.

Yes, I did pare down the "incapabilities" in the default set of backstories I included with the mod, as part of my attempt to better balance things.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 15, 2018, 01:03:29 PM
I was always curious about how much the vanilla library was altered with Editable Backstories. Do you have any numbers for us? Like, say there were 200 vanilla backstories, and you pruned it down to 125? How many did you add yourself? What about if any are added by mods, would this ever affect them?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 15, 2018, 01:29:18 PM
Quote from: Harry_Dicks on January 15, 2018, 01:03:29 PMI was always curious about how much the vanilla library was altered with Editable Backstories. Do you have any numbers for us? Like, say there were 200 vanilla backstories, and you pruned it down to 125? How many did you add yourself? What about if any are added by mods, would this ever affect them?

There's an Excel file included with the distribution that provides detail information about the mod's default backstory set. I don't have specific numbers at hand. As to how many are edited and how many are original, that's really a rather subjective question, anyway, as some of the edited stories are almost exactly like the originals, and others are barely recognizable.

As to backstories added by mods, well, backstories for "Humanoid Alien Races" definitely work. I don't know of any reason why backstories added by other mods wouldn't be good, too.  I've been told that there's an incompatibility with the child backstories in "Children and Pregnancy," but I suspect that's because both mods modify the backstory selection methodology rather than because any backstories are actually being ignored. I'll have to look into that.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: TheGoodMadame on January 15, 2018, 09:16:59 PM
Quote from: dburgdorf on January 15, 2018, 07:47:04 AM
Quote from: TheGoodMadame on January 15, 2018, 02:06:09 AMIs there anyway for you to fix this: when I olace soil down on top of sand using thr terraforming anytime it rains the soil washes away and I lose any crops I had originally planted there. I'm currently playing on a desert biome so having this happen kind of sucks.

I'm afraid my best advice on this point is, "Don't use 'Nature's Pretty Sweet.'" It's a really cool mod concept, but it seems to be full of bugs, one of them being the tendency for terrain tiles to turn into different terrain types when it rains. There's nothing I can do to fix it, as it isn't a problem with one of my mods. Hopefully NPS's author will eventually get the problems sorted out.

Thank you, I wasn't sure if it was your mod or not. I didn't even think it could be a problem with NPS itself. I found a workaround for anyone that's interested though:

When using the soil on the sand, if you have a year-round growing biome (haven't tried it with others) you can simply close the area in and keep it roofed. This prevents the tiles from disappearing :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 16, 2018, 01:02:11 PM
Hey Rainbeau, one more question about it, and I promise this will be the last I ask of it. ;) Can we have a mod option for you to not overwrite cuproPanda's stones? I ask because he adds in 10 stone types, and changes the looks of some vanilla stones, so I really, really like his mods and your mods are must have so I am having an issue. I only want to use 3 of the stone types from his mod, along with slate and marble. In his mod options, you can turn on or off any stone types (including vanilla) as you already know, along with set that amount of different types of stones that can appear in a tile. But like you said, your mod overwrites his settings with RF - Configurable Maps. You have a slider for the 5 vanilla stone types, and only 1 for all modded stone types.

Here is the issue: I can turn off sandstone, limestone, and granite, but not all of the other types I don't want from cupro's mod. So then when the world generates, I will have 12 different kinds of stone. This means I am severely limited to what tiles I want to play on. I can no longer just freely browse the world map to choose. I now have to use Prepare Landing mod, which filters everything you could want on the world map. However for the options that I would want, that means I get to use maybe 10-15 tiles in total on a 50% land world map. That sucks man :-\ And also, I think Prepare Landing has a couple weird bugs when filtering, and also it forces you to choose terrain type and biome if you have >30% world gen. Maybe I don't want to look at only tundra, or only boreal forest.

I'm sorry I am not trying to add to your work load, but this issue has been plaguing me for a quite a bit now. Maybe just an option in the mod options to check/uncheck to overwrite other mods stone types in world gen? If you can not do it I understand. Either way, thank you for your time :)

Off topic: I want to use cupro's schist (green) and syenite (red), and the third would be either andesite (light blue) or pegmatite (orangish.) I think they would make absolutely beautiful statues with the Additional Statues mod (over 100 statue types in total now, 10/10 artwork a fantastic mod!) to place all around my base. I love to have 3 cell wide hallways, with some sort of more open "lobby" area in the dormitory wings. But in these hallways and lobby areas, fill them with statues and couches and bookcases and other nice, homely looking things. I figure the colored statues would be perfect for my Rim of Madness Cults run ;D Now if only I could find the mod off Steam that let's you swap statues from one model to another after they are made, I could have maybe wolf statues everywhere, or thrumbo, whatever. There is Taxidermy and XeoNovaDan's new Stuffed Animals mod just came out, but I don't think you can rotate the animal statues in either one :-\
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 16, 2018, 01:11:22 PM
Quote from: Harry_Dicks on January 16, 2018, 01:02:11 PM
I think Prepare Landing has a couple weird bugs when filtering, and also it forces you to choose terrain type and biome if you have >30% world gen.

In PL's Options tab there is a checkbox to bypass this check. Also using its GodMode features (you should enable it beforehand) will allow you to change most properties of any tiles so it's not a big deal if you can't find exactly what you want.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 16, 2018, 01:19:24 PM
Quote from: wwWraith on January 16, 2018, 01:11:22 PM
In PL's Options tab there is a checkbox to bypass this check. Also using its GodMode features (you should enable it beforehand) will allow you to change most properties of any tiles so it's not a big deal if you can't find exactly what you want.

WHAT!!!! I am going to check this now. THANK YOU!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 16, 2018, 01:35:09 PM
Harry:

As per your previous request, I'm already going to look at allowing individual settings for each modded stone type, anyway. Assuming I get that to work, there'll be no need for the option you requested in your new message. :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 16, 2018, 01:45:37 PM
Quote from: dburgdorf on January 16, 2018, 01:35:09 PM
Harry:

As per your previous request, I'm already going to look at allowing individual settings for each modded stone type, anyway. Assuming I get that to work, there'll be no need for the option you requested in your new message. :)

Awww yiss!! I couldn't really remember if you said you were going to do it or not. My memory of it was, that you said something like, "I might do it but wasn't planning on it." So this is great news for me. I ended up having to turn off cupro's Stones because of this issue, which was a big disappointment. But it was becoming very difficult to find a tile that I wanted. But now with what you've said, I have something to look forward to, thank you! :) Also going to try out wwWraith's suggestion, if so, that will be a perfect stop gap until your change happens.

Hah, Executive Editor of Pawn Title Editing.

EDIT: I'm not sure how to change a tile's stones still. God mode, like the regular ingame god mode? I have to start a map, enable it, then go back to world gen to change a tile's stones for a new game? Sorry, never done this before. Or is there a "God Mode" in Prepare Landing?

EDIT2: Nevermind, fount it! :)

EDIT3: Dammit, I can only have it set 2 or 3 stone types per tile. Uuuugggh!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mufflamingo on January 16, 2018, 08:01:15 PM
This is just a random message posted in your thread to let you know that I love you pal (no homo) and thenk you for all the wonderful mods you created.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 16, 2018, 09:35:30 PM
Alright, so I guess this would go with my other request as well. You have the option to disallow "fake ores" like steel, plasteel, and metals from mods. Do you think if you can do the list for stone types, you could also do a list for metal types tooooooo? ;D ;D ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: kixiye on January 18, 2018, 02:46:16 PM
Do you take requests?
Would you like to see if you could make the names lists easily editable? I have used your wonderful Editable Backstories mod, and it is doable, but somewhat cumbersome add a defName and specify gender and first/last name for every name added, especially if you want to add a lot of names.

I checked the RulePacks_NameMakers_People in the core mod, and it only contains the Tribal names which is a bunch of links to a .txt file which is a list of Spanish Words, and other lists of animal names and colors, like this <li>name->[color] [tribalword]</li>
It does not differentiate between male and female names for the persons it generates names for.

I would like to have a way of using three .txt lists per humanoid faction, one with last names, and one with male first names, one for female first names, like this <li>malename->[MFirstname] [lastname]</li>
<li>femalename->[FFirstname] [lastname]</li>
If it could be done, it would be very easy to copypaste names into a .txt file and then specify which three .txts to use  for male/female first names and which to use for last names for a faction and have it represent a country for example. I think it could work very well with your Faction Control, which I have not yet had the pleasure to test.

Anyway thank you for your work, I use many of your mods, some of them are becoming must-haves for my Rimworld experience.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 18, 2018, 03:28:26 PM
Quote from: kixiye on January 18, 2018, 02:46:16 PM
Do you take requests?

Get in line! ::)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 18, 2018, 03:37:47 PM
Quote from: kixiye on January 18, 2018, 02:46:16 PMWould you like to see if you could make the names lists easily editable?

I actually started working on "Editable Pawn Names" back in June, as I recall. It's been sitting for quite a while at about 90% complete. I really should finish and release it. :P
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: kixiye on January 18, 2018, 03:52:24 PM
Quote from: dburgdorf on January 18, 2018, 03:37:47 PM
Quote from: kixiye on January 18, 2018, 02:46:16 PMWould you like to see if you could make the names lists easily editable?

I actually started working on "Editable Pawn Names" back in June, as I recall. It's been sitting for quite a while at about 90% complete. I really should finish and release it. :P

Well this is better than I could have hoped for! Good luck and thank you.

Edit:

Want to spoil how it is going to work? Will you be able to chose different names lists for different factions?
Like I said I think this would be great together with the Faction Control mod.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: MrWeeGee on January 18, 2018, 04:11:31 PM
Hey, just wanted to pop in and say thanks for making Editable Colonist Titles happen! I actually started that thread thinking it might be the sort of thing you'd be interested in, but didn't really want to bother you with it. I use so many of your mods, and I can't thank you enough (and all modders at that) for all the work you've done in making RimWorld more of a masterpiece than it already is!

Many thanks and much love
-Weegee
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 18, 2018, 05:32:35 PM
Hey in RCT_Traits it has <MeleeDodgeChance>0.5</MeleeDodgeChance> for Nimble. But vanilla RimWorld has 15 for the nimble trait. Is your trait supposed to have 50% dodge, or a +50% of your current dodge?

Anyway, I am asking because the tooltip description is the exact same for nimble, "Melee dodge chance +0.5" but nimble says +15. I haven't done in actual tests in game, but figured I would run it by you. Also, if it was supposed to be 50%, I thought the vanilla dodge cap was somewhere around 30%? I downloaded a mod called Dodging Rebalanced just for that (it also makes >100% vision actually matter, too!) and the mod description for that I believe said it increases the dodge cap to around 40%.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: docssy on January 18, 2018, 11:08:07 PM
Might be your Fishing Mod or Work Tab - but when unassigning fishing to all of the colonists (blank) I noticed at least one pawn stop doing anything, didn't idle, just... frozen I guess. Reassigned fishing and started moving again.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 20, 2018, 11:57:11 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- Compost barrels now consume less power, and shouldn't short-circuit in the rain, meaning you can actually place them outside, where they logically belong.

- Crushed rocks now stack to 25 instead of just 5.

- The "ice to shallow water" transformation has been replaced with a "remove ice" transformation, which will yield shallow water on "sea ice" maps, and either shallow water or gravel on "ice sheet" maps.

- Converting ice to shallow water will no longer leave snow somehow sitting on top of the water.

- Sand piles can now be split into small piles (or three small piles can be recombined into one regular pile) in essentially no time at all at a rock mill, stonecutting table or crafting spot.

- Sandbags now require small sand piles instead of regular sand piles, so that you can make three times as many bags with the same amount of sand. Hopefully, this will finally satisfy those who still complain about how difficult the mod supposedly makes sandbag production.

Concrete (https://ludeon.com/forums/index.php?topic=36687.msg378605#msg378605) has also been updated:

- Made a few changes (to recipe work times, resource values, and crushed rock stack size) to match recent changes in "Fertile Fields."

- Cut the work times for mod-specific recipes in half, to balance with the other recipe work time changes.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 20, 2018, 02:50:00 PM
I hope it won't be hard to make Fertile Fields compatible with Biomes! (https://ludeon.com/forums/index.php?topic=38312.0) (terraforming its RockySoil into other terrain types like yours) :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 20, 2018, 04:57:31 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated (more like a minor tweak, actually):

- Fixed an incompatibility which prevented floors on "Biomes!" cavern maps from using that mod's rocky soil instead of rough stone.

- Corrected a typo. Ore now has a "low density" option instead of a "lore density" option.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 20, 2018, 05:54:25 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated again, because I missed a couple of things on my "to do" list this morning:

- Hot and cold springs from "Nature's Pretty Sweet" can now be transformed using any terraforming job that works on shallow water. That mod's various "wet" sand and soil terrains can also now be transformed using the obvious appropriate terraforming jobs.

- The various "rocky soil" terrains found on "Biomes!" cavern maps can now be transformed using any terraforming job that works on regular rocky dirt.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: gipothegip on January 21, 2018, 03:35:49 AM
That's a nice set of mods, have these all been updated to b18?

I'm going to have to try out configurable maps, and faction control; I've always wanted to be able to have more control over map generation in this game. +1
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: wwWraith on January 21, 2018, 09:36:58 AM
Did you consider adding something like terraforming deep water -> shallow water -> rough stone using stone chunks in Fertile Fields? I think it could be decently realistic, especially for the maps with low amount of natural soil (like in those Caverns), and also would help to get rid of the unneeded chunks.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 21, 2018, 09:49:23 AM
Quote from: wwWraith on January 21, 2018, 09:36:58 AMDid you consider adding something like terraforming deep water -> shallow water -> rough stone using stone chunks in Fertile Fields?

I don't recall the specifics, but when I first added the rocky dirt -> rough stone transformation, I had to add "crushed rocks" to the mod first, as while stone chunks could be used in recipes, they couldn't be used as building components.

That said, an option to fill in water using crushed rocks isn't a half-bad idea.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 21, 2018, 10:03:08 AM
Is there Dodge bonus from your trait supposed to only be +.5%? Compared to the vanilla nimble trait, that's what it looks like. Sorry I can't remember the name of your trait..

EDIT: Also on mobile, otherwise I would look up the name of it, but can't remember it right now. Fast reflexes, maybe?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 21, 2018, 11:14:04 AM
Quote from: Harry_Dicks on January 21, 2018, 10:03:08 AMIs there Dodge bonus from your trait supposed to only be +.5%? Compared to the vanilla nimble trait, that's what it looks like. Sorry I can't remember the name of your trait..

There's no need to repost. I apologize if I forgot to respond, but I have already added this (you weren't the first to point it out) to my "to do" list, to see whether it's actually working as intended.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 21, 2018, 11:15:53 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated again:

- If "Cupro's Stones" is in use, that mod's settings will now override this mod's settings regarding number and types of stones in world map tiles.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Vlad0mi3r on January 21, 2018, 05:11:22 PM
Quote from: dburgdorf on January 20, 2018, 11:57:11 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) has been updated:

- Crushed rocks now stack to 25 instead of just 5.


I was playing last night and I have a stockpile tidy mod running. I was hovering over the rock pile stock pile and lo and behold everyone is making stacks of 25. I felt the love I truly did.

Yet again thankyou dburgdorf.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 21, 2018, 06:47:02 PM
Quote from: dburgdorf on January 21, 2018, 11:15:53 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102) has been updated again:

- If "Cupro's Stones" is in use, that mod's settings will now override this mod's settings regarding number and types of stones in world map tiles.

YEEESSSS!!! You da man! Also I thought you might have missed the dodge post because you responded to others but not that one. No worries, though. It did work to my advantage recently though when I forgot that I had already asked Kiame something and then forgot. Them I reposted it, and the thing got implemented, as he had forgotten too ::)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on January 22, 2018, 06:16:17 PM
Hey, @dburgdorf I got a strange error, something about reinstalling blueplrint requiring materials. It does mention RFF_Code which is why I thought it might be related to your mod. Can you take a look? I have a lot of mods, so it might be some weird conflict going on. Here's the log:
https://pastebin.com/u1WY326Z
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 22, 2018, 06:55:57 PM
Quote from: Madman666 on January 22, 2018, 06:16:17 PMHey, @dburgdorf I got a strange error....

Unfortunately, a small snippet from a log file lacking any broader context really doesn't tell me anything beyond, "Oh, hey, he got an error."

You're right that the reference to RFF_Code suggests that it has something to do with "Fertile Fields."  Beyond that, though, all I can say is, nobody else has reported any such errors, so presumably, it's the result of a mod conflict. If you can narrow down which mod FF seems to be conflicting with, and preferably also provide some details regarding what triggered the error, to facilitate attempts to reproduce the problem, then I'll be happy to see if I can track down the cause.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on January 23, 2018, 12:57:06 AM
Quote from: dburgdorf on January 22, 2018, 06:55:57 PM
If you can narrow down which mod FF seems to be conflicting with, and preferably also provide some details regarding what triggered the error, to facilitate attempts to reproduce the problem, then I'll be happy to see if I can track down the cause.

Yeah, well... I have over hundred mods and disabling each one to see if that solves it to indentify the culprit isn't really a possibility, not to mention most of them break saves upon being disabled. So all i can say its related to workbenches being reinstalled. In short - Medieval Times mod makes some vanilla benches reinstallable and when I designated a butcher table and an electric stove to be reinstalled some other place - I started periodically getting those red errors, that seem to be saying about "nothing to reinstall". When there is no "reinstall" type jobs on the map - no errors. If that error log and this info isn't enough, thats too bad for me I guess. Anyway thank you for taking the time to look at it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 23, 2018, 09:37:22 AM
Quote from: Madman666 on January 23, 2018, 12:57:06 AMIf that error log and this info isn't enough, thats too bad for me I guess. Anyway thank you for taking the time to look at it.

I certainly understand that it's not easy to go through your mod list, especially when you have a lot of mods installed, to try to find out what's causing a problem. And it's entirely up to you whether you have time or inclination to do so. Unfortunately, though, I, like most modders, rely on users to spot and report conflicts. I don't use most of the mods that are available, and to be honest, I don't actually even play "RimWorld" all that much. I just mod for it. So I'm not likely to catch weird conflicts myself. And if a conflict report isn't precise enough that I'm able to reproduce the problem, I can't really do much about fixing it.

That said, I can make a note to grab "Medieval Times," since you suspect that's the mod causing the issue, and see if I can reproduce the misbehavior you're seeing. If I can, then hopefully, I'll be able to see about fixing whatever's going wrong.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on January 23, 2018, 09:57:07 AM
Quote from: dburgdorf on January 23, 2018, 09:37:22 AM
That said, I can make a note to grab "Medieval Times," since you suspect that's the mod causing the issue, and see if I can reproduce the misbehavior you're seeing. If I can, then hopefully, I'll be able to see about fixing whatever's going wrong.

Yeah, I know that most modders don't really play with a lot of other mods and some even don't play RW that much at all, so I really appreciate your looking into it. Sorry, I couldn't provide more information as I just don't have much time on workdays. I'll check MT and RFF mod compatibility as well once I get home from work. I'll report if I can figure out something worth mentioning.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: gipothegip on January 24, 2018, 03:06:15 AM
I have a question regarding the use of "Faction Control".

I appologize if this has been asked previously, but does the precise position on faction base density and nation building make any difference?

I noticed in "Configurable Maps" that it does not appear to be the case, as the description gives definitive values (like 2x vanilla).

To give an example with the nation building option, there's a wide range that fits the description of "tight"; does it just use one set of parameters when set anywhere within that range, or does it actually get a little bit tighter / looser depending on the exact position?

If so, I think the interface should change to reflect a relevant value alongside the description. If not, perhaps the description could reflect this, or the slider could snap to different points rather than be set freely (if that's a possibility).
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on January 24, 2018, 03:27:56 AM
Ok, I figured out what causes that Blueprint material error I mentioned earlier. It happens because a stove, that I was trying to move to a new spot, at that time was being actively used by a cook, making simple meals. Thus it was reserved by someone and "there were no material" for a blueprint I placed upon issuing reinstall order. I honestly don't know, what it has to do with RFF_Code or why it even mentions part of your mod in that error. As far as I know, all vanilla RW workbenches can be only rebuilt, but not reinstalled, probably to avoid this exact error. So I am sorry I took your time and thanks for answering.

UPD: After some experiments it seems that Medieval Times alone doesn't cause this error - pawns just wait until bench is no longer in use, then move it as they should without any problems. With RFF however game starts throwing aforementioned errors. So I guess you still might want to take a look at it, when you have the time. Steps to reproduce the error:
1) Start the game in dev mode with Medieval Times and Rainbeau's Fertile Fields enabled
2) Spawn any kind of vanilla workbench, easiest of all - simple research bench.
3) Make sure one of your colonists is using it (assign a research project and wait until its in use)
4) Order a reinstall of that same workbench somewhere else and you will get the error after a few moments.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 24, 2018, 06:39:23 AM
I thought the options in Faction Control were taken from Configurable Maps, so there shouldn't be any overlap? That's how I remember it, but can't check ATM.

Also, good job Madman!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 24, 2018, 09:29:03 AM
Quote from: gipothegip on January 24, 2018, 03:06:15 AMDoes the precise position on faction base density and nation building make any difference?

No. I used sliders as they were the most convenient option, but the precise values don't matter.  Until the text display changes as you move the slider, the value's effectively the same.

Quote from: Madman666 on January 24, 2018, 03:27:56 AMOk, I figured out what causes that Blueprint material error I mentioned earlier.

Thanks. I'll look into it when I have a moment and see if I can figure out what's causing it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: subliminal00 on January 24, 2018, 02:13:25 PM
I have an issue where rotted mush duplicates itself at the end of it's decay cycle. If left alone, it would eventually cover the entire map.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 24, 2018, 04:17:02 PM
And the mod author got an issue, because he can't see into your PC.
Please post modlist and error log, or use the share log button if you got hugslib installed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on January 24, 2018, 05:32:23 PM
Quote from: subliminal00 on January 24, 2018, 02:13:25 PMI have an issue where rotted mush duplicates itself at the end of it's decay cycle. If left alone, it would eventually cover the entire map.

Not one other person has ever reported this behavior, so I can only assume it's due to an obscure mod conflict. Track down with which mod "Fertile Fields" seems to be conflicting, and I'll be happy to try to figure out what's going wrong.

(And meaning no disrespect to Canute, unless something in your error log actually says which other mod is involved in the conflict, which is almost certainly not the case, posting your modlist and error log will be of no use to me, as I have neither time nor inclination to run the game with various mod combinations, blindly attempting to reproduce the error you claim to be seeing.)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on January 24, 2018, 06:04:54 PM
Sometimes even a coder noob like me, can see something at the error log.
Without any more info you don't even have a clue how to help someone.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on January 24, 2018, 06:04:59 PM
Quote from: dburgdorf on January 24, 2018, 05:32:23 PM
as I have neither time nor inclination

(https://d3j0sq6zklqdqq.cloudfront.net/photos/2015/06/30/53-27230-27180-a-few-good-men-1435693178.jpg)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 05, 2018, 04:13:45 AM
Do you think it would be possible to have an option with Configurable Maps to have all of your rock/mountain in the center of the map, and then using the mountain slider to determine how far out the radius of rock extends from the center of the map?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mufflamingo on February 05, 2018, 04:25:18 AM
Hello. Since you made editable backstories and editable titles, can you consider editable names, editable art description and editable room names?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 05, 2018, 06:22:31 AM
Quote from: Mufflamingo on February 05, 2018, 04:25:18 AM
Hello. Since you made editable backstories and editable titles, can you consider editable names, editable art description and editable room names?

Let us edit our art sculptures, and pick which texture we want to use! I have that mod pack More Sculptures so I have over 100 in total, and it's next to impossible to decorate my base with the particular statues I want, when I want them :-\
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mufflamingo on February 05, 2018, 08:33:40 AM
Quote from: Harry_Dicks on February 05, 2018, 06:22:31 AM
Quote from: Mufflamingo on February 05, 2018, 04:25:18 AM
Hello. Since you made editable backstories and editable titles, can you consider editable names, editable art description and editable room names?

Let us edit our art sculptures, and pick which texture we want to use! I have that mod pack More Sculptures so I have over 100 in total, and it's next to impossible to decorate my base with the particular statues I want, when I want them :-\

There is already a More Sculpture Mod and Selectable Sculpture Mod. You can google in or in Steam.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 06, 2018, 11:54:55 PM
Mister Rainbeau Flambe, I was curious if we could have it possible with Smooth Stone Walls to have them technically "smoothed" but maybe have the option of keeping the aesthetic? I ask because I am also using the mod Natural Walls, which let's you actually construct walls that look like their natural counterpart, but without the negative beauty. I actually really love this look, because inside my mountain bases it still looks like a sort of natural cave with torches and stuff :) But I also really, really love Smooth Stone Walls, especially since my artist can come along to decorate them. But maybe we could have an option to "reinforce" these walls, but still have them look like the natural ones, or maybe the artist can beautify the natural wall, so that way we don't have to tear it down just to rebuild it?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 12, 2018, 12:54:08 PM
Mister Rainbeau, I have a new question for you. I want to modify the tundra biomes defs for the flora and fauna spawn chances. Does Configurable Maps base it's sliders modifications for these values off of what I will have set up in my game, or will what I change in my defs be irrelevant? An example would be: if I were to set my values to ridiculously high levels, but then in CF I had the values turned low, would I still have a lot of stuff on my map? Or what if I had my base values already low, but then I put the settings in CF low, will it be the same amount of stuff?

If I have my flora & fauna values cranked up in CF's settings, will I be able to see any difference between having my default values higher or lower for flora & fauna? Thanks! :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on February 12, 2018, 03:30:08 PM
Awesome, bridges+fishing is like a newer version of rikkis ya. Fishing is influenced by animals skill but does it improve it? I always found it difficult to lvl by itself
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on February 12, 2018, 03:40:29 PM
Quote from: Ruisuki on February 12, 2018, 03:30:08 PM
Awesome, bridges+fishing is like a newer version of rikkis ya. Fishing is influenced by animals skill but does it improve it? I always found it difficult to lvl by itself

Animal handling is quite easy to level. Training wild animals takes forever and raises your skills significantly. And if you don't have starting skills to tame wild animals, you can always tame or buy apacas and other domesticated animals - training and shearing\milking them gives enough exp to move on to wild animals.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on February 12, 2018, 03:57:09 PM
questions: Theres no longer a lite version of editable backstories? What about a no traits versions of pawns are capable? Worried more about the latter because psychology messes up with mods that add traits
----

Quote from: Madman666 on February 12, 2018, 03:40:29 PM
Quote from: Ruisuki on February 12, 2018, 03:30:08 PM
Awesome, bridges+fishing is like a newer version of rikkis ya. Fishing is influenced by animals skill but does it improve it? I always found it difficult to lvl by itself

Animal handling is quite easy to level. Training wild animals takes forever and raises your skills significantly. And if you don't have starting skills to tame wild animals, you can always tame or buy apacas and other domesticated animals - training and shearing\milking them gives enough exp to move on to wild animals.
Ok ill keep that in mind. Does fishing not level animal skill though?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kori on February 12, 2018, 04:21:29 PM
Quote from: Ruisuki on February 12, 2018, 03:57:09 PM
Does fishing not level animal skill though?

It does, but it's very slow.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on February 12, 2018, 04:52:25 PM
Quote from: Ruisuki on February 12, 2018, 03:57:09 PM
questions: Theres no longer a lite version of editable backstories? What about a no traits versions of pawns are capable? Worried more about the latter because psychology messes up with mods that add traits

There's still a "lite" version of "Editable Backstories." It's just a configuration option now instead of a separate mod.

As far as "Pawns are Capable!" is concerned, until and unless Rue returns and decides to update the "traits" version, the "no traits" version is in fact the only version that exists in b18.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on February 12, 2018, 04:57:32 PM
Quote from: Harry_Dicks on February 12, 2018, 12:54:08 PM
Does Configurable Maps base it's sliders modifications for these values off of what I will have set up in my game, or will what I change in my defs be irrelevant?

What you put in your defs will be irrelevant. The sliders in "Configurable Maps" calculate values based on default vanilla values without regard to what's actually in the XML definitions.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on February 12, 2018, 05:36:41 PM
Quote from: dburgdorf on February 12, 2018, 04:52:25 PM
Quote from: Ruisuki on February 12, 2018, 03:57:09 PM
questions: Theres no longer a lite version of editable backstories? What about a no traits versions of pawns are capable? Worried more about the latter because psychology messes up with mods that add traits

There's still a "lite" version of "Editable Backstories." It's just a configuration option now instead of a separate mod.

As far as "Pawns are Capable!" is concerned, until and unless Rue returns and decides to update the "traits" version, the "no traits" version is in fact the only version that exists in b18.
Great to hear the no traits is the one i dwlded then, should have no compatibility issues with psychology then. Where do i go to configure the backstories though? I added the mod and when creating a colonist with prepare carefully I no longer see "Sensitive Child" backstory for example. I wanted to use that as a template to expand on.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: shadowstitch on February 12, 2018, 10:14:16 PM
I have run into an issue with the Bridges and the "Minify Everything" mod, (https://github.com/erdelf/MinifyEverything) where "uninstalling" or "moving" a bridge segment leaves behind a modified version of the original terrain, marked "(under bridge)". I can't build a new bridge on it, and I can't change or interact with it, but I can use godmode to force re-set that terrain to its original state.
Is there any way to tweak compatibility to accommodate this mod, or should I just manually disallow bridges from being moved?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 13, 2018, 06:54:57 AM
Quote from: shadowstitch on February 12, 2018, 10:14:16 PM
I have run into an issue with the Bridges and the "Minify Everything" mod, (https://github.com/erdelf/MinifyEverything) where "uninstalling" or "moving" a bridge segment leaves behind a modified version of the original terrain, marked "(under bridge)". I can't build a new bridge on it, and I can't change or interact with it, but I can use godmode to force re-set that terrain to its original state.
Is there any way to tweak compatibility to accommodate this mod, or should I just manually disallow bridges from being moved?

Pretty sure this has something to do with terrain types and their "affordability" and being able to modify or paste a new terrain type over them, something required for Basic Bridges. I also recently talked to Erdelf and told them that the soil types are listed from Fertile Fields as well with Minify Everything. So hopefully things that are unselectable will be taken from the list. But I also think maybe you shouldn't try to minify the bridge to move it, maybe it is meant to only be deconstructed, and dburgdorf never had the plan to have it be minifiable. I'm guessing that when you minify a bridge, rather than deconstruct it, this may be causing the issue, because I'm guessing that somewhere in the code for RF - Bridges there is something that will fix the terrain if you deconstruct it, but you are able to skip this step with Minify Everything.

This is all one big guess, though. But you can read more about this with sulusdacor's Bridges mod, a different mod but he has a post talking about this, and how there are other issues with moving terrain types and such, which I think is relevant to this subject as well: https://ludeon.com/forums/index.php?topic=26276.msg274480#msg274480

PS - you might be able to use the "remove terrain" order, instead of having to use God Mode to remove the "(under bridge)" terrain.

EDIT: Mister Rainbeau, will Configurable Maps also overwrite any fauna population settings that come from Walking Problem's Wild Animal Sex? Or will load order matter, or do you have any experience/comments on these? I remember how your mod would overwrite cuproPanda's Stones, so I was curious about this one as well. Is there a setting in a mod that is sort of like a "priority number" that can determine what mods will overwrite other mods, or are situations like this only resolved through load orders? I want to say I thought I had seen something like this somewhere, but I really can't remember. Thanks! :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on February 14, 2018, 03:25:46 AM
1. hows the beauty compared to structure walls? Im hoping its a tiny bit less just so I have a slight reason to still use walls inside mountains, instead of always smoothing which I will begin to do a LOT of.

2. Also can insects break through still? They should right, since its still cave? That could give me a reason...

3. I know conduits can run through smooth walls but what about pipes from dubs hygene mod??
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Lethe on February 18, 2018, 03:32:29 PM
I checked the last 5 pages or so of the thread, but it doesn't seem anyone mentioned this yet. (My apologizes if someone posted it already and you know about it.)

When using We're All Mad Here alongside with Psychology mod I've had this raider appear: Cake is a psychopath with a bleeding heart. https://snag.gy/rqLvTw.jpg

I have it set up so your mod is loading after Psychology. Initially, I thought it might be a Psychology goof, but then I remembered your mod and how it increases the chances of folks to have that trait. I'm not sure if I should be mentioning it to you or to Psychology's author as I'm not sure if your mod is overwriting or ignoring certain trait spawning logic or if it is an issue with the trait spawning logic with Psychology itself.

Thanks for all of your excellent mods! :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on February 19, 2018, 12:19:51 AM
Quote from: Lethe on February 18, 2018, 03:32:29 PMWhen using We're All Mad Here alongside with Psychology mod I've had this raider appear: Cake is a psychopath with a bleeding heart.

When "We're All Made, Here" checks to see if a pawn ought to be given the "Psychopath" trait, it checks to make sure that pawn doesn't have any vanilla traits that conflict with "Psychopath." It doesn't, however, check for traits added by other mods. Maybe some day I'll add such checks.

Quote from: shadowstitch on February 12, 2018, 10:14:16 PMI have run into an issue with the Bridges and the "Minify Everything" mod....

The prior response to your post pretty much "hit the nail on the head." In order to allow proper movement on bridges, the terrain beneath them is changed when a bridge is built, and reverted when it is deconstructed. If the "minification" process used by "Minify Everything" doesn't trigger the game code to check what's supposed to happen when the bridge is deconstructed, then yes, it's gonna screw up your map by leaving "under bridge" terrain tiles behind.

Short answer: bridges aren't meant to be minified and moved.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 19, 2018, 07:42:27 AM
Mister dburgdorf, I have a few questions that I hope you don't mind. I think I asked about "We're All Mad Here" before but I cannot find or remember the answer.

With We're All Mad Here, can the psychopath trait still be acquired by a pawn that has their trait slots maxed out? Would it replace the final trait, a random trait, or none at all? This is also assuming that a pawn has 8 (or is it 9?) traits filled already, via your More Trait Slots and Configurable Traits. Or, if we have the maximum traits for a pawn set to say 5, and they have 5 traits, will they be able to gain psychopath as a 6th trait? Could a pawn have more traits than what can be displayed (8 or 9 or whatever it is)?

Also, could you give us any further details of how this mod works? I am curious about how the sort of "threshold" and "snapping/breaking point" mechanic works for pawns. Does your mod have a sort of list that it logs certain events happening to specific pawns, and this can build up overtime to help them reach their breaking point? Or it could be a list like that but instead of logging events happening to pawns, it logs their mood and mood modifiers over time? Or is there something that's just sort of always running in the background, waiting for a pawn to hit the right RNG numbers for whatever situation to make them snap? Last part of this question, if there is a sort of "log" that's kept for pawns, will this "log" be resumed if you turn WAMH off, and then back on again at a later point? Or would this make all of your pawns who aren't yet psychopaths get a sort of "fresh start" with your mod?

All of this is from having no experience with C#, so I suppose I am just trying to understand it better in layman's terms.

Final, silly question - this mod doesn't add a lot to CPU load at all, does it? Any comments on it affecting performance?

My apologies for the questions :-[ but I'm very interested in how this works. Thank you.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on February 24, 2018, 05:30:40 PM
do smooth stone walls insulate in the same way that vanilla structure walls do? ive gotten responses in forums that say even smooth walls only give slightly more insulation than natural cave walls.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 24, 2018, 07:14:57 PM
Quote from: Ruisuki on February 24, 2018, 05:30:40 PM
do smooth stone walls insulate in the same way that vanilla structure walls do? ive gotten responses in forums that say even smooth walls only give slightly more insulation than natural cave walls.

Only thing I can say about insulation and walls is that I know 2 walls is ideal for freezers :P

This thread and/or OP might help you better understand insulation https://ludeon.com/forums/index.php?topic=38046
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kori on February 26, 2018, 07:35:47 AM
In the CookMakiRoll recipe (VGPatches.xml) rice and shellfish are missing as defaultIngredients, while the description says that it is made from rice.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Heymom on February 28, 2018, 06:07:38 PM
About "Pawns are capable"

In the original mod, 'Neat Freak' got a bonus to cleaning dirt etc. it seems to have been changed. Why? i liked that feature, dedicated janitor etc.

Could you provide the original code, so i can edit the mod myself perhaps?

Thanks.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on February 28, 2018, 08:00:34 PM
Quote from: Heymom on February 28, 2018, 06:07:38 PM
In the original mod, 'Neat Freak' got a bonus to cleaning dirt etc.

In what way was this bonus? I haven't seen anything before that let's one pawn clean faster than another. Was this bonus related to the mood change or something else in the mod?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on March 01, 2018, 02:56:07 AM
Quote from: Harry_Dicks on February 24, 2018, 07:14:57 PM
Quote from: Ruisuki on February 24, 2018, 05:30:40 PM
do smooth stone walls insulate in the same way that vanilla structure walls do? ive gotten responses in forums that say even smooth walls only give slightly more insulation than natural cave walls.

Only thing I can say about insulation and walls is that I know 2 walls is ideal for freezers :P

This thread and/or OP might help you better understand insulation https://ludeon.com/forums/index.php?topic=38046
Yeah I always try to run a double walled freezer (exception being the location of cooler) and airlock to retain temperature. Not sure if ill need to as often if I skimp for Centralized Climate Control
https://ludeon.com/forums/index.php?topic=34346.0
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on March 01, 2018, 03:23:04 AM
Quote from: Harry_Dicks on February 28, 2018, 08:00:34 PM
Quote from: Heymom on February 28, 2018, 06:07:38 PM
In the original mod, 'Neat Freak' got a bonus to cleaning dirt etc.
Don't know that mod either, must be one of these ancient stream ones.

I think it is like Green thumb, he get mood bonus when he is doing cleaning.


In what way was this bonus? I haven't seen anything before that let's one pawn clean faster than another. Was this bonus related to the mood change or something else in the mod?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Heymom on March 01, 2018, 06:18:12 AM
Quote from: Canute on March 01, 2018, 03:23:04 AM
Quote from: Harry_Dicks on February 28, 2018, 08:00:34 PM
Quote from: Heymom on February 28, 2018, 06:07:38 PM
In the original mod, 'Neat Freak' got a bonus to cleaning dirt etc.
Don't know that mod either, must be one of these ancient stream ones.

I think it is like Green thumb, he get mood bonus when he is doing cleaning.


In what way was this bonus? I haven't seen anything before that let's one pawn clean faster than another. Was this bonus related to the mood change or something else in the mod?
It was a mood buff, so you could have one pawn do cleaning 100% of the time, and never be unhappy. Think it also worked with sorting stacks in the stash.
Afaik, there wasnt any speed increase connected to it. The mod is from a17, so i wouldnt call it "ancient".
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on March 01, 2018, 06:04:20 PM
is 'rough stone wall' in the dev mode menu? I can place marble or any other type of rough wall through the dev mode but cant smooth it afterward.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on March 02, 2018, 03:26:28 AM
You only can smooth natural stone, not wall's.
I think you placed the "rough stone wall" with the god mode ? Didn't found the way to place natural stone with dev tools yet.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: henk on March 02, 2018, 06:26:50 PM
Notable issue with the concrete mod, is that concrete walls always drops crashed rocks on the same tile. Which caused various issues when using other mods (like window mod) or GM.

Also IMO the concrete walls are too white, they contrast badly against everything else.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Ruisuki on March 02, 2018, 07:36:42 PM
Quote from: Canute on March 02, 2018, 03:26:28 AM
You only can smooth natural stone, not wall's.
I think you placed the "rough stone wall" with the god mode ? Didn't found the way to place natural stone with dev tools yet.
isnt 'marble' 'sandstone' 'granite' the same as natural stone? Thats what i spawned in dev mod. I can mine it but cant smooth it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on March 02, 2018, 08:09:54 PM
Quote from: Ruisuki on March 02, 2018, 07:36:42 PM
isnt 'marble' 'sandstone' 'granite' the same as natural stone? Thats what i spawned in dev mod. I can mine it but cant smooth it.

Possibly not. Remember the issues that were discussed with terrain types and bridges? Maybe it's something similar that we aren't placing the correct "natural stone" type that is required to be smoothed.

I really have no idea, honestly, but I'd be willing to be it has something to do with the mod only being able to recognize (or smooth, that is) a specific type of wall that has some sort of "natural" xml tag on it, or something similar to this.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on March 03, 2018, 09:34:18 PM
After looking into it further, I think I might know what some people have, or I do, at least. I have from the mod "Natural Stone Walls", a "natural stone wall" but this is not the same as what an actually natural stone wall is, as far as the game is concerned. For example, when I click on stone that is from the normal game that I could either mine or smooth, it is simply called "Granite". Not natural, or wall, or anything. It needs to be like this, to be able to smooth it. If you are trying to add in some rock from the dev mode to then smooth, you need to try a different one, because you should be able to both mine and smooth the stone, if it were to be an actually natural rock wall.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Fatsack on March 06, 2018, 01:15:30 AM
Getting this error when trying to build a basic bridge over the source square of a hot spring (not the surrounding hot spring squares) from the Natures Pretty Sweet by TKKN mod.  It's trying to deconstruct it before building the bridge piece.  Maybe make them overlap-able, like conduits in walls?

JobDriver threw exception in initAction. Pawn=Tony, Job=Deconstruct (Job_2980522) A=Thing_TKKN_HotSpring70244, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.JobDriver_RemoveBuilding.get_Building () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Deconstruct.get_TotalNeededWork () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=Deconstruct, curDriver=RimWorld.JobDriver_Deconstruct
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on March 06, 2018, 03:11:59 AM
Currently i would suggest to deactivate Natures Pretty Sweet and start a new colony.
That mod is known for some trouble and the author currently didn't improved it yet, but maybe in future.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on March 06, 2018, 11:29:30 AM
Quote from: Fatsack on March 06, 2018, 01:15:30 AM
Getting this error when trying to build a basic bridge over the source square of a hot spring (not the surrounding hot spring squares) from the Natures Pretty Sweet by TKKN mod.
This is relevant to the discussion earlier about terrains and affordances and such. But NPS actually changes terrain types, and even has dynamic terrain types! It actually has all sorts of other problems that I don't fully understand, but I would do like Canute says, and recommend turning NPS off, and hope that it gets a proper update or fix sometime soon.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: kraftwerkd on March 10, 2018, 07:46:27 PM
Hey Rainbeau, first off great work!  I just posted this on the Steam FF page but I figured I'd post here too, in case anybody else may have a solution.

When running the listed mods

ModSwitch
EdB Prepare Carefully
Prepare Landing
ResearchPal
Tech Advancing
Tribal Essentials [b18]
[RF]Fertile Fields [b18]

It appears that Complex Clothing is missing from the research screen on a fresh Tribal start.  I've tested this quite a bit with many mods, and it comes down to Tribal Essentials and Fertile Fields somehow conflicting on the research screen.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on March 11, 2018, 05:17:40 AM
Tribal Essentials [b18] remove complex clothing from Tribal start.
You need to research the Basic benches.
Maybe you should install the Helppal mod, then you can check the nessesary researches/benches you need to craft the stuff you want.

Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Lethe on March 15, 2018, 03:17:38 PM
Instead of only adding a chance for someone to snap into a psychopath, if "We're All Mad, Here!" also allowed pawns to gain traits like bloodlust, sadist, masochist or cannibal (it could have a chance to proc after eating foods with human in it) that'd really up the going crazy tagline you have there. :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Harry_Dicks on March 15, 2018, 06:37:55 PM
Quote from: Lethe on March 15, 2018, 03:17:38 PM
Instead of only adding a chance for someone to snap into a psychopath, if "We're All Mad, Here!" also allowed pawns to gain traits like bloodlust, sadist, masochist or cannibal (it could have a chance to proc after eating foods with human in it) that'd really up the going crazy tagline you have there. :)
I wish "We're All Mad Here!" were expanded upon like you say, but take it even further. Allow a player some mod options to set what traits pawns could have the ability of gaining, maybe even include the ability to set passion gains as well? Kinda surprised I haven't seen too many like that. I want to say I have somewhere but I can't remember the name of it. At least, a mod that let's pawns naturally gain new passions, of course with limits and such, but not a mod that lets you manually assign new passions/traits.

Also wish we knew more about the details of what it takes for pawns to "snap", and if a new trait could always be added, regardless of how many traits a pawn already has.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Lethe on March 15, 2018, 07:21:50 PM
Quote from: Harry_Dicks on March 15, 2018, 06:37:55 PM
Quote from: Lethe on March 15, 2018, 03:17:38 PM
Instead of only adding a chance for someone to snap into a psychopath, if "We're All Mad, Here!" also allowed pawns to gain traits like bloodlust, sadist, masochist or cannibal (it could have a chance to proc after eating foods with human in it) that'd really up the going crazy tagline you have there. :)
I wish "We're All Mad Here!" were expanded upon like you say, but take it even further. Allow a player some mod options to set what traits pawns could have the ability of gaining, maybe even include the ability to set passion gains as well? Kinda surprised I haven't seen too many like that. I want to say I have somewhere but I can't remember the name of it. At least, a mod that let's pawns naturally gain new passions, of course with limits and such, but not a mod that lets you manually assign new passions/traits.

Also wish we knew more about the details of what it takes for pawns to "snap", and if a new trait could always be added, regardless of how many traits a pawn already has.

Shh! You gotta wait for him to take the bait to expand it at all before you scare him away by making it too big. Patience. :)

I'm surprised you didn't notice the static quality mod already since you're so active on the forums here and I just posted over on it today. Here's the mod you're most likely thinking of, for gaining passions as you work. https://ludeon.com/forums/index.php?topic=24718.0
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: SirDarin on April 24, 2018, 09:09:17 AM
I use editable pawn titles with Prison Labor and I was wondering if there is any chance that it can be expanded to allow changing the titles of prisoners. I would like to rename their titles to things like "Prisoner #001" or even "Slave #001"
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Red192 on April 29, 2018, 04:40:19 PM
Excuse me, but is the WAMH mod still in development?
I would be very interested if the function that allows pawns to even become cannibals was added.
it's possible? is it scheduled?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mahmudul on April 30, 2018, 05:37:05 AM
For some reacon,Configurable Maps and faction control does not work with sk mod pack, it does load,but it gets stuck on the map generation screen ,it never stops,and the map is not generated, i even tried with 5% dev mode map coverage,but it keeps loading and the map never gets generated
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on April 30, 2018, 06:46:07 AM
*sigh*
Basicly you shouldn't add extra mod's to HCSK.
It can work if you do so, but if it doesn't work you should point this out at the HCSK discord channel.
HCSK modify alot things, that made it sometimes hard for other mod to be compactible.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Red192 on April 30, 2018, 08:54:07 AM
I wrote this for "We're all mad here", but i'm a dummy goat in coding...

Rainbeau, can you please tell me if it is fine?

using System;
using RimWorld;
using Verse;

namespace WAMH_Code
{
// Token: 0x02000005 RID: 5
public class ThoughtWorker_WAMH2 : ThoughtWorker
{
// Token: 0x06000005 RID: 5 RVA: 0x00002538 File Offset: 0x00001538
protected override ThoughtState CurrentStateInternal(Pawn p)
{
bool flag = p.story.traits.HasTrait(TraitDef.Named("Cannibal"));
ThoughtState result;
if (flag)
{
result = false;
}
else
{
bool flag2 = p.story.traits.HasTrait(TraitDef.Named("Kind"));
if (flag2)
{
result = false;
}
else
{
bool flag3 = p.story.traits.HasTrait(TraitDef.Named("BleedingHeart"));
if (flag3)
{
result = false;
}
else
{
bool flag4 = p.story.traits.HasTrait(TraitDef.Named("Psychopath"));
if (flag4)
{
result = true;
}
else
{
bool flag5 = !p.story.childhood.DisallowsTrait(TraitDef.Named("Cannibal"), 0) && (p.story.adulthood == null || !p.story.adulthood.DisallowsTrait(TraitDef.Named("Cannibal"), 0));
if (flag5)
{
float num = 1E-05f;
int level = p.skills.GetSkill(SkillDefOf.Social).Level;
num -= (float)level * 5E-07f;
bool starving = p.needs.food.Starving;
int num2 = 0;
bool flag6 = starving;
if (flag6)
{
num2 += 2;
}
bool flag7 = !starving;
if (flag7)
{
num2 += 10;
}
float statValue = StatExtension.GetStatValue(p, StatDefOf.MentalBreakThreshold, true);
bool flag8 = (float)num2 < statValue;
if (flag8)
{
num += 1E-05f;
}
else
{
bool flag9 = (float)num2 < statValue + 0.05f;
if (flag9)
{
num += 5E-06f;
}
else
{
bool flag10 = (float)num2 < 0.35f;
if (flag10)
{
num += 2.5E-06f;
}
else
{
bool flag11 = (float)num2 >= 0.65f;
if (flag11)
{
bool flag12 = (float)num2 < 0.9f;
if (flag12)
{
num -= 5E-06f;
}
else
{
num -= 1E-05f;
}
}
}
}
}
bool flag13 = p.story.traits.HasTrait(TraitDef.Named("Abrasive"));
if (flag13)
{
num += 2.5E-06f;
}
bool flag14 = p.story.traits.HasTrait(TraitDef.Named("Bloodlust"));
if (flag14)
{
num += 5E-06f;
}
bool flag15 = Rand.Value < num;
if (flag15)
{
string text = GenText.CapitalizeFirst(p.Name.ToStringShort) + Translator.Translate("WAMH.NewCannibal.Text");
Find.LetterStack.ReceiveLetter(Translator.Translate("WAMH.NewCannibal.Label"), text, LetterDefOf.NeutralEvent, p, null);
p.story.traits.GainTrait(new Trait(TraitDef.Named("Cannibal"), 0, true));
}
}
result = false;
}
}
}
}
return result;
}
}
}
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: koltonaugust on May 24, 2018, 11:45:14 PM
Love the mod! Feels like a balanced terraforming mod. I have a bug/conflict note though:
When building marshy soil to soil there seems to be a mod conflict with prison labor (at least i think its conflicting with that mod). Most marshy soil to soil conversions freeze the game from 1 to 5 seconds with an error in the console that says

Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at PrisonLabor.PrisonLaborUtility.WorkTime (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at PrisonLabor.JobGiver_Labor.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_SubtreesByTag:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


What's weird is that the console output doesn't really seem related to the marshy soil, but it only happens upon completion of the construction.

Sorry for the update immediately afterwards. I do not believe this is a conflict with your mod at all. It seems to affect not just the soil construction. I believe it is a prison labor and vampire conflict as it only happens when a vampire colonist finishes building.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Syrchalis on July 02, 2018, 07:11:51 PM
Any plans on updating your mods for 1.0? I am using many of them and I miss some, like the configurable maps.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: AllisonIsLivid on July 22, 2018, 12:50:43 AM
The bridges mod is essential, and not just because I also happen to love your archipelagos!

Something I'm bumping into for the first time though: marshes don't seem to be bridgeable. I'm not sure if they're supposed to be, or I just misunderstood something, and they never were, but it's a bit odd, I think. I can bridge marshy soil, mud, deep an shallow water, but not marsh.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on July 22, 2018, 03:16:12 AM
You know there are 3 kind of bridges ?
One for deeper water tiles ,one for light water tiles and just bridge look floors.
Did you tryed them all ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: AllisonIsLivid on July 22, 2018, 01:53:57 PM
Yes, I've tried them all. Heavy and light, and each depth. My gut says maybe it's a mod conflict, but I've dug around, and I don't have any mods that modify the marsh properties.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on July 22, 2018, 05:02:04 PM
Ok, i checked it myself.
I don't got problem to place Basic or heavy bridges on Marsh.

When you think it is a mod conflict, just try to move FF at the end of the modlist.
Btw. do you use maybe another bridge mod, Advance biome or Nature's Pretty Sweet ?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: AllisonIsLivid on July 23, 2018, 05:27:26 AM
I do use Advanced Biomes, but I didn't think it added a bridge. I don't see anything about it in the mod folder, at least.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on July 23, 2018, 11:15:56 AM
I don't know adv. Biomes myself,
but maybe it add's or modify Marsh so the Basic Bridges mod don't recognize that terrain anymore.
Don't forget 2 things with the same name arn't allways the same thing.

You can use the developer tools "Set terrain" und look if there is a second Marsh entry, then change the terrain into the other Marsch.
Or change it into shallow water, which isn't that much different from Marsh.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: AllisonIsLivid on July 24, 2018, 02:45:48 PM
I'll look into that. It's a good point. Thanks!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: MisterVertigo on August 11, 2018, 08:36:58 PM
Any chance of an update to Fertile Fields? I love the terraforming options in that mod. Thank you!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: xion1088 on August 12, 2018, 11:17:23 AM
Quote from: MisterVertigo on August 11, 2018, 08:36:58 PM
Any chance of an update to Fertile Fields? I love the terraforming options in that mod. Thank you!

Don't think it's going to be updated soon, OP seems to be away from modding, you can see him online on Steam though  :( :( :( :'(
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on August 12, 2018, 12:55:14 PM
I think dorf will update all of his mods, once the release is final.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: xion1088 on August 12, 2018, 03:16:02 PM
Will take a while then, really wish there was a B1.9 version for Fertile Fields, mod's well balanced and fun to use.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: MissQuinn122 on August 24, 2018, 07:12:31 PM
Is there any way to boost the amount of fertilizer a barrel can make? 10's a bit small when you're trying to overhaul a farm. Or plans for an industrial sized one?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: xion1088 on August 28, 2018, 11:37:57 PM
Rainbeau update Fertile Fields for B19 pleaseeeeee
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: matheryn on September 02, 2018, 09:02:26 PM
accually a few of his mods id love for him to go to b19 like more traits slots, configurable maps, consolidate traits, edit pawn titles, faction control
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 03, 2018, 04:51:25 PM
Hecking heck I miss a lot of these mods...
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Syrchalis on September 03, 2018, 08:04:56 PM
You can have a better version of more trait slots in my individuality mod. It condenses the text better and you can change the settings at any time and they will have an effect immediately without having to restart the game.

It also includes new traits and a rebalance for vanilla ones, I'm sure rainbeau would have liked those traits too.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: ultra4 on September 03, 2018, 08:44:22 PM
bump for fertile fields (and making it compatible with bad hygiene 's fertilizer from sewage)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 03, 2018, 11:08:05 PM
Configurable Maps and Pawns Are Capable! are probably the two mods I miss the most.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 03, 2018, 11:15:21 PM
There are a few mods I'd like to get updated and I see dburgdorf hasn't posted since February. I've sent a PM to regarding my desire to get some of the mods updated and if I do not hear back from him in another week i'll get the following mods updated:
-Configurable Maps
-Consolidated Traits
-Editable Pawn Titles
-Faction Control
-More Trait Slots

If you'd prefer i cool my jets dburgdorf i will  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 03, 2018, 11:41:51 PM
Quote from: Kiame on September 03, 2018, 11:15:21 PM
There are a few mods I'd like to get updated and I see dburgdorf hasn't posted since February. I've sent a PM to regarding my desire to get some of the mods updated and if I do not hear back from him in another week i'll get the following mods updated:
-Configurable Maps
-Consolidated Traits
-Editable Pawn Titles
-Faction Control
-More Trait Slots

If you'd prefer i cool my jets dburgdorf i will  ;D
I already have the ability to edit the pawn titles I think it came vanilla
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 03, 2018, 11:46:36 PM
Quote from: Kiame on September 03, 2018, 11:15:21 PM
There are a few mods I'd like to get updated and I see dburgdorf hasn't posted since February. I've sent a PM to regarding my desire to get some of the mods updated and if I do not hear back from him in another week i'll get the following mods updated:
-Configurable Maps
-Consolidated Traits
-Editable Pawn Titles
-Faction Control
-More Trait Slots

If you'd prefer i cool my jets dburgdorf i will  ;D
I do believe the mod advertised on the previous page, Individuality, does some of these things.

Configurable Maps and Pawns Are Capable do not have any mods that perform their feature set as far as I know.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 03, 2018, 11:53:36 PM
Yea individuality does condense and add traits as well as trait slots.  Maps and faction control are 2 I dont know of any replacement for.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 04, 2018, 12:29:21 AM
Quote from: Kiame on September 03, 2018, 11:15:21 PM
There are a few mods I'd like to get updated and I see dburgdorf hasn't posted since February. I've sent a PM to regarding my desire to get some of the mods updated and if I do not hear back from him in another week i'll get the following mods updated:
-Configurable Maps
-Consolidated Traits
-Editable Pawn Titles
-Faction Control
-More Trait Slots

If you'd prefer i cool my jets dburgdorf i will  ;D

Very ambitious!

How do you feel about also taking on Editable Backstories (assuming dburgdorf grants you permission)? I was heavily reliant on the ability to create bespoke backstories for my a custom scenario in B18.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 04, 2018, 01:25:47 AM
Quote from: Tsunamy on September 03, 2018, 11:46:36 PM
Quote from: Kiame on September 03, 2018, 11:15:21 PM
There are a few mods I'd like to get updated and I see dburgdorf hasn't posted since February. I've sent a PM to regarding my desire to get some of the mods updated and if I do not hear back from him in another week i'll get the following mods updated:
-Configurable Maps
-Consolidated Traits
-Editable Pawn Titles
-Faction Control
-More Trait Slots

If you'd prefer i cool my jets dburgdorf i will  ;D
I do believe the mod advertised on the previous page, Individuality, does some of these things.

Configurable Maps and Pawns Are Capable do not have any mods that perform their feature set as far as I know.

Ok looks like Editable Pawn Titles IS in the base game so that's not needed... What mod was advertised on the previous page? I looked a as far back as 3 pages and didnt see a link. I may be blind...  ???

Or do you mean Adv Biomes? I'll take a look at that and see if it has what Configurable Maps had
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 04, 2018, 01:31:45 AM
dburgdorf aka Rainbeau has been absent, but I believe we can deduce what's okay to do with his mods based on two things.

1. He includes sources with all his mods.

2. In the OP, he gives permission for anyone to distribute the mods as they like in their modpack, or use them to create derivative mods.

Quote from: dburgdorf on November 06, 2017, 07:30:35 PMIf you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

Given distribution and the content itself are essentially being waived so long as you let him know (probably drop a PM or comment on the relevant workshop submission) I think it's safe to say publishing unofficial updates in his absence is perfectly reasonable.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 04, 2018, 02:24:20 AM
Quote from: Tsunamy on September 04, 2018, 01:31:45 AM
dburgdorf aka Rainbeau has been absent, but I believe we can deduce what's okay to do with his mods based on two things.

1. He includes sources with all his mods.

2. In the OP, he gives permission for anyone to distribute the mods as they like in their modpack, or use them to create derivative mods.

Quote from: dburgdorf on November 06, 2017, 07:30:35 PMIf you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

Given distribution and the content itself are essentially being waived so long as you let him know (probably drop a PM or comment on the relevant workshop submission) I think it's safe to say publishing unofficial updates in his absence is perfectly reasonable.

Yes i did see all of that. IMO it's best to give the original author some time to respond before taking/updating their work (even if permission is given indirectly)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: xion1088 on September 04, 2018, 09:24:44 AM
Quote from: Kiame on September 04, 2018, 02:24:20 AM
Quote from: Tsunamy on September 04, 2018, 01:31:45 AM
dburgdorf aka Rainbeau has been absent, but I believe we can deduce what's okay to do with his mods based on two things.

1. He includes sources with all his mods.

2. In the OP, he gives permission for anyone to distribute the mods as they like in their modpack, or use them to create derivative mods.

Quote from: dburgdorf on November 06, 2017, 07:30:35 PMIf you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

Given distribution and the content itself are essentially being waived so long as you let him know (probably drop a PM or comment on the relevant workshop submission) I think it's safe to say publishing unofficial updates in his absence is perfectly reasonable.

Yes i did see all of that. IMO it's best to give the original author some time to respond before taking/updating their work (even if permission is given indirectly)

Would you work on it Kiame? If this mods gets "taken" by somebody else I would love it to be by somebody active and with good modding knowledge.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: mvargus on September 04, 2018, 12:35:31 PM
Quote from: Kiame on September 04, 2018, 02:24:20 AM
Quote from: Tsunamy on September 04, 2018, 01:31:45 AM
dburgdorf aka Rainbeau has been absent, but I believe we can deduce what's okay to do with his mods based on two things.

1. He includes sources with all his mods.

2. In the OP, he gives permission for anyone to distribute the mods as they like in their modpack, or use them to create derivative mods.

Quote from: dburgdorf on November 06, 2017, 07:30:35 PMIf you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

Given distribution and the content itself are essentially being waived so long as you let him know (probably drop a PM or comment on the relevant workshop submission) I think it's safe to say publishing unofficial updates in his absence is perfectly reasonable.

Yes i did see all of that. IMO it's best to give the original author some time to respond before taking/updating their work (even if permission is given indirectly)

I have noticed that a couple of his mods appear to have been rebuilt or absorbed by other mods.

There is a new mod "Thanks for all the Fish" that adds a fishing spot nearly identical to the one from Rainbeau's fishing mod.  The only part that wasn't included was the shellfish trap. 

The fertile fields terraforming has been adjusted and built into the Vegetable Garden Project.   The VGP version isn't as versatile, but it allows the creation of fertile and plowed fields in locations without those items. 

We still need archipelagos though, and the stone bridges that Rainbeau had would be nice. 
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 04, 2018, 12:40:48 PM
Theres a bridges mod that adds stone bridges on steam iirc
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mst on September 06, 2018, 01:18:48 PM
@dburgdorf Really miss your Concrete mod. It has the only good-looking embrasures in the workshop.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: bigheadzach on September 06, 2018, 01:27:32 PM
Flexible trait and backstory reform would also be welcome.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: jpnm92 on September 07, 2018, 06:40:18 AM
Reee reee get the mods updated reee Reee
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Sixdd on September 07, 2018, 12:43:29 PM
Personally I'm super missing the configurable maps and factions mods, I just love building into a giant rock that hits every border :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 07, 2018, 05:44:56 PM
Quote from: Sixdd on September 07, 2018, 12:43:29 PM
Personally I'm super missing the configurable maps and factions mods, I just love building into a giant rock that hits every border :)

You could consider Impassable Map Maker too: https://ludeon.com/forums/index.php?topic=31379.0
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 07, 2018, 06:16:22 PM
Looking at the Workshop, it seems while Rainbeau hasn't said a word during the entire 0.19 unstable testing period, and he has been signing on to Steam, so it does seem like he's just plain burnt out on modding. Not much point in waiting.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Mst on September 07, 2018, 06:22:20 PM
Quote from: Tsunamy on September 07, 2018, 06:16:22 PM
Looking at the Workshop, it seems while Rainbeau hasn't said a word during the entire 0.19 unstable testing period, and he has been signing on to Steam, so it does seem like he's just plain burnt out on modding. Not much point in waiting.
Yeah, I've already repurposed his textures for another mod. Gotta work with what we've got.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Sixdd on September 07, 2018, 08:23:12 PM
Actually @Kiame, I have tried it and like the concept but I didn't like that there was a ring around the mountain, if it were more like you start in a small pocket on one side and the rest of the map is filled (including the unbuildable area) then I'd totally be all up on it :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 07, 2018, 08:28:04 PM
I did try that but the game sadly doesn't handle having no egde bery well  ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Sixdd on September 07, 2018, 08:40:34 PM
Ah, that's too bad. I suppose if I wanted it badly enough I could just use your mod and then devmode the edges of the map solid.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: MemeVampire on September 08, 2018, 05:07:10 AM
Not sure if this is the best place to post it, but I do hope Rainbeau is doing alright. The impenetrability of the web means he could be doing anything from taking a break from modding to recovering in an ICU.

On a less macabre note, I personally would greatly appreciate an updated Editable Backstories. I had hand-written a large repository of tribal backstories for my own use, and I lack the technical expertise to update the mod to B19.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: jalog100 on September 08, 2018, 12:03:02 PM
Rainbeau is absent and it's said that some mods have been updated by other authors can say witch mods are updated i love Rainbeau mods specially the trait and faction ones
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 08, 2018, 12:03:58 PM
Quote from: jalog100 on September 08, 2018, 12:03:02 PM
Rainbeau is absent and it's said that some mods have been updated by other authors can say witch mods are updated i love Rainbeau mods specially the trait and faction ones
Use the mod 'Individuality' for traits, it contains all the features you desire and more.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 08, 2018, 11:54:17 PM
[B19] Configurable Maps is now available: https://ludeon.com/forums/index.php?topic=44428.0

[B19] Consolidated Traits is now available: https://ludeon.com/forums/index.php?topic=44577.msg431679

Let me know if anything seems broken  :)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: ouyin2000 on September 09, 2018, 05:15:11 PM
The Concrete mod is a necessity for me :(
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on September 09, 2018, 05:24:26 PM
Must say, i am kinda used to playing with RFF and Consolidated Traits + More Trait Slots combo. Big thanks to Kiame for updating Consolidated Traits ahead of time! I hope Dbugdorf return eventually and updates the rest.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 09, 2018, 06:56:40 PM
[B19] More Trait Slots is now available - https://ludeon.com/forums/index.php?topic=45488.msg432745#msg432745

Big thanks to Syrchalis and some code from his mod Individuality (https://github.com/Syrchalis/Individuality)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 10, 2018, 12:16:33 AM
I've never touched this and not sure how to test it but it's compiling...

[B19] Editable Backstories - https://github.com/KiameV/RW_RefugeeStats/releases/download/B19/Editable.Backstories.zip
(i'm using an old repo so ignore that part of the url says "RefugeeStats"  ;D )

One notable change, if it affects anything, is "Growing" is now "Plants" for SkillDef's

I'm busy with other mods atm but if someone would like to fire this up and let me know if it works it would be helpful. If there's enough interest I'll see if i can pick it up.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 10, 2018, 12:40:27 AM
I'd be more than happy to give that a test, Kiame, since one of my planned future savegames will depend on it.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 10, 2018, 01:09:43 AM
Okay Kiame - after installing your fork of Editable Backstories, a large number of errors immediately appeared in the Debug log:

https://www.dropbox.com/s/yv3z7rlx1ip3636/debuglog_sumghai_kiame_editablebackstories_test_20180910_1702.txt?dl=0

Many of them were repeats of the same error for each of the backstories, so here are the extracts of "unique" errors I've found:


Error while resolving references for def RueTribal10: System.TypeInitializationException: An exception was thrown by the type initializer for REB_Code.REB_Initializer ---> System.Exception: Exception from HarmonyInstance "net.rainbeau.rimworld.mod.backstories" ---> System.Exception: Parameter "backstoryCategory" not found in method RimWorld.PawnBioAndNameGenerator.TryGetRandomUnusedSolidBioFor(System.Collections.Generic.List`1[[System.String]], Verse.PawnKindDef, Verse.Gender, System.String)
  at Harmony.MethodPatcher.EmitCallParameter (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2 variables, Boolean allowFirsParamPassthrough) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher+<>c__DisplayClass19_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Reflection.MethodInfo].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.AddPrefixes (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.Dictionary`2 variables, Label label) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at REB_Code.REB_Initializer..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Verse.DefDatabase`1[REB_Code.BackstoryDef].ResolveAllReferences (Boolean onlyExactlyMyType) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

(This one indicates that backstoryCategory is no longer present in RimWorld.PawnBioAndNameGenerator.TryGetRandomUnusedSolidBioFor, possibly because the parameter name was changed between B18 and B19)

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for REB_Code.REB_Initializer ---> System.Exception: Exception from HarmonyInstance "net.rainbeau.rimworld.mod.backstories" ---> System.Exception: Parameter "backstoryCategory" not found in method RimWorld.PawnBioAndNameGenerator.TryGetRandomUnusedSolidBioFor(System.Collections.Generic.List`1[[System.String]], Verse.PawnKindDef, Verse.Gender, System.String)
  at Harmony.MethodPatcher.EmitCallParameter (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Reflection.MethodInfo patch, System.Collections.Generic.Dictionary`2 variables, Boolean allowFirsParamPassthrough) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher+<>c__DisplayClass19_0.<AddPrefixes>b__0 (System.Reflection.MethodInfo fix) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[System.Reflection.MethodInfo].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.AddPrefixes (System.Reflection.Emit.ILGenerator il, System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.Dictionary`2 variables, Label label) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
  at REB_Code.REB_Initializer..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Verse.DefDatabase`1[REB_Code.BackstoryDef].ResolveAllReferences (Boolean onlyExactlyMyType) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

(Most likely similar to above)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 10, 2018, 01:35:30 AM
Gah i should have at least tried to run the game  :-[

Let me see if i can fix that rq. I got side tracked with More Trait Slots fix
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 10, 2018, 02:07:55 AM
Ok next attempt at Backstories: https://github.com/KiameV/RW_RefugeeStats/releases/download/B19/EditableBackstories.zip



"Growing" will now be automagically converted to "Plants". Verified this at least loads into the game  ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 10, 2018, 02:22:28 AM
Seems to load okay, other than missing references to SuperImmune.

Will test more thoroughly tomorrow evening, especially with respect to PrepareCarefully compatibility.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 10, 2018, 05:58:31 AM
Okay, here are the results of some more comprehensive testing in conjunction with EdB's PrepareCarefully. I ordered my modlist such that EditableBackstories preceded PrepareCarefully.

At initial load:
A couple of error messages about missing TraitDefs (GreenThumb and SuperImmune)
Failed to find RimWorld.TraitDef named GreenThumb. There are 40 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
RimWorld.TraitDef:Named(String)
REB_Code.BackstoryDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Failed to find RimWorld.TraitDef named SuperImmune. There are 40 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
RimWorld.TraitDef:Named(String)
REB_Code.BackstoryDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Creating a new colony (default mode - "replace all backstories")
The planet could not be generated, and the following errors came up instead:

Error while generating pawn. Rethrowing. Exception: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
RimWorld.FactionGenerator:GenerateFactionsIntoWorld()
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Error in WorldGenStep: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Error while generating pawn. Rethrowing. Exception: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more time...
Exception: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Error while generating pawn. Rethrowing. Exception: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.StartingPawnUtility:NewGeneratedStartingPawn()
RimWorld.ScenPart_ConfigPage_ConfigureStartingPawns:PostWorldGenerate()
RimWorld.Scenario:PostWorldGenerate()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

--- Thread 5 ---
466ms GenerateWorld
- 224ms WorldGenStep - Terrain
- 104ms WorldGenStep - Components
- 1ms WorldGenStep - Lakes
- 18ms WorldGenStep - Rivers
- 1ms WorldGenStep - AncientSites
- 4ms WorldGenStep - AncientRoads
- 29ms WorldGenStep - Factions
- 19ms WorldGenStep - Roads
- 42ms WorldGenStep - Features

Verse.Log:Message(String, Boolean)
Verse.ThreadLocalDeepProfiler:Output(Watcher)
Verse.ThreadLocalDeepProfiler:End()
Verse.DeepProfiler:End()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Exception from asynchronous event: System.Reflection.TargetParameterCountException: parameters do not match signature
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x002a0>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at REB_Code.REB_PawnBioAndNameGenerator.GiveAppropriateBioAndNameToPrefix (Verse.Pawn,string) <0x002cf>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007bb>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnGenerationRequest) <0x0009b>

Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Creating a new colony (lite mode - keep vanilla backstories while appending custom ones)
I changed the backstory mod settings to lite mode, restarted the game and attempted to generate a new world.

I received the same error messages regarding the missing GreenThumb and SuperImmune TraitDefs, but I was able to generate a new world, select and landing site, customize my colonist with PrepareCarefully and start a new game. I was also able to completely restart and reload the saved game that relied on custom backstories in lite mode.

I did, however, notice that all of Rainbeau's custom backstories (as well as some personal, custom ones I made for B18) failed to properly replace the placeholder variables NAME, HIS, HECAP with the pawn's actual name and gender-specific pronouns - detailed examination of the Chinese Traditional language files for vanilla Backstories suggests that Tynan has changed the aforementioned variables to [PAWN_nameDef], [PAWN_pronoun] etc. I'll try to figure out all the corresponding variable replacements tomorrow evening.

Summary
The current WIP build of Editable Backstories fails under the default "replace vanilla backstories) mode, but works almost perfectly in "lite" mode.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 10, 2018, 05:03:48 PM
Thanks for the help sumghai

I've spent more time on Editable Backstories and here's a newer version. (same link)
https://github.com/KiameV/RW_RefugeeStats/releases/download/B19/EditableBackstories.zip

I'm able to start new games and the backstories seem to be getting loaded correctly. There seems to be a strange case where a teenage pawn will sometimes not get assigned a body type and be invisible...

Edit with an update: Fixed the issue where teenagers were spawning w/o a body type




[B19] Configurable Maps: https://ludeon.com/forums/index.php?topic=44428.0

[B19] Consolidated Traits: https://ludeon.com/forums/index.php?topic=44577.msg431679

[B19] More Trait Slots: https://ludeon.com/forums/index.php?topic=45488.msg432745#msg432745
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 10, 2018, 07:20:26 PM
[B19] Faction Control is now available - https://ludeon.com/forums/index.php?topic=45519.msg433048#msg433048
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Tsunamy on September 10, 2018, 08:55:43 PM
Awesome! All we're really missing now is Pawns Are Capable.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: ultra4 on September 10, 2018, 09:20:43 PM
(https://media.tenor.com/images/da785cff744bf87908d994f3e203c427/tenor.gif) Ackchyually..... Fertile Field has always been my main Rainbeau mod.....  ;D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 10, 2018, 09:42:46 PM
Faction control and config maps are the 2 I use
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 11, 2018, 03:31:25 AM
Really appreciate the work you're putting into reviving these mods, Kiame!

Latest feedback for Editable Backstories:
I think you're already aware of the NAME/HIS/HISCAP issue in your thread for the revived Consoliated Traits mod. Here's a full list of old vs. new variable names:
NAME => [PAWN_nameDef]
HE => [PAWN_pronoun]
HECAP => [PAWN_pronoun]
HIS => [PAWN_possessive]
HISCAP => [PAWN_possessive]
HIM => [PAWN_objective]


I'll do a find/replace throughout all the Rainbeau backstory files, and upload them later this evening.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 11, 2018, 04:20:02 AM
Okay Kiame, attached is a ZIP archive of all the backstories, updated to use the new B19 name/pronoun variables.

Please check that the files go into the right subdirectories on your end.

[attachment deleted due to age]
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: bigheadzach on September 11, 2018, 09:05:36 AM
So the new system auto-detects when to capitalize?
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on September 11, 2018, 11:33:05 AM
OK, I'm back. Sort of. Hi, everybody. :)

My apologies for the long silence. I just kind of wandered away from modding back at the beginning of the year, and got busy with a lot of other stuff. And when I started thinking about maybe coming back, I figured I'd wait until I knew for sure what I wanted to do before I bothered posting anything, but I never really *decided* what I wanted to do, so my absence just ended up getting longer....

And honestly, I was thinking about getting back to modding less because I actually wanted to do it, and more because I didn't want to disappoint the players waiting for updates, which made motivating myself kind of difficult.

So, first and foremost, I want to thank Kiame for stepping up and updating some of my mods himself. He has my complete blessing in having done so. And as far as I'm concerned, they're his mods, now, so long as he wants them. I'm not going to let him do the work of updating them and then try to grab them back. That'd be kind of jerkish. ;)

As far as my other mods are concerned, well....

I'll try to get "Pawns Are Capable" updated to B19 this weekend, as I know a lot of folk are waiting for it.

I'll take a look at the bridges that are now apparently part of the vanilla game, and decide whether or not to bother updating "Basic Bridges." Whether I do so or not, I'll probably update "Fishing" as an independent mod that no longer depends upon any particular version of bridges existing in the game.

As to "Fertile Fields," I'm sorry, but that one grew into such a monster that the very idea of trying to update it is rather daunting. I honestly don't expect at this point that I'll do anything more with it.

Whether or not I do much of anything with any of my other mods will ultimately depend upon just how far down the modding rabbit hole I let myself fall again....
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on September 11, 2018, 11:42:51 AM
Hey there, @dburgdorf! Oh, damn, so no Fertile Fields for b19? That hurts a bit. Glad to see you back though! Thanks for caring for us mod fans enough to sacrifice your time updating stuff and keeping us posted still.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: bigheadzach on September 11, 2018, 12:17:44 PM
I'm wondering how much of Fertile Fields got folded into Dismar's Vegetable Garden Tools, though. We may not be missing too much if it doesn't get updated and you're willing to try Garden Tools.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Madman666 on September 11, 2018, 12:29:21 PM
Quote from: bigheadzach on September 11, 2018, 12:17:44 PM
I'm wondering how much of Fertile Fields got folded into Dismar's Vegetable Garden Tools, though. We may not be missing too much if it doesn't get updated and you're willing to try Garden Tools.

If Dismar didn't make any changes to fertilizers and soil placement, its rather simplistic... You more or less just can place soil over any constructed floor and thats it. I really like the complexity and balance of RFF's way for placing terrain types instead. Plus it allowed for really neat park and waterway\lake construction. So unless Dismer reworked it, i'd say with RFF not being updated we miss a ton.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on September 11, 2018, 03:58:36 PM
Welcome back Dorf ! :-)
Mod what you like to mod, don't mod when you think you get forced into it.
Don't forget it is your time and hobby, not your job you get paid for or your family to made them happy.

And when you don't feel to update FF, fine. Feel free to create another project if you like to ! :-)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: sumghai on September 11, 2018, 04:18:47 PM
Good to hear from you again, dburgdorf.

I probably mentioned this already elsewhere, but it is a real privilege to enjoy using your mods, and I appreciate all the hard work you've put into developing and maintaining them.

Modding is about your personal enjoyment of the game, so you shouldn't feel too obligated to force yourself if real life commitments take precedence.

Many thanks again!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: xion1088 on September 11, 2018, 04:21:12 PM
Aww man Fertile Fields is or was one of my favorite mods, it was well balanced and allowed your to turn a desert into a field to plant whatever you wanted, well gotta stay with Tilled Soil or test VG Tools, thanks a lot for your work dburgdorf!
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 12, 2018, 02:05:27 AM
[B19] Editable Backstories is available: https://ludeon.com/forums/index.php?topic=45556.msg433352#msg433352


Thanks sumghai, got your changes in and added you to credits ;)
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Greed_GorAshaar on September 12, 2018, 11:05:33 AM
Kiame thanks for your job, but i find some issue with mods, like faction control and configurable maps. By switching mods on and off, I verified that it is the above-mentioned ones that cause trouble. The problem lies in the drop in fps and performance even on the 64 bit version. Therefore I have a hot request for the original author of mods to take a look at the code. dburgdorf im rly glad u are back.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 12, 2018, 11:33:15 AM
Code is more or less the same. In the case of Configurable Maps there's much less code. The code in both cases are also never run while the main game is running, just when a map is being generated.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on September 12, 2018, 12:17:14 PM
Quote from: Greed_GorAshaar on September 12, 2018, 11:05:33 AMBy switching mods on and off, I verified that it is the above-mentioned ones that cause trouble. The problem lies in the drop in fps and performance even on the 64 bit version.

No offense, but the above really doesn't provide much information to work with. It's hard to debug issues when you're not sure what the issues actually are, and can't reproduce them.

And while I appreciate the vote of confidence, the reality is, Kiame's a better coder than I am. If there are problems, I'm sure he'll track them down. And I have every confidence that his updates to my mods will be more efficient than my originals.  :D
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 12, 2018, 12:23:36 PM
Some of kiame's more experimental mods have some flaws that make it kinda hard to bugtest tho.

Speaking of which Kiame if your still watching this thread I'm starting to have issues with weapons storage producing the same issues change dresser did.  As always tho its nothing serious just save issues cluttering dev log.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Kiame on September 12, 2018, 01:10:59 PM
I just thought of something that could be happening with Faction Control and performance.

IIRC the game is updating each settlement's spawned pawns (leaders initially then more as time goes on) throughout the game. If there are more settlements there are more pawns to update in the background. More pawns to update can slow the game down.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 12, 2018, 01:14:12 PM
Hmm If thats the case I would have noticed the slowdown myself.
20+ factions ingame = lots of pawns to update + those in the orbitals.  I also have a mod that makes all faction bases keep a stock of slaves on hand as well.

I tried starting a new colony to test the configurable maps and I get struck by a stupid world gen bug -_-
It predates adding configurable maps and seems to have something to do with number of factions lol
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: igotnostuff on September 13, 2018, 09:50:33 AM
Hello Rainbeau

Please automatically FORBID the wood that drops from falling drop pods and stuff.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: Canute on September 13, 2018, 12:27:48 PM
igotnostuff,
normaly all the stuff from Cargo pod event's are forbidden.
So maybe you use a mod that changed that.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: igotnostuff on September 13, 2018, 12:41:56 PM
When the cargo pods hit the trees doesn't it drop wood?

Edit: I'm using Rainbeau's Scenario Mod by the way just to add context. Technically I am indeed using a mod but the mod is still Rainbeau's.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on September 13, 2018, 01:50:37 PM
Quote from: igotnostuff on September 13, 2018, 12:41:56 PMI'm using Rainbeau's Scenario Mod by the way just to add context.

Mentioning which mod you're using when reporting a bug or requesting a change isn't "adding context"; it's an essential part of the report. If you don't mention *which* mod you want changed, how is anyone else supposed to know?

That said, I'm not going to be making any further changes to any of my B18 mods, and I have no idea yet if I'll bother updating "Scenarios" to B19. If I do, I'll see about your request, though to be honest, it's not a change I'd particularly like, myself, so I don't know how likely I'd be to actually implement it. I've always preferred that things only be forbidden if I specifically forbid them. If something appears somewhere on the map automatically forbidden, and I don't happen to notice it, then my pawns never get it, and it ends up going to waste. I'm not sure why you'd want that as a default.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: igotnostuff on September 13, 2018, 03:36:27 PM
Quote from: dburgdorf on September 13, 2018, 01:50:37 PMIf something appears somewhere on the map automatically forbidden, and I don't happen to notice it, then my pawns never get it, and it ends up going to waste. I'm not sure why you'd want that as a default.

Because it's just wood.

What makes me ask for this change is because I recently got into a siege event. I forgot that they would eventually drop pods for them to build mortars on. I didn't notice that the wood was unforbid as it was mixed with their own supplies. As I was preoccupied with aiming my mortars. A colonist went over the enemy camp to haul the wood and got killed.
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: rawrfisher on September 13, 2018, 03:44:10 PM
I have issues like that with insect hives so unless there's a reason I just keep restricted to home area
Title: Re: [B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!
Post by: dburgdorf on September 17, 2018, 09:45:31 AM
Just wanted to note for the benefit of any who might care but not already know, that there's a new thread (https://ludeon.com/forums/index.php?topic=45653.0) for my b19 mods, both the ones I'm updating myself and the ones that have been taken over by other folk. :D