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RimWorld => Mods => Releases => Topic started by: mew_the_pinkmin on July 15, 2016, 06:20:03 PM

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Title: [1.0] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), BigBatteries) (9/23/18)
Post by: mew_the_pinkmin on July 15, 2016, 06:20:03 PM
HI
Here is a list of all my mods, the downloads are next to them
1.0 Big Batteries - https://www.dropbox.com/s/0ndm53okabi6cma/V1-BigBatteries.zip?dl=0
1.0 NoBadOrganThoughts - https://www.dropbox.com/s/zkns7avqre8xzy4/V1-Organ%20thoughts.zip?dl=0
https://www.dropbox.com/s/jq1yyuoqhazexrg/B18-Organ%20thoughts%20psyc.zip?dl=0
1.0 Plant Saver - https://www.dropbox.com/s/h2qvy9pofmfr9ax/V1-PlantSaver.zip?dl=0
1.0 Plant Saver Vegetable Garden - https://www.dropbox.com/s/ipskqmro377t2wu/V1-PSVG.zip?dl=0

My mods are on Steam now.
None require a new colony.
All feedback is appreciated.

Big Batteries
Say no more to huge battery stacks! now you you can store your power in many more and compact ways! With the big (2x2), small (1x1 floor batteries), efficient, GIGA (about the size of a geothermal generator), and military batteries we have some for everyone.
NoBadOrganThoughts
Made for those who love surgery mods, this one nullifies the "organ harvested, sold prisoner, prisoner died during surgery, etc..." thoughts so you can keep on at it.
Plant Saver
Plant saver reverts plants to the just planted state after they are harvested saving lots of your grower's time. However they may not gain XP as fast (because they plant less crops). Plants may still die of old age, regardless of how much you have or have not harvested them, however they will still last multiple harvest cycles.  now includes instructions on how to edit what plants do this and by how much!
Vegetable Garden compatible version! load it after veg garden. don't load without.  The download may contain all of the subsets of Veg Garden, you only need to keep the ones you want to use. Also you can combine the "Defs" folders if you want them more compact (Don't overwrite them).
Includes instructions to edit the plants via Xml.

Licence
You are free to do pretty much whatever you want as long as you don't pretend they are yours. If you want to put them in a public modpack you may (Although I would like to know plz).
Title: Re: [A14] Mew's Mods
Post by: Grynnreaper on July 15, 2016, 07:58:39 PM
Finally i can harvest without consequence. also batteries are good. Thank you!
Title: Re: [A14] Mew's Mods
Post by: viperwasp on July 16, 2016, 08:51:53 AM
Thanks for making the mods. I will make good use of them. :)
Title: Re: [A14] Mew's Mods
Post by: quxzcover on July 16, 2016, 05:43:28 PM
PLEASE balance the cost of the batteries. bigger batteries should be a bigger investment but should be cheaper. so it should be:
                             COST          POWER STORAGE
small battery:         10 steel          150  wd
medium battery:     50 steel          1000 wd
large battery:         200 steel         5000 wd

but instead the current system is unbalanced. what is is currently is the small batteries give you the best pay off, which just dosent make sense.:

small battery:         10 steel          300  wd
medium battery:     50 steel          1000 wd
large battery:         200 steel         3000 wd

meaning it takes 20 small batteries to make a large one, yet it gives you double the power storage for doing so. i know there are components but even adding the components, the small batteries are the most efficient. please fix this.
Title: Re: [A14] Mew's Mods
Post by: hector212121 on July 18, 2016, 02:44:11 PM
Plantsaver didn't work on rice in hydroponics, not sure about other 'ponics growth or non-hydroponics. I'm playing a Fallout scenario with permanent tox, so I can't grow outside.
Title: Re: [A14] Mew's Mods
Post by: mew_the_pinkmin on July 18, 2016, 03:18:22 PM
Quote from: hector212121 on July 18, 2016, 02:44:11 PM
Plantsaver didn't work on rice in hydroponics, not sure about other 'ponics growth or non-hydroponics. I'm playing a Fallout scenario with permanent tox, so I can't grow outside.
I can't reproduce this. Are you using vegetable garden or some other mod that might mess with plants.
Title: Re: [A14] Mew's Mods
Post by: hector212121 on July 18, 2016, 03:21:14 PM
Not that i know of? :P Well, thanks to 14b i had to redo my mod order, I'll see now.
Title: Re: [A14] Mew's Mods
Post by: mew_the_pinkmin on August 15, 2016, 03:57:16 PM
Mods are now on steam!
Title: Re: [A14] Mew's Mods
Post by: CJoker3221 on August 15, 2016, 10:33:51 PM
No Organ Thoughts is really handy for my organ trafficking :)
Title: Re: [A14] Mew's Mods
Post by: Chibisuke on August 16, 2016, 02:07:28 AM
Quote from: mew_the_pinkmin on July 18, 2016, 03:18:22 PM
Quote from: hector212121 on July 18, 2016, 02:44:11 PM
Plantsaver didn't work on rice in hydroponics, not sure about other 'ponics growth or non-hydroponics. I'm playing a Fallout scenario with permanent tox, so I can't grow outside.
I can't reproduce this. Are you using vegetable garden or some other mod that might mess with plants.

I think if you add this mod into a saved game. The first harvest the plant will still get destroyed and all plants afterwards will not, that's what I've noticed when I added this mod into a saved game. And also each plant also has a default lifespan, they will still go away after that time, unless you change it so they have an indefinite lifespan.
Title: Re: [A14] Mew's Mods
Post by: Adventurer on August 16, 2016, 04:44:32 AM
Does NoBadOrganThoughts get rid of the mood loss penalty for a prisoner dying outside of surgery?
Title: Re: [A14] Mew's Mods
Post by: CJoker3221 on September 12, 2016, 02:47:43 PM
Would love to have this updated, especially the NoBadOrganThoughts, anyone know any alternative?
Title: Re: [A14] Mew's Mods
Post by: Deimos Rast on September 12, 2016, 04:23:22 PM
Quote from: Adventurer on August 16, 2016, 04:44:32 AM
Does NoBadOrganThoughts get rid of the mood loss penalty for a prisoner dying outside of surgery?
Yes.

Quote from: CJoker3221 on September 12, 2016, 02:47:43 PM
Would love to have this updated, especially the NoBadOrganThoughts, anyone know any alternative?
This should be good with just a version increase. Open About/About.xml and "<targetVersion>0.14.1234</targetVersion>" change to "<targetVersion>0.15.0</targetVersion>" for A15.

To head off other "does this do..." questions, the mod sets opinion effects to 0 for:
KnowPrisonerDiedInnocent
KnowGuestExecuted
ExecutedPrisoner
SoldPrisoner
BotchedMySurgery
KnowPrisonerSold
KnowGuestOrganHarvested
KnowColonistOrganHarvested
MyOrganHarvested

But these ones still have opinion modifiers greater than 0:
KnowColonistExecuted
SoldMyLovedOne
SoldMyBondedAnimal

Happy Harvesting!
Title: Re: [A14-15] Mew's Mods
Post by: mew_the_pinkmin on September 19, 2016, 07:19:49 PM
A15 woooot!(mostly anyway)
Title: Re: [A14-15] Mew's Mods
Post by: Adventurer on September 19, 2016, 09:07:33 PM
Hey, wondering if you could do me a solid. I notice you use Vegetable Garden. I'm using cuproPanda's A15 suite but cuproPanda hasn't been maintaining the mod that makes Cupros Drinks and Vegetable Garden compatible, presumably because cuproPanda doesn't use Vegetable Garden.

Would you be able to take a crack at it? The latest version is here, there's no assemblies, just XML: https://ludeon.com/forums/index.php?topic=13400.msg244417#msg244417 (I already tried RalphGarden who updated it last time as well as the Vegetable Garden author.)

Also cuproPanda has full permissions granted on all their stuff to all comers (see their first post on their thread) so that won't be an issue.
Title: Re: [A14] Mew's Mods
Post by: Thundercraft on November 18, 2016, 01:21:43 AM
Quote from: quxzcover on July 16, 2016, 05:43:28 PM
PLEASE balance the cost of the batteries. bigger batteries should be a bigger investment but should be cheaper. so it should be:
                             COST          POWER STORAGE
small battery:         10 steel          150  wd
medium battery:        50 steel          1000 wd
large battery:         200 steel         5000 wd

but instead the current system is unbalanced. what is is currently is the small batteries give you the best pay off, which just dosent make sense.:

small battery:         10 steel          300  wd
medium battery:        50 steel          1000 wd
large battery:         200 steel         3000 wd

meaning it takes 20 small batteries to make a large one, yet it gives you double the power storage for doing so. i know there are components but even adding the components, the small batteries are the most efficient. please fix this.

I feel that I must agree with quxzcover. His proposal to balance the power storage to material costs makes a lot of sense to me.

Currently, though, these are the stats for BIG BATTERIES:

  POWER STORAGE  EFFICIENCY  COST
small battery:           150 wd      50%     10 steel, 1 component [20+]
small efficient battery: 500 wd     100%     10 steel, 5 plasteel, 3 gold, 1 component [200+]
military battery:        1020 wd     60%     75 plasteel, 2 components [2025+]
efficient battery:       3000 wd    100%     30 steel, 20 plasteel, 20 gold, 2 components [900+]
big battery:             4000 wd     50%     200 steel, 4 components [400+]
big efficient battery: 10000 wd   100%     100 steel, 50 plasteel, 50 gold, 5 components [2300+]
giga efficient battery:  100000 wd  200%     450 steel, 250 gold, 100 plasteel, 20 components[7350++]


The very idea of one battery that can hold 100000 seems extreme (i.e., unrealistic) to me. So does having an efficiency of 200%.

In comparison, here's the stats for other battery mods:

EXPANDED POWER (https://ludeon.com/forums/index.php?topic=13400#msg132995) mod:
  POWER STORAGE  EFFICIENCY  COST
battery: 1000 wd      50%     30 copper, 20 steel, 2 components [85+]
insulated battery: 1200 wd      50%     40 copper, 40 steel, 15 rubber, 3 components [140+]
enhanced battery: 2000 wd      80%     30 copper, 20 steel, 15 gold, 10 rubber, 3 components [310+]


BATTERIES STUFFED (http://steamcommunity.com/sharedfiles/filedetails/?id=726261558) mod:
  POWER STORAGE  EFFICIENCY  COST
Steel battery:          1000 wd      50%     50 steel, 2 components [100+]
Silver battery:         1000 wd      70%     50 silver, 2 components [50+]
Gold battery:           2500 wd      80%     50 gold, 2 components [750+]
Plasteel battery:       1500 wd      90%     50 plasteel, 2 components [1350+]
Uranium battery:        2000 wd     100%     50 uranium, 2 components [250+]


MORE BATTERIES (http://steamcommunity.com/sharedfiles/filedetails/?id=747397788) mod:
  POWER STORAGE  EFFICIENCY  COST
Improved Battery: 1250 wd      55%     150 steel, 2 components [300+]
Advanced Battery: 1500 wd      65%     400 steel, 2 uranium, 3 components [810+]
Glitterworld Battery: 2000 wd      80%     250 steel, 1 uranium, 2 spec components, 1 component [505+]
Transcendent Battery: 4000 wd     110%     500 steel, 10 uranium, 8 spec components, 6 components [1050++]


Make of that what you will.

Edit: At the end of the COST, or list of materials, I've added a number in brackets. This indicates the cost of the metals in terms of silver. The "+" indicates that I did not count the value of materials like rubber or components. Judging purely by the value of the metals, one can see that some batteries are clearly far more economically efficient.

Like quxzcover pointed out (https://ludeon.com/forums/index.php?topic=21474.msg234806#msg234806), a smart player would only build certain batteries. Though, I can see a certain point to armored batteries like "military battery" or "plasteel battery." And if one is worried about fires, battery explosions, or rain, certain batteries like "insulated battery" makes sense. (Though, why not just build batteries indoors if an insulated battery is much more difficult or costly?)
Title: Re: [A15] Mew's Mods
Post by: Canute on November 18, 2016, 03:25:50 AM
QuoteThe very idea of a battery that can hold 100000 seems extreme (i.e., unrealistic) to me. So does having an efficiency of 200%.

Ohh i just would build 2 of these and got a perpetium mobile.
Eff. 200% should mean it can store more power then there is availbe.
With 2 battiers one battery discharge and load the other, they should be full soon and give power to the network.
Like these charging plasma reactors from another mod.
But with 100k stored power, i don't want see the explosion on a shortcircuit event :-)
I think more then 10k shouldn't store a battery.
Title: Re: [A15] Mew's Mods
Post by: mew_the_pinkmin on November 18, 2016, 07:33:27 AM
Quote from: Canute on November 18, 2016, 03:25:50 AM
But with 100k stored power, i don't want see the explosion on a shortcircuit event :-)
I think more then 10k shouldn't store a battery.
I disabled the short circuit event on batteries like the Giga, Military, and efficient. So that not a problem.

The better batteries are locked behind research (Hi tech multi analyzer) so its not like there too op. This is to prevent huge battery rooms and ultimately rely on one battery (if your still using non-constant you might need more) plus military batts for when your defence power conduits get destroyed. also efficient+ batteries cost gold and plasteel now. When you use a lot of mods and tons of power, need something like this.
Title: Re: [A14] Mew's Mods
Post by: faltonico on November 18, 2016, 07:48:33 AM
Quote from: quxzcover on July 16, 2016, 05:43:28 PM
..."it should be:"
Lol
Title: Re: [A16-15] Mew's Mods
Post by: mew_the_pinkmin on December 31, 2016, 12:38:59 AM
A16 woot woot
Title: Re: [A16-15] Mew's Mods
Post by: asquirrel on January 01, 2017, 03:10:59 PM
Thanks! :)
Title: Re: [A16-15] Mew's Mods
Post by: Spdskatr on January 01, 2017, 11:44:20 PM
Oops. Didn't notice your battery mod until I stumbled upon it the day I published my battery mod. Shoutout to you Mew!

-SS
Title: Re: [A16-15] Mew's Mods
Post by: Nebbeh on January 03, 2017, 02:40:29 AM
Is plant saver working with a16? Could only find a14 version on workshop.
Title: Re: [A16-15] Mew's Mods
Post by: mew_the_pinkmin on January 06, 2017, 08:47:17 AM
Quote from: Nebbeh on January 03, 2017, 02:40:29 AM
Is plant saver working with a16? Could only find a14 version on workshop.
It does now!
Title: Re: [A16-15] Mew's Mods
Post by: Nebbeh on January 06, 2017, 08:52:59 PM
Ermagerdh! Thank you!
Title: Re: [A16] Mew's Mods
Post by: mew_the_pinkmin on January 14, 2017, 09:02:12 PM
I did the thing! now a Veggie Garden compatible version of Plant saver is out.
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: faltonico on January 15, 2017, 12:44:49 PM
Sadly, NoBadOrganThoughts doesn't seem to work with Psycology or Rumors and deception =(
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: Fregrant on January 20, 2017, 04:41:06 AM
WorkToMake should be replaced by WorkToBuild now, no?
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on January 20, 2017, 07:53:42 AM
Quote from: Fregrant on January 20, 2017, 04:41:06 AM
WorkToMake should be replaced by WorkToBuild now, no?
Fixxed! sorry :P
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: BlackGyver on January 24, 2017, 10:23:12 PM
Hi! I've got a small question, which part of the defs defines the "will not break" part of batteries? I'm trying to apply that to cryptosleep caskets in my game.

Thanks in advance! Love the mod!

Edit: Turns out in my tired state of yesterday, I skipped over this part:

<li Class="CompProperties_Breakdownable"/>

Looks like this is it! :D
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: BlackGyver on January 31, 2017, 05:29:52 PM
PlantSaver is a pretty neat little mod, definitely saves some time, but plants still appear when the growing zone is designated as "no sowing". Could you make it so no plants appear when that's the case?
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: asquirrel on January 31, 2017, 05:51:51 PM
Hey Mew!

Is your big battery mod compatible with the circuit breaker mod by RT?

https://ludeon.com/forums/index.php?topic=11272.0

I had a MASSIVE explosion with a big battery even though I had the breaker activated.  It might have been because there was more stored than the circuit breaker mod could handle.
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on January 31, 2017, 07:52:50 PM
Quote from: BlackGyver on January 31, 2017, 05:29:52 PM
but plants still appear when the growing zone is designated as "no sowing". Could you make it so no plants appear when that's the case?
Sorry, no, I haven't gotten into C# to be able code that so you'll just have to designate them to be cut.

Quote from: asquirrel on January 31, 2017, 05:51:51 PM
I had a MASSIVE explosion with a big battery even though I had the breaker activated.  It might have been because there was more stored than the circuit breaker mod could handle.
Yup it's compatible, I just tested it.
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: BlackGyver on February 02, 2017, 02:57:00 AM
I'm going to echo faltonico here, but is there a way to make the No Organ Thoughts mod Psychology-compatible?

Hope this isn't too difficult!
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: asquirrel on February 02, 2017, 01:38:16 PM
Thanks Mew for testing it!  I'm going to try it again.  Maybe I have a conflict with your with the "efficient batteries mod" or the "stronger batteries mod."  Holy carp man.  I have too many mods. Or can you really have too many mods? :D
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: Gizamaluke on February 09, 2017, 08:43:24 AM
Best battery mod out there IMO.

I installed a big battery last night (the 4.5k version) and everything was fine. The only niggle I had was that the console still showed the 'Need Batteries' warning as if I didn't have any batteries installed.
Also, are your batteries immune to yellow zzzt? I haven't had this event associated with them yet and i'm wondering if it's because of the former issue. (I.E. the game not recognising your batteries as game batteries..) I am not trying to make the game easier and would appreciate you having a look into it. Thanks
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on February 09, 2017, 11:20:55 AM
Quote from: Gizamaluke on February 09, 2017, 08:43:24 AM
I installed a big battery last night (the 4.5k version) and everything was fine. The only niggle I had was that the console still showed the 'Need Batteries' warning as if I didn't have any batteries installed.
Also, are your batteries immune to yellow zzzt? I haven't had this event associated with them yet and i'm wondering if it's because of the former issue. (I.E. the game not recognising your batteries as game batteries..)
Some of them are immune to zzzt like the military and giga. Dunno about the need battery warning, I'll look into it.
Title: Re: [A16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: Gizamaluke on February 09, 2017, 12:11:46 PM
Thank you, much appreciated.

If the efficient batteries are not immune to zzzt then no problem, i like that efficient is not rock solid like the military or the Giga, just more efficient.
Title: Re: [A17-16] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on June 10, 2017, 04:51:26 PM
Mods updated!
Title: Re: [A17] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: gariba on June 10, 2017, 07:36:00 PM
Is the version tooltip for the veggie garden plant saver wrong? It still says A16 here and on steam.
Title: Re: [A17] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on June 10, 2017, 10:08:07 PM
Quote from: gariba on June 10, 2017, 07:36:00 PM
Is the version tooltip for the veggie garden plant saver wrong? It still says A16 here and on steam.
nope, veg garden will be up soon though
Edit: done now!
Title: Re: [A17] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: Mosart on July 02, 2017, 10:16:02 AM
Quote from: mew_the_pinkmin on July 15, 2016, 06:20:03 PM
Plant Saver
Plant saver reverts plants to the just planted state after they are harvested saving lots of your grower's time. However they may not gain XP as fast.
Vegetable Garden compatible version! load it after veg garden. don't load without.
V 1.1- Balancing and instructions to edit.

Licence
You are free to do pretty much whatever you want as long as you don't pretend they are yours. If you want to put them in a public modpack you can (Although I would like to know plz).

How that save time for pawns? Are they need to grow plants after harvesting or they needn't to plant it at all? (just once - first time)?
Title: Re: [A17] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on November 23, 2017, 10:24:23 AM
Quote from: Mosart on July 02, 2017, 10:16:02 AM
How that save time for pawns? Are they need to grow plants after harvesting or they needn't to plant it at all? (just once - first time)?
They only need to plant them once.
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: gurrenlemfox on December 12, 2017, 10:06:57 AM
does this mod have incompatibility with modifying thought mod like psychology cause I still have organs harvested thought with this mod on, at the end of the modlist
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on December 12, 2017, 06:45:49 PM
Quote from: gurrenlemfox on December 12, 2017, 10:06:57 AM
does this mod have incompatibility with modifying thought mod like psychology cause I still have organs harvested thought with this mod on, at the end of the modlist
Made a compatible version real quick :) https://www.dropbox.com/s/jq1yyuoqhazexrg/B18-Organ%20thoughts%20psyc.zip?dl=0
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: gurrenlemfox on December 12, 2017, 06:51:46 PM
Quote from: mew_the_pinkmin on December 12, 2017, 06:45:49 PM
Quote from: gurrenlemfox on December 12, 2017, 10:06:57 AM
does this mod have incompatibility with modifying thought mod like psychology cause I still have organs harvested thought with this mod on, at the end of the modlist
Made a compatible version real quick :) https://www.dropbox.com/s/jq1yyuoqhazexrg/B18-Organ%20thoughts%20psyc.zip?dl=0

nice i appreciate the fast response and updated file , thx Mew
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: Mosart on December 12, 2017, 09:26:23 PM
Quote from: mew_the_pinkmin on July 15, 2016, 06:20:03 PM
A17 Plant Saver Vegetable Garden - https://www.dropbox.com/s/3n9chcxwk10o0wj/A16-PlantSaverVeggieGarden.zip?dl=0

Wow. How about a 18 for this?
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on December 12, 2017, 09:40:16 PM
Quote from: Mosart on December 12, 2017, 09:26:23 PM
Wow. How about a 18 for this?
*drifts slowly into the distance*I guess I have to do it eventually
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: mew_the_pinkmin on December 16, 2017, 02:24:00 PM
Quote from: Mosart on December 12, 2017, 09:26:23 PM
Wow. How about a 18 for this?
Boom, Done
Title: Re: [B18] Mew's Mods (organthoughts, plantsaver(veggie garden), big batteries)
Post by: frenchiveruti on December 17, 2017, 12:26:20 PM
Quote from: mew_the_pinkmin on December 16, 2017, 02:24:00 PM
Quote from: Mosart on December 12, 2017, 09:26:23 PM
Wow. How about a 18 for this?
Boom, Done
Hey! One quick bug report, the batteries give out the message that "you need batteries". I think this mod: https://ludeon.com/forums/index.php?topic=29007.0
Fixed that issue.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: mew_the_pinkmin on January 07, 2018, 08:15:30 PM
New update, small bat are small, and walls!

May erase your current battery research progress, but you can use dev mode to fix that.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: Harry_Dicks on January 07, 2018, 08:21:27 PM
Quote from: mew_the_pinkmin on January 07, 2018, 08:15:30 PM
New update, small bat are small, and walls!

May erase your current battery research progress, but you can use dev mode to fix that.

Oh shit, wall batteries! I'm thinking I'm going to start making a few small isolated networks with my switches and new wall batteries. Thank you for this and all of your hard work!
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: crusader2010 on January 09, 2018, 12:41:25 PM
Hello,
There is a typo in your "Buildings_Power.xml" of the mod BigBatteries.
The research project required is called "Efficientbatterys" instead of "Efficientbatteries".

Thanks :)

PS: also, what is it required to get rid of the constant info message on the right of the screen, "need batteries"? I'm not going to build the vanilla ones. What do these new batteries need such that they are considered... batteries... by the game?
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: mew_the_pinkmin on January 09, 2018, 02:59:03 PM
Quote from: crusader2010 on January 09, 2018, 12:41:25 PM
There is a typo in your "Buildings_Power.xml" of the mod BigBatteries.
The research project required is called "Efficientbatterys" instead of "Efficientbatteries".
Oops, so that's why I was getting errors. Thanks, It's fixed now.

I don't think there is a way to do that other than building a vanilla battery (even if you don't connect it to your network).
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: frenchiveruti on January 09, 2018, 04:45:36 PM
Quote from: mew_the_pinkmin on January 09, 2018, 02:59:03 PM
Quote from: crusader2010 on January 09, 2018, 12:41:25 PM
There is a typo in your "Buildings_Power.xml" of the mod BigBatteries.
The research project required is called "Efficientbatterys" instead of "Efficientbatteries".
Oops, so that's why I was getting errors. Thanks, It's fixed now.

I don't think there is a way to do that other than building a vanilla battery (even if you don't connect it to your network).

Is the download link updated?


Are the big batteries supposed to look like this?
(https://i.imgur.com/GPuoBA1.png)
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/7/18)
Post by: mew_the_pinkmin on January 09, 2018, 05:04:00 PM
Quote from: frenchiveruti on January 09, 2018, 04:45:36 PM
Is the download link updated?

Are the big batteries supposed to look like this?
Yes, give a half hour for steam though.

yes that's how the batteries are supposed to look, if you want to donate a better texture your welcome to it.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: Arira on January 10, 2018, 01:15:42 PM
Would like to know if Plant Saver safe to install on old save, without restarting colony.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: mew_the_pinkmin on January 10, 2018, 01:25:03 PM
Quote from: Arira on January 10, 2018, 01:15:42 PM
Would like to know if Plant Saver safe to install on old save, without restarting colony.
Yep, all my can be.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: Arira on January 10, 2018, 01:44:30 PM
ahh, damn. Was looking into steam page and didn't seen about it. =.= Thanks.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: mew_the_pinkmin on January 13, 2018, 03:36:10 PM
New TiberiumRim compatable version! yay
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: RequiemFang on April 06, 2018, 01:00:05 AM
Kinda wish the plant saver thing and it's various patches were merged together with an autodetect feature if said mod is installed that part of the mod activates sort of thing. I just really don't like how I have to have multiple things cluttering up my mod list.
Title: Re: [B18] Mew's Mods (OrganThoughts, PlantSaver(Veg Garden), Big Batteries) (1/9/18)
Post by: mew_the_pinkmin on November 10, 2018, 12:11:42 PM
Quote from: RequiemFang on April 06, 2018, 01:00:05 AM
Kinda wish the plant saver thing and it's various patches were merged together with an autodetect feature if said mod is installed that part of the mod activates sort of thing. I just really don't like how I have to have multiple things cluttering up my mod list.
I've designed the folder structure in Version 1 such that if you move the content of the main folder into another one you can have all the mods in the same folder. If done correctly you will have to overwrite the "About" folder and if you look into the Defs folder you should see a list of subfolders like "Defs GDrinks," "Defs Resources," "Defs Gourmet," ect...