ItchyFlea's Small Mods
Table of Contents:Click on the name of a mod to be taken to it's post.
Mods for Alpha 16 (Not updated by me):Extra special thanks to those who updated these since I don't have the time to.
- Modular Tables (https://ludeon.com/forums/index.php?topic=10623.msg292290#msg292290)
- RTG's (https://ludeon.com/forums/index.php?topic=10623.msg293646#msg293646)
- Animal Hide Working (https://ludeon.com/forums/index.php?topic=10623.msg293646#msg293646)
- No Raid Storyteller (https://ludeon.com/forums/index.php?topic=10623.msg294475#msg294475)
- Medical Training (https://ludeon.com/forums/index.php?topic=10623.msg294959#msg294959)
- Don't Mourn The Dead (https://ludeon.com/forums/index.php?topic=10623.msg294961#msg294961)
- This explains how to update Target Practice to work in A16. (https://ludeon.com/forums/index.php?topic=10623.msg293646#msg293646)
- This explains how to update Right Tool For The Job to work in A16. (https://ludeon.com/forums/index.php?topic=6666.msg288912#msg288912)
- Stonecutting Tweak is part of Alpha 16. No need to update this.
Mods for Alpha 15:
- Modular Tables (https://ludeon.com/forums/index.php?topic=10623.msg105051#msg105051)
- Target Practise (https://ludeon.com/forums/index.php?topic=10623.msg105052#msg105052)
- Log Walls (https://ludeon.com/forums/index.php?topic=10623.msg105055#msg105055)
- Stonecutting Tweak (https://ludeon.com/forums/index.php?topic=10623.msg105054#msg105054)
- RTG's (https://ludeon.com/forums/index.php?topic=10623.msg105053#msg105053)
- Medical Training (https://ludeon.com/forums/index.php?topic=10623.msg105056#msg105056)
- Capsule Reactor (https://ludeon.com/forums/index.php?topic=10623.msg105058#msg105058)
- Fences (https://ludeon.com/forums/index.php?topic=10623.msg105059#msg105059)
- No Raid Storyteller (https://ludeon.com/forums/index.php?topic=10623.msg105060#msg105060)
- Don't Mourn The Dead (https://ludeon.com/forums/index.php?topic=10623.msg105061#msg105061)
- Xerigium (https://ludeon.com/forums/index.php?topic=10623.msg105062#msg105062)
Donations:Donations are completely optional and are not required to use or download any of these mods. If you would like to send a donation to the texture artist for their texture work on a specific mod, please see the mod thread. If they have given me a donation address, you can find it there.
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Modular Tables v1.49
Description:They are 1 tile in size tables that link together like a wall. They can be dragged out and made into any shape to fit anywhere you need them, such as along a wall. Also includes chairs that link together.
I made this after seeing this thread: One square wide tables (http://ludeon.com/forums/index.php?topic=4301.0)
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Encode (https://ludeon.com/forums/index.php?action=profile;u=6498) - Textures
Download:- Modular Tables v1.49 (http://www.mediafire.com/download/cwvilujj8a2pdfa/Modular_Tables.7z)
- Alpha 14 Version:
Modular Tables v1.48 (http://www.mediafire.com/download/19rjp16g1cq6u61/Modular_Tables.7z)
Screenshot:(https://ludeon.com/forums/index.php?action=dlattach;topic=4320.0;attach=5379)
Notes:- Now uses the stuff system to make tables from any material.
Target Practise v2.07
(https://ludeon.com/forums/index.php?action=dlattach;topic=2158.0;attach=5880)
Description:This mod adds a modular shooting range so you can build one to fit the needs of your colony. This mod also adds training dummies.
These allow you to train up a colonists shooting or melee skill. They utilise the bill system and give experience at the same rate a colonist would receive if manually being trained.
Only colonists set as hunters will train at these new buildings.
Colonists also see these as sources of Joy, and during their free time, may use the shooting range or training dummies to relax and hone their skills. They won't gain xp as fast when relaxing while training.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) - Textures
How to use:- For the Target: Draft a colonist and force them to fire on the target. (B key)
- For the Range or Dummy: Set a bill to train either shooting or melee. Only people set as hunters will use the range/dummy.
- The Shooting Range is modular, meaning that you can make it any size you wish. There are 3 pieces to it, a left side, right size and middle pieces. The middle pieces are where you can set bills for training. Each middle piece must have a bill assigned to it. The more middle pieces you use, the more colonists you can have training at any one time.
You also get to choose what the floor looks like. You'll need to build the floor before you build the range.
Download:- Target Practise v2.07 (http://www.mediafire.com/download/yox6a3ds8txa1a4/TargetPractise.7z)
- Alpha 14 Version:
Target Practise v2.06 (http://www.mediafire.com/download/vsmscnpbx7oxywe/TargetPractise.7z)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Changelog:V2.07:
V2.06b:
- Made mod more friendly for users of FluffyTabs
V2.06 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V2.06:
V2.05:
V2.04:
- Added both the Training Dummy and Shooting Range as sources of Joy.
V2.03:
V2.02:
V2.01:
V2.0:
- Added Shooting Range
- Added Training Dummy
V1.4:
V1.3:
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)
RTG's v1.16
(https://ludeon.com/forums/index.php?action=dlattach;topic=8338.0;attach=5573)
Description:This mod adds a new power generator to the game. An RTG (Radioisotope thermoelectric generator). It uses Uranium as part of it's building requirement and produces a steady amount of power at all times. It produces 750w of power.
Since it is an RTG, it also produces heat. You'll need to keep the room it is in cool otherwise it will cause fires.
This mod also adds an ASRG (Advanced Stirling radioisotope generator). It requires a heck of a lot of research. It produces 1250w of power.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Rilamus (https://ludeon.com/forums/index.php?action=profile;u=12727) - RTG Texture
- jacob814 (https://ludeon.com/forums/index.php?action=profile;u=2087) - ASRG Texture
Download:- RTGs v1.16 (http://www.mediafire.com/download/h49cf8prvd2bd72/RTGs.7z)
- Alpha 14 Version:
RTGs v1.15 (http://www.mediafire.com/download/w9hyv699n77bh1b/RTGs.7z)
Changelog:V1.16:
V1.15 (A14):
- Updated to Alpha 14 and uploaded to Steam Workshop
V1.15:
Nothing for previous versions.
Stonecutting Tweak v1.03 (Now in Vanilla as of Alpha 16)
Description:Adds separate bills for the different stone types to the stonecutting table to allow use of the "Do until you have X" crafting option.
This mod does not alter the stonecutting table, and therefore will be 100% compatible with mods that do.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:- Stonecutting Tweak v1.03 (http://www.mediafire.com/download/5b5ce6fvpz0ir8n/Stonecutting_Tweak.7z)
- Alpha 14 Version:
Stonecutting Tweak v1.02 (http://www.mediafire.com/download/mm4xndc6bk7iuc1/Stonecutting_Tweak.7z)
Changelog:V1.03:
V1.02 (A14):
- Updated to Alpha 14 and uploaded to Steam Workshop
V1.02:
V1.01:
- Works as-is in Alpha 12. No changes required.
Log Walls v1.27
Description:This simply brings back the old log walls from Alpha 4.
I made this after seeing this thread: anyone miss the old log wall? (https://ludeon.com/forums/index.php?topic=8486)
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:- Log Walls v1.27 (http://www.mediafire.com/download/gqke3bjvirqc8vb/LogWall-Stuffed.7z)
- Alpha 14 Version:
Log Walls v1.26 (http://www.mediafire.com/download/aq1d6vdq7hh3v7f/LogWall-Stuffed.7z)
Changelog:V1.27:
V1.26 (A14):
- Updated to Alpha 14 and uploaded to Steam Workshop
V1.26:
- Updated to Alpha 13
- Changed Mod Menu name to Log Walls
V1.25:
- Fixed issue that stopped the game from loading the correct texture.
V1.24:
V1.23:
V1.22:
V1.21:
V1.2:
- Changed the log walls so that they use the stuff system while only accepting the wood category. This means this mod will now work with other mods that add new types of wood to the game, such as Extended Woodworking (https://ludeon.com/forums/index.php?topic=7893).
Medical Training v1.06
Description:This mod lets you train your doctors by having them practise on corpses. They'll get roughly 2,000 XP per corpse (when learning at 1.0x).
Doesn't matter who the corpse is, or where it came from. If it's a dead person, they can practise on it.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Kylie "Shadowtajun" Halley (http://www.facebook.com/shadowtajun) - Textures
Download:- Medical Training v1.06 (http://www.mediafire.com/download/447j8sda2otmust/Medical_Training.7z)
- Alpha 14 Version:
Medical Training v1.05 (http://www.mediafire.com/download/r1t3btp6ytu76af/Medical_Training.7z)
Changelog:V1.06:
V1.05b:
- Made mod more friendly for users of FluffyTabs
V1.05 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V1.05:
V1.04:
- Changed table size from 1x3 to 1x2.
- Added a proper table texture created by Shadowtajun.
V1.03:
V1.0:
[attachment deleted due to age]
More Metal Floors v1.0 (Discontinued)
Description:Adds Silver, Gold, Plasteel and Uranium metal tile floors to the game.
Mod Team:- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:More Metal Floors v1.0 Mod Discontinued (http://www.mediafire.com/download/q7xpb753b4dbt8o/A11_More_Metal_Floors_v1.0.7z)
Changelog:
- Mod Discontinued - Some of these tiles have been added to the base game.
- Works as-is in Alpha 12. No changes required.
v1.0
Capsule Reactor v1.03
Description:I found this in the game files. It was inaccessible so I figured I'd make it accessible it and see what happened.
It's a 1x1 power source that can be purchased from Exotic traders and installed like a sculpture. It's quite expensive.
NOTE: This mod modifies the exotic trader and as such won't work correctly with other mods that also modify the exotic trader.
Download:- Capsule Reactor v1.03 (http://www.mediafire.com/download/ik93r1i3h9byt5x/CapsuleReactor.7z)
- Alpha 14 Version:
Capsule Reactor v1.02 (http://www.mediafire.com/download/9cyak16at5pmv15/CapsuleReactor.7z)
Changelog:V1.03:
V1.02 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V1.02:
V1.01:
Fences v1.02
Description:This mod simply adds 2 different kinds of fences to the game, wooden and wire. There are two types, normal fences and visual fences.
Normal fences are good for putting around your crops to prevent animals from wandering in and eating them.
Visual fences are good for animal pens. Visual fences are simply for looks and do not stop anyone or anything from moving through them.
Download:- Fences v1.02 (http://www.mediafire.com/download/6kh8dmrxodqm8a1/Fences.7z)
- Alpha 14 Version:
Fences v1.01 (http://www.mediafire.com/download/mgm8132e6f9340e/Fences.7z)
Changelog:V1.02:
V1.01 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V1.01:
V1.0:
No Raid Storyteller v1.03
Description:This mod adds a new storyteller that should never send any raids at you. At least not for the first 27 years of gameplay anyway. :)
She's at the bottom of the list of storytellers, with the name Fiona Farming.
This mod was made as a partial response to this mod request: [Mod Request] 'Farming Mod' (https://ludeon.com/forums/index.php?topic=16114.0)
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Shinzy (https://ludeon.com/forums/index.php?action=profile;u=8918) - Textures
Download:- No Raid Storyteller v1.03 (http://www.mediafire.com/download/07v1dq5vqjrrlpa/No_Raids_Storyteller.7z)
- Alpha 14 Version:
No Raid Storyteller v1.02 (http://www.mediafire.com/download/zyoq160614p5cx4/No_Raids_Storyteller.7z)
Changelog:V1.03:
V1.02 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V1.02:
V1.01:
- Added texture provided by Shinzy.
V1.0:
Don't Mourn The Dead v1.02
Description:All this mod does is remove the Visit Grave joy activity from the game.
This mod was made after seeing this thread: Press X to pay respects - The most annoying "feature" in Rimworld (https://www.reddit.com/r/RimWorld/comments/3qkzqk/press_x_to_pay_respects_the_most_annoying_feature/)
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:- Don't Mourn The Dead v1.02 (http://www.mediafire.com/download/sc8m3q41zw9g74z/Dont_Mourn_The_Dead.7z)
- Alpha 14 Version:
Don't Mourn The Dead v1.01 (http://www.mediafire.com/download/s8fbf3nlsjsh01s/Dont_Mourn_The_Dead.7z)
Changelog:V1.02:
V1.01 (A14):
- Updated for Alpha 14 and uploaded to Steam Workshop
V1.01:
V1.0:
[/list]
Xerigium v1.02
Description:This mod simply changes the name of Healroot back to Xerigium.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:- Xerigium v1.02 (http://www.mediafire.com/download/eln255y1awbnf14/Xerigium.7z)
- Alpha 14 Version:
Xerigium v1.01 (http://www.mediafire.com/download/5qmvditdch3m7ch/Xerigium.7z)
Changelog:V1.02:
V1.01 (A14):
- Re-added minimum growing skill requirement.
V1.0 (A14):
- Updated to Alpha 14 and uploaded to Steam Workshop
V1.0:
Reserved
Reserved
So um, how many mods are you planning to make? ;D
Itchy i see what and why youre doing this, but I find it rediculous. Its all well and good not spamming the forums but you can group your mods sensiblyno need to go overboard, what youve done here is unmanageable and due to OP post size I see why you did it. I really dont think this is the solution though. (sorry for offtopic but I knew this kind of thing would happen after the talk I had with Tynan)
Quote from: skullywag on February 20, 2015, 06:24:19 PM
Itchy i see what and why youre doing this, but I find it rediculous. Its all well and good not spamming the forums but you can group your mods sensiblyno need to go overboard, what youve done here is unmanageable and due to OP post size I see why you did it. I really dont think this is the solution though. (sorry for offtopic but I knew this kind of thing would happen after the talk I had with Tynan)
I had the same talk. We'll see how things go since this type of thing now applies to all modders.
Quote from: longbyte1 on February 20, 2015, 06:21:03 PM
So um, how many mods are you planning to make? ;D
Not sure. I've made a lot. I figured reserving the first page of the thread would be the best way to handle this. I'm not looking forward to the time where I make more small mods than reserved posts. This thread will be horrible to manage when that happens.
itchy is a B A D kitty. it NEEDS to cuddle up for more SCRATCHIES and LESS spammies
I don't think these mods are so small that they couldn't have their own topics.
The problem I see now is when you have multiple conversations about different mods at the same time getting all mixed up and confusing people.
I love your mods!
They fix many things that frustrate me in Rimworld and adds useful features. The Target Practise is my favorite, especially when I play with the Zombie apocalypse mod.
20/10 would install again.
Itchy should RTGs be power toggleable? They are a producer so core moans as you have toggle set to true but power consumption < 0. If they should be fair enough if not can you add the toggle false flag to stop the errors.
Quote from: Rock5 on February 21, 2015, 06:46:54 AM
I don't think these mods are so small that they couldn't have their own topics.
I agree. The definition provided by Evul of "minor mod" or "tiny mod" isn't defined enough. So this situation is going to get interesting. However I was told by Tynan to group all my mods together into one thread. I have grouped what I consider to be my small mods into one thread, which is something I don't like because they may end up being overlooked now.
Quote from: Rock5 on February 21, 2015, 06:46:54 AM
The problem I see now is when you have multiple conversations about different mods at the same time getting all mixed up and confusing people.
Yeah, this thread is going to turn into a horrible mess soon enough. Even more so if I added 1 or 2 small mods at the same time. :(
Quote from: skullywag on February 21, 2015, 12:14:01 PM
Itchy should RTGs be power toggleable? They are a producer so core moans as you have toggle set to true but power consumption < 0. If they should be fair enough if not can you add the toggle false flag to stop the errors.
Tynan added a new piece of .XML that I didn't notice before. Since it was outright missing from my .XML, the game used the default value of true. I've put it in with the correct value of false and will update the mod in a moment.
Quote from: JAVAgamer on February 21, 2015, 07:56:23 AM
I love your mods!
They fix many things that frustrate me in Rimworld and adds useful features. The Target Practise is my favorite, especially when I play with the Zombie apocalypse mod.
20/10 would install again.
Cheers Irish :)
Added a new small mod. Medical Training v1.0 (https://ludeon.com/forums/index.php?topic=10623.msg105056#msg105056).
Now you can train up your doctor's medical skill by about 2k XP per corpse.
What was with the 'Reserved' spam? I'm just confused, as from your conversation Ty had enforced some sort of rule for modders... Just curious.
Quote from: MyNameIsSpyder on February 28, 2015, 10:59:37 PM
What was with the 'Reserved' spam? I'm just confused, as from your conversation Ty had enforced some sort of rule for modders... Just curious.
I reserved the entire first page of this thread so that as I create more small mods, they won't be strewn through-out this thread on various pages.
The new rule basically prevents small mods from modders such as myself from cluttering up the Releases subforum, hence this thread.
Great idea, will give it a spin next colony!
Wow, just yesterday I was discussing a dissection table concept with a friend of mine, wherein surgically inclined could dissect various (fresh!) bodies for research and medicine skills. - And lo, here's a mod that does just that... Hopefully this will help reduce incidents like this (https://www.dropbox.com/s/txtbgznre07de2s/Sk%C3%A4rmklipp%202015-02-28%2014.31.14.png?dl=0)!
This medical training is awesome (as well as your other mods).
But i found a little bug the description of the table is telling that it is for training shooting :)
Also i'm wondering if it is intended that corpses is underneath the table, it just seems a little wrong to me.
Updated Medical Training to v1.01 to fix the issues of having the wrong description for the table and for bodies being drawn under the table instead of on top of it.
I like the meditrain table just a few things that could help, my doctors prefer to use it instead of treating people and they forget to eat/sleep when got a big pile of corpses to cut up
keep up the great mods!
Can't make the stome mod work. Old save don't work, new world don't work.
Did i miss something ? I use the "old" Stonecutter table gived after the stone research (300) ...
Only "cutting stone" bill with 5 stones possible and one counter for the 5.
Quote from: Slan on March 09, 2015, 08:21:08 PM
-snip-
You should see these 6 options when you click on Add Bill on the stonecutting table:
(https://ludeon.com/forums/index.php?action=dlattach;topic=10623.0;attach=7180)
If you don't, then either the vanilla stonecutting table has been removed by one of the mods you are using, or something in your mod load order breaks my one. Try deactivating then reactivating Stonecutting Tweak.
Also make sure you've got the Alpha 9 version.
[attachment deleted due to age]
These minimods are some of my favorites. The modular tables and stonecutting tweaks are fantastic. I love convenience mods that don't alter the vanilla feel of my game!
I'm thinking of trying the RTGs, but I have some concerns regarding the balance. I see that they're low output, so that's a point in their favor. How much Uranium do they use? What's the fire risk?
Stupid people do stupid things...
Just put the mod in a folder in a folder... so of course.
Thanks for your help, sorry.
Awesome mods! ty very much.
Meditraining seems to cause pawns to forget to eat or sleep, until all bodies are dealt with anyway.
Quote from: skullywag on March 13, 2015, 08:10:17 PM
Meditraining seems to cause pawns to forget to eat or sleep, until all bodies are dealt with anyway.
I'd imagine that this is related to the hidden priority for doctoring that the AI seems to harbor. Once they start, they tend not to stop regardless of their own needs. I'd imagine that the training would have to convince the doctor that they are in fact treating wounds, and the same issue would then apply.
These mods were updated for Alpha 10b:
- Modular Tables (https://ludeon.com/forums/index.php?topic=10623.msg105051#msg105051)
- Target Practise v2.0 (https://ludeon.com/forums/index.php?topic=10623.msg105052#msg105052)
- Log Walls (https://ludeon.com/forums/index.php?topic=10623.msg105055#msg105055)
I have not tested these mods beyond ensuring that no errors occurred upon activation of them.
Had some problems. No one wants to eat at those fancy mod-tables. Three squares between meal and tables (with mod-chairs), but pawns sit down on the ground for eating (much further than table). And nope, there're no thoughts 'having a picnic' at joy tab...
Quote from: Enjoyment on April 18, 2015, 02:06:19 AM
Had some problems. No one wants to eat at those fancy mod-tables. Three squares between meal and tables (with mod-chairs), but pawns sit down on the ground for eating (much further than table). And nope, there're no thoughts 'having a picnic' at joy tab...
The perils of releasing without testing...
Fixed the issue and updated the mod. Turns out chairs need an XML tag to identify them as such. Mine were missing that tag. They were also missing a comfort level, so I added that as well. :)
Awesome. Thx for quick fix.
For some reason my pawns do not want to eat/ rest when they are hungry/tired when there are available bodies to be trained on.
Version Alpha 9
Bill set to "Do forever"
Even when drafted and undrafted , they still want to train on bodies , which then I have to suspend the bill before they go to eat/rest
Other production tables/buildings don't have this similar problem ( I have a mod industrialization and my pawns do want to rest when they want to go to bed when tired after drill-mining)
Is stone cutting mod still working for A10? or does it need updated? I know was working for A9 not sure about A10.
Are the RTGs A10 compatible?
I can't guarantee if the mods not updated to Alpha 10 will work or not.
If/When they are updated, I will edit the OP to show this.
I don't know when they'll get updated. I don't have much free time anymore.
+1 for updating ASRG to A10. I know real life gets priority as it should, but here's hoping you'll find the time at some point. Building mountain bases "Fallout Vault style" isn't quite working without constructible power sources. I always figured the RTG/ASRG gave a bit too good cost vs. power ratio, so i tweaked them myself before but i've no idea how to update the mod.
Updating the RTG's is quick and easy.
If you want to update it yourself now rather than wait, I'll provide instructions.
First, open both of the .xml files in the ThingDefs folder and replace
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
</ThingDef>
with
<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<filthLeaving>BuildingRubble</filthLeaving>
</ThingDef>
Next, remove the line
<eType>BuildingComplex</eType>
from both files.
And last, find the following line in both files
<MaxHealth>300</MaxHealth>
and replace with
<MaxHitPoints>300</MaxHitPoints>
Save and test.
Quote from: Aeo on April 30, 2015, 05:17:57 PM
-snip-
Thank-you for posting that. ;D
I'll do that and post the updated mod after work tonight if I have time. If you want to, feel free to post the updated mod you made in a comment below so others can simply download the fixed one instead of fixing it themselves.
Sure thing.
Note to anyone interested, you'll still need to download the original for this to work.
Just copy the files in my updated version over the old version after extraction.
[attachment deleted due to age]
Very nice, thank you! :)
Thank you :)
Updated Medical Training, replace the files as with RTG
[attachment deleted due to age]
I've updated the OP and the relevant posts with the updated mods provided by Aeo and why1do.
I just want to extend a very special Thank You to Aeo (https://ludeon.com/forums/index.php?action=profile;u=38868) and why1do (https://ludeon.com/forums/index.php?action=profile;u=1303) for updating RTGs and Medical Training respectively to Alpha 10. ;D
I was just bored and training medical is hard.
I havent had time to actually play A10 yet so I was wondering if this version has taken your stonecutting fix into the game, or if its still a pain in the behind without your fix to stonecutting ? :)
vanilla stonecutting does now have a working do until, BUT it counts ALL types of stone blocks, not just the ones of a particular stone type
Quote from: harpo99999 on May 09, 2015, 06:08:51 AM
vanilla stonecutting does now have a working do until, BUT it counts ALL types of stone blocks, not just the ones of a particular stone type
I can for the life of me not understand why Itchy's fix to stonecutting wasnt put into the game allready, guess I'll have to wait for an update for this :)
Updates:
- Integrated the RTGs and Medical Training updates into their respective updates and posted those in the respective threads. There's now no need to download the A9 version first.
- Stonecutting tweak works as-is in Alpha 10.
Quote from: VonArens on May 12, 2015, 11:38:56 AM
Quote from: harpo99999 on May 09, 2015, 06:08:51 AM
vanilla stonecutting does now have a working do until, BUT it counts ALL types of stone blocks, not just the ones of a particular stone type
I can for the life of me not understand why Itchy's fix to stonecutting wasnt put into the game allready, guess I'll have to wait for an update for this :)
What stonecutting tweak allows you to do can also be done in the vanilla game. The difference is that with vanilla, you have to go into the bill details and manually set which type of stone to do.
My mod just lets you quickly set up a bill for a specific type of stone.
Quote from: ItchyFlea on May 13, 2015, 01:16:57 AM
What stonecutting tweak allows you to do can also be done in the vanilla game. The difference is that with vanilla, you have to go into the bill details and manually set which type of stone to do.
My mod just lets you quickly set up a bill for a specific type of stone.
Oh, noooooo! You're sooo wrong, Itchy! Your mod lets us to STORE exact amount of EACH type of stone blocks, while vanilla separate bills counts ALL of stone blocks types in stockpiles. And THAT'S the difference we love your mod for. Cheers ;)
Quote from: Enjoyment on May 13, 2015, 02:19:54 AM
Quote from: ItchyFlea on May 13, 2015, 01:16:57 AM
What stonecutting tweak allows you to do can also be done in the vanilla game. The difference is that with vanilla, you have to go into the bill details and manually set which type of stone to do.
My mod just lets you quickly set up a bill for a specific type of stone.
Oh, noooooo! You're sooo wrong, Itchy! Your mod lets us to STORE exact amount of EACH type of stone blocks, while vanilla separate bills counts ALL of stone blocks types in stockpiles. And THAT'S the difference we love your mod for. Cheers ;)
TOTALLY AGREE, we NEED your stonecutter FIX!!!
Hey Itch, do you still plan to support Right Tool For The Job?
Quote from: Match on May 16, 2015, 02:07:06 AM
Hey Itch, do you still plan to support Right Tool For The Job?
I do, however I simply don't have enough free time to update it. I haven't even had a chance to play Alpha 10 yet (beyond quickly checking to make sure my updated mods don't crash the game upon load).
Anybody is free to grab that mod and update it to Alpha 10 and post that updated version here on the forums. All I ask is that they follow the license terms which are linked in my forum signature.
I've seen you post that you're pretty busy, hope things clear up for you. If no one else attempts it this evening, I'll take a stab at updating it for ya.
Here ya go! Added item decay. Ran a few test and didn't see any errors pop up in the log. Believe I followed the legalese.
[attachment deleted due to age]
I can't play without my target practice or my tables so I shall wait @_@!!
Quote from: Dragoon on June 11, 2015, 11:50:17 AM
I can't play without my target practice or my tables so I shall wait @_@!!
Give me a few days/hours/minutes/weeks.
Hopefully I'll be able to get my mods updated by the weekend/during the weekend/after the weekend/next month.
In all seriousness, I do hope to get them updated. Most likely in the next couple of days.
Quote from: ItchyFlea on June 11, 2015, 04:52:11 PM
Quote from: Dragoon on June 11, 2015, 11:50:17 AM
I can't play without my target practice or my tables so I shall wait @_@!!
Give me a few days/hours/minutes/weeks.
Hopefully I'll be able to get my mods updated by the weekend/during the weekend/after the weekend/next month.
In all seriousness, I do hope to get them updated. Most likely in the next couple of days.
yay! Modular Tables has become SUCH a major item in my
story game. :P Stone cutting tweak is also useful. Thank you for all this Itchy It is really appreciated as it adds to the game a lot in my opinion.
Alpha 11 Updates! OMGWTFBBQ?
Now that my free time has returned (Got it back yesterday, talk about A11 release timing.), I have taken some of that time to update my smaller mods: Modular Tables, LogWalls, Target Practise 2.0 and Stonecutting Tweak (Works as-is in A11.)
My larger mods will take some time, give me a few days. :)
Quote from: ItchyFlea on June 12, 2015, 09:44:01 AM
Alpha 11 Updates! OMGWTFBBQ?
Now that my free time has returned (Got it back yesterday, talk about A11 release timing.), I have taken some of that time to update my smaller mods: Modular Tables, LogWalls, Target Practise 2.0 and Stonecutting Tweak (Works as-is in A11.)
My larger mods will take some time, give me a few days. :)
Awesome work :) Cant wait for the rest :D
HURRAY!!!!
Thank you so much for the fast update Itchy! Modular tables has become such an intrigal part of my building :D
Target Practice:
Is it possible to make this a "Joy" activity, and therefore autonomous? That would be an excellent replacement for playing Chess!
Updated RTG's and Medical Training to Alpha 11.
Again I'd like to say thanks to Aeo and why1do for updating those mods to Alpha 10 when I wasn't able to.
Quote from: rdz1122 on June 13, 2015, 02:08:59 PM
Target Practice:
Is it possible to make this a "Joy" activity, and therefore autonomous? That would be an excellent replacement for playing Chess!
I like this idea. I'll see what I can do. :)
Made a new small mod, More Metal Floors v1.0 (https://ludeon.com/forums/index.php?topic=10623.msg105057#msg105057).
This adds Silver, Gold, Plasteel and Uranium floors to the game.
Quote from: rdz1122 on June 13, 2015, 02:08:59 PM
Target Practice:
Is it possible to make this a "Joy" activity, and therefore autonomous? That would be an excellent replacement for playing Chess!
+1 to this Itchy~ Would allow us to build a firing range for colonists to enjoy and also to train and maintain their shooting. :)
I've updated the Target Practice mod so that colonists will now sometimes use the shooting range or training dummy as sources of Joy. They won't learn as fast as when properly training, but they'll still learn.
They have the same chance of choosing to train as they do choosing to watch TV.
i use your RTG mod i have one little problem - they dont heat up.
i placed 6 ASRTG and in 5 in-game days temperature dont rised.. (outside stable -15)
Quote from: masaykh on June 29, 2015, 02:46:18 PM
i use your RTG mod i have one little problem - they dont heat up.
i placed 6 ASRTG and in 5 in-game days temperature dont rised.. (outside stable -15)
You're right, the ASRG doesn't heat up the room it's placed in like this should. I don't know why this is, as the XML code for heating hasn't changed.
I'll see what I can do, but at the moment it doesn't look like I can fix this.
While looking into why the RTG's mod has a bug, I found something commented out in the game files. I figured I'd uncomment it to see if it worked.
It's a 1x1 power generator. It generates 600W of power and can be purchased from Exotic Traders.
Grab it here: Capsule Reactor (https://ludeon.com/forums/index.php?topic=10623.msg105058#msg105058)
The Medical Training mod has been updated.
Changes:
Training Table size changed from 1x3 to 1x2.
Proper texture given for the table, to make it look like an autopsy table. (Texture made by Shadowtajun)
The size change shouldn't be a problem for existing games. If for some reason your existing colony doesn't like the table size change, I have left the download link for the previous version in the OP, so you can get the old version back so you can finish playing with your current colony.
Just started a new game - haven't played in a while - built my crafting table, went to make stone blocks... doh forgot stonecutting tweak, delete colony, delete world, download stonecutting tweak, start over.....
Such a necessary mod, thanks.
Why dont you create another trader ship that is specific for your mods. Add a trader that sells uranium and the power capsule and anything else that fits that theme. I suggest this because it would make the capsule mod compatible with other mods.
All the small mods have been updated to Alpha 12 or work as-is without needing to be updated.
A new mod has been added, Fences.
With them you can have your tamed animals fenced in, rather that simply in a zone without any apparent containment.
There are two types of fence, normal and visual.
Normal fences are just that, normal. They are best for fencing off your food crops so animals don't come in and eat your crops.
Visual fences are purely visual, and do not stop or hinder anything walking past or through them. These are best for tamed animals.
You can grab this new mods from it's post, here: Fences v1.0 (https://ludeon.com/forums/index.php?topic=10623.msg105059#msg105059)
Log walls appear for me as the purple error textures. Help?
Quote from: Megfir on August 23, 2015, 10:21:20 AM
Log walls appear for me as the purple error textures. Help?
Looks like it's a bug with the game.
This may take a while for me to find a workaround, if one exists. Uploaded a fixed version. There are some cases where the wall won't draw correctly on the screen, but it's better than that purple texture. :)
Uploaded a properly fixed version of the Log Walls, one that doesn't use a work around. If you downloaded the Log Walls mod I uploaded 30 or so minutes ago, you should download it again.
Quote from: ItchyFlea on February 20, 2015, 02:49:03 PM
Modular Tables v1.47
I was playing around with some of the new features in the xml and wound up creating a version of the furniture defs that allows them to vary in quality like normal tables and also makes the minifiable. the mini texture isn't all that great but the point is it worked :)
I've attached for posterity :)
[attachment deleted due to age]
Absolutely adore the modular tables, target practice and fences mods.
I really appreciate them and will probably never stop using them, thanks.
Made a new mod called No Raids Storyteller (https://ludeon.com/forums/index.php?topic=10623.msg105060#msg105060).
The name should be self-explanatory as to what the mod does.
I made it as a partial response to this mod request: [Mod Request] 'Farming Mod' (https://ludeon.com/forums/index.php?topic=16114.0)
Don't know if this was said before, but with MedTraining you can train your colonist to 20 medskill using just one corpse, it take a little more time as you need to control what they are doing, and that's how you do it:
You just need to manually restart training just before the corpse would expire, just pause and order colonist that is currently training to train again. The body will stay "fresh", and it will be used for 2nd training as if it would be completly new one, even though the training with this corpse was nearly finished. You only need to track how much progres you've made so the body wouldn't disappear, and you can repeat it until 20 medskill. (If colonist would learn at 1.5 speed, 1 corpse would give 3000 points, so you restart just before it)
Here is my proposition to fix it, you would just need to make corpses lose hitpoints as the training continues (also, previously damaged corpses would give you less skillpoints, which is quite logical, you can't learn anything about a kidney if there is no one :P ), so if the corpse have 50% hitpoints, it would give you half less skillpoints than with the 100% corpse.
Any known incompatibilities with other mods for the fences? For some reason even though it says in the def that the fences shouldn't hold up a roof, every time I build them the game decides to roof over them... any ideas?
I'm asking about incompatibilities because I run a boat load of mods... MOD IT TILL IT BREAKS!!!... Ahem....
Cheers!
Quote from: Borst on September 21, 2015, 05:08:18 PM
-snip-
If someone wants to micromanage their colonists to get that colonist to 20 doctoring skill, I'm not going to stop them.
Besides, I can't actually think of a way to stop that, since I'm using the same system the game uses for cooking/stone cutting, except nothing is produced when they finish working on the corpse.
Quote from: Loki88 on September 22, 2015, 12:34:53 AM
-snip-
AFAIK it isn't a mod conflict. The game has roofed over fences in previous versions as well in certain circumstances and I don't know how to fix that. Not yet anyway. Maybe one day I'll figure it out. :)
Okay. Thanks itchy, I thought I broke something having too much stuff loaded.
As long as you build the fence within the 6 tile radius of a wall that supports a roof, the roof will be extended over the fence section... Has more to do with the code for the roof, than the fence. The fence is not actually supporting the roof, the wall 6 cells away is. The roof code just sees the building tag and creates the roof extension from the wall.
Quote from: TLHeart on September 23, 2015, 07:45:29 PM
As long as you build the fence within the 6 tile radius of a wall that supports a roof, the roof will be extended over the fence section... Has more to do with the code for the roof, than the fence. The fence is not actually supporting the roof, the wall 6 cells away is. The roof code just sees the building tag and creates the roof extension from the wall.
That makes a lot more sense now! thank you :)
Quote from: ItchyFlea on September 22, 2015, 06:26:27 AM
Quote from: Borst on September 21, 2015, 05:08:18 PM
-snip-
If someone wants to micromanage their colonists to get that colonist to 20 doctoring skill, I'm not going to stop them.
Besides, I can't actually think of a way to stop that, since I'm using the same system the game uses for cooking/stone cutting, except nothing is produced when they finish working on the corpse.
Quote from: Loki88 on September 22, 2015, 12:34:53 AM
-snip-
AFAIK it isn't a mod conflict. The game has roofed over fences in previous versions as well in certain circumstances and I don't know how to fix that. Not yet anyway. Maybe one day I'll figure it out. :)
Trying to figure this problem out, it has to do with the roof code, and the variable within the fences that causes the roof to extend from the walls is the<passability>Impassable</passability> tag. If a fence is built within the 6 cell radius of an existing roof, then the roof code extends the roof over the fence. Change the passability to anything else, no more roof, but then the fence does not work to keep animals in and out. Catch 22.
To test my theory, I changed sandbags to impassable, and the same thing happens with them.
Oh, i didn't know how it works from the technical side, i just thought that it is do-able. What about making it so colonist will gain XP-point when they finish the training rather than gaining XP over time when they are training? This should be much easier to do, as i'm sure that this kind of mechanics already exist in the game. I get that you don't really want to stop anyone from exploiting this kind of "feature" this mod provides us, but i feel like it's some sort of a bug which should be fixed, to "balance" things or sth like that :P
Quote from: Borst on September 27, 2015, 05:44:31 PM
-snip-
That's how it used to work until Tynan changed how the game awards XP to pawns as they do tasks.
Quote from: ItchyFlea on February 20, 2015, 02:51:45 PM
No Raid Storyteller v1.0
Description:
This mod adds a new storyteller that should never send any raids at you. At least not for the first 27 years of gameplay anyway. :)
She's at the bottom of the list of storytellers, with the name Fiona Farming.
This mod was made as a partial response to this mod request: [Mod Request] 'Farming Mod' (https://ludeon.com/forums/index.php?topic=16114.0)
Download:
- No Raid Storyteller v1.0 (http://www.mediafire.com/download/blbeqsbduydc5xy/A12_No_Raids_Storyteller_v1.0.7z)
Changelog:
V1.0:
Thanks for this mod, have it loaded with the veg garden mod for some fun...
Have noticed that the initial one man raid, that Tynan made a change in alpha 12 to send earlier than before, will still happen. Not a game breaker, as it is very peaceful after that.
These little mods are awesome. And all together they aren't that little.
Big thank you and please keep it going! :)
Quote from: TLHeart on October 01, 2015, 01:41:37 PM
Thanks for this mod, have it loaded with the veg garden mod for some fun...
Have noticed that the initial one man raid, that Tynan made a change in alpha 12 to send earlier than before, will still happen. Not a game breaker, as it is very peaceful after that.
I consider this as an extra potential member for the colony :D and yes it very peaceful, I like it a lot.
Although it's just bad planning on my side to be honest. Normally you would be swimming in riches (weapons, clothing) from the raids. It was November before I knew it and people started getting cold with a cold snap on top of it. Pawns needed rescue, suddenly dying on their beds because of hypothermia.
Grrr,. Parka's, I need to make them myself now (instead of getting them as loot) and I was already happy because everyone had good or better clothing. Oh well, no one will be allowed to be outside until then.
Not sure if this has been mentioned before, as I'm too lazy to read all 7 pages, but Fiona's hand in the picture is backwards.
Quote from: grizzlymint_gpt on October 09, 2015, 06:18:21 PM
Not sure if this has been mentioned before, as I'm too lazy to read all 7 pages, but Fiona's hand in the picture is backwards.
Maybe she had her hand replaced by one of your typical rimworld doctors ;D
Itchy! I tried to fix the hand, it should be way less awkward than having two right hands =P
also made her stand out from the other phoebe more cause I was having much too much fun while I was at it
http://imgur.com/74sgE3P
Quote from: Shinzy on October 09, 2015, 07:27:11 PM
Maybe she had her hand replaced by one of your typical rimworld doctors ;D
That sounds highly probable to me. ;D
Quote from: Shinzy on October 09, 2015, 07:27:11 PM
Quote from: grizzlymint_gpt on October 09, 2015, 06:18:21 PM
Not sure if this has been mentioned before, as I'm too lazy to read all 7 pages, but Fiona's hand in the picture is backwards.
Maybe she had her hand replaced by one of your typical rimworld doctors ;D
Itchy! I tried to fix the hand, it should be way less awkward than having two right hands =P
also made her stand out from the other phoebe more cause I was having much too much fun while I was at it
http://imgur.com/74sgE3P
Thanks Shinzy. I've added it to the mod and uploaded a new version with the new texture. It looks much better in-game than my attempt.
Quote from: ItchyFlea on February 20, 2015, 02:49:30 PM
RTG's v1.14
(https://ludeon.com/forums/index.php?action=dlattach;topic=8338.0;attach=5573)
Description:
This mod adds a new power generator to the game. An RTG (Radioisotope thermoelectric generator). It uses Uranium as part of it's building requirement and produces a steady amount of power at all times. It produces 750w of power.
Since it is an RTG, it also produces heat. You'll need to keep the room it is in cool otherwise it will cause fires.
This mod also adds an ASRG (Advanced Stirling radioisotope generator). It requires a heck of a lot of research. It produces 1250w of power.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Rilamus (https://ludeon.com/forums/index.php?action=profile;u=12727) - RTG Texture
- jacob814 (https://ludeon.com/forums/index.php?action=profile;u=2087) - ASRG Texture
Download:
- RTGs v1.14 (http://www.mediafire.com/download/42au2jihlt0da3s/A11_RTGs_v1.14.7z)
Changelog:
- Works as-is in Alpha 12. No changes required.
It says A11 does that matter or will it still work in A12
It works with a12 there was no need for any changes.
Made a new small mod after seeing a thread on Reddit about colonists visiting graves far too often. (Link (https://www.reddit.com/r/RimWorld/comments/3qkzqk/press_x_to_pay_respects_the_most_annoying_feature/)) This new mod simply removes that feature from the game.
Grab it here: Don't Mourn The Dead (https://ludeon.com/forums/index.php?topic=10623.msg105061#msg105061)
Hi ItchyFlea! Thanks for the Stonecutting Tweak - it is a godsend. The RTG's are very cool too! I was wondering if you would be interested in making them using uranium as they run, instead of using uranium as a building material for them.
In MD2 there is a Coal Burner which uses a Coal Feeder (works like a hopper) and I really like the way it is implemented. It uses the resource only when it is running. I thought I would just give you an idea =)
Thanks for the mods, cheers!
Is there any chance of a sufficiently skilled doctor being able to recover bionic body parts when using the medical training table?
Quote from: Stonn on December 07, 2015, 05:56:53 PM
-snip-
It's a good idea, but isn't something I could add I'm afraid as it would require C# coding.
Plus real life RTG's can run for decades on a single piece of fuel. If you're like me, I suggest reading the Wikipedia article (https://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator) about them. They are a fascinating piece of technology. :)
Quote from: ttc on December 24, 2015, 06:39:21 PM
-snip-
No. It's purely for training the medicine skill and will never result in the recovery of bionic parts. Maybe in the future I will find an easy way of adding such a feature.
It is not working for me in alpha 12. I hit the check mark in the mods list and then i exit the menu and it says that a mod is not compatible or is the wrong version. RTGs was the only mod i had installed so it has the be the version thing right? Am i doing something wrong or is this a bug?
Quote from: Ronan935 on January 04, 2016, 03:15:43 PM
It is not working for me in alpha 12. I hit the check mark in the mods list and then i exit the menu and it says that a mod is not compatible or is the wrong version. RTGs was the only mod i had installed so it has the be the version thing right? Am i doing something wrong or is this a bug?
You might be downloading an older version of the mod, as I have left those available for people who want them. Use this link to get the version of RTG's that works in Alpha 12: http://www.mediafire.com/download/42au2jihlt0da3s/A11_RTGs_v1.14.7z
Quote from: ItchyFlea on December 30, 2015, 07:27:00 AM
Quote from: Stonn on December 07, 2015, 05:56:53 PM
-snip-
It's a good idea, but isn't something I could add I'm afraid as it would require C# coding.
Plus real life RTG's can run for decades on a single piece of fuel. If you're like me, I suggest reading the Wikipedia article (https://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator) about them. They are a fascinating piece of technology. :)
Quote from: ttc on December 24, 2015, 06:39:21 PM
-snip-
No. It's purely for training the medicine skill and will never result in the recovery of bionic parts. Maybe in the future I will find an easy way of adding such a feature.
Wait a second, couldn't you just use the same function as the butcher table with clothes? Just saying but I don't know much about modding, I tried to get into modding but the closest to modding I got was modifying the health, range of effect, damage and some other stuff (which messed up my game by spawning thousands of Mechanoids... Yes I did mess with Mechanoid factions :D)
I don't know if this has been asked before (I'm too lazy to go search) but, do doctors with lvl 20 skill still use the meditrain and if yes, is there a way to fix it?
I heard on reddit that A13 now has stonecutting bills separated by stone type, which means we don't need the stonecutting tweak mod anymore.
Whether that's the case or not, decided now was as good a time as any to jump over and say thanks for making the one and only mod I couldn't play rimworld without.
Quote from: AllenWL on April 07, 2016, 07:03:37 AM
-snip-
Doesn't look like it to me, although the way the game handles the stone cutting may be what's been improved/fixed to make that mod obsolete.
I'll still update it anyway, because at a glance it's hard to tell what stone blocks are being made.
But not tonight. It's midnight and I still haven't had a chance to play the new update. (Only got the email 2 hours ago, and I've been busy doing other things.)
They'll get updated over the next few days.
And thank you. It's nice to hear things like that. ;D
When I first got stonecutting tweak, I was like 'this would be handy'.
Next time I played without it, I researched stonecutting, built the bench, stared at the bills for a minuet or two, then saved, quit, got stonecutting tweak, and started playing again.
Take your time with it, though looks like there are a lot of things to go through this update. I got my A13 just an hour or two myself, and spent about half a hour/hour playing it. For about half of that 30/60 minuets, I did nothing but watch grizzly bears hunt and eat other animals, and see the social interactions between my colonists.
Also, random idea: A 'bait' made from meat. Basically acts like a corpse and attracts predators, but without rotting/deteriorating. Uses more meat that it gives, and cannot be converted back to meat, only edible by carnivorous animals. I think it'll be a nice thing to have.
Apparently, I still need stonecutting tweak. Go figure. Does stonecutting tweak work for A13, or does it need to be updated?
So I went and updated all these small mods. Now it's 1am. :o I've slightly tested them in Alpha 13 so you shouldn't encounter any problems. If you do encounter any issues, please post them in this thread.
I've also added a new mod, Xerigium v1.0 (https://ludeon.com/forums/index.php?topic=10623.msg105062#msg105062). All this does is change the name of Healroot back to it's Alpha 12 name, Xerigium.
Excellent - thank you!
Hey look, time to mod my game again!
Waiting on 80% of my essential mods to update -_-, and this unfortunately(only a little, as I am happy to see it is updated so fast) is the one that updated too fast :P accidentally deleted Don't Mourn The Dead a12 during a cleaning with a lot of other mods, re-downloading them has been a pain with this update. Dont suppose you have the previous link? :(
Quote from: Archadeas on April 10, 2016, 02:55:40 PM
Waiting on 80% of my essential mods to update -_-, and this unfortunately(only a little, as I am happy to see it is updated so fast) is the one that updated too fast :P accidentally deleted Don't Mourn The Dead a12 during a cleaning with a lot of other mods, re-downloading them has been a pain with this update. Dont suppose you have the previous link? :(
Here you go: Alpha 12 - Don't Mourn The Dead V1.0 (http://www.mediafire.com/download/9kz7ernw6lgklgy/A12_Dont_Mourn_The_Dead_v1.0.7z)
Quote from: ItchyFlea on April 10, 2016, 04:58:50 PM
Quote from: Archadeas on April 10, 2016, 02:55:40 PM
Waiting on 80% of my essential mods to update -_-, and this unfortunately(only a little, as I am happy to see it is updated so fast) is the one that updated too fast :P accidentally deleted Don't Mourn The Dead a12 during a cleaning with a lot of other mods, re-downloading them has been a pain with this update. Dont suppose you have the previous link? :(
Here you go: Alpha 12 - Don't Mourn The Dead V1.0 (http://www.mediafire.com/download/9kz7ernw6lgklgy/A12_Dont_Mourn_The_Dead_v1.0.7z)
All Hail the Itchy Flea! Thank you. I will play with it and hopefully see it in A13 in a week or 2. I love all your mods as they fill the roles that are lacking or need adjusted in vanilla Rimworld. I was afraid I was going to have to do my patented "Rotting corpse Stockpile at the edge of the map until I have an incinerator" method, and the amount of death in this game is staggering...
These are the mods that I need in my life.
So many useful mods, thank you!
Been wandering why he went and changed the name of the medical plant. I guess, judging from youtubers like MathasGames when he played RW he couldn't get the name right, kept calling it "Xerigum". But I liked it, sounded scientific, so thanks for that Flea!
Stonecutting Tweak seems broken. Download is only 1022 bytes. Zip seems empty.
Edit: Ignore that. WinRAR wasn't opening them corretly. Works with 7-zip
For your Capsule Reactor:
If you add this to your ThingDef, you don't need to change the Exotic trader :)
<tradeTags>
<li>Exotic</li>
</tradeTags>
This is how I add my robots to it without the need to change the exotic trader itself.
Ok, you need a bit of luck so that your item is selected when he arrives, but... 8)
Thank you very much for you contribution, =).
Quote from: ItchyFlea on February 20, 2015, 02:52:07 PM
Xerigium v1.0
Description:
This mod simply changes the name of Healroot back to Xerigium.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Download:
- Xerigium v1.0 (http://www.mediafire.com/download/a09xydhakyanfq7/A13_Xerigium_v1.0.7z)
Changelog:
V1.0:
Thank you itchy!
Quote from: ItchyFlea on February 20, 2015, 02:49:30 PM
RTG's v1.15
(https://ludeon.com/forums/index.php?action=dlattach;topic=8338.0;attach=5573)
Description:
This mod adds a new power generator to the game. An RTG (Radioisotope thermoelectric generator). It uses Uranium as part of it's building requirement and produces a steady amount of power at all times. It produces 750w of power.
Since it is an RTG, it also produces heat. You'll need to keep the room it is in cool otherwise it will cause fires.
This mod also adds an ASRG (Advanced Stirling radioisotope generator). It requires a heck of a lot of research. It produces 1250w of power.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Rilamus (https://ludeon.com/forums/index.php?action=profile;u=12727) - RTG Texture
- jacob814 (https://ludeon.com/forums/index.php?action=profile;u=2087) - ASRG Texture
Download:
- RTGs v1.15 (http://www.mediafire.com/download/2lp6imvgt1cksjf/A13_RTGs_v1.15.7z)
Changelog:
V1.15:
Nothing for previous versions.
First things first, sorry for bad english, and can you give me the alpha 12 link?
Seeing as I've been asked for Alpha 12 versions of my mods twice now, I've gone ahead and added download links for Alpha 12 versions to each mod description.
Discontinued mods or mods that didn't exist for Alpha 12 will not have links re-added. Sorry.
With the addition of the new power source (Fueled Generator) in A13 the RTG/ASRG Power sources in your mod seems kind of lame in comparison now.
For example
Fueled Generator
Pros: Cons:
No Research Required. Needs to be refueled with a little wood every several days.
Cheap. (100 steel, 2 components)
1000w Power Outage
Your Generators on the other hand, need to be kept in an environment that keeps them cool or fire ensures, very expensive since they cost uranium, Output mediocre 750w/1250w power in comparison, and require A LOT of research.
The only real positive is not costing fuel, but wood is very easy to come by, and if you can't get trees we have other power sources that already fill that niche well enough.
I think you should spruce up the mod to fit nicer with A13 changes with things like
1. Buffing the power output
2. Cheapening the recipe or reducing required research (Not both)
3. Reducing the savagery of the heat output (balance this around the power output and cost)
4. Add components to the cost. (This just makes it fit better into the game)
5. Add another aspect to distinct it better. (I always wondered if a built in battery would be useful)
These are of course completely opinionated and coming from a tired dude at 5:30am, but I wanted to try giving a lot of feedback on it.
Yeah those fueled Generators a pretty sweet. A lot easy to build one of these than connect to a distant geothermal. And another benefit is you can switch them off when you have too much power.
Thank you thank you thank you! I'm going to be using nearly everyone of your mods. During my livestreams (http://www.twitch.tv/syntria), a ton of people kept mentioning several of these to me. Thank you for updating them so promptly to A13 as well!
The training mod is awesome keeps idle colonists busy. What would be nice is to be able to specify which training you want a colonist to do (ie brawler using dummy would be nice, while shooters = shooting range). Currently my brawlers love using the shooting range.
Thanks for the cool Mods! They are very nice.
I've translated two mods of that in the german language.
If someone is interested in, or would like translate in another language here are the german templates. I hope i can help somebody.
https://www.dropbox.com/s/i82ra3r516o8roi/MedicalTraining-German.zip (https://www.dropbox.com/s/i82ra3r516o8roi/MedicalTraining-German.zip)
https://www.dropbox.com/s/nu2yg9seywts73r/TargetPractise.zip (https://www.dropbox.com/s/nu2yg9seywts73r/TargetPractise.zip)
Sorry for my english, i hope you can understand me :D
Does this storyteller reduce the frequency of trading ships? I'm playing on the lowest difficulty with this storyteller and I haven't had many trading ships.
Quote from: daanrex on May 05, 2016, 05:14:03 PM
Does this storyteller reduce the frequency of trading ships? I'm playing on the lowest difficulty with this storyteller and I haven't had many trading ships.
There's no set thing for traders within Storyteller definitions, which means that traders are tied to something else within the game. If traders are tied to raiders in some way, that would be why the traders are reduced. There is nothing I can do about that unfortunately.
just to tell fiona farming dosent work with the edb prepare carefully the alpha test thing for a13 the pawn get ramdomised after if i choose fiona
(i say that to both author)
Does the Medical training work still in A13? I would love to use it as my good doctors always get killed in some tragic accidents (had a random hive spawn on top of my recent levl 18 doc) and training up fresher doctors is near impossible even if they are passionate -_-. Basically have to make my guys get hurt just to give them more experience!
Yes, it works. I used it recently and was watching the medical experience bar fill up.
"For the Range or Dummy: Set a bill to train either shooting or melee."
So that is why I keep destroying the shooting ranges by manually targeting them xD
Is there a possible way to change the noise when pawns are doing a bill for the combat training facilities?
They sound like they're chopping wood when they're training their shooting or punching a dummy.
There are very good mods. Any idea when some may be updated to A14? Thanks.
Please update Mod Tables and Fences to A14!!
I'm not gonna put modified files here as it's Itchy's mods but all you have to do to make them work in A14 is :
Open Fences.xml (in RimWorld\Mods\Fences\Defs\ThingDefs) and MT-ModularTables.xml (in RimWorld\Mods\Modular Tables\Defs\ThingDefs)with a text editor and change each and every time you see <altitudeLayer>Waist</altitudeLayer> to <altitudeLayer>Building</altitudeLayer>
And Voila, it works.
All mods updated for Alpha 14 and uploaded to Steam Workshop.
They were updated and uploaded to the Steam Workshop before being uploaded here.
thanks for the update :D
Thanks for quick update!
Also: anyone else getting bombarded by ads from the Mediafire download links as well? Normally my adblocker takes care of them, but lately nothing seems to stop them from popping up :(
Quote from: Asero on July 18, 2016, 12:48:47 AM
anyone else getting bombarded by ads from the Mediafire download links as well? Normally my adblocker takes care of them, but lately nothing seems to stop them from popping up :(
I'm not seeing them. Although I've got 7 custom filters on my ad blocker which is probably why I don't see them. Can't for the life of me remember how I made them though.
Unsure if it has been talked about before, but Medical Training is incompatible with Misc. Core or anything in it.
Not sure if this was mentioned before, didn't see it glancing through, but the Xerigium (love the name return) doesn't have the level requirement like the default 'Healroot' (cough) has for balance. Can this be added in or something you were unable to figure out how to add back?
Thanks for adding the old name back. Still not happy he changed it! ::)
Quote from: Crowbar Felt on July 20, 2016, 12:22:23 AM
Unsure if it has been talked about before, but Medical Training is incompatible with Misc. Core or anything in it.
Seams to work fine for me... I have mine before Misc. Core and also do you have the latest Misc. Core?
Thanks for Don't Mourn The Dead, the redit post was actually what I was thinking about visiting that scumbag´s rider grave.
I'd just like to suggest looking at the RTG's research requirements, it's available from the start in the Tribal scenario.
Quote from: Slye_Fox on July 22, 2016, 04:28:23 PM
I'd just like to suggest looking at the RTG's research requirements, it's available from the start in the Tribal scenario.
I think a nuclear reactor, though simple in principle, should require research for colonists too... But that is just me. ::)
The link to the Alpha 14 download for Capsule Reactor seems broken. I managed to get it to work, but others might not have such luck
Thank you for the updates, Itchy! <3
Updated Target Practise and Medical Training to be more friendly towards the FluffyTabs mod.
whats up with woodworking ?
Nice collection of mods, I especially like the stonecutting tweak and modular tables. I do have a small request, I've added support for a few of your mods for Minaturisation https://ludeon.com/forums/index.php?topic=22763.0
However Miniaturisation checks the mod name to see if the mod is loaded before attempting to inject any changes and I've noticed you put your mod version in the mod name. Perhaps you could put the version in the description for future updates? It is a bit of a unique scenario, but if any other mods start checking for other mods this could make things easier in the long run.
Hello,
I am currently using several of your fine mods, among which "target practice". I also use others mods, among which Fluffy's fine "Work tab (https://ludeon.com/forums/index.php?topic=16120.0)" mod.
Now the interesting part is that I noticed that whenever my colonists are supposed to "train ranged" (with a high priority in Fluffy's tab) and to avoid "train melee" (with an empty or low priority in Fluffy's tab), they do exactly the reverse, which is why I configured my priorities like so :
(https://i.zimg.ml/YD893ae.jpg)
"Nog" is a ranged fighter, and my cursor in the screenshot was hovering over the first "Train" column.
Is it possible that I am doing something wrong ? For what it's worth, it's not a big issue to me, and I can keep using your mod. It's just not very intuitive.
Also, I noticed that my colonists never use seem to use single target practice, but enjoy the melee dummy and the shooting range with glee. Could this be a mod conflict ?
Quote from: ThiIsMe007 on August 20, 2016, 01:12:10 AM
-snip-
I've never used the work tab mod so when it came to making my mods compatible with it I just did what I thought was right based on a couple of comments on Steam and left it at that. This might be a bug in either my mod or the work tab mod. I'll take a look at it sometime in the future to see if this is a bug on my end.
The single target isn't set up to be used by colonists automatically. It's more of a decoration than anything else now. :)
All small mods updated to Alpha 15. Alpha 14 versions still available for those who are finishing off colonies in Alpha 14.
Thank you so much!
Quote from: ItchyFlea on August 28, 2016, 11:40:13 PM
All small mods updated to Alpha 15. Alpha 14 versions still available for those who are finishing off colonies in Alpha 14.
I don't see an A14 download for stonecutting tweak. Is the A13 download the same?
woodcrafting still needs an official 14 and a 15
Quote from: subarctic_guy on August 30, 2016, 12:07:35 AM
I don't see an A14 download for stonecutting tweak. Is the A13 download the same?
I forgot to change the previous version label from 13 to 14. It was updated to A15 though.
Quote from: Topper on August 30, 2016, 01:55:55 AM
woodcrafting still needs an official 14 and a 15
Eventually this will get updated. I don't have an ETA though I'm afraid.
Quote from: ItchyFlea on August 30, 2016, 05:56:24 AM
I forgot to change the previous version label from 13 to 14. It was updated to A15 though.
I'm looking for the A14 version. So should I use the one labeled A13 then?
This is the A14 version: http://www.mediafire.com/download/mm4xndc6bk7iuc1/Stonecutting_Tweak.7z :)
SWEET ;D
***offering a big box of catnip to the mighty kitten, in search of help*** ;)
regarding mod "misc training target practise"
are melee and ranged training related any jobs ? ranged is the hunting job, I guess. but what's the related job for melee training ?
the thing is: Jim, one of my cave diggers is a spare-time hunter, and as I'm marking animals for hunting not very often, I set hunting to "1" for him, and digging to "2". so if there's a marked animal around, he will usually go, hunt it, and then return to his digging job. since I use misc.training, he prioritizes on practicing his shooting skills. as I didn't know any other way to help myself out, I set the training bill to max. skill level 19 and waited for Jim to reach 20, hoping that he would then again focus on digging. but he won't do that - instead, he started using the melee dummy ...
of course, I could disable all the melee bills (seriously, who's using melee fight in rimworld ?), but that's surely not working as intended ...
got any ideas / help for me ?
Misc Training is not one of my mods. I cannot help you.
@14m1337: Misc Training is here https://ludeon.com/forums/index.php?topic=3612.0 (https://ludeon.com/forums/index.php?topic=3612.0)
damn. wrote "misc training" but meant "target practise" ... the one with that tiny modular shooting range.
that mistake happened, because I tried both mods in A14 and found out that "target practise" fits my needs better. sry.
Both are based off the hunting job, so any hunters will train at both items.
Both are also set as potential joy activities and any colonist who decides to train as a joy activity will receive XP for the related skill. It's been quite a while since I last tested it but when I did test it both training as a joy activity gave roughly the same amount of XP as training via bill.
But with the medical training the corpses disappear... is a cheat. The normal is after you train you must carry the corpses to crematory no?? Impossible put a option for this?? and a option for need a research?? Thanks and sorry for my english...
When you eat at the modular tables, you still get the debuff "Ate without a table"? It was the only thing that held me back.
Quote from: ESKOR on September 04, 2016, 12:01:18 PM
But with the medical training the corpses disappear... is a cheat. The normal is after you train you must carry the corpses to crematory no?? Impossible put a option for this?? and a option for need a research?? Thanks and sorry for my english...
Not really, because if the corpse wasn't removed pawns would be able to use the same corpse for more research. I'll look into making a by-product of the training that needs to be dealt with in the future.
Quote from: AstroChimp on September 04, 2016, 01:06:04 PM
When you eat at the modular tables, you still get the debuff "Ate without a table"? It was the only thing that held me back.
I knew there was something I wanted to look into when I updated, but I had forgot what it was. Thankyou for reminding me. This will get addresses soonish.
Quote from: ItchyFlea on September 04, 2016, 06:46:36 PM
Quote from: ESKOR on September 04, 2016, 12:01:18 PM
But with the medical training the corpses disappear... is a cheat. The normal is after you train you must carry the corpses to crematory no?? Impossible put a option for this?? and a option for need a research?? Thanks and sorry for my english...
Not really, because if the corpse wasn't removed pawns would be able to use the same corpse for more research. I'll look into making a by-product of the training that needs to be dealt with in the future.
I think is much advantage: You win medical skill, and the corpse disappear, when you know that the acumulation of corseps is a problem. Don't need to investigate or build the crematory... For what?? better use medical train and 2x1... The idea of the mod is brilliant, but i no use it for this, too easy, too advantage. :(( (pleaseee pleaseeeee a option for corseps dissapear when medical train pleaseeeeeee :'( :'( )
( i only registered in this forum for comment this, im very interesting in this mod, pleaseeeee )
I also wondered about the medical table win/win situation... Just an idea:
- Only allow non-rotten corpses to be usable on the table.
- The "byproduct" could be the same corpse but rotten.
That way you turn the "authopsy" as an intermediate step in the corpse disposing chain that, in fact, will make the corpes linger for longer around triggering more "bad thoughts" for the sake of... Science! :).
(I don't know if it's possible to trigger the "rotten state" into a corpse as a result of a workbench operation... But thought could be an easy way to balance and give more depth to your mod).
Quote from: ItchyFlea on September 04, 2016, 06:46:36 PM
Not really, because if the corpse wasn't removed pawns would be able to use the same corpse for more research. I'll look into making a by-product of the training that needs to be dealt with in the future.
1. Don't allow training on desiccated bodies.
2. Turn corpses into desiccated bodies after they have been trained on.
Basically you dissect cadavers until there is no more flesh on the bones and then have to dispose of the skeletons. Bare bones aren't really useful for practicing surgery, etc.
I say combine subarctic_guy & oreganor ideas by 'no training on rotten or dessicated' + 'byproduct is dessicated corpse'. I also think training shud be more time consuming. And, since i think i'm givin itchyFlea orders here: wire fence costs 3 wood+3 steel vs. wood fence costs 4 wood. so, wire fence should have more hp and/or be less flammable. and for realism, maybe it provides less %cover? thx itchyFlea
Your Tables, RTG, Medical Table mods belong to my standard mods!
I noticed earlier on today that RTGs don't have a research requirement (Electricity). Tribals can build them from the start, though they lack the means to do anything with them. ;)
Quote from: MarvinKosh on September 30, 2016, 08:48:00 PM
I noticed earlier on today that RTGs don't have a research requirement (Electricity). Tribals can build them from the start, though they lack the means to do anything with them. ;)
I have also noticed this while playing this mod. It be kinda of weird having a tribal/medieval colony with a RTG generator. Also, noticed that the medical training table isn't locked behind any research either. It be nice to maybe see some integration with Medieval Times mod, like for example a medieval version of the table for early game and then a modern one for once you gotten the research electricity. It would be nice to be able to harvest body parts and organs after they have died, but not after they have turned to bones expect for the non-flesh like parts, like bionic parts and other things that wouldn't decompose as fast. However, I do think it would probably fit better in the EPOE mod seeing how it was made for making bionic parts and the like. Anyways, just a suggestion.
I'll probably add the research requirement to RTG's when A16 is released. It isn't really of too much concern as from what I understand doesn't really affect tribal colonies other than them getting something that produces power that they cannot use for anything.
As for Medical Training. There is no way for me to add the things suggested. I'm sure they could be added, but that would require .dll modding, something I can't do as I don't know how to code. :(
Love your mods. Thanks so much for all your hard work.
A couple of questions/suggestions:
1. With the medical training/autopsy table, is it possible to make it so the floor can be smoothed/altered underneath it? You seem to be able to do this with quite a few production tables etc, but not the autopsy one. Alternatively, could you make it re-installable?
2. What do you think about being able to do dissections/medical investigation on your live (but downed) enemies for a bigger xp gain but a mood debuff if not a psychopath?
Quote from: ttc on October 10, 2016, 10:50:49 PM
2. What do you think about being able to do dissections/medical investigation on your live (but downed) enemies for a bigger xp gain but a mood debuff if not a psychopath?
But, you can just have you Doctor start pullin parts out of your prisoners until they die, then haul their corpses over to the Meditrain Table. Harvesting Organs don't give xp? I'm sure u can install unnecessary peg legs and such for xp.
Hi Itchy, there seems to be an accidental sprite swap in your target practise mod. the "right" and "left" sides are exchanged at the first 90 degree left-turn. see the attached picture for more explanation.
[attachment deleted by admin due to age]
Quote from: 14m1337 on October 27, 2016, 12:19:54 AM
Hi Itchy, there seems to be an accidental sprite swap in your target practise mod. the "right" and "left" sides are exchanged at the first 90 degree left-turn. see the attached picture for more explanation.
Unfortunately this is an issue with how the game rotates textures, unless Tynan changes how the game rotates textures, this will never be fixed.
Quote from: ItchyFlea on February 20, 2015, 02:50:07 PM
Medical Training v1.06
Description:
This mod lets you train your doctors by having them practise on corpses. They'll get roughly 2,000 XP per corpse (when learning at 1.0x).
Doesn't matter who the corpse is, or where it came from. If it's a dead person, they can practise on it.
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
- Kylie "Shadowtajun" Halley (http://www.facebook.com/shadowtajun) - Textures
Download:
- Medical Training v1.06 (http://www.mediafire.com/download/447j8sda2otmust/Medical_Training.7z)
- Alpha 14 Version:
Medical Training v1.05 (http://www.mediafire.com/download/r1t3btp6ytu76af/Medical_Training.7z)
Changelog:
V1.06:
This mod is great, but IMHO need necessarily two changes:
1. Research Prerequisites to better balance the game. I suggest make new tech or connect it to Hospital bed tech.
2. Training shoudn't consume all body , because now is like crematorium without power penalties. I guess this is hard part to change, so maybe corpses due training shoud loose body partes to 99%, this way traning would be possible only on corpses with 1%<x body partes, and still u need to burn or bury the body.
3. (Optional) Exp from traning can then depend on missing body parts, like "more missing parts less exp from traning".
4. (Optional) Due the traning when body loose parts smth with this parts can be doing like random harvest of organs. Should be a propabilty gain a natural organ due trening dependent of how many body parts are mising and whats injuries have the body (i shoulnd get a lung if body u examine it has a holes in boths lungs).
*Sorry for my english i'm not native.
I've used your No Raid Storyteller (http://steamcommunity.com/sharedfiles/filedetails/?id=672718181) for a while. It is handy to be able to have a peaceful existence for a while just to test mods or build up a colony without repeated interruptions.
She must have a kind heart - or be somewhat boring - to tell stories like that. However, Fiona Farmer looks nearly identical to Phoebe Chillax. (Her less forgiving and more exciting twin sister, perhaps?) Changing her unitard to blue and replacing her cute animal with a floaty orb were nice touches, but it's
not enough to distinguish between them.
So, I used Paint.NET to give her a slight makeover. What do you think?
(http://i66.tinypic.com/xlkrw1.png)
(http://i68.tinypic.com/20gcifs.png)
I changed her hair to orange, made her fingernails match her unitard, and flipped the whole thing horizontally to make it
impossible to mistake her for Phoebe. (I'd imagine that irritates her.) Oh, and I added a matching thumbnail version so I can distinguish her in the Storyteller selection screen.
If
anyone's interested, they're free to use the modified images. (It's not like I own her. :P)
[attachment deleted by admin due to age]
The populace demand the modular tables update. There is risk of revolt if the demands are not met.
I can't wait for RTGs, they're by far my most used mod, any news when we're going to receive those for A16? :^)
I updated Medical Training to A16, here (https://www.dropbox.com/s/ln0dslg20q6zfzo/A16%20Medical%20Training.rar?dl=0) you go. Note that this is an unofficial update, problems might occur; If they do, that sucks, wait for the official update.
I really do quite need your modular tables friend.
They are one of the single greatest mods in RimWorld PERIOD.
Just reporting in that Target Practise still works just fine in a16.
Jecrell I tried the A15 modular tables in a fresh very modded world and they seem to work fine. Tried wood and steel and they ate at them like they normally would
This is on page 8 or 9, please don't forget about your loyal modular table-loving fans!
And all of the other wonderful things that I must have.
If anybody can verify if my mods works in A16 as-is, please reply.
I'm sorry that I haven't updates the mods. I work a total of 3 jobs, so my free time is quite limited. If anybody wishes to update my mods for me that will be appreciated. I will try to provide official updates, but I can't guarantee anything. At the moment the best location to find updates to my mods are the forum threads dedicated to them. My sig should link you to a list of them.
Happy New Year Everybody. ;D
Modular Tables, A16'd, attached.
Left notes in the XML where I changed things. What changed:
- Changed the <targetVersion> to 0.16.1393, but did not change the "Version: 1.49" in the description.
- Core BuildingBase includes <filthleaving>, not sure if that's new or not. Added it. It looks like you skipped the FurnitureBase entirely, so all the stuff that A16 changed in FurnitureBase was irrelevant here.
- Core tables now get a comp that has something to do with the impressiveness of the room. Added that.
- A16 adds <mass>; added that, with numbers chosen by keeping the mass/stuff ratio on the modular furniture consistent with the mass/stuff ratio on the core analogues TableShort/Stool. Those ratios are not consistent within Core itself for other furniture items, though, so you may need to adjust these numbers based on your intent for the furniture, Itchy. TableShortModular came out to 1, which it would have taken by default while mass was omitted, I think. StoolLinkable became 3.
Tested it briefly, seemed to work fine, except in a 2x2 table there's a couple of vertical lines down the middle. I haven't used this mod in a while, myself, so I don't know if that's always been there.
(I'll see what I can do about some of the others, if I have confidence in the defs at hand, and further opportunity, which is dicey.)
[attachment deleted by admin due to age]
Quote from: ItchyFlea on January 02, 2017, 08:11:38 AM
If anybody can verify if my mods works in A16 as-is, please reply.
I have just verified that your Stonecutting Tweaks mod works in A16. Just change the version number in about.xml
Quote from: Darque on January 02, 2017, 10:27:38 PM
Quote from: ItchyFlea on January 02, 2017, 08:11:38 AM
If anybody can verify if my mods works in A16 as-is, please reply.
I have just verified that your Stonecutting Tweaks mod works in A16. Just change the version number in about.xml
Stonecutting Tweaks is part of vanilla A16 now, so unnecessary.
Quote from: Tammabanana on January 02, 2017, 09:36:12 AM
Modular Tables, A16'd, attached.
Left notes in the XML where I changed things. What changed:
- Changed the <targetVersion> to 0.16.1393, but did not change the "Version: 1.49" in the description.
- Core BuildingBase includes <filthleaving>, not sure if that's new or not. Added it. It looks like you skipped the FurnitureBase entirely, so all the stuff that A16 changed in FurnitureBase was irrelevant here.
- Core tables now get a comp that has something to do with the impressiveness of the room. Added that.
- A16 adds <mass>; added that, with numbers chosen by keeping the mass/stuff ratio on the modular furniture consistent with the mass/stuff ratio on the core analogues TableShort/Stool. Those ratios are not consistent within Core itself for other furniture items, though, so you may need to adjust these numbers based on your intent for the furniture, Itchy. TableShortModular came out to 1, which it would have taken by default while mass was omitted, I think. StoolLinkable became 3.
Tested it briefly, seemed to work fine, except in a 2x2 table there's a couple of vertical lines down the middle. I haven't used this mod in a while, myself, so I don't know if that's always been there.
(I'll see what I can do about some of the others, if I have confidence in the defs at hand, and further opportunity, which is dicey.)
would updating the RTGS be as simple? if so, how?
Target Practise A16V2.08 DOWNLOAD (https://1drv.ms/u/s!Ajq5Q9wuBveYhY1on0wv94ssu8y7LQ)
- Changed Target version
- <WorkToMake> is now <WorkToBuild> in buildings
RTG's A16V1.16
- Changed Target version.
- Added coordinates for ASRG research.
- Added Electricity as a prerequisite to:
- research ASRG,
- build the RTG. (no more RTGs/ASRG before electricity for your Tribe, sorry)
V1.16.1 DOWNLOAD (https://1drv.ms/u/s!Ajq5Q9wuBveYhY1mn0wv94ssu8y7LQ)
This it fully compatible with V1.16
- <WorkToMake> is now <WorkToBuild> for buildings.
- Increased work to build for both (RTG: 2500->3000 ASRG: 2500-> 5000).
- Slightly increased the heat output for both (RTG: 5->7 ASRG: 5->10).
- Both can now breakdown (just like all other power producers in vanilla RW).
Animal Hide Working A16 Original thread (https://ludeon.com/forums/index.php?topic=2569.0)
V2.12
- Changed Target version.
- A few small changes to Megascarab, to reflect changes in vanilla RW.
- Changed <thingCategories> for stuffed animals from apparel to art.
- Added <minifiedDef> to animal rugs, so they could be moved like furniture.
V2.13 DOWNLOAD (https://1drv.ms/u/s!Ajq5Q9wuBveYhY1nn0wv94ssu8y7LQ)
Due to some changes the folder structure has changed. Do
not overwrite the old version with the new one. Delete the old files and then copy the new files
- <WorkToMake> is now <WorkToBuild> for buildings.
- Rugs are no longer build, but crafted at the taxidermy table, just like stuffed animals.
- Rugs are take a bit less time to craft then stuffed animals.
- Rugs are now crafted from corpses, instead of leather.
- Rugs now use use hit points (so they are no longer indestructible)
- Added mass to them both (those number may need some more tweaking for balance).
- Added individual prices for all rugs and stuffed animal (they are intentionally low to prevent abuse. I need to get some better numbers here, but i have no idea how to balance them properly, so I'm open for ideas).
- Removed shadows form stuffed animals (they looked somewhat wired, need find out how to fix them.
- Removed change to Megascraba to have leather, since it's no longer needed.
- Removed Rugs category from build menu, since it is no longer needed.
- Taxidermy table now has the same work speed penalties for being outside and in extrem temperatures as vanilla work tables.
- Some cleaning up and simplifying of building abstracts (internal changes).
- Added new 'unfinishedtaxidermy' (internal change).
Compatibility from V2.12 to V2.13:
First of all, both versions are generally compatibility, but a few things are to be expected/should be noted.
- The removal of Megascraba leather will throw some errors after a old save got loaded (This is absolutely ok).
- If apparel or furniture from this leather is present it will get deleted.
To prevent this from happening or if you just want to keep Megascraba leather. Navigate to 'Mods\AnimalHideWorking\Defs\ThingDefs' and remove the '.txt' from 'AR-Megascarab Leather.xml.txt' - If any rugs are queued or stuffed animals get crafted, finish them before updating or cancel them.
- Since rugs now have HP, existing ones will have extremely low HP after loading (so builder will take a bit to repair them).
Things i may or may not do in the future:
- Bad thoughts for crafting human rug (maybe using the 'Human corpse butchering' thought).
- Adding some of the new animal from vanilla for stuffing.
- Add quality to rugs and stuffed animals.
- Add proper job strings for rug make (for now it's the same as stuffing animals)
Quote from: Der Failer on January 04, 2017, 07:50:11 PM
Quote from: ItchyFlea on January 02, 2017, 08:11:38 AM
If anybody can verify if my mods works in A16 as-is, please reply.
I'm sorry that I haven't updates the mods. I work a total of 3 jobs, so my free time is quite limited. If anybody wishes to update my mods for me that will be appreciated. I will try to provide official updates, but I can't guarantee anything. At the moment the best location to find updates to my mods are the forum threads dedicated to them. My sig should link you to a list of them.
Happy New Year Everybody. ;D
Target Practise is fine, just the targetVersion and you're good to go.
RTG's is generally ok as well, none the less I've quickly added coords for the ASRG research and add Electricity as a prerequisite to research it, as well as to build the RTG (no more RTGs/ASRG before electricity for your Tribe, sorry).
Animal Hide Working wasn't to hard either. Small change to Megascarab and done.... well, it always bothered that stuffed animals were in the apparel category and rugs couldn't be moved once build... so i fix both. I was also think for a moment to move rugs to the taxidermy table as well, but decided not to change your mod to far, since this is supposed to be a update not a rework...
Anyway, hope you are ok with the changes i made.
Holy fuck shit Thanks dude!
No Raids Storyteller, A16'd, attached
Except I removed the preview pic from the "About" folder in this version so the .zip would be small enough to attach here. >.<
<threatCycleLength> became <threatOffDays> and <threatOnDays>; thanks to Skullywag for helping me interpret how to translate old to new!
StorytellerCompProperties_CategoryIndividualMTBByBiome and StorytellerCompProperties_JourneyOffer added, copied from Phoebe's.
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I have updated the OP with links to updates to my mods. I did not do the updates. Please send thank-you messages, etc, to those who did the updates. They fully deserve the credit for doing the updates.
If you have done an update, or know of an update to one that isn't listed, let me know and I'll update the OP to link to said updates.
I want to give an extra special THANK YOU! to those who have made updates available. I cannot put into words how happy it makes me feel to see that you enjoy the mod so much that you are willing to put in the effort to update it and make it available for others.
You're welcome!
IMO, pop in a note on the OP that "Stonecutting Tweaks" has been incorporated into vanilla A16. It'll be obvious to anybody who's already migrated to A16, but I totally wouldn't be surprised if ST is one of the mods A15 holdouts are watching for. Absolutely necessary.
Medical Training, A16'd, attached:
- <WorkToMake> becomes <WorkToBuild> for buildings.
- Target version changed.
- No <Mass> added - vanilla benches aren't using it. I'm assuming if it's not minifiable anyway, it doesn't need mass. That's gonna make the miniturization mods interesting!
[attachment deleted by admin due to age]
Don't Mourn The Dead, A16'd, attached:
No changes necessary, except the target version.
[attachment deleted by admin due to age]
I love the RTG. They're really simple technology in real life and I just can't understand why you wouldn't build one if you were stuck on some far away world.
No wonder he call himself "Der Failer" he failed to add a proper work to the RTGs ! :-)))
Both just need 1 work to made, i suggest 100 and 150 for the adv. one.
Hi. Tried Animal hide working.
Looks cool, I like it. Especially for tribal.
But it have very low material cost. I think, yo got data from wiki.
It is wrong for A16. Now i am collecting new data.
So 100% leather in a16 is:
Turtoise = 20
Grisly = 54 (holy big turtoise!)
Hare = 14
Boomrat = 14
Human and Alpaca =29
Fox = 16 (almost like hare! Feed her please)
Megasloth and Mooffalo = 50
Squirrel and Rat = 10 (big fat creatures)
Racoon = 14
Deer = 27
Boar = ?
Also MegaSloth and bear rugs would be cool (i mean warm) too!
Rhino wa about 62,
The other way, that will not depend on quantity balance is gaining full hide from full corpse (with legs) on the butchering table (for compatability).
If «try to take rug» is available meat gain will be 15% lower than character have and hide will drops not with 100% chance.
I'll look in to both Animal Hide Working and RTGs. I hope, to get to it tomorrow (UTC+1).
Quote from: Canute on January 13, 2017, 06:57:15 AM
No wonder he call himself "Der Failer" he failed to add a proper work to the RTGs ! :-)))
Both just need 1 work to made, i suggest 100 and 150 for the adv. one.
If you looked at the code before making this accusation, you'd see that it still says <WorkToMake>2500</WorkToMake>, which is the same as it was in the A15 version. The problem is that in A16 Tynan changed <WorkToMake> for buildings to require <WorkToBuild> tags, instead. RimWorld does
not trigger an error message over this and, instead, just defaults it to 1 work.
As modders usually just look for error messages and corrects them, many modders overlooked this A16 change. (See this post (https://ludeon.com/forums/index.php?topic=14711.msg298540#msg298540) or this post (https://ludeon.com/forums/index.php?topic=28004.msg297619#msg297619).) I spotted at least half a dozen mods in my /Mods/ folder with this issue and I've read about several others, so this is a fairly common problem.
It's
not like Tynan posts a modding announcement with each version, with details of all XML and code changes, to help modders to know what to do. And the game itself is often rather cryptic or silent on problems. If anyone is to blame, I suppose it might be Tynan for not making it easier to update mods or debug them.
We should be grateful to Der Failer for even attempting to update Itchy's mods to A16 as he isn't even the creator. I can tell from experience that updating mods can be a major time sink and not terribly fun, esp. when it comes to updating someone else's mods.
On the subject of making the advanced RTG require more work to build, I agree. 2500 work may
sound like a lot, but it's not. That's the same work as building a solar array, while building a geothermal generator requires 6000 work. So, I suggest that the simple RTG require 3000 work and the advanced version require 6000 work. (That would be like changing the current 30 seconds to build into 36 seconds for the simple RTG and 72 seconds for the advanced.)
I finally got Animal Hide Working updated and working with only minor compatibility problems.
It took quite a bit longer then i expected and i had to change more then i originally intended to, but i ran in to some problems which needed workarounds (if anyone is interested i can provide some more information on that topic).
Updated Target Practise and RTG's as well.
More information and downloads can be found here (https://ludeon.com/forums/index.php?topic=10623.msg293646#msg293646) in my original update post.
What exactly is Animal Hide Working (and what does it do)? I couldn't find any description, just the update post with a changelog. Thank you in advance!
Quote from: Thyme on January 17, 2017, 03:00:07 AM
What exactly is Animal Hide Working (and what does it do)? I couldn't find any description, just the update post with a changelog. Thank you in advance!
Here is the OP (https://ludeon.com/forums/index.php?topic=2569.0), Animal Hide Working allows to stuff (taxidermy) animals, as well as to craft animal rugs (both from corps) and install them like art sculptures to beautify your base.
The picture in ItchyFlea OP seems to be broken, so i quickly made a new one and attached it.
Please note that this mod uses some old graphics (like Boomrat or Warg) and all newer animals are not included.
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Nice reference to Ramsay Bolton. And squirrels are bigger than Huskies lmao.
Thank Developers Stonecuttng Tweaks is in vanilla! I had this list of best vanilla friendly mods that should be part of the game, and this mod was there for a long time.
There's even a sticky thread on 'mods' section that goes by "suggest your mod to be included in game!". I posted this list there but obviously it was deleted by a moderator, as I posted someone elses mods (the list was backed up by months of research for vanilla friendly mods, and tons of reddit upvotes in several threads). Since my list has been deleted I'm encouraging every relevant mod owner to post his best mods in that thread, and I was about to write you a PM;)
Ok I just got linked to this for the modular tables in steam, since it didn't seem to be updated. I'm not sure why, since the content here seems to be for the non steam version. Or am I wrong? If so, how do i use the link for modular tables to make the steam version work? I would assume that was why i was linked to this thread....
You can install steam and non steam mods in the steam game. You just have to find where your steam version of Rimworld is located and then put the mod in the mods folder as usual. Steam mods get installed in a completely different location so you wont see them in the mods folder.
This is how it's structured on my PC.
Steam Game is installed in C:\Program Files (x86)\Steam\steamapps\common\RimWorld
Steam Mods are located in C:\Program Files (x86)\Steam\steamapps\workshop\content\294100
Non steam mods are installed to C:\Program Files (x86)\Steam\steamapps\common\RimWorld\mods
Hope that helps.
is there anywhere I can see a visual representation of the mods? Specifically interested in modular tables and target practice mods.
How is the target practice mod different from haplos misc training facilities mod? https://ludeon.com/forums/index.php?topic=3612.0
Can you interact with the shooting objects or is it just drafting and shooting the same as you would shoot a wall but with more hp as the former is?
I made a bit of an 'update' to this mod. I took away the joy from the activities, and made sure it was A16 compatible. I also made the equipment compatible with 'stuff' so you can make it out of different materials, and tried to carefully balance the skill gain with other parts of the game:
https://www.dropbox.com/s/4guhb93cksgk54e/ActiveResponseTraining.zip?dl=0
I changed the name so it wouldn't be confused with the original mod.
Hi all
Here is a A17 version for Modular Tables. All values are copy-pasted from Vanilla Short Tables and Stools ones.
And for those who know me. I Hope everybody is doing well.
I'm sorry I haven't got that much of free times left nowadays, but i'm still alive ;)
Maybe in a month I will have much time for coming back to the "modding scene" (now that sound cool said like that 8))
Love and respect y'all :-*
and "bon appetit"
o7
_____________________________
(http://i.imgur.com/BSJSyyv.jpg)
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Quote from: kaptain_kavern on May 19, 2017, 09:40:53 AM
Hi all
Here is a A17 version for Modular Tables. All values are copy-pasted from Vanilla Short Tables and Stools ones.
Great to see you back Kaptain!!
And of course thanks for an update along with your return!
For those using the RTG mod, I can confirm that the mod works in A17 if you just change the About.xml to version 17.0
Just want to say thanks for the ModularTables mod. ^_^
Any chance of someone updating the Capsule Reactor? Or does that still work and just needs the version number changed.
Any news on updating medical training and target training for a17?
Unfortunately I still don't have time to update my mods. However I have been seeing comments on Steam that most of my mods work in the current version of the game.
If you wish to update one of my mods and make that update available to others, feel free to do so. I only ask that any updates be posted only here on the forums and not uploaded to the Steam Workshop. Feel free to mention in a comment on the mods Steam Workshop page that you've updated the mod, so that others may grab and play with the updated version. Also feel free to link this post if people don't believe you've got permission to distribute an updated mod.
I will look at updated them today or tomorrow and will post them here.
Hello Itchyflea BTW ;-)
That is awesome news! That's IF for making the mods and KK for updating them to A17. I didn't know how bad things were when I didn't have my medical training bench. Bunch o wastes corpses. Hey, maybe I can kibble them and feed them to the pets? :D
- TargetPractise
- Medical Training
- RTGs
Just updated About.xml, seems there are no changes in those.
Now using xpath patching method, but the principle is the same, VisitGrave mechanics is routed to Sky Gazing instead
All praise to Itchyflea 8)
Kaptain_KaverN, with love ;)
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Thanks KK and IF! :)
I love ItchyFlea's Mods but I use Fences the most!
So here is a mod update for Fences, which is just changing the about.xml file.
Fences_A17.7z (https://www.dropbox.com/s/s3gihe6zttt7uou/Fences_A17.7z?dl=0)
Hello.
Hay ItchyFlea, the updated A17 version of Medical Training on the Steam workshop has duplicate and RimWorld gives this error
XML error: Duplicate XML node name Passability in this XML block
Looking in the file MT-TrainingBed.xml I see
line 33 <Passability>PassThroughOnly</Passability>
line 46 <Passability>Impassable</Passability>
I can't fix the workshop version, but I have a fixed mod.
Medical Training - A17 - 1.06.1.7z (https://www.dropbox.com/s/ppbd2tywuahgzzm/Medical%20Training%20-%20A17%20-%201.06.1.7z?dl=0)
I know this thread hasn't been posted in for a few months, but that link for the A17 modular tables is dead.
Any other places to download it from? There's a similar mod on steam workshop but it conflicts with stuff.
Anything like this? I mean, for Modular Tables?
There is Tables+ (http://steamcommunity.com/sharedfiles/filedetails/?id=1081009225&searchtext=linkables) on steam, which adds modular tables and stools. It doesn't look like there is a non-steam version though.
Quote from: Nightinggale on October 14, 2017, 02:02:16 PM
There is Tables+ (http://steamcommunity.com/sharedfiles/filedetails/?id=1081009225&searchtext=linkables) on steam, which adds modular tables and stools. It doesn't look like there is a non-steam version though.
I love ItchyFlea's Fences!
So here is a mod update for Fences, to A18.
[attachment deleted by admin: too old]
Not to old for me, as I still use them.
Also changed/updated again for 19 (works on 19.2006)
Fences_A17.7z (https://www.dropbox.com/s/s3gihe6zttt7uou/Fences_A17.7z?dl=0)
Fences_(A18).7z (https://www.dropbox.com/s/js6em4a3k1j42j1/Fences_%28A18%29.zip?dl=0)
Fences_19.7z (https://www.dropbox.com/s/4yz6bp64xelor40/Fences_19.7z?dl=0)
:)
I think it is time either
- for ItchyFlea to collect all the updated mods and put them at the first posting.
- or to create seperated topic for updated mods.
Not to speak about the shorten time for attachments to just 2 month.
An A15/A16 topic will be moved to the outdated subfolder soon i bet, and normaly noone will look for an A17/A18 here anyway.
Quote from: Canute on October 28, 2017, 06:23:41 AM
I think it is time either
- for ItchyFlea to collect all the updated mods and put them at the first posting.
- or to create seperated topic for updated mods.
Not to speak about the shorten time for attachments to just 2 month.
An A15/A16 topic will be moved to the outdated subfolder soon i bet, and normaly noone will look for an A17/A18 here anyway.
Last post by ItchyFlea is this one (excluding a few in off topic)
Quote from: ItchyFlea on June 22, 2017, 04:21:43 AM
Unfortunately I still don't have time to update my mods. However I have been seeing comments on Steam that most of my mods work in the current version of the game.
If you wish to update one of my mods and make that update available to others, feel free to do so. I only ask that any updates be posted only here on the forums and not uploaded to the Steam Workshop. Feel free to mention in a comment on the mods Steam Workshop page that you've updated the mod, so that others may grab and play with the updated version. Also feel free to link this post if people don't believe you've got permission to distribute an updated mod.
Yeah it do sound like it would make sense to organize a new thread and systematically update the mods and host them in a permanent location.
i want to download the modular table but the attachment is deleted due to age. Can you reupload it please?
Sure, here it is.
I will make proper A18 update of Itchy's mod a bit later, as he asked me to take care of his mods.
A18 Modular table is on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1205024704
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I'd really love an update to Medical Training...
As well as Dont Mourn the Dead (if that hasn't already been fixed in baseline)
I've released a B18 version for "Don't mourn the dead": http://steamcommunity.com/sharedfiles/filedetails/?id=1206218072
Thank you :D
Is there a way to get the modular tables for b18 without going through steam? I haven't linked my account to steam yet, and would prefer not to until the game releases.
Sure here it is.
Once I'll be done with all my B18 updates I will make proper posts in here. I'm way too much in coding mode for now :p
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Thank you very much for that file. It is much appreciated.
I had some time to update a bunch of my favorite mods, and among them were two of ItchyFlea's: Medical Training Bed and Target Practise. Here are mega links to each of them, updated and fully functional for B18:
Medical Training
https://mega.nz/#!lCRTjZjZ!N33_h8tj19fFTkwxCLMXIgYv_I57H-NgXYBX3wxOnEU
Target Practise
https://mega.nz/#!YKhFCSrD!tn3Q3cyhmaGpDd1Oc0ozE88SPSeMlzIcRLqOvrTnqoM
Hi Zookes,
ItchyFlea asked me to take care of his mods since he doesn't have that much free time for now.
First, thank you for taking care of those ;-D
And also, once everything is ready, can we use the ones you just shared? - giving you credits where it's due, obviously ;)
Absolutely, do as you please! I only fixed a few syntax incompatibilities to make the logger happy, but I'll gladly take credit if given. All updates I provide are still the original author's work, only with my name taped to the side like a scandalous mustache for added comedy.
I try TargetPractise for very first time. Is there a way to enable a shooting animation? Because a pawn who use shooting range, animated as if it were repairing something, and not as if he were shooting. Yes, pawn receiving a shooting exp as expected, but weirdly animated.
I believe it's a limitation of xml modding. It's possible to make new buildings and jobs, and to assign work-like animations to those jobs while pawns are interacting with the buildings. But, to my knowledge, it's not possible to add new animations or force them to draw and fire a weapon without damaging something (at least not without a little C#).
The Target Practise mod contains two methods of gaining Shooting xp, possibly for this very reason! You can use the range with job assignments - which does look strange, but mercifully doesn't require your attention - or you can build the solitary targets and shoot at them with drafted pawns, in a similar method to the sleeping spot trick.
Thanks for updating medical training and target practice!! :)
Does the RTG mod still work in B18 or does it need an update?
Hi Jan2607,
Here, have some B18 RTGs' 8)
Posted in Attachment here.
And here the SteamWorkshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=1221977291
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Thank you very much for updating it! :)
log walls b18:
https://www.dropbox.com/s/no2wricyoft3dwu/Log%20walls%20b18.7z?dl=0
logwalls textures:
https://www.dropbox.com/s/2fvozyieofazc7x/Log%20walls%20b18_set.7z?dl=0
thanks for the b18 update for modular tables
Im sorry for the necro but can I have another link (for the tables) to the b18 download. (the link you posted earlier was removed)
Is it possible to get modular tables for 1.0? Wait are they vanilla now? No they just made small tables right in Vanilla.... I think I still need this 1.0. lol if possible please update.