e's small mods
This is the public release of some small RimWorld mods I made for myself.
All mods require the Community Core Library (https://ludeon.com/forums/index.php?topic=16599.0) and unless otherwise noted, all mods work on existing saves.
Custom Population - v0.14.0
REQUIRES: CCL v0.14.0 or later
Adds an MCM to allow you to override the population settings of all installed storytellers.
Do Not Disturb - v0.14.0.2
REQUIRES: CCL v0.14.0 or later
Pawns don't like other pawns just waltzing into their personal rooms. When pawns really want privacy, they'll let you know by forbidding their room doors from other pawns.
This mod uses a map component which checks twice per second (every 30 "ticks") for the status of colonists. It won't forbid/unforbid while paused. Drafting sleeping colonists will unforbid their doors, give them half a second, they just woke up.
Mine Vein - v0.14.0
REQUIRES: CCL v0.14.0 or later
A handy tool to designate an entire vein of resources to be mined at once. You will find the new "Mine Vein" designator beside the "Mine" designator in the orders tab. The designator will also appear directly on mineable resources when selected.
Mountain Temp - v0.14.0
REQUIRES: CCL v0.14.0 or later
Just below the surface of the planet, the rock is a fairly stable temperature. This mod stabilizes rooms with any portion of a natural roof to either the seasonal average, annual average or a fixed point temperature (configurable in the MCM). The more and thicker the natural roof, the more it will move towards this temperature. Extreme temperatures can still effect rooms deep underground through the passage ways leading to them so don't expect a constant temperature all the time.
Smooth Wall - v0.14.0.2
REQUIRES: CCL v0.14.0 or later
Requires Stonecutting research.
Tired of mining for rock chunks and coming up short? Want some strong, beautiful, natural walls? After digging a cave in the mountain you can just carve out a new environment by smoothing the walls. Because they are solid rock, don't expect to build anything under them. You will find "Smooth Wall" next to "Cancel" in the structures tab. The designator will also appear directly on rock walls when selected.
Download
All mods are separate and unique downloads.
github (https://github.com/ForsakenShell/Es-Small-Mods/releases)
Credit
All credit for designator textures go to mrofa and shinzy.
Redistribution and General License
All source is original.
Permissions: I am no longer modding RimWorld. I give free and clear permission to anyone who wants to update and upload these mods. Please give me credit for the original implementation but you are otherwise free to do with them as you will.
looks very good i downloaded a do not disturb mod - its useful for it
Do Not Disturb, Mountain Temp, Smooth Wall: yes! I can't wait to try these tonight. These are perfect for my mountain bases!
Mine Vein: are there any feature differences between this and JuliaEllie's Veinminer (https://ludeon.com/forums/index.php?topic=9616.0)? Assuming there are differences, are they compatible with each other?
@cupropanda
he did talk on slack on a veinminer mod.
Quote from: joshwoo69 on September 13, 2015, 07:12:36 PM
@cupropanda
he did talk on slack on a veinminer mod.
I'm not part of it, and I rarely get on here other than to update my stuff. Today was different, I was at my grandparent's house. Also, this forum is viewed by a lot of people, not just fellow modders. I can always test it out and find out the differences for myself, but a little info is useful for everyone viewing the thread.
The Mine Vein I present here is functionally the same (and therefore redundant with) JuliaEllies Vein Miner. I wrote my own several alphas ago while waiting for her mod to update. She is currently taken a break from the modding scene and hasn't updated her mod to A12 (afaik). I talked to her weeks ago about my releasing this in the event she doesn't update hers. She didn't, I did. :)
As I said, functionally similar but that is where it ends. My code is my code, her code is her code, I didn't look at hers and I doubt she looked at mine (since I only uploaded it in the last 24 hours).
The main difference, however, is that my mod is only the designator to mine veins (no other designators), and being up-to-date with the current RimWorld Alpha. ;)
In your description of Smooth Wall you say "Because they are solid rock, don't expect to build anything under them." Does this mean you cannot build power conduits inside of them?
Still very useful, but I just want to be sure. Thanks!
MisterVertigo,
I think you answered your own question there. ;)
Quote from: 1000101 on September 14, 2015, 11:53:47 AM
MisterVertigo,
I think you answered your own question there. ;)
Heh, that is what I figured! Thanks!
Love the mods, they really make for great additions!
A minor issue with Smooth walls is that when a wall is designated for smoothing and then removed (e.g. by mining) before it has been smoothed the pawn that is attempting to smooth the now absent wall freezes and the console produces a string of errors related to the job that now can't be completed.
Other than that I haven't run into any other issues!
Quote from: 1000101 on September 14, 2015, 07:54:47 AM
The Mine Vein I present here is functionally the same (and therefore redundant with) JuliaEllies Vein Miner. I wrote my own several alphas ago while waiting for her mod to update. She is currently taken a break from the modding scene and hasn't updated her mod to A12 (afaik). I talked to her weeks ago about my releasing this in the event she doesn't update hers. She didn't, I did. :)
As I said, functionally similar but that is where it ends. My code is my code, her code is her code, I didn't look at hers and I doubt she looked at mine (since I only uploaded it in the last 24 hours).
The main difference, however, is that my mod is only the designator to mine veins (no other designators), and being up-to-date with the current RimWorld Alpha. ;)
Her A11 version works on A12, so that's why I was confused. It's good to have someone else working on a functionally similar/identical mod, though, for instances like this when a mod dev doesn't have time to update. For now I'll continue using hers since it has the brush tool that I use quite often, but from what I tested, yours works flawlessly(not that there is much room for error :P).
I had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please (https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238), but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.
I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.
EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.
[attachment deleted due to age]
i had no issues with no disturb mod - even when i pause the game to get people to protect base - they straightaway unlock doors if they are in room once i click draft
Quote from: rsdworker on September 14, 2015, 03:32:42 PM
i had no issues with no disturb mod - even when i pause the game to get people to protect base - they straightaway unlock doors if they are in room once i click draft
Hm. Sounds like it might be a mod conflict, considering there's a change to the code. Either way, it's no big deal. Just thought I'd mention it.
Glad someone made another vein miner mod which will be kept up-to-date!
But I prefer to use the old one, since it also has a strip miner! :)
Quote from: cuproPandaI had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please (https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238), but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.
I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.
EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.
I'll have to look into that null error, I don't know how I don't get it but other people do unless some other mod is mucking about. Everything is unique though so their should be no "overlap".
As to colonists taking up to half a second to un-forbid their doors, that's because the map component only checks every 30 ticks (or, twice per second) and nothing will happen when the game is paused as nothing ticks. Known non-issue as far as that goes.
Quote from: 1000101 on September 14, 2015, 05:59:18 PM
Quote from: cuproPandaI had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please (https://ludeon.com/forums/index.php?topic=11171.msg111238#msg111238), but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.
I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.
EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.
I'll have to look into that null error, I don't know how I don't get it but other people do unless some other mod is mucking about. Everything is unique though so their should be no "overlap".
As to colonists taking up to half a second to un-forbid their doors, that's because the map component only checks every 30 ticks (or, twice per second) and nothing will happen when the game is paused as nothing ticks. Known non-issue as far as that goes.
If it helps, the mods I'm currently using are
[A11 Hairs] AnimuHair
AdditionalJoyObjectsV2.50
AdditionalJoySodas
AdditionalLighting-AdditionalLighting1.2
Armor Crafting 1.21
BeanTekRefrigeratedFoodStorage
BionicReplacementsCrafting 1.2
Clutter
Community Core Library
Core
Craftable Guns
EdBInterface
EdBModOrder
EdBPrepareCarefully
Embrasures 1.5
ESM - DoNotDisturb
ESM - MountainTemp
ESM - SmoothWall
ExpandedProsthetics&OrganEngineering
Fences
Glass_N_Lights-12b.0
Hospitality
LED Lights 1.2
LT_NoCleaningPlease
M&Co. Common
M&Co. MiningHelmet
Mad Skills
Mannable Turrents 1.2.6
MedicineKitCrafting 1.4
MiniAMReactor
MIRV Artillery 1.2.6
Modular Tables
NeurotrainerCrafting 1.2
PowerSwitch
PrisonImprovements
ReplacementOrganCrafting 1.2
Rimsenal
Rimsenal_hair
Rimsenal_Storyteller
RTGs
Soda Brewing V1.20
T-compatibility.txt
T-CoreCropTweaks
T-ExpandedCloth
T-ExpandedCrops
T-license.txt
T-MiscStuff
T-MoreBedsCloth
T-MoreFloors
T-readme.txt
VeinMiner
Weapon Crafting 1.41
ZenGardenV0.13
update mountain temp pls
Quote from: rsof69update mountain temp pls
‽‽‽
Quote from: 1000101 on September 15, 2015, 08:59:52 AM
Quote from: rsof69update mountain temp pls
‽‽‽
I guess previous CCL version in description and in filename rise some questions, about backward compatibility of CCL-dependant mods.
English isn't my native, ho ho ho.
The CCL version listed for each mod is the minimum CCL version requirement. Some mods need 0.12.2, other only need 0.12.0.
Quote from: 1000101 on September 15, 2015, 04:38:42 PM
The CCL version listed for each mod is the minimum CCL version requirement. Some mods need 0.12.2, other only need 0.12.0.
Smooth wall gave me console error about CCL version not being 12.2, was 12.1. Didn't tried to load save, tho, mb it would work.
Gotta ask you to update that description part and filenames in github :)
All files are currently v0.12.0 which has nothing to do with CCLs version number (which is currently v0.12.2).
The mods all specify the CCL version they require. I'm not sure where there confusion is. It's so easy a caveman can do it. (https://youtu.be/e8aj1AlYvxI?t=3)
but it isnt working meh ::)
Except they all work. I use them all and have tested them from a period of several months (for the oldest) to several weeks (for the newest).
If you are having a problem you are going to be specific. What are you expecting to happen? What is happening? What mods are you using with it? What is the entire content of your output log? Etc, etc.
Leaving posts like "update pls" or some stupid animated gif is just trolling. Please provide meaningful feedback or don't post at all.
http://pastebin.com/MrquiMhj
sorry for making you mad senpai :'(
[attachment deleted due to age]
Quote from: rsof69 on September 16, 2015, 01:21:53 AM
[a lot of nothing]
I'm no coder, but I'm pretty sure 1000101 is going to need more to go on... like... more than "it's not working" and a list of all the mods you're using. Can you describe what's not working in detail and without a gif?
Not mad, just annoyed at what on the surface looks like trolling.
Ok, first off, your load order is wrong. Please refer to CCLs install instructions.
Second, a screen shot is not what I'm looking for. Look in your RimWorld[VersionPlatform]_Data folder for a file called "output_log.txt". That is the log file I'm refering to.
eg:/RimWorld914Win_Data/output_log.txt
Third, you are loading mods before the mods they depend on. I won't tell you which because you won't learn anything that way. But you definitely need to properly install all your mods. Many are not, including CCL.
Lastly, if you are going to post something like load orders and error logs which would end up being a wall of text, please use a site like pastebin (http://pastebin.com/) and post a link instead. This is just to keep the clutter in the forum thread itself down for all users. :)
here it is senpai
[attachment deleted due to age]
Please refer to updated post above, specifically point #3.
Quote from: 1000101 on September 16, 2015, 02:17:22 AM
Please refer to updated post above, specifically point #3.
It works but I dont know how
http://pastebin.com/f3PXtJUv
I put everything that dont use ccl below and everything that uses ccl above
yey yeah
[attachment deleted due to age]
is vein and do not disturb good on a ongoing game?
Quote from: pigman999999999 on September 16, 2015, 06:32:41 AM
is vein and do not disturb good on a ongoing game?
do not disturb is very useful for personal bedrooms
Hi - where should the smooth wall order be found? I've enabled it but don't see any new orders or structures... the description is extremely sparse so its hard to know if its a problem with my limited set of mods, or with where I am looking...
should show up in construction, after researching stonecutting (iirc).
Doh! Yes, I see that now - thank you :)
You should post some screenshots for your smooth wall system.
This is a good mod! Useful to keep people out of others chairs, while they are sleeping. xD
Quote from: rsdworker on September 16, 2015, 07:13:53 AM
Quote from: pigman999999999 on September 16, 2015, 06:32:41 AM
is vein and do not disturb good on a ongoing game?
do not disturb is very useful for personal bedrooms
sorry i meant dose it give black screen on ongoing games or makes it unplayable
I updated the OP answering this question before you replied again.
All the mods are save-friendly unless otherwise noted.
Hi, i want to know how can i keybind vein miner ? thanks
In your preferences menu. You can do this for other mods too in the same place.
well sorry but i don't find by preference menu i don't think you mean the ingame option keybinding?
Neither smooth wall nor mine vein show up in the keyboard configuration. I thought I set them up with no key binding by default but with the option to set it. I'll look into that and post an update.
Thanks for pointing it out to me. :)
;D thanks you for look about it :)
Update for Mine Vein and Smooth Wall. Key configuration fix.
I noticed that when smoothing a wall no skills are gaining - is this as intended? I figured it should add to construction gain?
Yeah, no experience from smoothing walls (yet).
It kind of falls equally under three categories - construction, mining and artistic. Perhaps a small amount of each?
That seems reasonable to me. Would it also depend on skills in those 3 categories to determine speed?
I've found a problem with "Do not disturb" mod - if pawn designated to receive operation, and is sleeping in their room, which door is auto-locked, they doesn't unlock it for being operated, and become unavailable for doctor. Even free med-beds doesn't make them leave room, as they already has status "Resting", and awaits operation in their own bed.
sorry for bad english
Quote from: TheGentlmen (GENT) on September 21, 2015, 11:18:45 PM
Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
From my experience visiting Shenandoah Caverns in Virginia(U.S.), 15c is pretty spot-on for temperature. Considering RimWorld is a game about crash landing on a random planet, however, I would like the option of having different temps. Maybe I plan on playing a really hot map with temps reaching 40c on a normal day, and I want underground to be more like 20-25c to reflect the environment. I can personally make this change for myself, but it's an idea for others.
Quote from: cuproPanda on September 22, 2015, 12:38:08 AM
Quote from: TheGentlmen (GENT) on September 21, 2015, 11:18:45 PM
Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
From my experience visiting Shenandoah Caverns in Virginia(U.S.), 15c is pretty spot-on for temperature. Considering RimWorld is a game about crash landing on a random planet, however, I would like the option of having different temps. Maybe I plan on playing a really hot map with temps reaching 40c on a normal day, and I want underground to be more like 20-25c to reflect the environment. I can personally make this change for myself, but it's an idea for others.
Ooo... Great idea, I'll try to do it. .
Quote from: TheGentlmen (GENT) on September 21, 2015, 11:18:45 PM
Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
Just glancing at what you did, wouldn't UNDERGROUND_TEMPERATURE = -2f make everything frozen? Shouldn't it be 2f?
Quote from: TheGentlmen (GENT)Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
I plan on doing this, now remove the download or I am going to report it to a moderator. You did not ask and I did not give you permission to re-upload. If you want to change it for yourself, that's fine, but you are not allowed to redistribute it.
Quote from: OPPlease ask permission before redistributing in any way, shape or form.
The "please" is me being polite, but make no mistake about permission. Read it as, "don't fecking do it."
Just to be clear, I have updated the original post from the "polite" message to the "hard-line" message.
Ignore this at your own peril.
Quote from: cuproPanda on September 22, 2015, 01:04:14 AM
Quote from: TheGentlmen (GENT) on September 21, 2015, 11:18:45 PM
Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
Just glancing at what you did, wouldn't UNDERGROUND_TEMPERATURE = -2f make everything frozen? Shouldn't it be 2f?
DAT was mah goal.
Quote from: 1000101 on September 22, 2015, 01:05:06 AM
Quote from: TheGentlmen (GENT)Can you make it so Mountain temp is like 2c, A.k.a. just enough to live, but not high enough to actually sustain anything agriculture.
Edit: Ya realeased source... YAY
EDIT2: Donz it.
I plan on doing this, now remove the download or I am going to report it to a moderator. You did not ask and I did not give you permission to re-upload. If you want to change it for yourself, that's fine, but you are not allowed to redistribute it.
Quote from: OPPlease ask permission before redistributing in any way, shape or form.
The "please" is me being polite, but make no mistake about permission. Read it as, "don't fecking do it."
Sorry, got caried away. Deleted. :-[
Edit: E, may I please reupload it? Plz?
Quote from: TheGentlmen (GENT)Sorry, got caried away. Deleted. :-[
Edit: E, may I please reupload it? Plz?
As it is part of my current mods and not something I have abandoned, no.
Quote from: 1000101 on September 22, 2015, 01:20:09 AM
Quote from: TheGentlmen (GENT)Sorry, got caried away. Deleted. :-[
Edit: E, may I please reupload it? Plz?
As it is part of my current mods and not something I have abandoned, no.
K.
Is the mountain temp mod affected by events such as Heat wave, etc.?
The temperature in a mountain can rise and fall yes. This is true no matter the causation, be it just a hot day, a heat wave or any other event. However, larger underground rooms have more surface area for the planet to radiate it's own temperature back into the room so the effect is lessened as room size grows.
Hello!
I just started a game with SmoothWall, and I can't load any save where a pawn is actively smoothing a wall. Afterwards the pawns are permanently stuck in place. See attached screenshot for the exception and I've uploaded the save game here (https://app.box.com/s/v0ms6mqdj2nerfmdodtar9c0z6b7ydxn).
What would be the easiest way to remove the mod from the save game? I don't mind reverting the already smoothed walls to their unsmoothed versions. It's not just about the inability to load the saves, but it also takes way too long for my taste to smooth a piece of wall (I can just mine it, craft some blocks and install them in the same time or less).
[attachment deleted due to age]
I'll have to look into the error with Smooth Wall.
The reason you want to smooth walls is because of strength and beauty. As a trade off, it takes longer to make (it's a work of art, not a stack of bricks).
Also...
Update!
Mountain Temp runs less frequently (every 60 ticks instead of every 10) with 6x greater effect so the net change is the same. This should lag large mountain bases less.
Mine Vein adds Korean translation by Latta.
Smooth Wall adds Korean translation (again by Latta) as well as a reverse designator. Unfortunately, the "Cancel" designator is coded in such a way that it doesn't recognize Smooth Wall so it won't show the cancel button, you can still cancel it through the normal designator method though.
Smoothing walls now also adds experience to construction, mining and artistic skills.
Yet-Another-Update 3
This fixes those nasty null reference errors on Smooth Wall in a save-friendly fashion.
Also adds reverse designation for Mine Vein.
Thank you very much for the quick fix. I'll give it a go a little bit later today, much appreciated!
Mountain Temp Update
Changed equalization mechanic
+ Any room with a natural roof will try to equalize
+ Rooms equalize towards 0C
+ Formula uses percentage of thick, thin and constructed roofs
Mountain Temp Fixes
Fixes for the MT mod. Plays a lot nicer with RedistHeat (and other heating/cooling mods) as well as not going derpy during heat waves and cold snaps.
+ Does not factor in outside temperature and constructed roofs directly into target mountain temp - This happens in the core equalization
+ Now completely ignores heating and cooling buildings instead of trying to co-op with them.
Getting an error trying to load the mine vein mod. Unloaded all mods except Core, CCL user release 0.12.3b and mine vein. Restarted multiple times with no mods or 3 mods enabled, but same error.
Using osx 10.10.5
I've attached a screenshot of the error I'm getting below.
Any suggestions?
[attachment deleted due to age]
This is an issue (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/30) in CCL, we thought we resolved it, but I guess not entirely. Unfortunately, nobody on the CCL team has a Mac to test specific platform conditions on, we are Windows/Linux users. Testing under Windows/Linux is easy enough as there are no proprietary hardware restrictions (even though Mac's use the exact same hardware, except branded for Macs with an inflated price).
This will take some more investigation, thanks for reporting. :)
I just created a new colony on a new world, and the MineVein does not appear to be working. I don't get a new button next to the Mine button. I just upgraded to CCL 12.3. I don't appear to be getting any errors in-game.
I do use a few other mods too:
Core
EdBModOrder
Community Core Library
Community Core Library - Vanilla Tweaks
EdBInterface
ED-Core
ED-LaserDrill
LessIncidentTrolling
LT_DoorMat
LT_ExpHistory
LT_FixBone
LT_NoCleaningPlease
LT_Soiling
Pawn State Icons
RW_EnhancedTabs-12d.4g
ESM - MineVein
I had been using the older VeinMiner mod, but I wanted to switch to this one since you appear to be more active in keeping your mods up-to-date. I removed that one however before I loaded yours.
I've attached my output_log.txt file if that helps.
Thank you!
[attachment deleted due to age]
Well, I just tried it on another computer and it seems to be working. I have RimWorld on a USB stick with all my saves and everything on it so I can transport it between home and work, so the configurations should be the same.
Anyway, it looks like it's more likely an issue with my setup than anything with your mod. Sorry!
Combat Realism version of Smooth Wall
This update adds a version of Smooth Wall for Combat Realism (https://ludeon.com/forums/index.php?topic=9759.0). Obviously requires Combat Realism (https://ludeon.com/forums/index.php?topic=9759.0) to be loaded before Smooth Wall.
So I'm currently using the SK hardcore pack, which says that it has Smooth Wall in it, but it's not showing up for me as a separate mod in the mod pack, nor is it working in game if it is hidden somewhere.
I have separately loaded in your just released Combat Realism version, but since it requires stonecutting to be researched first and SK doesn't use that, I'm a bit confused on how to make it available ingame.
Is there somewhere in the mod files I can edit to either remove the requirement for Stonecutting as a prerequisite, or link it to another research unlock?
Thanks for any help you can give, I like mountain bases, and tearing down and rebuilding all internal walls has been a real pain.
Quote from: Joeofthefallen on October 11, 2015, 02:06:39 AM
So I'm currently using the SK hardcore pack, which says that it has Smooth Wall in it, but it's not showing up for me as a separate mod in the mod pack, nor is it working in game if it is hidden somewhere.
I have separately loaded in your just released Combat Realism version, but since it requires stonecutting to be researched first and SK doesn't use that, I'm a bit confused on how to make it available ingame.
Is there somewhere in the mod files I can edit to either remove the requirement for Stonecutting as a prerequisite, or link it to another research unlock?
Thanks for any help you can give, I like mountain bases, and tearing down and rebuilding all internal walls has been a real pain.
Use SpecialInjectors ^_^
Ask E about how they work.
Quote from: JoeofthefallenSo I'm currently using the SK hardcore pack, which says that it has Smooth Wall in it, but it's not showing up for me as a separate mod in the mod pack, nor is it working in game if it is hidden somewhere.
I have separately loaded in your just released Combat Realism version, but since it requires stonecutting to be researched first and SK doesn't use that, I'm a bit confused on how to make it available ingame.
Is there somewhere in the mod files I can edit to either remove the requirement for Stonecutting as a prerequisite, or link it to another research unlock?
Thanks for any help you can give, I like mountain bases, and tearing down and rebuilding all internal walls has been a real pain.
I didn't know of any mod which hides some of the vanilla tech (aside from my own personal tweaks removing ship building and related research). I'll do a new release of Smooth Walls (both variants) which are more flexible for what research is required. At the moment it's hard-coded, but sources are available on github for those who want to change things to their own tastes.
Quote from: TheGentlmen (GENT)Use SpecialInjectors ^_^
Ask E about how they work.
That wouldn't really help in this case as the special injectors in CCL happen before a game is started/loaded and the research requirement is hard-coded and thus inaccessible without recompiling. I'll do a more modpack friendly version "soon."
Quote from: MisterVertigo on September 29, 2015, 01:39:58 PM
Well, I just tried it on another computer and it seems to be working. I have RimWorld on a USB stick with all my saves and everything on it so I can transport it between home and work, so the configurations should be the same.
Anyway, it looks like it's more likely an issue with my setup than anything with your mod. Sorry!
That didn't fix it for me sadly.
This mod seems to work only every once in a while. It literally just doesn't work most of the time..and all the sudden when starting the game it works again. Seems very random to me, anything I could provide to give you more info on this problem? I love this mod, makes life easier and wish it would work reliably.
Quote from: Ekko on October 13, 2015, 07:02:16 PM
Quote from: MisterVertigo on September 29, 2015, 01:39:58 PM
Well, I just tried it on another computer and it seems to be working. I have RimWorld on a USB stick with all my saves and everything on it so I can transport it between home and work, so the configurations should be the same.
Anyway, it looks like it's more likely an issue with my setup than anything with your mod. Sorry!
That didn't fix it for me sadly.
This mod seems to work only every once in a while. It literally just doesn't work most of the time..and all the sudden when starting the game it works again. Seems very random to me, anything I could provide to give you more info on this problem? I love this mod, makes life easier and wish it would work reliably.
I think the problem stems from CCL and when CCL injects the designators. One of the causes is that other mods may be doing things with the designators which undoes what CCL has done. This issue (and a bunch of other smaller bugs) has been addressed in CCLs code base and will be available in the next release (0.12.4).
Quote from: 1000101 on October 15, 2015, 04:55:36 AM
Quote from: Ekko on October 13, 2015, 07:02:16 PM
Quote from: MisterVertigo on September 29, 2015, 01:39:58 PM
Well, I just tried it on another computer and it seems to be working. I have RimWorld on a USB stick with all my saves and everything on it so I can transport it between home and work, so the configurations should be the same.
Anyway, it looks like it's more likely an issue with my setup than anything with your mod. Sorry!
That didn't fix it for me sadly.
This mod seems to work only every once in a while. It literally just doesn't work most of the time..and all the sudden when starting the game it works again. Seems very random to me, anything I could provide to give you more info on this problem? I love this mod, makes life easier and wish it would work reliably.
I think the problem stems from CCL and when CCL injects the designators. One of the causes is that other mods may be doing things with the designators which undoes what CCL has done. This issue (and a bunch of other smaller bugs) has been addressed in CCLs code base and will be available in the next release (0.12.4).
Alright, thank you very much for fixing it! :)
Yeah, not sure what is going on. The vein miner mod has never reliably added the "mine vein" designator.
Now, in my attempt to find the right mod order, I can't even get it to work alone
Mods: Core, CCL, Combat Realism, ESM - Vein Miner
no error messages, debug mode is on
What info would help diagnose?
Thanks,
What version of the mods are you using?
rimworld A12
CCL: 0.12.4
combat realism: 1.4.0
vein miner: 0.12.3
in that order
I've never been able to reproduce his error. No one can give me specific triggers to cause it. I'm going to put it out there that there are a lot of bad/corrupt installs of the game. Installing new versions of the game/mods over top of old ones ("dirty" install).
I would suggest people make sure they have a "clean" install of the game and all mods. Try a whole new world + colony and see what happens. If a clean install and a new world + colony still causes issues, then perhaps there is something about my install that let's it work, but I very much doubt the inverse is true (things don't fail and work correctly vs succeed and not work at all).
Saved Mods folder
Removed Rimworld
Redownloaded Rimworld
Cleared %user_profile%/LocalLow/Ludeon Studeos
Enabled EdB's ModOrder, Vein Miner, Core, Combat Realism Core, and CCL
Created new world
Created new game
No "mine vein" designator appears after selecting mine-able rock
Does having other mods in the mod folder affect your mod, despite not being enabled?
Let me know what else I can provide. I'd like to use your vein miner mod, and other mods (I believe, including your smooth wall mod) do not have this issue.
There are no known mods which conflict with any of mine (although JulaEllies Vein Miner is redundant with my Mine Vein). I use all my mods with quite a few other mods without any issue including parts of Clutter, parts of Miscellaneous, parts of MD2, a large set of smaller mods "wholesale."
The only mod I don't use which everybody seems to is "EdB Mod Order" and that's just because I edit my mods config list manually (faster and easier than any UI). I can't see any reason that would conflict, however.
Ive noticed, while trying to get all of the mods I have to work (mod it till it crashes!!), if I change anything with the mod order and then load a game (either old or new) the Vein Miner icon does not show up. However If I restart the game entirely and then load one up, they appear. I want to say that happens even if I don't change anything or set it back to the way it was but its been awhile (fallout 4!!!)
I don't think there are any mod conflicts, just something to do with how the game (or EdB's ModOrder) loads mods or something
Also (unrelated to this mod) I have had the core files get messed up while playing a few times. So if things start acting funny suddenly its not a bad idea to swap it out with a fresh core.
Also, Great mods, they are part of my must have list!
Not sure if this is because of mountain temp but I can't seem to create a freezer in my mountain base. Anyway is there any way I can disable mountain temp mid game?
You can but you will need to manually edit your save file to remove the map component. No data is saved so you only need to edit the components list (no need to hunt for extra data).
Alternately, note that the heaters and coolers in the game have issues with rooms which are too small (less than about 7 cells), perhaps making your freezer larger or, if it's already quite large, add more coolers. I usually use about four coolers for a 40-60 cell freezer with the coolers set to -20C. Make sure your walls to the freezer are two layers thick as the heat transfer through the walls is lessened and use an air-lock system for doors.
Thanks. I ended up getting more coolers to get the freezer to work but I just started using redist heat and I wanted to know how it works in vanilla.
Could you change the SmoothWall mod so that it creates "Walls" and not "Smoothed Walls"? Because it interferes with many vanilla and mod things. For example these walls do not support vanilla or modded vents or coolers etc. etc.
Quote from: Skissor on December 31, 2015, 08:36:16 AM
Could you change the SmoothWall mod so that it creates "Walls" and not "Smoothed Walls"? Because it interferes with many vanilla and mod things. For example these walls do not support vanilla or modded vents or coolers etc. etc.
The whole point is that they don't create the same walls because...they aren't. They are solid stone which has been carved to
look like fitted stone blocks. The trade is that they (a)
have beauty and (b) are stronger (more health) than regular walls of the same material.
The source is available on github though, so you can easily change the mod for your own tastes.
Been using the Mine Vein mod to mine all the metals, but after loading the latest version of Community Core Library (https://ludeon.com/forums/index.php?topic=16599.0), for some reason the Mine Vein mod refused to load and didn't cause an error log when I loaded my save.
So I ran into a similar bug as above, just that it's about saving while there are still designated walls to be smoothed, they can turn into smoothed stone walls but will still have a designation and appear as damaged, throwing out the same error, also they're invincible but it's fixable by just dropping a stone wall from devmode
I haven't encountered any problems in my play testing since updating CCL (v0.12.6). If you can provide your output logs and (if they are relevant) screen shots to show the problem, it would be helpful.
The temperature underground should be something like that average of the temperature of any area over many thousands of years. You would have to be in a very cold area for the average to be 0C. For Rimworld it would be realistic enough for the underground average to be an average of the January and July temps it gives at the beginning for the area you are setting up your colony in. Not sure how easy it is to implement but it would make your mod a lot more realistic in terms of underground living.
Hi! How to make a smooth wall-DamagePerStrike = 10, DamagePerStrike = 100??
You Can drop me a mail
[email protected] fixed assembler smooth wall?!
Thanks in advance!
Quote from: Asmith on February 09, 2016, 08:59:29 PM
The temperature underground should be something like that average of the temperature of any area over many thousands of years. You would have to be in a very cold area for the average to be 0C. For Rimworld it would be realistic enough for the underground average to be an average of the January and July temps it gives at the beginning for the area you are setting up your colony in. Not sure how easy it is to implement but it would make your mod a lot more realistic in terms of underground living.
I had thought of something like that, actually. That mod originally targeted 15C and I changed it to 0C. However, the temperature underground doesn't really have anything to do with how far north or south you are but how close you are to the planets core and the material density of the rock. I'll see what I can do about making the target temp based on seasonal average though.
Quote from: sanya02 on February 10, 2016, 11:50:39 AM
Hi! How to make a smooth wall-DamagePerStrike = 10, DamagePerStrike = 100??
You Can drop me a mail [email protected] fixed assembler smooth wall?!
Thanks in advance!
The source is available on github, feel free to download it and make any changes you like. Just please don't repost the changes to the internet without permission. I have been feeling that smoothing walls is a little slow myself though.
You actually have to be multiple miles underground in most places before you will start to see any effect from core or volcanic activity (of course there are geothermals everywhere in rimworld). Just google "what temperature are caves" and you will find most sources do indeed reference the average annual temperature in the area where the cave is located. Anyway I am actually a fan of passive solar house technology, many of which use underground temps to stabilize the temperature of the house, which are sometimes built into hillsides etc. Because the underground temperature is the average of the area, it will cool in the summer and heat in the winter, reducing energy costs. I was disappointed to see no thermal effects for underground at all modeled in base rimworld, so I look forward to your implementation.
Prompt how to save the modified file sours?
Quote from: sanya02 on February 24, 2016, 03:48:35 PM
Prompt how to save the modified file sours?
err...what? I have no idea what you mean. :\
how do I do this DLL file from?
[attachment deleted by admin - too old]
You don't need to do anything with the source files. They are there if you want to tweak the code and recompile the dll. There is a tutorial on C# modding in the mod help sub-forum.
v0.12.5 - Mountain Temp
This update adds a Mod Configuration Menu to mountain temp to allow you to specify the target temperature. Options include a specific target, the seasonal or annual average temperatures.
Requires CCL v0.12.7 or later.
Unfortunately it seems as if the Smooth Wall and/or the Do Not Disturb mod causes the right-click to not work in game.
None of the mods do anything with the context (right-click) menu. That being said, the mods which add [reverse] designators could affect it but I haven't run into such an issue.
Also note, none of the mods have been updated to A13 yet and it is unlikely they will work with it.
Any indication of when these mods, especially Mountain Temp, are going to be updated for use with A13? CCL is out, so that isn't an issue....
I only just got CCL out and have to update A2B too. I still haven't even played A13 yet. I'll get to these, however.
Also, with the new in-game mechanic of mountains maintaining a cooler temperature, my mountain temps mod may be obsolete.
does smooth walls work with A13?
None of these mods have (yet) been updated to A13.
I have a working version of Mountain Temps, but it needs rebalancing as it's fighting too hard against heaters and coolers and you need more heaters and coolers per room in mountain bases.
I'll see about getting Smooth Wall and Mine Vein ready for this weekend though.
Attached: Mountain Temp only updated from A12 to work on A13, no new mechanics.
[attachment deleted by admin - too old]
Thanks for the reply E. I look forward to shoehorning, as always, just one more mod in lol
Was looking for something like smooth wall. I hated that every time I wanted to improve the appearance of my mountain base I would have to destroy all the walls.
Sorry I haven't had time to update these mods. Been a bit hectic irl. But I am cooking up some special as a much larger mod. ;)
Quote from: 1000101 on May 29, 2016, 01:31:20 AM
Sorry I haven't had time to update these mods. Been a bit hectic irl. But I am cooking up some special as a much larger mod. ;)
Believe the hype
how goes the 'special project'?
It's mostly done. It's been in "modder testing" (shared in the RimWorld modding slackchat) for feedback by other modders and for them to try to break it (so I can fix it).
For more, see the Prisoners & Slaves [WIP] (https://ludeon.com/forums/index.php?topic=20854) thread.
[moved]
It looks really good! Can't wait..
Alpha 14 Update
Updated all small mods for Alpha 14.
Neat.
I really love Mountain temp and smooth wall.
Also i didn't noticed that you had take VeinMiner under your protection ;) It's nice
Thanks for the mods
Quote from: 1000101 on July 18, 2016, 06:12:39 PM
Alpha 14 Update
Updated all small mods for Alpha 14.
Thank you very much :3
My tribal mountain dwellers thank you for creating a natural refrigerator. Now I don't have to bumrush electricity!
Wait!!!
Is your Prisoner and Slave mod is ready ????
I just saw it on the Repo
Quote from: 1000101 on July 18, 2016, 06:12:39 PM
Alpha 14 Update
Updated all small mods for Alpha 14.
Any plans for a Steam Workshop release?
Quote from: kaptain_kavern on July 18, 2016, 07:59:51 PMAlso i didn't noticed that you had take VeinMiner under your protection ;)
Mine Vein is a completely separate project from the JuliaEllies Vein Miner - developed independently, I've never seen it's source.
Quote from: kaptain_kavern on July 18, 2016, 08:49:41 PM
Wait!!!
Is your Prisoner and Slave mod is ready ????
I just saw it on the Repo
It's there for backup purposes and because I'm stuck on an issue and getting help with it.
I'm working on it though. ;)
Quote from: captainradish on July 18, 2016, 08:34:49 PMMy tribal mountain dwellers thank you for creating a natural refrigerator. Now I don't have to bumrush electricity!
Just don't be cheaty with it. There is the potential for abuse since you can set a fixed point. :P But, that is your own game balance and how you feel about it.
Quote from: Slye_Fox on July 18, 2016, 09:54:04 PMAny plans for a Steam Workshop release?
Eventually but it will have to wait until I am back home on a machine with Steam installed. (Visiting family atm.)
is ESM-do not disturb configurable ingame? can u enable it and disable it ingame? im asking because in the early game i might have colonist's rooms next too eachother and require passage through them too get too other parts of the base, so i would like too be able too toggle it on and off.
Currently it is not toggleable but that is certainly a good suggestion. I'll look at implementing it.
The Do Not Disturb mod has an issue (At least to me it's an issue) to where Pawns that are in love will not be able to share beds because the door is inaccessible to the Pawn that decides to sleep later.
Sorry for any comprehension issues as it is 2:00 AM
hrm, I thought I had that covered but I didn't have anyone sharing a room to actually test it. I'll have to play a bit more until I get a pair of colonists who share a bed.
Sorry about that, I'll fix it ASAP.
With the mountain temperature regulator, is there any way to create a freezer inside a mountain?
I can't get the temperature lower than about 44 at it's default setting.
Thanks, great mods so far.
There is a draw back to using Mountain Temps in that you need more coolers and heaters per room as you are fighting the natural geothermal effect. I want to overhaul the mod to address this issue but it's a low priority.
Have a tiny little minor bug to report for SmoothWall :
With Fluffy Work Tab, the game throw a yellow error message about a missing <label> tag in Workgiver.xml (nearly at the bottom of the screenshot). I guess there is a function in DLL files that search that in order to display it in the improved tab. Anyway, adding the right tag solved the issue and the error is not game breaking.
(https://i.imgur.com/64Rt5va.jpg)
I was about to send you a Pull Request on Github but i don't understand the file structure and can't find the said Workgiver.xml :p
Thanks, I'll look into that for all my mods.
Do Not Disturb Shared Room Fix
This update is for Do Not Disturb to fix the problem with pawns sharing rooms. If it still persists then feel free pelt me with rotting vegetation.
Also updated is Smooth Wall to add a label to the WorkGiver so fluffys WorkTab doesn't moan about it.
With your room sharing update, does it just check for double beds, or multiple beds in a room. I often build my hospitals and prisons with both private and common wings, as well as the early game, just throwing everything in the one room to start.
Just checking. Love all the mods otherwise.
It checks against the room owners. Since beds marked for medical can't be owned, it wouldn't qualify.
Quote from: 1000101 on July 22, 2016, 02:00:02 AM
Do Not Disturb Shared Room Fix
This update is for Do Not Disturb to fix the problem with pawns sharing rooms. If it still persists then feel free pelt me with rotting vegetation.
Also updated is Smooth Wall to add a label to the WorkGiver so fluffys WorkTab doesn't moan about it.
Thanks bb q:
problem with Do Not Disturb mod: lovers cant sleep with each other since the other one always closes the door
Was fixed in the latest version already.
Quote from: Tekki on July 22, 2016, 03:37:01 PMproblem with Do Not Disturb mod: lovers cant sleep with each other since the other one always closes the door
Should be fixed, always update your mods to the latest version before reporting potential bugs.
If it's still a problem, please let me know.
I just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.
So how goes the slaver mod E? Get past that issue yet? Not trying to be a pest just looking forward to it.
Quote from: BlueWinds on July 23, 2016, 03:11:03 AMI just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.
tbh, I didn't even consider that the other pawn may want
out of the room, only that they would want
in. I'll take a look at this but I consider it a minor issue compared to the major one of being locked out.
Quote from: Grynnreaper on July 23, 2016, 01:40:58 PMSo how goes the slaver mod E? Get past that issue yet? Not trying to be a pest just looking forward to it.
Please direct all questions regarding P&S into the P&S WIP thread. :)
Quote from: BlueWinds on July 23, 2016, 03:11:03 AM
I just downloaded the latest version, and unfortunately the room-sharing fix is only partial. Both colonists will go to bed in the same room, but when one wakes up earlier than the other, they'll wander around idle, blocked by the locked door until the other wakes up.
Same issue here.
temporary fix: draft the pawn that woke up early, move them next to the door, pause the game and unforbid the door, then order the pawn to move out of the door, and unpause the game.
I imagine I cannot wire smoothed walls.
No, they are solid rock. They've only been carved to look like walls.
However, they are stronger and have beauty which is the trade-off.
New Mod - Custom Population
I added a new mod which adds an MCM so you can set custom population levels for each installed storyteller.
Changes to existing mods:
Smooth Wall now takes a lot less time as I felt it was too slow.
Fixes:
Do Not Disturb is now a lot smarter and shouldn't lock colonists in or out of their rooms when they share a room.
Quote from: 1000101 on August 04, 2016, 05:39:25 PM
New Mod - Custom Population
I added a new mod which adds an MCM so you can set custom population levels for each installed storyteller.
Could you elaborate what population levels reer to?, is it generated factions or like general population o all things living?
Changes to existing mods:
Smooth Wall now takes a lot less time as I felt it was too slow.
Fixes:
Do Not Disturb is now a lot smarter and shouldn't lock colonists in or out of their rooms when they share a room.
The population numbers are targets for the colony population. They have nothing to do with factions, animals or anything else. Just the colonists.
The game will increase events which will add colonists until the minimum desired population is reached and operate at "normal intervals" until the maximum population is reached. It then starts scaling them back until the critical level is reached at which point you will never get random joins or see slave traders.
Quote from: 1000101 on August 04, 2016, 09:14:29 PM
The population numbers are targets for the colony population. They have nothing to do with factions, animals or anything else. Just the colonists.
The game will increase events which will add colonists until the minimum desired population is reached and operate at "normal intervals" until the maximum population is reached. It then starts scaling them back until the critical level is reached at which point you will never get random joins or see slave traders.
Thanks for the explanation! For some reason my question got deleted from my post.
Hello, nice set of mods and thank you for fixing do not disturb. I have noticed a minor bug with smooth walls: The exp gained doesn't seem to factor in passions (x1.0 and x1.5) and appears to gain at the default x0.33. Not a big deal but thought I would mention it. Thanks for your contributions.
Quote from: Elysium on August 05, 2016, 11:21:18 AM
Hello, nice set of mods and thank you for fixing do not disturb. I have noticed a minor bug with smooth walls: The exp gained doesn't seem to factor in passions (x1.0 and x1.5) and appears to gain at the default x0.33. Not a big deal but thought I would mention it. Thanks for your contributions.
Unless the core method changed, it's just calling said method to add experience. That method itself should handle the passions. Note that you don't get a lot of experience from smoothing walls anyway but you get it for each of the three involved skills (construction, mining, artistic).
I'll look into the passion issue though and if the core method isn't doing it then I'll release another update which does it on the mod side.
Quote from: 1000101 on August 05, 2016, 11:44:22 AM
Unless the core method changed, it's just calling said method to add experience. That method itself should handle the passions. Note that you don't get a lot of experience from smoothing walls anyway but you get it for each of the three involved skills (construction, mining, artistic).
I'll look into the passion issue though and if the core method isn't doing it then I'll release another update which does it on the mod side.
I'm fairly new to this game and it is entirely possible that my understanding of how exp gained is incorrect, so do correct me if I am wrong, but isn't the exp gained per work required the same for all work types that increase exp incrementally? For example, assuming work speed is the same throughout, building a wall that requires 20 work and smoothing a wall that requires 20 work should net the same result if this is the case. The only reason I mention it is because I was watching the exp tick up while smoothing a floor or construction compared to smoothing a wall and it is quite different. It is also possible I'm having some kind of mod conflict because I really like to use a lot of mods.
Just added this mod to a Game I started on Steam.
It seems to work pretty well but I have a couple suggestions...
Tell folks in the write up that a deconstruct order can be used to manually override the locked status. I somehow got a pawn stuck in his room and had someone deconstruct a section of wall to get him out. I then experimented a bit and by drafting and undrafting pawns and creative use of the deconstruct order, I got around the locking problems.
You might also warn folks that this doesn't work if two rooms share a common door.
Quote from: Havan_IronOak on August 05, 2016, 02:50:42 PM
Just added this mod to a Game I started on Steam.
It seems to work pretty well but I have a couple suggestions...
Tell folks in the write up that a deconstruct order can be used to manually override the locked status. I somehow got a pawn stuck in his room and had someone deconstruct a section of wall to get him out. I then experimented a bit and by drafting and undrafting pawns and creative use of the deconstruct order, I got around the locking problems.
You might also warn folks that this doesn't work if two rooms share a common door.
There are five mods, you'll have to be more specific but I assume you are refering to Do Not Disturb.
As to your comments, I had no idea of these issues so I could hardly warn people. Also, can you be more clear of the situation? Pawns choose whether they want privacy based on a number of criteria. If the room owners have a pressing need for joy or hunger they won't forbid their door. If everything seems like they should forbid or unforbid it then post a screenshot of the problem area and of the pawns needs so I can see if there is an actual bug or you are just misunderstanding how the system works.
As to shared doors, the pawns in one room may want it forbidden but perhaps their neighbour doesn't. Better colony design where they don't share a door will go a long way to solving that.
Quote from: Elysium on August 05, 2016, 12:01:03 PMI'm fairly new to this game and it is entirely possible that my understanding of how exp gained is incorrect, so do correct me if I am wrong, but isn't the exp gained per work required the same for all work types that increase exp incrementally? For example, assuming work speed is the same throughout, building a wall that requires 20 work and smoothing a wall that requires 20 work should net the same result if this is the case. The only reason I mention it is because I was watching the exp tick up while smoothing a floor or construction compared to smoothing a wall and it is quite different. It is also possible I'm having some kind of mod conflict because I really like to use a lot of mods.
The experience gained is set by the job itself, there is no "do x type of work gain y amount of experience." I'll have a look at the job again and see how I am awarding experience. I lowered the amount of work involved so maybe I need to up the experience awarded.
THANKYOU FOR CUSTOM POPULATION!!!!!!!!!!!!!!
Quote from: 1000101 on August 05, 2016, 03:20:40 PMBetter colony design where they don't share a door will go a long way to solving that.
True. I was being cheap and by building the way that I did both bedrooms could use the same door. It saved materials and labor and I never got the disturbed sleep debuffs as if they were sharing a room. It may have been a bit of an exploit.
As to my other problem... I haven't seen it again and can't reproduce it. I was probably just confused.
One cannot
Pause the game
Draft a pawn in his locked bedroom
Tell him to take up position on a firing line somewhere.
The game needs to run a bit between the drafting and the ordering into position.
I think that my habit was to pause on the alert for their beginning their assault.
The drafting issue is clearly stated on the main page. ;)
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?
Edit: Nvm! Turns out I was just blind and couldn't see it.
Only addition i would like would be the designate store room which selects the orbital beacon radius for mining
Quote from: NeonOverIon on August 11, 2016, 11:01:07 AM
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?
Edit: Nvm! Turns out I was just blind and couldn't see it.
Where is it? :D
Quote from: ORCACommander on August 11, 2016, 02:20:12 PMOnly addition i would like would be the designate store room which selects the orbital beacon radius for mining
Not happening. I've been requested before for additional "brushes" for the Mine Vein mod. If you want to have a fancier one than I present then you can use the other mod of the same ilk.
Quote from: mazacik on August 11, 2016, 03:44:32 PM
Quote from: NeonOverIon on August 11, 2016, 11:01:07 AM
Either I'm just stupid or I've done something wrong: Where is the MCM menu for this new mod?
Edit: Nvm! Turns out I was just blind and couldn't see it.
Where is it? :D
In the Mod Configuration Menu (Mod Options).
I'm wondering if I'm having a mod conflict (I have probably 50 mods, so no idea what it is).
First, the do not disturb isn't working.
Second, the mountain temperature is not working. I have it set to fixed at 70 degrees. For some reason, it's giving me 27 degrees inside the mountain while it's 57 degrees outside the mountain.
Edit: At 170 degrees, it's fairly consistent at 70-75 degrees. I guess it's just off.
The mountain temp mod is using celsius internally, I'll have to check to make sure it's doing the proper conversion for the fixed temp slider.
Make sure you have CCL loaded and active and there are no errors in any of the mods you are using. Any errors can cascade and cause problems for other mods after the error happens.
I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.
Quote from: BlueWinds on August 16, 2016, 06:32:19 PM
I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.
Same here. My DnD started working shortly after but slider still out of whack.
Also, is the temperature supposed to stay consistent or fluctuate? How do you prevent it from fluctuating?
Thanks for the help and great mods by the way.
Quote from: nuschler22 on August 16, 2016, 07:39:11 PM
Quote from: BlueWinds on August 16, 2016, 06:32:19 PM
I can confirm the mountain temp slider not working as expected - I have several mods active, but none of them throwing errors. CCL is up to date and loaded right after Core.
Same here. My DnD started working shortly after but slider still out of whack.
Also, is the temperature supposed to stay consistent or fluctuate? How do you prevent it from fluctuating?
I can't reproduce this issue. I suspect installation issues.
As to the temperature, it's not a constant, it just naturally moves towards the selected value otherwise you wouldn't be able to heat or cool underground rooms.
The 'Vein miner' isn't working for me anymore. It was working yesterday, but upon installing the new 'CCL' with the 'Mod tweaks' enabled it doesn't seem to work.
Never mind, not sure what happened. Restarting the game got it working again :S
Thanks for these! A couple of them are going to be very useful for me. Your mine vein in particular means I have an alternative to the less reliably updated VeinMiner.
Any ETA on an A15 update for these?
probably after CCL a15 is released.
most of these require CCL and CCL sint updated for a15
Quote from: fishbones on August 30, 2016, 01:39:26 AM
probably after CCL a15 is released.
most of these require CCL and CCL sint updated for a15
I suspected as much. Hopefully CCL is done soon, I'm planning on installing more than a few mods that are waiting on it to update.
Quote from: Statistical_Insanity on August 30, 2016, 11:51:57 AM
Quote from: fishbones on August 30, 2016, 01:39:26 AM
probably after CCL a15 is released.
most of these require CCL and CCL sint updated for a15
I suspected as much. Hopefully CCL is done soon, I'm planning on installing more than a few mods that are waiting on it to update.
Pay us and it'll be out faster. Since we need a day jobs and modding is a hobby you'll just have learn some tact and respect while you wait patiently until it's done.
Nobody likes being harassed with "is it done yet?", "y u no werk faster?", "ETA", etc, posts. The mods will be updated when they are updated.
Remember, we don't mod the game for other people, we mod it for ourselves. We share what we've done because we're nice people, not out of some obligation, of which we have none. All harassing us does it take time away from actually updating our mods as we answer shit posts as well as demotivate us to mod or carry our mods forward into the future.
So, TL;DR:
Have some respect by not harassing modders to update their mods. They'll be done when their done.
I'm not harassing anyone, I'm not demanding anything, I'm not acting entitled, and I'm not implying you're under any kind of obligation. I understand that you do this in your free time, and I appreciate that you still make the effort for no compensation. All I've done is inquire as to if/when they'll be updated. I honestly don't see how that can possibly be construed as disrespectful. It's not like this thread is being spammed with that question or anything, considering the fact that I was the first (and, to this point, only) person to ask.
If you have no interest communicating such things to the people who use your mods, that's entirely fine. I completely understand. But is it really surprising that people who enjoy your work are wondering when it'll be usable for the new version of the game?
I apologize if I upset or offended you, that wasn't my intention.
I'm sorry for being overly hostile and aggressive, while you are the first person this alpha to ask, you are no the first person ever to ask. Modders tend to deal with the stream of update requests at each alpha release.
Anyway, I don't give ETA's simply because I can't foresee potential problems I may encounter. I am actively working on updating CCL and that has top priority. After that my plan is to do these mods (although with A15 fixing the mountain equalization bug my small mod for that may become deprecated) and then the A2B mod (conveyor belts) which didn't get an A14 update.
Again, I apologize for being overly hostile. Lots of stuff going on and a short fuse lately. :(
I totally understand, no apology is necessary. I didn't mean to add onto your troubles. I really do appreciate all the work you do for the modding scene of RimWorld, it's positively brilliant. I'm sorry if I came off as argumentative or anything.
so i tried the a14 'smooth wall' mod found here... sorry if this has already been discussed, but i didn't see it mentioned in the mod description.
okay so i figured by the mod description that i wouldn't be able to lay power inside them.
but i also felt the immediate urge to disable this mod because i had to deconstruct them asap after using them. because these 'smooth walls' do not function as actual room dividers...
3 examples:
- i smoothed out a wall between a normal bedroom and a prison bedroom. and the normal bed became a prison bed and now part of the prison room.
- and the other smooth walls i placed between normal bedrooms then caused the pawns to get mad with "shared bedroom" mood debuff...
- and smoothing a wall of an indoor room but facing "outdoors" causes the entire room to be classified as "outdoors"...
if this can't be fixed, i think it is worth mentioning in the mod description as a known issue. so only download if you have other intentions for these walls...
i mean the beauty applied to these is nice. its a shame they don't actually function as room dividers though.
AFAIK for all the situations you described, the room size and limitations may "flip" for a very short time the exact moment when the wall switch from "natural rock wall" to smoothed wall, but right after that they behave normally (as a proper wall).
I'm pretty sure you will be able to redefine older room size after all the walls are smoothed.
If not it must come from your end. I have never had this issue and it was never reported (AFAIK) here for all the mod users since first release.
Patience is a virtue. ʕ•ᴥ•ʔ
As I am no longer modding RimWorld, I am now opening these mods to anyone who wants to update them. Feel free to update and upload them, I only ask to be given credit for the original implementation.