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RimWorld => Mods => Releases => Topic started by: mrofa on February 16, 2016, 02:32:53 PM

Title: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: mrofa on February 16, 2016, 02:32:53 PM
(http://s21.postimg.org/61p14t43r/Clutter_Logo.png)

(http://s32.postimg.org/iks9fhc79/ssstest.png)

(http://s22.postimg.org/522pama3l/SSButton.gif)
Quote
[Rest of mods is under construction :D]

Clutter Structures v2.1(1.0): (https://www.sendspace.com/file/icevhj)
Adds walls and fences, slightly changed graphic for vanilia walls

Clutter Windows v1.2(1.0): (https://www.sendspace.com/file/3pankr)
Adds windows

Clutter Door Stuff v1.5(1.0): (https://www.sendspace.com/file/ez4fm5)
Adds a locking and permission system to doors, also new graphic visuals

Clutter Hands (1.0): (https://www.sendspace.com/file/iytwl5)
Add hands to characters that hold a weapon

General Nexus Mod Dowload [Not working yet]
(http://s11.postimg.org/w4nk73vc3/Nexus_Mods_Button.png) (http://www.nexusmods.com/rimworld/mods/20/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D20&pUp=1)

Credits

Architect (https://ludeon.com/forums/index.php?action=profile;u=2665) showing me the basic of cooding, can be blamed for how clutter end up :D
Fisty (https://ludeon.com/forums/index.php?action=profile;u=48083) & darcclan
MsMeiriona (https://ludeon.com/forums/index.php?action=profile;u=29060)for translating from morfish to english!
Alistaire (https://ludeon.com/forums/index.php?action=profile;u=36837)
isistoy (https://ludeon.com/forums/index.php?action=profile;u=9625)
Ekie(1000101) (https://ludeon.com/forums/index.php?action=profile;u=32730) For being afk all the time
FurryMan(Fluffy) (https://ludeon.com/forums/index.php?action=profile;u=12611) For making things even fluffier
Haplo (https://ludeon.com/forums/index.php?action=profile;u=161) Man that survived my constant pestering and helped me learn codding
Zhentar  (https://ludeon.com/forums/index.php?action=profile;u=62564) Fridge mechnic
Sefin (https://ludeon.com/forums/index.php?action=profile;u=46522) Additional bed textures
Tiltos (https://ludeon.com/forums/index.php?action=profile;u=75051) Clutter furniture official 4th english translation :D
Mehni (https://ludeon.com/forums/index.php?action=profile;u=60718) Testing stuff and ideas

Love for trolling meh out of my hibernation(its not lazy)
slack trolls
and many more that i did actually forgot and will add in time ^^

Mole squierrls
-Windows Defender-For some odd reason windows defender detect clutter furniture to have viruses, im not sure why. If its any other antivirus software that detect something please post, if its only windows defender dont bother.
Also if your still worried, use nexus download, nexus do a extensive antivirus scans on every file before its availble to download.

Chopping license(Mod Licence):
Ask and you shall recive, unless you dont :D
If you dont keep in mind that all mods on the forum are under Ludeon licence

Coffie counter:


[August 06, 2017]
Windows are back with some improvments, check Spoilerz post for more info.
Clutter Structure main was fixed to not show that annoying error for windows.

[July 29, 2017]
Chopping has began, Door are now as a seperate mod with some additional UMF!.
Check Spoilerz for more info.



Language:
Im not a native english speaker, so if your a grammar nazi get your ass to work and write me proper translation.



Edited 87 Bazilion times, i counted !
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: mrofa on February 16, 2016, 02:33:25 PM
SPOILERZ

Mod Menu:
Some of clutter mods contains mod menu for extra options.

To access mod menu, go into game options -> mod settings-> select mod.
Keep in mind that most of settings will require game restart.


Clutter Furniture:
Well new furniture

Couch - Its a working double seat

Locker - Give ablity to change between two gear sets.
If there is nothing stored in the locker, colonist will strip and put all his cloths into the locker, this include weapons.
You can see stored content on locker tab, there is also a button to force colonist to go switch gear(works in multi select)

(https://s28.postimg.org/jozg4dj3h/Locker.gif)



Wierd Lamp- This lamps can change glow colors when Colored Lights research is done

(https://s29.postimg.org/b0fc2ncyv/Lamp_Colors.gif)



Clutter Structure:
Contains new walls, floors and some extras

Windows Stuff
As much as overpowered they are in term of balance i just couldnt help myself.

(https://s28.postimg.org/v47gcyrp9/Windows_Grow.png)    (https://s28.postimg.org/dnsfh5b2l/Window_Shoot.png)

During a day they will provide light in range of 2 cells to grow plants, if a window have access to a unrooffed cell adjectent to it.
Windows can be opened and closed via float menu. When opened they act as embrasure so you can shoot thrugh them, and very slowly move thrugh them, will also like doors normalize the temperature between rooms. Keep in mind they are easily destroyed

[Visual light system]
Based on excellent CuroPanda`s windows (https://ludeon.com/forums/index.php?topic=32190#msg329352).
Its adds glow effect based on sun strenght to add a nice visual effect of light growing/dimming in inside areas.
Effect disabled by default since i dont know how it will fare with large ammount of windows.
To access it go to Game menu options -> Mod Settings -> Select Mod ->Clutter Window Stuff, there you can enable/disable it, you can do that also while in game.

And no untill there will be othere glass like resource, jade will be require to build windows, mostly becouse its on every map.

Doors Stuff
Doors stuff contain new mechanics for doors and changes vanilia doors to use this mechanics.

[Graphic change]
Vanilia doors aswell reinforced door now uses pseudo 2,5d graphic

(https://s1.postimg.org/wz71ug85b/Door_Types.png)

[Locking]
With float menu you can now lock and unlock doors, and i mean LOCK.

(https://s27.postimg.org/3s5jiy3pf/Locklable_Door.gif)

No more berserk colonist running thrugh your base, no more junkie stealing your drugs, and no more damn visitors stealing your stuff.
Warning: Vanilia game got a fail safe for npc caravana. When they will want to leave a map but they are locked in the room, they will dig thrugh walls so keep that in mind.

[Permits system]
Unlike like locking mechanic permits allows to configure who can open the door. Think of it like sticking a paper on the door of who can access it.
This wont stop colonist who are broken or berserk.

(https://s2.postimg.org/hc6tta4at/Door_Permits.png) (https://postimg.org/image/hc6tta4at/)

Each door have its own configurable settings. Its disable by default.
Auto access section with All Drafted selected allows colonist while they are drafted to gain auto access, so you dont need change door config each time your up to kick some ass or some fast relocating.
As rest of this buttons are self-explanatory wont dwell into them.
Warning: Keep in mind that while doors are open nothing stops other colonist to pass, this feature only allows to configure who can open them.

Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: mrofa on February 16, 2016, 02:33:34 PM
Reverse-Enginnering
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: simon-82 on February 16, 2016, 03:08:26 PM
Best Ikea furniture available on this RimWorld.

Great release mrofa!  :)
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: skyarkhangel on February 16, 2016, 04:37:35 PM
Yeah, finally realised :)
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: Fluffy (l2032) on February 16, 2016, 04:45:02 PM
Well, it's about time :P

edit; the files are getting flagged by Windows Defender as possible trojans. I've run both through VirusTotal, and neither is flagged by any of the 56 antivirus programs used there. Based on that, and because I like Mrofa, I'd say this is a false positive.

Reports for both files;
https://www.virustotal.com/en/file/63f6c1d2c69707d04b78cf51b3395c3295608d804bf49ff165de79339bc97b22/analysis/
VirusTotal's antivirus scan report for the file with MD5 937848e5d390a04af53ca1d1d68aa49a at 2016-02-16 19:33:05 UTC. 0 out of 54 antivirus detected the file as malicious.

https://www.virustotal.com/en/file/ee0e2b6af455fe238fdc4f41ac98f0204328868d6c658a4fb47b4a9f43574478/analysis/
VirusTotal's antivirus scan report for the file with MD5 33b7fb66140bd4bf328fc5dd93076834 at 2016-02-16 19:32:11 UTC. 0 out of 54 antivirus detected the file as malicious.
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: ModernGib on February 16, 2016, 05:11:19 PM
Quote from: Fluffy (l2032) on February 16, 2016, 04:45:02 PM
Well, it's about time :P

edit; the files are getting flagged by Windows Defender as possible trojans. I've run both through VirusTotal, and neither is flagged by any of the 56 antivirus programs used there. Based on that, and because I like Mrofa, I'd say this is a false positive.

Reports for both files;
https://www.virustotal.com/en/file/63f6c1d2c69707d04b78cf51b3395c3295608d804bf49ff165de79339bc97b22/analysis/
VirusTotal's antivirus scan report for the file with MD5 937848e5d390a04af53ca1d1d68aa49a at 2016-02-16 19:33:05 UTC. 0 out of 54 antivirus detected the file as malicious.

https://www.virustotal.com/en/file/ee0e2b6af455fe238fdc4f41ac98f0204328868d6c658a4fb47b4a9f43574478/analysis/
VirusTotal's antivirus scan report for the file with MD5 33b7fb66140bd4bf328fc5dd93076834 at 2016-02-16 19:32:11 UTC. 0 out of 54 antivirus detected the file as malicious.



Yeah, I'm getting the same thing. File canceled immediately due to it.
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: sanya02 on February 16, 2016, 06:10:36 PM
And where PlasmaGen ??
Title: Re: [A12d] Clutter ("Moar Chopping" February 16, 2016)
Post by: mrofa on February 17, 2016, 04:37:33 AM
There shouldnt be any virus, i always check with nexus download since its first scanned and tested before the download is avalible to users on nexus.

sanya02
Soon im misc module :)



Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: MsMeiriona on February 23, 2016, 10:04:29 AM
As much as I love the Clutter mod, and I do, it's one of the best, the spelling errors do bother me. Would you be terrible offended if I were to make a post to point out/fix the errors here for later releases, or should I just fix it in my personal game?
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: isistoy on February 23, 2016, 11:37:31 AM
I know I would ;)
Sry to interrupt...  ;D
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: MsMeiriona on February 23, 2016, 02:48:56 PM
In a lot of cases it's a simple find->replace job. I've already fixed my personal ones for my use, so if wanted, I can download the current and later this week give a full rundown of errors and suggested corrections. The majority of the errors are either simple spelling mistakes (Using "confy" when you mean "comfy" is one I recall off the top of my head) while a few are singular/plural or word order issues. If English isn't you native language, these are really easy mistakes and not a worry, but they bother me as a writer.
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: mrofa on February 23, 2016, 05:15:03 PM
If you want i dont really mind, just write me where :)
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: MsMeiriona on February 23, 2016, 05:22:18 PM
I'll try and get it to you by the end of the week.
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: Beathrus on February 26, 2016, 09:02:11 AM
Question: How long does the Dermal Regenerator take to heal a scar?
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: skullywag on February 26, 2016, 09:30:57 AM
Quote from: Beathrus on February 26, 2016, 09:02:11 AM
Question: How long does the Dermal Regenerator take to heal a scar?

erm thats my mod not this one. It takes half a day I think, its getting an update shortly though. Waiting on A13.
Title: Re: [A12d] Clutter ("Moar Chopping" February 21, 2016)
Post by: Beathrus on February 26, 2016, 05:02:21 PM
Quote from: skullywag on February 26, 2016, 09:30:57 AM
Quote from: Beathrus on February 26, 2016, 09:02:11 AM
Question: How long does the Dermal Regenerator take to heal a scar?

erm thats my mod not this one. It takes half a day I think, its getting an update shortly though. Waiting on A13.

Oh, Right. x.x Sorry about that, Yeah I watched it after using it and realized it does a 'scanning' and then heals the scar. I was confused because there wasn't a bill or anything and I didn't bother to click on the thing itself to see if it was completing.

I was asking because I had a colonist use it without making sure they were in the mood to wait a long while. xD
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 21, 2016, 11:52:55 PM
When I load into my world every single reinforced panel wall is damaged by one which means my colonists waste time having to repair each time I have to reload. How do I fix this?
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 22, 2016, 02:18:33 AM
Quote from: Long Night'a Hooking on March 21, 2016, 11:52:55 PM
When I load into my world every single reinforced panel wall is damaged by one which means my colonists waste time having to repair each time I have to reload. How do I fix this?

Thats quite a problem, your using current version of the mod with the map done with old version of the mod. Old version did add map component on map creation with the specific code to run, new version dont use it anymore.
For which there is not good fix sorry
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 22, 2016, 02:27:43 AM
Quote from: mrofa on March 22, 2016, 02:18:33 AM
Quote from: Long Night'a Hooking on March 21, 2016, 11:52:55 PM
When I load into my world every single reinforced panel wall is damaged by one which means my colonists waste time having to repair each time I have to reload. How do I fix this?

Thats quite a problem, your using current version of the mod with the map done with old version of the mod. Old version did add map component on map creation with the specific code to run, new version dont use it anymore.
For which there is not good fix sorry

If I update to a new version do I have to create a new world?
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 22, 2016, 02:35:13 AM
Yes atleast if you update to the new version from when clutter was a single mod to the modular one now.
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 22, 2016, 05:05:31 AM
I have the mod version where everything was bundled together.
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 22, 2016, 06:07:53 AM
Dats a modpack, i assume that this mod pack was updated since you are gettng this bug, so stil the same rules applies and you need to create new world :/
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 22, 2016, 09:53:55 PM
I put a temporary fix by un-researching the research that supposedly adds HP to reinforced walls.

I did this by editing my save file. Damage on start is no longer happening.
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 23, 2016, 02:12:03 AM
Oh dat is sneaky, didnt think of it :D
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 23, 2016, 05:24:42 PM
mrofa is there a way for me to create a custom table with your texture - as in how do I do it?

I'd love it to have the same functions as MAI Misc mod's Tactical Computer Terminal.

(http://i.imgur.com/CgPhDMf.png)

(http://i.imgur.com/j42dVkw.jpg)

Is there also a way I can edit my defs to add this into my Colony without restarting?

(http://i.giphy.com/3o7abDvn0xY329cwwg.gif)
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 24, 2016, 03:12:54 AM
Haplo did write the discription is his topic for the texture change :)

As for doors you dont need to this are new object
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 24, 2016, 04:06:36 AM
I have the mod pack so I don't know if I can just drag and drop your file into my mod folder without overwrites without restarting.

I don't want a texture change per se. I want a new furniture / table with the texture you had. Also, is there any way to create custom research tables that don't replace the vanilla one? I'd like tinier versions that I can fit into an office space.
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 24, 2016, 07:38:53 AM
Nope not a problem at all with the mod pack, like i said its a new object without dependecies, and i didnt change anything with the existing stuff in there.

Haplo did write in his topic which xml you need to edit and how to make a new object, also you might have a problem with texture size, since textures arent draw to the size of object anymore unless they are 1x1 size.

In the thinfdef you will copy there will be <graphicData> and </graphicData>, between this two you will have a texture path and other graphical stuff.
Add between thous two <drawSize>(2,1)</drawSize>, this is the size of texture, it might be 1,2 im not sure but in general it should be same as <size>
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 25, 2016, 12:33:06 AM
(http://i.imgur.com/ji9DSK2.gif)

https://youtu.be/cfMo5CFVzyQ (https://youtu.be/cfMo5CFVzyQ)

I tried to put your Structure Mod in and this happened.


I edited the defs + folders and managed to make it work.

And I attempted to do the Computer Desk thing with instructions and this happened.

(http://i.imgur.com/OR6FYAi.png)
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 25, 2016, 02:13:07 AM
Dat error is wierd i would need to look at the output log, anyways im to lazy to do thinker on it so it will be faster if i just do this :D
https://www.sendspace.com/file/h8fcxq (https://www.sendspace.com/file/h8fcxq)
This is doors only and tactical computer, on the mod list it needs to be under haplo mod
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on March 25, 2016, 03:49:04 AM
Thank you mrofa! I combined some of the lines of your computer def with my def and it works!

EDIT: And how do I go about making it change color with different material?

I managed to make your door work by removing every other structure and leave just the door from your structure mod so I didn't need the door part of your sendspace.

Right now I'm getting an error

"Could not resolve cross-reference to Verse.ThingDef named TinkerTable"
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: mrofa on March 25, 2016, 04:11:06 AM
You would need to post me a Rimworld/RimWorld914Win_Data/output_log.txt since the error message on its own dont tell me much
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on April 16, 2016, 04:11:42 PM
Mrofa does this mod work with Alpha 13?
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: Senacharim on April 21, 2016, 05:43:44 PM
Has anybody tried this on A13?  Or, does anybody know if there are plans on an update?

Clutter and Power Switch are my 2 "must have" mods...
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: creeperciaran on April 22, 2016, 03:15:50 PM
Quote from: Senacharim on April 21, 2016, 05:43:44 PM
Has anybody tried this on A13?  Or, does anybody know if there are plans on an update?

Clutter and Power Switch are my 2 "must have" mods...
Unfortunately.. No. it doesn't work in A13
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: branch? on April 24, 2016, 05:27:51 PM
Does someone know how to update just the Hair-Styler to Alpha 13?

The Fluffster was really useful in A12 because the Tribals had some ratchet hair and I could change them.
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: Uziel on April 26, 2016, 06:46:57 PM
just the furniture alone would be nice :)
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: Grynnreaper on April 30, 2016, 01:11:29 AM
i miss dis
Title: Re: [A12d] Clutter ("Un-Chopping" March 07, 2016)
Post by: pktongrimworld on April 30, 2016, 11:26:07 PM
(anycase we can get the freezer/cold food storage atleast?)
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: Zorathex on May 13, 2016, 06:48:34 PM
He's updating it on nexus.
Thank you so much Mrofa. :D
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: Uziel on May 13, 2016, 06:51:24 PM
Thanks a bunch. Now I can actually play rimworld again.
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: Zorathex on May 13, 2016, 06:53:52 PM
Quote from: Uziel on May 13, 2016, 06:51:24 PM
Thanks a bunch. Now I can actually play rimworld again.
At the moment only furniture is updated, I can't wait for the rest. :D

EDIT: There appears to be a mod conflict between Clutter Furniture and Combat realism.
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: duduluu on May 15, 2016, 04:22:46 PM
Oh, my God!
It cost 2400 silver to make a book shelf at furniture assembler!!!
2400 silver!!! craft cost is 20x as build cost!!!
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: mrofa on May 15, 2016, 09:14:11 PM
Quote from: Zorathex on May 13, 2016, 06:53:52 PM
Quote from: Uziel on May 13, 2016, 06:51:24 PM
Thanks a bunch. Now I can actually play rimworld again.
At the moment only furniture is updated, I can't wait for the rest. :D

EDIT: There appears to be a mod conflict between Clutter Furniture and Combat realism.

This is interesting, can you be mroe specific about the conflict?

Quote from: duduluu on May 15, 2016, 04:22:46 PM
Oh, my God!
It cost 2400 silver to make a book shelf at furniture assembler!!!
2400 silver!!! craft cost is 20x as build cost!!!

Whops sorry, it should cost silver at all
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: Zorathex on May 15, 2016, 09:48:34 PM
Quote from: mrofa on May 15, 2016, 09:14:11 PM
Quote from: Zorathex on May 13, 2016, 06:53:52 PM
EDIT: There appears to be a mod conflict between Clutter Furniture and Combat realism.

Quote from: mrofa on May 15, 2016, 09:14:11 PMThis is interesting, can you be mroe specific about the conflict?

Basically no ammo, no bulk and weight, no advanced combat ai, no carrying multiple weapons around, interestingly this doesn't disable combat realisms equip menu, although Pawns won't equip, unless told to by giving them direct commands, any thoughts on what might be causing this?

Also I'm new to the Ludeon forums if there's somthing wrong with my post, that would be why.
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: mrofa on May 16, 2016, 06:41:48 AM
Ahh dont worry nothing worng with your post

I found the well issue, i know thats clutter furniture dll fault, but i cant pit point exackly where, it might take a bit..

But on the good side i did and "TEST" Structures (https://www.sendspace.com/file/3sfaav), this will be uploaded to the main thread soon when im back from work :P
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: duduluu on May 16, 2016, 06:59:03 AM
Hello, Mrofa
I translated your Clutter Furniture to Chinese, and I make it support Keyed files.(i decompile the dll file)

I hope your next version can support the Keyed files, Chinese players really love your furniture mod

[attachment deleted by admin - too old]
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: Zorathex on May 19, 2016, 11:15:25 AM
I'm gonna wait until this is updated to start a new colony, my last one had 136 solar panels, and 32 wind turbines, powering it, and had a 20 by 60 freezer that was overflowing into the workshops, then it was completely destroyed by a massive fire. the next colony won't have wood bedrooms.  :)
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: canidaeSynapse on May 21, 2016, 05:32:45 AM
The Clutter Structure mod and the Clutter Furniture mod seem to be throwing incompatibility errors when both are enabled together. I'm running it with CCL 13.2.1, and no other mods enabled. It's a real shame, because choosing between the Clutter Structures and Clutter Furniture isn't easy. I've also tried with the newest Clutter Structure file that was posted separately, alas nothing changed.

Any ideas to what went wrong?
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: mrofa on May 21, 2016, 06:15:59 AM
That is new graphic system in works :D
I got that fixed in dev version along with cr compatibility, running tests now, if there is no major issues will try to upload them today
Title: Re: [A13] Clutter ("something here" May 12, 2016)
Post by: canidaeSynapse on May 21, 2016, 06:26:53 AM
Quote from: mrofa on May 21, 2016, 06:15:59 AM
That is new graphic system in works :D
I got that fixed in dev version along with cr compatibility, running tests now, if there is no major issues will try to upload them today

let the F5 spamming commence.
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 21, 2016, 08:30:15 AM
Ok did update eveything and everything seems to work also works correctly with CR. Did a bigger test but in the end im cant say its 100% bug free im sure there something i miss.
For thous who wonder where are furnitures, they are now all craftable, you need to do a research, to unlock the special bench which allows you to craft them.
Im not sure if its better way than normal buildings but allows me to add quality modifier to items which might end up better that the simple no quality ones.


duduluu
Added the language stuff, thrugh only to clutter furniture for now since its my first time adding somethig like this and im not quite sure how it works yet :D
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Roth on May 21, 2016, 08:35:13 AM
Well for some weird reason that when i download these, it says that there's a virus Windows Defender is removing it automatically i downloaded it once and it removed it, i thought it was something else but when i downloaded it again , it removed it again.

Yea i know i'm new and it looks like i'm one of those trolls but i'm not.. please explain
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 21, 2016, 08:42:09 AM
Yehh im not sure why that is, its always only windows defender, anyways if your worry im spamming some malware, hacks and advenced coffie drainers, worry not, atleast not for the first two :D
Did upload this stuff on nexus, they do extensive virus scan there virus check for furniture (https://www.virustotal.com/pl/file/f4708ee80dfe609238850a3575bcb80dfdad4fdf91799bd10731c2cfd8f3794e/analysis/1463833984/)
Anyways you might wanna then download stuff from there
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Roth on May 21, 2016, 08:48:31 AM
Quote from: mrofa on May 21, 2016, 08:42:09 AM
Yehh im not sure why that is, its always only windows defender, anyways if your worry im spamming some malware, hacks and advenced coffie drainers, worry not, atleast not for the first two :D
Did upload this stuff on nexus, they do extensive virus scan there virus check for furniture (https://www.virustotal.com/pl/file/f4708ee80dfe609238850a3575bcb80dfdad4fdf91799bd10731c2cfd8f3794e/analysis/1463833984/)
Anyways you might wanna then download stuff from there
Downloading from nexus fixed it , Weird :/ maybe windows defender doesn't like sendspace...

Thanks :D
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Zorathex on May 21, 2016, 09:12:56 AM
Quote from: Roth on May 21, 2016, 08:48:31 AM
Quote from: mrofa on May 21, 2016, 08:42:09 AM
Yehh im not sure why that is, its always only windows defender, anyways if your worry im spamming some malware, hacks and advenced coffie drainers, worry not, atleast not for the first two :D
Did upload this stuff on nexus, they do extensive virus scan there virus check for furniture (https://www.virustotal.com/pl/file/f4708ee80dfe609238850a3575bcb80dfdad4fdf91799bd10731c2cfd8f3794e/analysis/1463833984/)
Anyways you might wanna then download stuff from there
Downloading from nexus fixed it , Weird :/ maybe windows defender doesn't like sendspace...

Thanks :D

You might have clicked the wrong download button, send space has those pesky start/download virus ads, you may have clicked one of those, the real download button is sky blue and near the center of the screen.

EDIT: Here's something to help with future incidents http://i.imgur.com/gWYcKBA.png

Also, thanks for the update Mrofa. :D
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 21, 2016, 09:36:41 AM
Im using Addblocker on my browser so i dont see any of this virus stuff, i mean damn i didnt even know it have so many commercials...
My send space looks liek this ...
(http://s32.postimg.org/3n4l5jfk1/Untitled_1.jpg) (http://postimg.org/image/3n4l5jfk1/)

Well its the most easy host i found thrugh :P
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Zorathex on May 21, 2016, 09:39:58 AM
Quote from: mrofa on May 21, 2016, 09:36:41 AM
Im using Addblocker on my browser so i dont see any of this virus stuff, i mean damn i didnt even know it have so many commercials...
Well its the most easy host i found thrugh :P

I'm using Adblock plus, but it's not working on these ads for some reason.
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Roth on May 21, 2016, 09:46:20 AM
Quote from: Zorathex on May 21, 2016, 09:12:56 AM
Quote from: Roth on May 21, 2016, 08:48:31 AM
Quote from: mrofa on May 21, 2016, 08:42:09 AM
Yehh im not sure why that is, its always only windows defender, anyways if your worry im spamming some malware, hacks and advenced coffie drainers, worry not, atleast not for the first two :D
Did upload this stuff on nexus, they do extensive virus scan there virus check for furniture (https://www.virustotal.com/pl/file/f4708ee80dfe609238850a3575bcb80dfdad4fdf91799bd10731c2cfd8f3794e/analysis/1463833984/)
Anyways you might wanna then download stuff from there
Downloading from nexus fixed it , Weird :/ maybe windows defender doesn't like sendspace...

Thanks :D

You might have clicked the wrong download button, send space has those pesky start/download virus ads, you may have clicked one of those, the real download button is sky blue and near the center of the screen.

EDIT: Here's something to help with future incidents http://i.imgur.com/gWYcKBA.png

Also, thanks for the update Mrofa. :D
I have AdBlock so i don't see those, i did click the sky blue one   :P
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: canidaeSynapse on May 21, 2016, 10:10:21 AM
It's working! It's working! Ah clutter, how I've missed you...
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Zorathex on May 21, 2016, 10:21:57 AM
Quote from: Roth on May 21, 2016, 09:46:20 AM
Quote from: Zorathex on May 21, 2016, 09:12:56 AM
Quote from: Roth on May 21, 2016, 08:48:31 AM
Quote from: mrofa on May 21, 2016, 08:42:09 AM
Yehh im not sure why that is, its always only windows defender, anyways if your worry im spamming some malware, hacks and advenced coffie drainers, worry not, atleast not for the first two :D
Did upload this stuff on nexus, they do extensive virus scan there virus check for furniture (https://www.virustotal.com/pl/file/f4708ee80dfe609238850a3575bcb80dfdad4fdf91799bd10731c2cfd8f3794e/analysis/1463833984/)
Anyways you might wanna then download stuff from there
Downloading from nexus fixed it , Weird :/ maybe windows defender doesn't like sendspace...

Thanks :D

You might have clicked the wrong download button, send space has those pesky start/download virus ads, you may have clicked one of those, the real download button is sky blue and near the center of the screen.

EDIT: Here's something to help with future incidents http://i.imgur.com/gWYcKBA.png

Also, thanks for the update Mrofa. :D
I have AdBlock so i don't see those, i did click the sky blue one   :P

Strange, maybe I need to update my ad blocker.
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: caekdaemon on May 22, 2016, 05:49:52 PM
Just tried downloading the clutter furniture mod from nexus mods and sendspace, both times the file got canned by windows defender because of a trojan. What's going on?
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Zorathex on May 22, 2016, 06:16:25 PM
The panel reinforced wall takes 16 granite to make, and has the same hit points as the normal wall, I modified my version to have twice as many hit points, as it takes 300 work to make, compared to 150 for a normal wall. is it supposed to have the same amount of hit points, but take more work and materials to build?
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 23, 2016, 08:48:49 AM
Quote from: caekdaemon on May 22, 2016, 05:49:52 PM
Just tried downloading the clutter furniture mod from nexus mods and sendspace, both times the file got canned by windows defender because of a trojan. What's going on?

On both rolf... i dont know, this is a common thing from what i see, windows defender is trolling me.
Will need to scribe some desclimer regardign this on the main post and send some hate mail to microsoft.

Quote from: Zorathex on May 22, 2016, 06:16:25 PM
The panel reinforced wall takes 16 granite to make, and has the same hit points as the normal wall, I modified my version to have twice as many hit points, as it takes 300 work to make, compared to 150 for a normal wall. is it supposed to have the same amount of hit points, but take more work and materials to build?

Oh damn forgot that ... it should be 450 or 500. Shouldnt be much to high since walls also give you passive beauty+stuff multiplayer compare to vanilia walls where you got only stuff multiplayer
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: witchyspoon on May 24, 2016, 04:42:24 AM
I think you forgot to make the plasma generator selectable? Or was this intended? But then one wouldn't be able to see the charge level? Hmm anyway I added it in for myself but you should prbly look into that .. :)

edit: I just realized its not deconstructable either, only deletable with dev console..is this intended, too? If so, there should be a warning maybe..?
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 24, 2016, 09:05:37 AM
Quote from: spoonshortage on May 24, 2016, 04:42:24 AM
I think you forgot to make the plasma generator selectable? Or was this intended? But then one wouldn't be able to see the charge level? Hmm anyway I added it in for myself but you should prbly look into that .. :)

edit: I just realized its not deconstructable either, only deletable with dev console..is this intended, too? If so, there should be a warning maybe..?

What mods do you use, it looks like a conflict since everything seems to work fine for me, also outputlog would be nice to so i can try to pinpoint the error :D
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: witchyspoon on May 24, 2016, 09:28:03 AM
Quote from: mrofa on May 24, 2016, 09:05:37 AM
Quote from: spoonshortage on May 24, 2016, 04:42:24 AM
I think you forgot to make the plasma generator selectable? Or was this intended? But then one wouldn't be able to see the charge level? Hmm anyway I added it in for myself but you should prbly look into that .. :)

edit: I just realized its not deconstructable either, only deletable with dev console..is this intended, too? If so, there should be a warning maybe..?

What mods do you use, it looks like a conflict since everything seems to work fine for me, also outputlog would be nice to so i can try to pinpoint the error :D

umm there was no error in the log...it just wasn't selectable after placing??? so I looked into the def and the line for <selectable>true</selectable> was missing so I added it in...I really have no clue about modding or coding so I don't know what could be missing for there to not be a deconstruct button..so yeah   ¯\_(ツ)_/¯

edit: I added a screenshot of my active mods

[attachment deleted by admin - too old]
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: RedPhoenix on May 24, 2016, 11:04:57 AM
Clutter Misc has compat problems with Combat Realism.
When enabled the full suite of Clutter, it breaks former mentioned mod.
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: MadmanWithABox on May 24, 2016, 04:36:49 PM
Getting 2 errors on startup.

XML error: Could not find parent node named "ClutterStructureBuildingBase" for node "ThingDef". Full node: <ThingDef Name="SpongeBase" ParentName="ClutterStructureBuildingBase" Abstract="True"><DesignationCategory>Furniture</DesignationCategory><minifiedDef>MinifiedFurniture</minifiedDef></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: Could not find parent node named "ClutterStructureBuildingBase" for node "ThingDef". Full node: <ThingDef ParentName="ClutterStructureBuildingBase"><defName>PlasmaGen</defName><label>Plasma Generator</label><thingClass>Clutter_Misc.PlasmaGen</thingClass><graphicData><shaderType>Transparent</shaderType><texPath>PlasmaGenFrames/PlasmaGenOff</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>(2,2)</drawSize></graphicData><AltitudeLayer>BuildingTall</AltitudeLayer><Passability>Impassable</Passability><fillPercent>0.5</fillPercent><statBases><MaxHitPoints>100</MaxHitPoints><WorkToMake>6000</WorkToMake><Flammability>1.0</Flammability><Beauty>-10</Beauty></statBases><tickerType>Normal</tickerType><Description>Produces tax free electricity from plasma discharges, if you manage to fully charge it first</Description><Size>(2,2)</Size><costList><Steel>50</Steel><Plasteel>150</Plasteel><Silver>150</Silver></costList><comps><li Class="CompProperties_Power"><compClass>CompPowerTrader</compClass><basePowerConsumption>1</basePowerConsumption><startElectricalFires>true</startElectricalFires></li><li Class="CompProperties_Flickable" /><li Class="CompProperties_Glower"><compClass>CompGlower</compClass><glowRadius>3</glowRadius><glowColor>(0,255,246,1)</glowColor></li><li Class="CompProperties_Explosive"><explosiveRadius>5</explosiveRadius><explosiveDamageType>Flame</explosiveDamageType></li></comps><rotatable>false</rotatable><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><DesignationCategory>Power</DesignationCategory><building><soundAmbient>GeothermalPlant_Ambience</soundAmbient><ignoreNeedsPower>false</ignoreNeedsPower></building><constructEffect>ConstructMetal</constructEffect><researchPrerequisites><li>PlasmaDischarge</li></researchPrerequisites></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Vassteel on May 25, 2016, 07:05:43 AM
this mod is infected with the Trojan: Win32/Spursint.A!cl either that or the site hosting it is
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: harpo99999 on May 25, 2016, 08:06:04 PM
Quote from: Vassteel on May 25, 2016, 07:05:43 AM
this mod is infected with the Trojan: Win32/Spursint.A!cl either that or the site hosting it is
which 'anti-virus' program reported this?
also have you done a THOROUGH cleaning of your computer for all malware with a trusted av/antimalware (btw the ms tools should not be fully trusted)
also which download link did you click on, the correct one is the one in the centre of the page NOT near the sides/top/bottom(if you clicked on one of the many WRONG buttons then those ADWARES could well contain such malware and problems and will NOT download the mods
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: duduluu on May 26, 2016, 01:30:24 AM
Sorry, I think you don't understand what I mean.
I need to tranlate the float menu.
Forgive me for my broken English and excessive demands.

For example:

The .dll source code ApperalColor.cs
        static Dialog_ColorChanger()
        {
            WindowTitle = "Select Apparel Colour";
            WindowSize = new Vector2(444f, 392f);
        }


There is what I do,
I edit it for support "Keyed" languege file, by adding ".Translat()"
        static Dialog_ColorChanger()
        {
            WindowTitle = "ClutterSelectApparelColour".Translate();  //Trans
            WindowSize = new Vector2(444f, 392f);
        }


and then in Keyed file
D:\RimWorld1135Win\Mods\Clutter Furniture\Languages\English\Keyed\ClutterFurniture.xml
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>

<!--  Cabinet  -->
<ClutterEmpty>empty</ClutterEmpty>
<ClutterSelectApparelColour>Select Apparel Colour</ClutterSelectApparelColour>
<ClutterAccept>Accept</ClutterAccept>
<ClutterColorCloths>Color Cloths</ClutterColorCloths>

</LanguageData>



By the way, "CannotUseNoPath" also needs add .Translate() to link to Keyed languege file:
D:\RimWorld1135Win\Mods\Core\Languages\English\Keyed\FloatMenu.xml
<CannotUseNoPath>Cannot use (no path)</CannotUseNoPath>

and...add defaultLabel for some button can show its name(label, not description).
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: duduluu on May 26, 2016, 03:34:46 AM
Quote from: MadmanWithABox on May 24, 2016, 04:36:49 PM
Getting 2 errors on startup.

XML error: Could not find parent node named "ClutterStructureBuildingBase" for node "ThingDef". Full node: <ThingDef Name="SpongeBase" ParentName="ClutterStructureBuildingBase" Abstract="True"><DesignationCategory>Furniture</DesignationCategory><minifiedDef>MinifiedFurniture</minifiedDef></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: Could not find parent node named "ClutterStructureBuildingBase" for node "ThingDef". Full node: <ThingDef ParentName="ClutterStructureBuildingBase"><defName>PlasmaGen</defName><label>Plasma Generator</label><thingClass>Clutter_Misc.PlasmaGen</thingClass><graphicData><shaderType>Transparent</shaderType><texPath>PlasmaGenFrames/PlasmaGenOff</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>(2,2)</drawSize></graphicData><AltitudeLayer>BuildingTall</AltitudeLayer><Passability>Impassable</Passability><fillPercent>0.5</fillPercent><statBases><MaxHitPoints>100</MaxHitPoints><WorkToMake>6000</WorkToMake><Flammability>1.0</Flammability><Beauty>-10</Beauty></statBases><tickerType>Normal</tickerType><Description>Produces tax free electricity from plasma discharges, if you manage to fully charge it first</Description><Size>(2,2)</Size><costList><Steel>50</Steel><Plasteel>150</Plasteel><Silver>150</Silver></costList><comps><li Class="CompProperties_Power"><compClass>CompPowerTrader</compClass><basePowerConsumption>1</basePowerConsumption><startElectricalFires>true</startElectricalFires></li><li Class="CompProperties_Flickable" /><li Class="CompProperties_Glower"><compClass>CompGlower</compClass><glowRadius>3</glowRadius><glowColor>(0,255,246,1)</glowColor></li><li Class="CompProperties_Explosive"><explosiveRadius>5</explosiveRadius><explosiveDamageType>Flame</explosiveDamageType></li></comps><rotatable>false</rotatable><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><DesignationCategory>Power</DesignationCategory><building><soundAmbient>GeothermalPlant_Ambience</soundAmbient><ignoreNeedsPower>false</ignoreNeedsPower></building><constructEffect>ConstructMetal</constructEffect><researchPrerequisites><li>PlasmaDischarge</li></researchPrerequisites></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


you need active Clutter Struture before Clutter Misc
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 26, 2016, 04:44:51 AM
Quote from: harpo99999 on May 25, 2016, 08:06:04 PM
Quote from: Vassteel on May 25, 2016, 07:05:43 AM
this mod is infected with the Trojan: Win32/Spursint.A!cl either that or the site hosting it is
which 'anti-virus' program reported this?
also have you done a THOROUGH cleaning of your computer for all malware with a trusted av/antimalware (btw the ms tools should not be fully trusted)
also which download link did you click on, the correct one is the one in the centre of the page NOT near the sides/top/bottom(if you clicked on one of the many WRONG buttons then those ADWARES could well contain such malware and problems and will NOT download the mods

Due the ammount of complains of viruses im after one whole day of full system scanning, 2 malwares stuff and 3 antiviruses, watched like whole dem youtube since i couldnt do really anything else. Did also download all clutter parts and did a didicated scans on them. Supsingly they didnt find nothing on system scans, unsuprisingly they didnt find nothing on dedicated scans.

MadmanWithABox thanx for the report, did fixed it, forgot to create this parent thing to xml will upload new version soon with fixes when i do the translation thingy Duduluu is talking about :D


Duduluu thx looks like a good guide, this will require alot of new variables thrugh ^^
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: harpo99999 on May 26, 2016, 05:45:16 AM
mrofa, I was not aiming my comments at you, but at the person that I replied to, but on behalf of other forum users, thank you for the deep testing of your system
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: caekdaemon on May 26, 2016, 07:45:38 AM
Quote from: mrofa on May 26, 2016, 04:44:51 AM
Due the ammount of complains of viruses im after one whole day of full system scanning, 2 malwares stuff and 3 antiviruses, watched like whole dem youtube since i couldnt do really anything else. Did also download all clutter parts and did a didicated scans on them. Supsingly they didnt find nothing on system scans, unsuprisingly they didnt find nothing on dedicated scans.
I wonder what's causing it, then? If it's not you, and it's not us, then it's almost certainly a false positive. I'm just wondering what could cause a mod to register as a trojan :o

Maybe repack and upload to a site like Mediafire, see what happens?
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: mrofa on May 26, 2016, 08:31:53 AM
Well if you check some of the post, there was users that had problem with nexus downloads to as they ware detected as virused to.
Only software that do that is windows defender, didnt get a post from anyone who got a problem with downloads using any other anti-virus software.
So basicly i blame shinzy microsoft :D
Title: Re: [A13] Clutter ("squieerls sighted!" May 21, 2016)
Post by: Vassteel on May 27, 2016, 12:46:08 AM
its probably sendspace. i DL'd it from nexus and i didn't get a notice of any possible trojan.
Title: Re: [A13] Clutter ("Moar Fixes!" May 28, 2016)
Post by: mrofa on May 28, 2016, 05:31:42 PM
Updated with fixes, should get rid most of them, thugh i sill have high faith that you guys will prapobly find something that i missed.
Cabinet now is place holder for cloth color change and stylist buildings functions so have fun with customizing your colonists.
Added some facility connection to vanilia stuff to, but there is a bit of bug with it, stool and comfy chair wont connect after being placed near table.
This can be fixed in 2 ways, first is to minified table(put it in the box) and place it again in that position, another is save and load.
Added side reinforced doors proper wall textures for clutter walls, no longer vanilia wall only.

Added Keyed values for translation in for furniture module.
Duduluu hope you can test it and tell me if they work properly or not, since i did only basic test with one language, and you got better knowledge of them than me :P


Title: Re: [A13] Clutter ("Moar Fixes!" May 28, 2016)
Post by: duduluu on May 30, 2016, 04:22:16 AM
Perfect! Thank you for your kindness!
Title: Re: [A13] Clutter ("Moar Fixes!" May 28, 2016)
Post by: caekdaemon on May 30, 2016, 04:42:40 AM
Just downloaded the new version of the mod from Nexus Mods, and you'll be delighted to learn that I got no reports of a virus this time! :D
Title: Re: [A13] Clutter ("Moar Fixes!" May 28, 2016)
Post by: Uziel on June 03, 2016, 10:18:48 AM
This mod is fantastic. The only thing I find interesting -- I cant place vents on the clutter walls? Is this intentional, or a LT-redistheat bug?
Title: Re: [A13] Clutter ("Moar Fixes!" May 28, 2016)
Post by: mrofa on June 03, 2016, 01:49:14 PM
Quote from: Uziel on June 03, 2016, 10:18:48 AM
This mod is fantastic. The only thing I find interesting -- I cant place vents on the clutter walls? Is this intentional, or a LT-redistheat bug?

Dunno why its not working, you would need to send me outputlog after you tried to install the vent. Did quick glance at the code but nothing really is specific there to prevent custom walls to get them, so i can only  assume its mostly becouse its still a12 version.


Edit:
Done small update, added language support for misc and structures, and added 2 seat couches, simply becouse its much more easy to steal food from sone one sitting on the same couch :D
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: Cefwyn on July 11, 2016, 05:53:59 PM
This isnt ideal, but it is due to the vents being placeable only on Walls, and ClutterWalls arent regular walls. Once you take out:


<comps>
            <li Class="CommunityCoreLibrary.CompProperties_RestrictedPlacement">
                <compClass>CommunityCoreLibrary.CompRestrictedPlacement</compClass>
                <thingDefs>
                    <li>Wall</li>
                </thingDefs>
            </li>
</comps>
<placeWorkers>
            <li>CommunityCoreLibrary.PlaceWorker_OnlyOnThing</li>
            <li>RedistHeat.PlaceWorker_WallChecker</li>
</placeWorkers>


from Building_Duct.xml you can place them.
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: mrofa on July 11, 2016, 06:42:53 PM
That would be bad idea since then you could place vent anyware.
But you could just add clutter walls to <thingDefs>.
<thingDefs>
<li>Wall</li>
<li>ClutterSilverWall</li>
<li>ClutterUtilityWall</li>
<li>ClutterUWallLight</li>
</thingDefs>

Anyways nice research/find Cedwyn :)
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: Dude1925 on July 12, 2016, 09:05:18 PM
I'm not sure why this is a bug, considering there doesn't appear to be anything that would conflict between the two mods, but there is an issue with this and Edb's Prepare Carefully. The problem is that it breaks the prepare carefully button with both loaded. I'm only certain these two are the problem because they work as they should with out the other mod activated, but together they break the button. Whether its me just being stupid or an actual conflict, I'd like to have some help, as both mods are great.
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: mrofa on July 13, 2016, 04:50:31 AM
Try to place edb last in mod load order, so it will overriade all other mods.
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: Jdalt40 on July 14, 2016, 01:04:27 PM
Quote from: mrofa on February 16, 2016, 02:32:53 PM
Edited 87 Bazilion times, i counted !
I'm pretty sure you mis-counted, I counted 96 quattuornonagintillion times
Title: Re: [A13] Clutter ("Butt Friendly"June 06, 2016)
Post by: lance789 on July 16, 2016, 04:02:41 PM
Please update to A14!!
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: mrofa on July 20, 2016, 07:46:24 PM
Updaated  Furniture and Structure to A14
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: kaptain_kavern on July 20, 2016, 08:58:14 PM
Quote from: mrofa on July 20, 2016, 07:46:24 PM
Updaated  Furniture and Structure to A14

Oh yes ! Thank you man. My colonists will do Jade statues of you :p
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: reiia on July 20, 2016, 09:11:09 PM
Can't seem to get this working on a on going game, all my peeps just stand in place
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: A Crazy Russian on July 21, 2016, 03:26:50 AM
Loading Clutter Furniture after RedistHeat causes my game to blackscreen without a crashlog.  Iv tried loading only these two, and the issue persisted.  They seem to work fine as long as RedistHeat is loaded after clutter is.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: mrofa on July 21, 2016, 05:25:07 AM
Quote from: reiia on July 20, 2016, 09:11:09 PM
Can't seem to get this working on a on going game, all my peeps just stand in place

It might be a problem with ccl then, ccl need to be loaded on world creation.
But to be safe, if you could load the game, close it and send me outputlog.txt from Rimworld/RimWorldWin_Data/ directory.
Would show me exactly what happen.

Quote from: A Crazy Russian on July 21, 2016, 03:26:50 AM
Loading Clutter Furniture after RedistHeat causes my game to blackscreen without a crashlog.  Iv tried loading only these two, and the issue persisted.  They seem to work fine as long as RedistHeat is loaded after clutter is.

That is interesting thanks for raport, will troll that mod creator then :D
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: lance789 on July 21, 2016, 09:51:06 AM
thanks for A14 update! :D
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: 123nick on July 21, 2016, 10:37:05 AM
have you thought of making the beds require cloth? i think there is a mod that does that if its not already in game (not as a mod)
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: Keldo on July 21, 2016, 01:26:34 PM
Awesome mod but ... We need double bed  ;D!
Keep up the good work !

Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: kaptain_kavern on July 22, 2016, 01:26:20 AM
Have a tiny little minor bug to report :

With Fluffy Work Tab, the game throw a yellow error message about a missing <label> tag in Workgiver.xml (middle of the screenshot). I guess there is a function in DLL files that search that in order to display it in the improved tab. Adding the right tag solved the issue and the error is not game breaking.

(https://i.imgur.com/64Rt5va.jpg)




I know i already said it but keep up the good work man please. we really need more furnitures in this game and your mods are a blessing :p i know i'm not the only one in here ^^
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: mrofa on July 22, 2016, 07:47:17 AM
Will be fixed in the next update mate now why your sorry ass is not on slack

123nick: they do cost cloth

Keldo: Thinkering on them


Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: CrazyCoco on July 22, 2016, 11:04:48 PM
It appears that when building the Apparel Coloring station, it just disappears, leaving nothing and gives this in the console: https://puu.sh/qbeK7/3959f64e54.png

EDIT: Happening to the small 1-square freezer https://puu.sh/qbf3K/d5ef27ceca.png

Just saw that CCL needed to be loaded on world start. Shoot


Restarting the game has fixed it! Nevermind!
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: mrofa on July 23, 2016, 07:21:06 AM
This ones look like vanilia job errors, then again i cant say for sure.
If you would get this errors again, could you send me your outputlog.txt from Rimworld/RimWorldWin_Data/, this will give me more data on what it actually is
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: A Crazy Russian on July 23, 2016, 08:53:53 PM
Any ETA for Clutter Misc, or should i not expect it anytime soon?
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
Post by: Rex705 on July 23, 2016, 09:42:33 PM
I love this mod and always have it in :) Any chance of this going onto Steam workshop?
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 24, 2016)
Post by: mrofa on July 24, 2016, 09:26:43 AM
Updated misc to alpha 14 added small additional mod to it :D

Quote from: Rex705 on July 23, 2016, 09:42:33 PM
I love this mod and always have it in :) Any chance of this going onto Steam workshop?
Not really that requires money :/
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 24, 2016)
Post by: ThiIsMe007 on July 24, 2016, 12:10:19 PM
Hello,

I am very interested in your clutter/furniture mod, and will probably also try your clutter/structure mod, since they both seem to go (visually) together.

I have to ask though : what does the "clutter/misc" mod do ? I checked on the Nexus, and the description here, and couldn't figure it out.

Also, I am currently using the Redist Heat mod (https://ludeon.com/forums/index.php?topic=21770.0) from Latta/Morgloz : should I expect major issues with your clutter mods ?

Thank you very much for sharing your mods with us.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 24, 2016)
Post by: mrofa on July 24, 2016, 03:11:12 PM
ThiIsMe007:
Misc base adds a plasma power generator with its own mechanic and plasma spoonge for fire supprestion.
Misc hands or whatever i called it add hands to weapon wielding humanoids.

As for redist heat, this are redist heat issues which i cant fix from my end, thrugh i did give Morgloz couple bugs i did find.
So you need to test it :D
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 24, 2016)
Post by: ThiIsMe007 on July 24, 2016, 04:46:40 PM
Thank you for your reply, and letting me know what the "misc base/hands" part of your mod does.

I decided to keep your mod (with "Redist Heat"), despite the potential bugs, because I now know both mods are still being updated. Also I don't mind experimenting somewhat, and your furniture is really too sweet-looking to pass on so easily.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 24, 2016)
Post by: Oragepoilu on July 28, 2016, 03:52:11 PM
Hello,

I have a problem with the added furniture ; Unlike some previous version, it now come with a new station to make them. However, if a "Small table" ask for 24 steel and 16 other parts, I'm forced to check the "Steel" as allowed and people just use steel for the "16 parts" instead of whatever I want to use to make the table, like , silver (to increase the beauty).

It do not happen each time, but it do happen a lot.

I see a book shelf/small freezer/ trash bin in the tab of the building UI, and I also see it in the bill tab of the furniture assembler.
So I wonder if I have a mod conflict that stop me from being able to use the furniture tab to place directly the furniture with the material of choice, or it's just something that have been forget and furniture should only be made from the furniture assembler.

In any case, I'm forced to do some dirty trick to make my pawn choose the right material, so is it possible to have all the furniture on the furniture tab ? It might be simple xml edit to allow it, but I don't really know; I don't mod myself.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on July 29, 2016, 07:24:20 AM
Updated Clutter Furniture to 2.2.3

Oragepoilu:
To much copy/plaste after a14 update :D
But your right, this 3 things should be only in build menu.

As for silver, i cant really do anything directly, thing is that vanilia adds natural cost multiplayer to some stuff, in case of silver,gold and uranium its 20x cost, so if i put cost of 1 silver in xml, it will still cost 20 silver in game. And i cant add diffrent ammount cost for each material in this system :/

Main idea was to use something like "small chunk pices" from old clutter, but it did end up as disaster , since almost no one read the description :D
Will thinker on it but i cant promiss anything
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: Pilz on July 29, 2016, 08:08:48 AM
Hey, love your mod!

Are there plans to add a 2 person slab bed? It seems unfair to give the single guys a great looking bed while the couples have to tumble between the vomit green sheets of the standard bed.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: Oragepoilu on July 29, 2016, 01:17:23 PM
mrof I am sorry if I wasn't clear.

the fact that you make your furniture out of multiple material in a bill tab mean that if "Furniture_A" cost "24 unit of steel" and "16 material", you will be forced to allow the use of "steel" as an acceptable material in the bill tab; by doing so, you allow your pawn to use some "Steel" as the right choice for the "16 material" while it's obvious using some other material, like silver is better (or something else, it doesn't matter).

For a weapon, like a vanilla sword, when you check the material needed it will be something like "140 material". Then a player can allow a material of choice, and the sword will be made of it. For a chair, because you place manually on the map after choosing the material (steel, wood, etc) the game won't allow a pawn to use anything else beside what you choose - again, it's how it should be.

With this mod, you cannot disallow the use of steel, and you pawn will either take silver or steel while you only want to use silver as the material of choice. Because of this, furniture will have a lower rate of beauty/value and have a way lower impact.


the rate (x1 => x20) have no importance here.

Having a special material (small chunk piece) made of steel, replacing the "24 steel" with the same cost, would solve this as long as you do not allow this new material to be used for the "16 material". Or you know, using the normal furniture tab/building like vanilla.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 08:44:47 AM
Purple box texture with just CCL + Clutter mods active.

http://pastebin.com/RLUzuDW4
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on July 30, 2016, 09:30:30 AM
Quote from: ColombianHill on July 30, 2016, 08:44:47 AM
Purple box texture with just CCL + Clutter mods active.

http://pastebin.com/RLUzuDW4

Yep im getting blind ...
Thx for reporting that, did make a quick fix its on sendspace update atm

Oragepoilu:
Yehh steel substitute will be better
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 09:32:45 AM
Oh fast reply, thanks man, the mod looks really cool.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 10:12:43 AM
Link for the fix? I re-downloaded but still same issue.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on July 30, 2016, 10:23:35 AM
Sendspace download on 1st site
https://www.sendspace.com/file/6ax5p2 (https://www.sendspace.com/file/6ax5p2)

Just tested it and its correct one
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 11:37:56 AM
Still not working I created a new colony with just CCL + Clutter, same issue after exiting the game and re-loading.

http://pastebin.com/bFxtYk5H
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on July 30, 2016, 11:55:10 AM
Disable all mods except Core, restart game, then firstly activate CCL and then clutter, and restart the game.
Other than that i dont know whats wrong. I dont see any errors in outputlog
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 12:09:47 PM
I did exactly that and I get this.

http://imgur.com/a/54p7n
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on July 30, 2016, 12:36:43 PM
Well i found the problem, its the leatest game update.
Clutter furniture should work fine, but the rest will prapobly spam this error messages
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: ColombianHill on July 30, 2016, 01:11:33 PM
I'm on 0.14.1234 if that helps. I'll see if updating to 1249 helps but I want to keep my expanded power + other mods.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: Delerium76 on July 30, 2016, 02:30:13 PM
been using 14.1238 and I get the same purple box around plasma generators.  They look fine when you first build them, then upon save and reload they go purple.  I checked the log, and I get the same error message about resources needing to be loaded in the main thread.  Same issue?
Title: Re: [A14] Clutter ("Butt Friendly_Alpha"June 29, 2016)
Post by: mrofa on August 01, 2016, 04:15:04 PM
Updated with the leatest version, errors should be fixed.
Dat said i dont know it will fix existing clutter stuff in saved colony.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 02, 2016)
Post by: Oragepoilu on August 07, 2016, 03:55:32 AM
Hello,

is there a reason why you didn't added <li>Rock</li> as linkflags for the reinforced wall ? Looks better IMO when you build adjacent to a rock.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 02, 2016)
Post by: Master Bucketsmith on August 07, 2016, 08:21:10 AM
Any chance you could write in your description for each of the three mods what exactly they add and what it does in case it's something special?
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: mrofa on August 07, 2016, 10:52:50 AM
Whoopsdated again X_X

Quote from: Oragepoilu on August 07, 2016, 03:55:32 AM
Hello,

is there a reason why you didn't added <li>Rock</li> as linkflags for the reinforced wall ? Looks better IMO when you build adjacent to a rock.
Not vanilia walls merge wierd with rock, and in my mind its more structurally sound :D

Quote from: Bucketsmith on August 07, 2016, 08:21:10 AM
Any chance you could write in your description for each of the three mods what exactly they add and what it does in case it's something special?
There was such list once, but no one did read it ...
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Master Bucketsmith on August 07, 2016, 11:00:49 AM
Quote from: mrofa on August 07, 2016, 10:52:50 AM
There was such list once, but no one did read it ...
I'm sure some people do, including myself. :)
I'd love to see what's in each mod and what it does. I've tried the furniture, but not the others.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: bazalisk on August 09, 2016, 08:37:44 AM
i have a question regarding your bins.

do they destroy things placed into them?  are they like a stockpile that i can use to get rid of my ever growing chunk army??

please let this be the case  :s
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Silas_ on August 11, 2016, 04:26:34 AM
How do I make the small research bench, serving table, etc?  I'm pulling my hair out trying to figure out how to do it. I've built the furniture assembler and done a bunch of researches, but still can't build them or select them in "production" tab.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Oragepoilu on August 11, 2016, 05:25:57 AM
If I look at the bill in my furniture assembler, I can make a sleeping pod, Slab bed, Metallic locker, cabinet, Holographic Emitter, Couch, Comfy seat, Redisigned stool, Modern table (small, medium, square). I don't know for the small research bench or serving table... where did you see that it should be here ?

Note that table can have different graphic : only placed, select it, you will see an icon to change the look.



The auto trash bin is , AFAIK, just a furniture that auto clean his surrounding. It's rather slow and power hungry though, so I just use cleaning robot and mats instead.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Silas_ on August 11, 2016, 05:57:52 AM
https://youtu.be/YtGe8CyLqDA?t=1m3s

You see it right after 1:03 in the video, serving table is pointed out at 3:21.  It's an old video though, so maybe they've been taken out.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Oragepoilu on August 11, 2016, 06:04:26 AM
Ohh, that's old memory. I remember using the serving table, but it was like ... when I was playing minami tech tree modpack ? like two years ago. I guess mrofa will know more about it.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: mrofa on August 11, 2016, 08:13:40 AM
Quote from: bazalisk on August 09, 2016, 08:37:44 AM
i have a question regarding your bins.

do they destroy things placed into them?  are they like a stockpile that i can use to get rid of my ever growing chunk army??

please let this be the case  :s

Nope they dont destroy chunks, you shouldnt destroy chunks you can make stones from them, anyways bins do clean dirt/blood/barfs and other filthy stuff in range of 6 each time the counter reach 0.

Quote from: Silas_ on August 11, 2016, 04:26:34 AM
How do I make the small research bench, serving table, etc?  I'm pulling my hair out trying to figure out how to do it. I've built the furniture assembler and done a bunch of researches, but still can't build them or select them in "production" tab.

They dont exist anymore, serving table case its usefulness when food started to root and was replaced with small freezer.(Which eats 6x more power than it should ... need to fix that, ahh copy/plaste works against me :D)
Research table need to check, since at some point  you couldnt make a workstation for research other than replacing vanilia one and atm i dont know :D

The video is old so its inaccurate ahh alpha 8 thous ware times!

Oragepoilu yehh mats are awsome got base littered with them, still use trashbins for crafting areas :)

Need to balance this stuff out.




Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Oragepoilu on August 11, 2016, 08:43:41 AM
Look at what did the weirdo Shinzy in his Apparello mod, it might help : he added a Pattern designer, and you can use it to do regular research as well on top of unlocking requirement for some of his research.

https://ludeon.com/forums/index.php?topic=5085.0
It's in ...\Apparello\Defs\ThingDefs\Tinkerer.xml

Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: ThiIsMe007 on August 11, 2016, 09:04:45 AM
The bins are awesome!

So much greatness in such a tiny bundle of screws and wires.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: bazalisk on August 11, 2016, 09:44:51 AM
another question then.

IS it this mod that adds the hair styling table?

If so, how do i get my pawns to keep the hair style i select?  as they don't adopt it once i chose it :s
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: LadyAth on August 11, 2016, 10:17:55 AM
Steam workshop please?  (Yes, it has made me lazy...)
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: Oragepoilu on August 11, 2016, 10:26:52 AM
Quote from: LadyAth on August 11, 2016, 10:17:55 AM
Steam workshop please?  (Yes, it has made me lazy...)

see previous post

Quote from: mrofa on July 24, 2016, 09:26:43 AM
Updated misc to alpha 14 added small additional mod to it :D

Quote from: Rex705 on July 23, 2016, 09:42:33 PM
I love this mod and always have it in :) Any chance of this going onto Steam workshop?
Not really that requires money :/
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: LadyAth on August 11, 2016, 12:22:18 PM
Oh :(
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: LittleMikey on August 16, 2016, 03:42:39 AM
Windows Defender pops up a virus detected message whenever downloading Clutter Misc. Can anyone confirm that the file is clean?
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: «Temple» on August 16, 2016, 04:10:58 AM
I use this all the time, and I scanned it using my Anti-Virus Kaspersky, it was reported safe.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: harpo99999 on August 16, 2016, 05:40:44 AM
windows defender reports ANY file that is not from microsoft as a infection, so it is WORSE than NO antvirus in MY opinion
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 07, 2016)
Post by: deliveryservice on August 19, 2016, 11:14:52 AM
<3 <3 <3
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: mrofa on August 19, 2016, 11:47:14 PM
Updated
Big thanks to darcclan and Fisty for making double slab bed :D
Made some small fixes here and there.
Added a blackjack mace to misc modules. It can be crafted in crafting spot, its for dealing with mental breakdowns. Since i play on icesheet i got them alot, and 90% of fatalities there are just them, 10% are frostbites ... Blackjack when used on mental target taking in account user meele and brawler trait, will have a chance to down the target making it unconncious, and allow to haul that pawn to bed. Keep in mind that pawn wont get catarsis thought if he gets KO :P
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: kaptain_kavern on August 20, 2016, 12:17:01 AM
Oh the blackjack is nicely done. I was searching how to do that for having an option to sedate pawn for DESurgeries. You beat me :p

As always nice additions thx
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: BaconBits on August 20, 2016, 12:18:25 AM
LMAO...That's just awesome!!!!    ;D ;D
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: ThiIsMe007 on August 20, 2016, 01:19:13 AM
Quote from: mrofa on August 19, 2016, 11:47:14 PMAwesome stuff

My non-abrasive non-psychopath colonists send you their praise and heartfelt gratitude for the "Black Jack" ^.^
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: Warforyou on August 20, 2016, 02:43:28 AM
Quote from: kaptain_kavern on August 20, 2016, 12:17:01 AM
Oh the blackjack is nicely done. I was searching how to do that for having an option to sedate pawn for DESurgeries. You beat me :p

As always nice additions thx

There is a mod around that adds shockers for knocking your colonists down. They also have an interesting mechanic that can make a pawn develop heart attack and some serious consequences of frequent abuse :)
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: lance789 on August 30, 2016, 02:26:08 PM
Waiting for an A15 update...
Personally i'd really like if this mod were part of the vanilla game, it needs stuff for the player to use/build/do in late game.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: deliveryservice on August 30, 2016, 11:00:50 PM
A15 please! I tried updating it by myself but... it requires CCL.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: mrofa on August 31, 2016, 02:20:44 AM
Guys its ccl based so i will be only able to update it when ccl will be updated.
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: ThiiSoul on September 17, 2016, 09:56:14 PM
I has an "problem" with this mod :/
in the "Furnitures" section..

My: Furniture Assembler, don't work.
I dont can "use" her in "adc project". When i clink just or do an "error menssage" or don't do anything. don't open for select what project i want or nothing.

My Rimworld version is: 0.14.1234
and my Clutter version installed is: Clutter Furniture 1.2.5 A14
From Nexus: http://www.nexusmods.com/rimworld/mods/20/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D20&pUp=1

I installed version: Clutter Furniture 1.2.5 A14, because i dont found an version 1.2.3 or like, how i found for "structures" section.

Any can help-me pls? I JUST LOVE THESES "Sleeping Pod" ;-; sz is amazing! the normal bed of rimworld is just fear :c
Title: Re: [A14] Clutter ("Butt Friendly_Alpha" August 19, 2016)
Post by: mrofa on September 25, 2016, 08:23:51 AM
ThiiSoul im not sure why that happens, but im in 70% sure its my fault :P
Error like that happens when there is no project to add, which shouldnt happen, atleast in theory, if you could send me your output log then i can get more info.

Updated Clutter Structure to a15, this is a TEST update, and any feedback would be nice.
It test update becouse its not ccl based, it replaces vanilia wall and door thingdefs, mening it will not be compatibile with other mods that do the same.
This is becouse of new features.
Lockable doors - all doors can be now locked, and i mean locked, so no visitors or berserk colonist can get thrugh. This can be done by selecting colonist and RMB on the door choosing option to lock the door. Same way allows to unlock it. This is also helpfull when your colonists get often on drugs binge.
Windows - Yes im not kidding, working windows. If window is build on the wall next to no roffed cell, it will allow plants to grow withing 2 tiles from it, kinda like the sun lamp. This only work during day hours, and work exackly the same as if you had the plants growing outside.
Windows can be opened, which will work like a door, this means that colonist will be able to shoot thrugh it, and it will stabilize temp between two rooms. No pawn can pass thrug window, or atleast shouldnt in theory and from my tests.
Windows can only be build on vanilia walls atm, to build it select the wall and you should have a button with window image there to place the blueprints, it require same stuff that the wall is build from and 1 jade.


Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Adventurer on September 25, 2016, 08:31:21 AM
Sendspace doesn't seem to want to let me download it.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: mrofa on September 25, 2016, 08:35:14 AM
Some fast fixes, it should be up not :P
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Adventurer on September 25, 2016, 08:42:15 AM
Well, it works, but... jade?

I don't imagine I'm ever going to use windows if they require jade.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Matnjord on September 25, 2016, 10:27:22 AM
What is Jade good for though? In most of my colonies I just end up stashing it and doing nothing with since I can never get enough to even make small statue. That would make me use for the first time ever actually.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Adventurer on September 25, 2016, 11:03:21 AM
Quote from: Matnjord on September 25, 2016, 10:27:22 AM
What is Jade good for though? In most of my colonies I just end up stashing it and doing nothing with since I can never get enough to even make small statue. That would make me use for the first time ever actually.
Well, it's valuable, it's not easily available at the start of a game, and it doesn't really make sense either.

Why not drop the jade requirement altogether?
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: mrofa on September 25, 2016, 12:36:55 PM
Got only 3 playthrugh in a14, on each i had access to open vein of jade, bu the thing is that its not to usefull material at all, its to rare to use it for building material, and there is no point of buying it from merchants to make art, comparing it to price of of silver ratio where its value is 5 and both are small volume which is x20 for any normal crafting.
I dont wanna add a glass craftig chain. But as i did write stuff above its still in test phase, so i will take your suggestions in mind for final realese
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Adventurer on September 25, 2016, 01:18:48 PM
Just don't have it take any materials any different from a normal wall, but have it be extremely fragile.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: witchyspoon on September 25, 2016, 01:41:49 PM
Quote from: Adventurer on September 25, 2016, 01:18:48 PM
Just don't have it take any materials any different from a normal wall, but have it be extremely fragile.

but...but logically..how would you make a seethrough "glass" window out of wood? or stone? I can see jade being made so thin its see-through but granite? or wood? hmm....
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Adventurer on September 25, 2016, 02:53:30 PM
Quote from: spoonshortage on September 25, 2016, 01:41:49 PM
Quote from: Adventurer on September 25, 2016, 01:18:48 PM
Just don't have it take any materials any different from a normal wall, but have it be extremely fragile.

but...but logically..how would you make a seethrough "glass" window out of wood? or stone? I can see jade being made so thin its see-through but granite? or wood? hmm....
We make sandbags out of metal.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: witchyspoon on September 25, 2016, 03:29:37 PM
Quote from: Adventurer on September 25, 2016, 02:53:30 PM
Quote from: spoonshortage on September 25, 2016, 01:41:49 PM
Quote from: Adventurer on September 25, 2016, 01:18:48 PM
Just don't have it take any materials any different from a normal wall, but have it be extremely fragile.

but...but logically..how would you make a seethrough "glass" window out of wood? or stone? I can see jade being made so thin its see-through but granite? or wood? hmm....
We make sandbags out of metal.

lol you got me there xD but I can see how mrofa thought it would make more sense to use jade! :)
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: michal3588 on October 01, 2016, 03:01:51 PM
Where, when and why did Serving Table disappeared from this mod? I used to edit it so I could store other resources on it. It was a great way to organise supplies around workbenches. But now I can't find it anywhere. Neither can I find another mod with furnitures that could act as a simple storages :(.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: mmance on October 02, 2016, 04:03:26 PM
I read the title thinking I could try the A15 version.  I can't seem to find a version that would load on A15.  I have the versions from the links in the first post, but those seem to be meant for A14.

If I missed it somewhere I apologize.  If not could you please update your links?
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: spacesocialist on October 25, 2016, 11:03:48 AM
Quote from: mmance on October 02, 2016, 04:03:26 PM
I read the title thinking I could try the A15 version.  I can't seem to find a version that would load on A15.  I have the versions from the links in the first post, but those seem to be meant for A14.

If I missed it somewhere I apologize.  If not could you please update your links?

Only Clutter Structure v1.2.4 has been updated to A15.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Fuhman on October 25, 2016, 01:26:17 PM
Hey man does this work on A16?
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: EldVarg on October 25, 2016, 01:43:45 PM
Had to see if a16 was released :).
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: i448754 on November 05, 2016, 07:24:42 AM
spend 10 hours to finding communication relay from a8 in resources... too bad it was removed
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Commander Blackwatch on November 05, 2016, 09:11:25 AM
Please Update Misc and Furniture to Alpha 15
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 20, 2016, 08:29:40 AM
I've updated Clutter Structure to A16. It needs testing.

mega.nz/#!z85wGYJC!N2G24O_AqKmFg8Ui3VHGPoSrjaIdeU79J7cwLsTMJ54
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 21, 2016, 01:45:54 AM
Recompiled Clutter Structures for A16 Release. Barely tested so please report any bugs.

mega.nz/#!n1ARnBDK!N4r1nh4RBhA8XoP-M3AORvmqEbBeQRWf4YjnR8hFVD8
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Beathrus on December 21, 2016, 03:55:18 AM
Quote from: Love on December 21, 2016, 01:45:54 AM
Recompiled Clutter Structures for A16 Release. Barely tested so please report any bugs.

https://mega.nz/#!n1ARnBDK!N4r1nh4RBhA8XoP-M3AORvmqEbBeQRWf4YjnR8hFVD8

Woo!
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 21, 2016, 06:57:39 AM
Bugfix for a common error, particularly when selecting walls.

mega.nz/#!CxBDlAYY!98gNgo534kkvDJI1I82h8DnW14mM7OUU3s0507loQI8

mega.nz/#!2gojnKDT!QnplW3gHNJZU4cJB6G3nMX_sKSCPVDPmvS3KOuYASpc
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 22, 2016, 01:16:32 AM
Latest A16 bugfix build:

mega.nz/#!mxRVgJpI!Ukogfu_iJI-NhmGW_4nqrH8hhzavShnE0vY43zbKYWU
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: cainiao on December 22, 2016, 02:24:09 AM
Hi, love
I think you should open new thread for all  the mods that has been updated to a16 for easyier tracking.

You can always add links to old thread in your thread if you want to give original author some credits.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 22, 2016, 02:29:09 AM
Quote from: cainiao on December 22, 2016, 02:24:09 AM
Hi, love
I think you should open new thread for all  the mods that has been updated to a16 for easyier tracking.

You can always add links to old thread in your thread if you want to give original author some credits.

That is against the rules.

Also I've actually been working with the mod author of Clutter to get it updated. I did a lot of the tedious code conversion.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 23, 2016, 03:06:59 PM
Fix for instant wall building:

mega.nz/#!uxg1lSCQ!RXjy4TVLeYywF1F42-W81XgqTg3lAdu85VHgZxEvcVI
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: faltonico on December 23, 2016, 03:09:19 PM
COFCOF*FURNITURE*COFCOF
;)
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 23, 2016, 03:12:33 PM
Quote from: faltonico on December 23, 2016, 03:09:19 PM
COFCOF*FURNITURE*COFCOF
;)
One thing at a time... Clutter Structure isn't done yet. mrofa is still working on it and I'm still finding new bugs.
Title: Re: [A15] Clutter ("A15 kinda" September 25, 2016)
Post by: Love on December 24, 2016, 09:12:04 AM
Somehow one of mrofa's test weapons got into Clutter Structure at some point. I removed it.

If this updated version causes your game to crash you may need to replace instances of 'TestPistol' with 'Gun_Pistol' in your save file using a text editor.

mega.nz/#!qkoEGDaA!sFEksZ9YwzUwgQGWVx1XP7f_6oac0cXEuT7rTCxqc-8
Title: Re: [A16] Clutter ("A16 Structure whopdate" September 25, 2016)
Post by: mrofa on December 27, 2016, 07:23:00 AM
Ok updated clutter structure a16, will look at the rest during next weekend.
Big thx to Love for beaing a persistan bugger :D
Title: Re: [A16] Clutter ("A16 Structure whopdate" September 25, 2016)
Post by: faltonico on December 27, 2016, 01:32:30 PM
Quote from: mrofa on December 27, 2016, 07:23:00 AM
Big thx to Love for beaing a persistan bugger :D
Now I kinda like him though xD
Thanks a lot!
Title: Re: [A16] Clutter ("A16 Structure whopdate" September 25, 2016)
Post by: Love on December 27, 2016, 01:36:44 PM
Quote from: faltonico on December 27, 2016, 01:32:30 PM
Quote from: mrofa on December 27, 2016, 07:23:00 AM
Big thx to Love for beaing a persistan bugger :D
Now I kinda like him though xD
Thanks a lot!
her
Title: Re: [A16] Clutter ("A16 Structure whopdate" September 25, 2016)
Post by: faltonico on December 27, 2016, 04:40:30 PM
Quote from: Love on December 27, 2016, 01:36:44 PM
her
Sorry >_<, Default gender in the internet is male, even if they use everything ladylike, until corrected xD
Good to know though, i don't feel gayish now ;p
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: katjezz on December 28, 2016, 07:01:33 AM
i would strongly suggest just using mega to upload those mods instead of some fishy uploading side that current returns "DNS_PROBE_FINISHED_NXDOMAIN"
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: WitchyCat on December 31, 2016, 10:20:32 AM
I'm not sure if I'm doing it wrong, but I'm having a lot of problems uninstalling this mod and still being able to continue the same saved game. I've disabled other mods before, on the same saved game. I tried removing the research by editing the save, but that doesn't remove the structures from my architect tab. I noticed this mod changes the autodoor for some reason and deconstructed mine, and I was able to load up the game with the mod disabled, but the rest of the doors were buggy and I couldn't save because there was an error. Has anyone else successfully uninstalled the mod before? I need some guidance.
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: mrofa on December 31, 2016, 10:34:29 AM
Your problem might be vanilia walls which are also replaced, thrugh showing me the error would help to specify what it is
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: WitchyCat on January 01, 2017, 04:40:02 AM
I don't know how to upload the error log but there's a lot of Object with load ID Thing_Human170769 is referenced (xml node name: pawn) but is not deep-saved. This will cause errors during loading. and Object reference not set to an instance of an object.
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: mrofa on January 01, 2017, 05:10:51 AM
Rimworld/RimWorldWin_Data/Outputlog.txt
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: ambivalence on January 03, 2017, 07:21:32 PM
I cannot wait to see the updates. Your «Clutter Furniture» looks so sweet! I've already contacted with Fluffy on it – for some reason I thought these are his works – but he gave me a hint to find the real owner of the beauty. How long should we wait?
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: faltonico on January 03, 2017, 08:46:35 PM
I was curious and decided to "ILSpy" inside your furniture mod, and i have to say that i feel bad for even suggesting for it to be updated... that mod is huge! what exactly that mod does? I have never used it, arrived to Rimworld in A15. I thought it was just to make rooms look prettier.
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: Love on January 03, 2017, 09:01:58 PM
Quote from: faltonico on January 03, 2017, 08:46:35 PM
I was curious and decided to "ILSpy" inside your furniture mod, and i have to say that i feel bad for even suggesting for it to be updated... that mod is huge! what exactly that mod does? I have never used it, arrived to Rimworld in A15. I thought it was just to make rooms look prettier.
Why are you IL Spying it when the source code is included?
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: faltonico on January 04, 2017, 04:29:05 AM
@Love I didn't realized it was included :p
But It looks prettier. Easier to browse xD
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: mrofa on January 05, 2017, 09:05:41 AM
Most stuff is unused since clutter is where i did learn programming, so its just proof of concept in most cases :D
Updating itself should be a problem, thrugh testing is the most tedious task, all i can say at this point is that i will try to update it but dont promiss anything
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: Pillow Fort on January 05, 2017, 12:59:21 PM
i think the part im looking forward to the most is the hair styling..
...and the cloth dyeing XD
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: Kolljak on January 05, 2017, 10:40:07 PM
Been a while glad to see your here mofra How is this pet mofralo [mofra muffolo hybrid from along time ago] doing :D
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: Kolljak on January 06, 2017, 04:24:31 PM
Mrofra do you tink you could add some bathroom clutter items like showers/toilets for meditative joy :D its where i do most my thinkin.
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: mrofa on January 08, 2017, 10:45:10 AM
Shinzy already is doing them :)
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: Love on January 10, 2017, 06:19:40 PM
There's a bug on the Dec 27 version that makes doors build instantly. I fixed it.

https://mega.nz/#!alY3CDDB!PLgwTbcjCTHFn0H8O_XdGPQ5ZAQeGL54ikRa3_IfS98
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: asquirrel on January 18, 2017, 11:14:43 PM
How do you unlock doors once you lock them?  I right clicked on the door and no dialogue box to unlock them. Thanks for the info.
Title: Re: [A16] Clutter ("A16 Structure whopdate" December 27, 2016)
Post by: mrofa on January 19, 2017, 09:35:58 AM
Select a colonist and right mouse button on the door, you should get Unlock Door option
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: faltonico on January 19, 2017, 06:44:04 PM
Yay!
Thanks a lot!
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: KEBW1144 on January 19, 2017, 08:04:31 PM
New stuff out Thanks!

And there was much rejoicing.

(https://media3.giphy.com/media/1MTLxzwvOnvmE/200.gif#5)
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: zmadz on January 20, 2017, 04:30:43 PM
wooohoooo thx for furniture update :))
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 20, 2017, 05:20:33 PM
These mods really need to go on steam. They aren't getting all the appreciation they could! I mean those graphics are soo marvelous, that I don't even care most of the stuff is expensive in resources! Someone post it on steam please!

I mean I wouldn't even know about, if I wasn't greedily scavenging for good mods through steam, ludeon forums and nexus at the same time!

Walls are quite unbalanced though, with beauty 15 for a price of 3x more materials its way too good. The most advanced walls take 20 steel and heaps of silver so 15 beauty somewhat justified, but simple wood reinforced ones for 16 wood each - nope. The art is so godly though, that you forget everything once you see a friggin space base grade house. It pleases me even more than colonists living in it.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 20, 2017, 06:46:04 PM
Also a few strange things:
- walls with lights built in and some floors are nowhere to be found :( Textures are there in mod's folder, but they don't appear in structure menu.
- "Clutter" tab on the menu is completely empty even with all research finished...
- Windows cannot be rotated.

I wanna see all those things in game so much! Pretty please someone fix it, eh?)
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: mrofa on January 20, 2017, 07:07:09 PM
I knew it, i forgot something :D
Clutter category is usless it was only a test and there wont be anything there, will need to delete it on next realese.
Missing floors need some work since they look wierd in game on most camera zooms so they are off atm.
Wall with lights are in game, there is a upgrade button on build utility wall.
Windows rotate like doors, automaticly dependable on walls.

Need to make some more tourtials
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 20, 2017, 07:29:10 PM
Got it, big thanks for the info! I assume floor lights are on hold among other things for now, then. Are you going to release it on steam? Because link provided here seem to not work for me - had to find it on nexus, when I saw the art!)
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: mrofa on January 20, 2017, 07:30:23 PM
Nope no steam release, im to poor :D
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 20, 2017, 07:33:47 PM
Can we upgrade floor with lights? Or this type of floor is on hold for now?
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: mrofa on January 20, 2017, 07:58:27 PM
Nope its not possible by normal means atleast.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 20, 2017, 08:18:48 PM
Ah, ok) No matter - the art and ideas are sooo tasty) Good job really)
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: lance_hardwood on January 21, 2017, 05:05:49 PM
Hey mate, I somehow can't build double beds as well as the "desk" and some other stuff that isn't listed under the furniture assembler although I finished all the research. Am I doing something wrong?

Btw: I really love your work, but there are some really heavy typos in the mod's texts, if you need help with listing them up or correcting, I'm willing to help.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: XeronX on January 21, 2017, 11:20:57 PM
These mods look cool and tried DL'ing them. But the versions I got off Nexus kicked up an incompatable version error and the links here require Credit Card info to DL them.

Is there another way to get these as I refuse to put CC info into a random Download website?
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: asquirrel on January 21, 2017, 11:36:57 PM
Quote from: XeronX on January 21, 2017, 11:20:57 PM
These mods look cool and tried DL'ing them. But the versions I got off Nexus kicked up an incompatable version error and the links here require Credit Card info to DL them.

Is there another way to get these as I refuse to put CC info into a random Download website?

Did you download from this link?

https://www.sendspace.com/file/svf8lb

It does a popup but your popup blocker should block it and the file should download immediately.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: XeronX on January 21, 2017, 11:58:36 PM
Quote from: asquirrel on January 21, 2017, 11:36:57 PM
Quote from: XeronX on January 21, 2017, 11:20:57 PM
These mods look cool and tried DL'ing them. But the versions I got off Nexus kicked up an incompatable version error and the links here require Credit Card info to DL them.

Is there another way to get these as I refuse to put CC info into a random Download website?

Did you download from this link?

https://www.sendspace.com/file/svf8lb

It does a popup but your popup blocker should block it and the file should download immediately.

Yep that fixed the DL issue, Thank You Squirrel, but still getting

"Clutter Structure/Furniture has incorrectly formatted target version "Unknown". For the current version write: <targetVersion>.0.16.1393</targetVersion>.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: asquirrel on January 22, 2017, 12:58:00 AM
Hey dude,

The mod developer should probably answer this but I have that in a couple of my mods and the mod developer just forgot to update the version.  I don't use this guy's full clutter mod.  I'm just using his clutter structure mod.  Not the clutter furniture version because I'm running a metric crap ton of mods already and I'm running into conflicts now that I try to resolve.  :)  But usually if it's a version error it should be okay as long as the developer forgot to update the version info. If it's a real version problem it will say something like the mod you are using is for a different version of Rimworld, and you're going to be screwed if you try to use that version with this version of Rimworld.  Yeah, I'm heavily paraphrasing. :) 

Personally, I'd try it anyway with a new game as a test.  If you don't see any errors exploding while running the mod or missing texture's, you're probably okay. :)
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: mrofa on January 22, 2017, 10:58:02 AM
XeronX:
I dont charge for clutter anything atleast to my knowledge, its a completly free mod.
So most likley this are pesky adds that should be:
(https://s27.postimg.org/yq9k3kic3/Me_Gunning.gif)
on sight

Nexus and sendspace files are the same, not sure why you get incompatibiity, unless you downloaded clutter misc which is still a14.

The version error is of no consequence to the game play so no worries, its becouse i got the beta version(curse you steam) of rimworld which isnt a realese yet .

lance_hardwood:
Double beds are turned off since they need some tunning, if you really want them you can go into "mod directory/Defs/ThingDefs/Bed.xml"
and uncomment both of them(removing all <!-- and --> in the file).
Desk in not in game since i dont know what function to add to it yet.

Im always happy with translation from mrofish to english :D
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: lance_hardwood on January 22, 2017, 02:32:07 PM
Hey mate, thank you for answering :)

I just found out that you can change the appearance of the tables, that's genius!
I saw the desk and some kind of shoe cabinet on an old screenshot (https://i.ytimg.com/vi/ae5GPgPW8MU/maxresdefault.jpg) will you be including these in the future? They look awesome.

Btw: If you're serious about correcting the misspellings, then I would like to help, although I'm no English native. I would start listing them up and pn'ing them to you.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 22, 2017, 04:02:48 PM
Windows don't align themselves properly with walls for me. They remain separate and look disconnected even if they built with right materials (wood wall-wood window). UPD: Redownloaded latest version - windows work fine now. I am exstatic about how cool houses look with them. Also empty "Clutter" tab is still there.

Also, can I make a suggestion, what can desk be for? Written art! Like allow colonists write books, journals and diaries to get small joy, train art a bit and make some cheap stuff to sell. Use wood for paper. Mod does have sprites for books already - shoudnt be that hard.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: XeronX on January 23, 2017, 02:02:11 AM
Still cannot get this to show up in game. They are activated in my mod screen in red due to version mismatch. But no furniture or walls or anything :-(

Does this by chance not play well with certain other add ons like "More Furniture" by chance? Because this mod looks awesome and I so want to try it out.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: lance_hardwood on January 23, 2017, 05:16:23 AM
Did you do the necessary research?
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Sarelth on January 23, 2017, 06:14:13 AM
How do you lock the doors?
It tells me they are unlocked, but  thats all.
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: mrofa on January 23, 2017, 06:21:05 AM
XeronX
Quote from: lance_hardwood on January 23, 2017, 05:16:23 AM
Did you do the necessary research?
What he said :D

Sarelth
Select a colonist clikck Right Mouse Button on the door, select Lock or Unlock option. Colonist then will go to the door and lock/unlock them
Title: Re: [A16] Clutter ("Slow but steady" January 19, 2017)
Post by: Madman666 on January 23, 2017, 09:50:20 AM
Perfect! No more drugs for you, lazy junkies!))
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on January 23, 2017, 02:32:38 PM
Well did a update to everything, fixed some bugs, prapobly forgot some others ... soo spam if you find them!
Clutter Misc got updated, thrugh it got only hands mod atm.
Added a Spoilerz section to explain some stuff, its a second post in this topic
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: faltonico on January 23, 2017, 02:43:02 PM
Thank you for all of your work guys! really appreciated =)
I'm getting a lot of "Glow ON=" (a LOT) in the output_log, is that normal?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on January 23, 2017, 02:51:12 PM
Oh damn sorry its  a debug line to check the variable state i use :P
Will reupload in 10 minz :P
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 23, 2017, 03:11:32 PM
Cool! Even more awesome stuff with godly art)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: SteelRev on January 23, 2017, 03:50:59 PM
Would it be possible to make locking doors and opening windows a flick job instead of having to draft a pawn to do it?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on January 23, 2017, 04:07:37 PM
Quote from: SteelRev on January 23, 2017, 03:50:59 PM
Would it be possible to make locking doors and opening windows a flick job instead of having to draft a pawn to do it?

It is and its a good idea, but i didnt play much with markers yet so it can take sometime
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: EldVarg on January 24, 2017, 02:10:02 AM
Always thought this graphics werre so cool. Great mod.

Got this error:
Error while resolving references for def ClutterStructureDefLoader_Extension: System.ArgumentException: get_developerConsoleVisible can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.Debug:get_developerConsoleVisible ()
  at Clutter_Structure.DefLoader_Extension.Raport (System.String Stuff) [0x00000] in <filename unknown>:0
  at Clutter_Structure.DefLoader_Extension.LockableDoor () [0x00000] in <filename unknown>:0
  at Clutter_Structure.DefLoader_Extension.ResolveReferences () [0x00000] in <filename unknown>:0
  at Verse.DefDatabase`1[Clutter_Structure.DefLoader_Extension].ResolveAllReferences () [0x0000c] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:109
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.DefDatabase`1:ResolveAllReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:113)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:186)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
ModListBackup.Detours.<>c__DisplayClass22_0:<_PostClose>b__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
[/size]
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on January 24, 2017, 04:32:39 AM
Reuploaded with some changes, hope it fixes it, since i dont know how to recreate that error
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: minakurafto on January 24, 2017, 05:18:50 AM
how to make locker in the spoiler?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Sarelth on January 24, 2017, 12:00:30 PM
Clutter Misc is saying wrong version.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: zmadz on January 24, 2017, 12:10:53 PM
Quote from: Sarelth on January 24, 2017, 12:00:30 PM
Clutter Misc is saying wrong version.

extract the folder hands from inside in to /mods
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Sarelth on January 24, 2017, 12:25:56 PM
I just realized that. Must not have been paying very good attention. Whoops. Thank you.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: ADM-Ntek on January 24, 2017, 05:57:06 PM
question why does the bed link to the cabinet and locker and not the other way around?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: EldVarg on January 25, 2017, 07:30:37 AM
Love the animations when you produce things - but can it be paused when you pause the time?

Creating furniture is instant, should take a while. Steel Components should also be slower - now you can easily miss the animation if you don't pause.

Also priority when producing things seams very low, and if you force it, it is always aborted when you finish one thing.

Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 26, 2017, 04:41:30 PM
Locking doors seems to only work with reinforced and automated ones, basic doors can't be locked for me. Is that intended? If so - might wanna mention it somewhere in the mods description. Also all research projects could do with a tooltip of what structures and mechanics they add. Either way real good work) Waiting for those desks, double beds and strange power things from Clutter Misc mod. Also could be real handy to have ability to save color presets at cloth coloring station) Cheers)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: FreyaMaluk on January 27, 2017, 10:07:40 AM
what does the Clutter misc Mod do?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 27, 2017, 10:09:58 AM
Quote from: FreyaMaluk on January 27, 2017, 10:07:40 AM
what does the Clutter misc Mod do?

It has some mysterious stuff, some plasma buildings and other stuff. Most of it offline now, not updated to A16. The only part that works - adds hands to colonists.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: sirgzu on January 27, 2017, 04:31:58 PM
What's the point of utility walls? They seem more expensive and weaker than regular steel walls.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 27, 2017, 04:36:39 PM
Quote from: sirgzu on January 27, 2017, 04:31:58 PM
What's the point of utility walls? They seem more expensive and weaker than regular steel walls.

They are tougher, add beauty to rooms and allow placement for wall lights and bookshelves.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: sirgzu on January 27, 2017, 04:44:34 PM
They're actually weaker than steel walls but I hadn't noticed the other effects, nice :)

Do you know if there is a door I can use with fences so that the graphics connect? If I use regular doors there is a gap between the door and the fence, looks a bit weird.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 31, 2017, 02:58:12 PM
There really needs to be another way to create windows. Hunting for jade is getting way too annoying and they look so good! I mean you can make glass from sand. And since its infinite in RW (look at all that dirt), I suggest doing either a digging spot for sand and make it an ingredient or just plain delete jade from window recipe.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Draegon on January 31, 2017, 03:00:13 PM
You can buy jade from just about any bulk goods trader.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on January 31, 2017, 05:16:16 PM
Quote from: Draegon on January 31, 2017, 03:00:13 PM
You can buy jade from just about any bulk goods trader.

The sad thing is - traders come whenever they want to come. Not when I want to build another window. Also since jade is (only gods know why) considered a currency item, you need 20 for one window. And traders usually don't have much of it to buy.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: sirgzu on February 01, 2017, 03:32:03 PM
saving a game with unfinished utility walls with lights will corrupt the save.

To replicate:

start a new game
build a utility wall
set the utility wall to have lights
save
load the save

To fix:

open save game in text editor
search for all instances of
<thing Class="Blueprint_Build">
<def>ClutterUWallLight_Blueprint</def>
...
</thing>

and
<thing Class="Frame">
<def>ClutterUWallLight_Frame</def>
...
</thing>

remove them

note: once the utility wall with light is complete, the save will be valid. Save is only corrupted for unfinished utility walls with light
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on February 01, 2017, 03:36:22 PM
Wow, thats a dangerous one. Needs fixing
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: faketax on February 01, 2017, 03:38:02 PM
Hello i want to translate Build a window to my language but i cant do it . Its hardcoded in mod :(
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Madman666 on February 05, 2017, 10:49:08 AM
Also as someone mentioned before me - all furniture items, that need to be crafted at Furniture Assembler, made instantly because of incorrect <WorkToBuild> tag (that is true for steel components too). Replacing it with <WorkToMake> does the trick, however there is one more problem - Holo Emitter can be either crafted at assembler or just built by placing a blueprint for some reason. And in both cases its done instantly... I think it should be either removed from assembler and made via blueprint or moved completely to assembler, while disabling its blueprint from joy Tab.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: EldVarg on February 10, 2017, 08:43:16 AM
I get an error for each locker I have built:

Exception spawning loaded thing ClutterLockerA447183: System.ArgumentException: RandomRangeInt can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.Random:RandomRangeInt (int,int)
  at UnityEngine.Random.Range (Int32 min, Int32 max) [0x00000] in C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineRandomBindings.gen.cs:81
  at Clutter_Furniture.ClothLocker.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot) [0x000d8] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:65
  at Verse.Map.FinalizeLoading () [0x000aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:325
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:329)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:443)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:35)
Verse.Root_Play:<Start>m__736() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on February 10, 2017, 03:35:00 PM
Sorry guys very busy at work past this month and prapobly next one to. So there will be no update soon.
That said thanks alot for all thous bug reports will know wher to start:D
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: kenshinoh on February 12, 2017, 01:14:42 PM
Quote from: sirgzu on February 01, 2017, 03:32:03 PM
saving a game with unfinished utility walls with lights will corrupt the save.

To replicate:

start a new game
build a utility wall
set the utility wall to have lights
save
load the save

To fix:

open save game in text editor
search for all instances of
<thing Class="Blueprint_Build">
<def>ClutterUWallLight_Blueprint</def>
...
</thing>

and
<thing Class="Frame">
<def>ClutterUWallLight_Frame</def>
...
</thing>

remove them

note: once the utility wall with light is complete, the save will be valid. Save is only corrupted for unfinished utility walls with light


Oh dear ... Now I know why my saves were all corrupted ... Thanks a lot man !!
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Smexy_Vampire on February 12, 2017, 01:28:29 PM
are thos mico hydropponics in the clutter stuff or only accsesable in the sk harcore modpack ?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: dareddevil7 on February 14, 2017, 07:04:55 PM
Yo, we need slab double beds
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: johnarcie009123 on February 15, 2017, 12:28:31 AM
I hope someone can also help me out in coding basics. :( Shout outs to the mod creators, you guys are awesome :)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Ruisuki on March 09, 2017, 11:05:30 PM
Is there anywhere I can see what other pieces of furniture this mod adds? The spoilers only show locker, lamp and couch but the first picture seems to show a lot more. Also I love the idea of a locker with preset uniforms setup for each individual. Seeing as its currently triggering errors however I'm gonna have to wait for an update. Is there a mod anywhere that you are aware that does something similar? Its just so great.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: BlueMarble007 on March 15, 2017, 04:16:30 PM
I absolutely love your mods, but man do you really need to learn to spell. You spelt 'coding' wrong twice, in the same paragraph.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Ruisuki on March 26, 2017, 12:04:38 PM
Have the spelling errors of the mod been fixed? For example the beautiful locker ;_;
https://s28.postimg.org/jozg4dj3h/Locker.gif
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: tiltos on May 15, 2017, 05:08:32 AM
Quote from: Ruisuki on March 26, 2017, 12:04:38 PM
Have the spelling errors of the mod been fixed? For example the beautiful locker ;_;
https://s28.postimg.org/jozg4dj3h/Locker.gif

The textures and functionality in this mod are beautiful, however the spelling is appalling.

Here is an updated English folder - override your current one in Clutter Furniture\Languages\

@Mrofa please update your mod with this! I've kept your unique descriptions largely intact, but I fixed the spelling and grammar issues.

File: https://www.dropbox.com/s/ijtpyjlokcoerrz/English.zip?dl=0
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 16, 2017, 12:21:11 PM
Sorry guys that i didnt update, work keeps me busy to near death from exhaust X_X
And my hard drive and MB did kinda died so im stuck with ancient PC...

But atleast some laughs seeing you here fighting with the spelling again :D
This is a tricky one, its not my spelling anymore actually. Mod spelling was corrected by people like you 4 times already ^^
Tiltos i do apprecite the file but i wont be able to update/fix for another two months or so. Or atleast until i will have a free weekend .... which is in ... 58 days 6 hours and 31 mins


Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: Shinzy on May 16, 2017, 01:27:49 PM
Quote from: mrofa on May 16, 2017, 12:21:11 PMuntil i will have a free weekend .... which is in ... 58 days 6 hours and 31 mins

Oh god it's worse than I thought!
You stay alive now Mrofster!
(http://i.imgur.com/OUXEL6P.gif)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: HaiUit on May 17, 2017, 03:46:51 PM
Items that do not have a <DesignationCategory>XXX</DesignationCategory> (like locker, carbin) in defs files (so they are not shown up) have bugs and need update, aren't they?

After edit def files, i can build locker and carbin, but only locker seem to work.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 17, 2017, 08:21:59 PM
Quote from: HaiUit on May 17, 2017, 03:46:51 PM
Items that do not have a <DesignationCategory>XXX</DesignationCategory> (like locker, carbin) in defs files (so they are not shown up) have bugs and need update, aren't they?

After edit def files, i can build locker and carbin, but only locker seem to work.

No they dont have designation category becouse they are attached to cafting station
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: HaiUit on May 18, 2017, 05:11:12 AM
Quote from: mrofa on May 17, 2017, 08:21:59 PM
No they dont have designation category becouse they are attached to cafting station

Am I missing something? I create a new world with only Clutter Furniture turn on in God mode to test, the furniture assembler only give me 3 recipes :

(http://i.imgur.com/Dc0yEBR.png)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 18, 2017, 08:51:36 AM
Research all topic from dev menu and then check assembler :)
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: HaiUit on May 18, 2017, 09:04:31 AM
Quote from: mrofa on May 18, 2017, 08:51:36 AM
Research all topic from dev menu and then check assembler :)

Ahh, I see. I have thought if i turn on god mode, everything will be available without research.  :D
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: nihel on May 18, 2017, 03:06:14 PM
I've played a bit with your mod adding structures. Now i have a problem with loading map. I left window blueprint on the ground when i was quitting a game and it seems to be a problem.
Here's log:


Could not load reference to Verse.ThingDef named UtilityWindows_Blueprint
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(ThingDef&, String)
Verse.Thing:ExposeData()
Verse.ThingWithComps:ExposeData()
RimWorld.Blueprint_Build:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__734()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__731()

There is a way to fix it or am i screwed?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 18, 2017, 03:38:24 PM
Quote from: nihel on May 18, 2017, 03:06:14 PM
I've played a bit with your mod adding structures. Now i have a problem with loading map. I left window blueprint on the ground when i was quitting a game and it seems to be a problem.
Here's log:


Could not load reference to Verse.ThingDef named UtilityWindows_Blueprint
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(ThingDef&, String)
Verse.Thing:ExposeData()
Verse.ThingWithComps:ExposeData()
RimWorld.Blueprint_Build:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__734()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__731()

There is a way to fix it or am i screwed?

Always asume your screw thats part of survival. As for fix i dont know, will try this weekend if by some miracle will have some free time..
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: nihel on May 18, 2017, 04:01:19 PM
I'd be glad. As for now i'll play without this mod. I really like the windows though
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: nihel on May 21, 2017, 06:55:47 AM
Ok, so i tried to disable all the other mods and then inject yours and result was the same.
I suspect your mods don't work on linux for some reason. I get some kind of language errors at beggining and then your mods fail to reference to an object(i think).
Here's log if you want to try to fix this.
https://www.dropbox.com/s/m98jcybz7dnwtrl/rimworld_log?dl=0
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: SihvMan on May 21, 2017, 08:58:40 AM
Quote from: nihel on May 18, 2017, 03:06:14 PM
I've played a bit with your mod adding structures. Now i have a problem with loading map. I left window blueprint on the ground when i was quitting a game and it seems to be a problem.
Here's log:


Could not load reference to Verse.ThingDef named UtilityWindows_Blueprint
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:LookDef(ThingDef&, String)
Verse.Thing:ExposeData()
Verse.ThingWithComps:ExposeData()
RimWorld.Blueprint_Build:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookList(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__734()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__731()

There is a way to fix it or am i screwed?

There was a similar bug about 3 or so pages back. To fix, go to where ever you store your saves. Back up the most recent save, then open it with Notepad++ [or equivalent text editor]. Search for all instances of

UtilityWindows_Blueprint

and

UtilityWindows_Frame

and delete them.

This will remove the unload-able parts of the save. Something about the blueprints iss screwed up. In the future, just don't save/exit while there's a Clutter Blueprint set down and you'll be fine.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 22, 2017, 08:29:37 AM
nihel well miracle happend, dont know how you did it but im glad you did.
I did sit on it yesterday and while i was able to fix the issue, i wasnt able to find a way to fix your save, only thing that shivman did post can help you, sorry mate.
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: nihel on May 22, 2017, 08:42:59 AM
I already made a better save so no need to worry about it.
It's not my first time i have messed a game.
So when will fixed version be available?
Title: Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
Post by: mrofa on May 28, 2017, 07:37:36 AM
Ok updateted to a17 and squashed hopefully all bugs.
Added tiltos translation and few additional translation lines for hardcoded stuff.
Misc got a laser bolt-action for funzies.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Madman666 on May 28, 2017, 07:55:41 AM
Cool stuff! :)  Thanks!) The houses felt wrong without windows.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: kaptain_kavern on May 28, 2017, 08:48:56 AM
Awesome! Thanks mrofa!
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Mkok on May 28, 2017, 01:58:37 PM
Ill add my appreciation for the quick update. I cant even imagine rimworld without this mod anymore  :)
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: SpaceDorf on June 02, 2017, 12:49:25 PM
I am still undecided if I want to use "Clutter Furniture" or not .. is there a full feature list somewhere ?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Elldar on June 04, 2017, 03:10:24 AM
Could you please upload A16 Version? I'm playing on A16 since Hardcore SK modpack is not on A17 yet. Or can i use A17 version on A16 with no problems?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 04, 2017, 04:42:51 AM
Sorry mate a17 did came out like 5-6 hours after i did full fix and update to a16 :/
So i kinda did rewrite everything already
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Arnold Rimmer on June 04, 2017, 05:03:31 AM
mrofa, thank you SO much for bringing the slab bed back :D
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Elldar on June 04, 2017, 10:13:11 AM
Quote from: mrofa on June 04, 2017, 04:42:51 AM
Sorry mate a17 did came out like 5-6 hours after i did full fix and update to a16 :/
So i kinda did rewrite everything already
Okay, however i tested it and works fine on A16 aswell :)
Edit: Well, it did untill i researched Clutter Furniture, then it doesn't let me load my save. Dont know if its collision with Hardcore SK modpack which uses some of Clutter furniture or its version realted. Luckly I had backup so I didn't lost munch. Still it's a shame i can't use all of this amazing furniture in my colony :x
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Another on June 04, 2017, 12:50:17 PM
Posting to watch.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 04, 2017, 01:35:53 PM
Elldar if research is a problem you can fix it yourself.
Go into ClutterFurniture/Defs/ResearchDefs/ directory.
Remove ResearchTabs.xml file
Then edit ResearchProjects.xml and remove from it:
<tab>FurnitureTinkering</tab>
from each four research def.
If you still get a error remove
   <researchViewX> and <researchViewY>
from each project
And if you still get a error then i dont know :P
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Ser Kitteh on June 09, 2017, 09:48:31 AM
@mrofa, gotta say you've got some awesome mods! As someone who's really keen on the assaulting outposts things, I was wondering if you could release that AMAZING locker mod as its own item? Because having my assault team get back into their normal clothes after each raid is really finicky, and that locker thing would be such a time saver. Thanks, dude.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 10, 2017, 04:50:19 PM
90% of mod is craftable only so you dont need to use stuff you dont want to. Have some mercy for my lazyness :D
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Rocket_Raccoon on June 13, 2017, 08:11:38 AM
Hey, i was looking for your lockable doors but i can´t find them. Have they been removed?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 13, 2017, 04:39:48 PM
Quote from: Rocket_Raccoon on June 13, 2017, 08:11:38 AM
Hey, i was looking for your lockable doors but i can´t find them. Have they been removed?
They are in structure mod
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Rocket_Raccoon on June 13, 2017, 06:17:50 PM
Yeah, i only had the structure mod  in and as far as i remember i saw no lockable doors- or am looking for the wrong thing?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 14, 2017, 07:29:08 AM
there is a secret to that, look in secound post of this topic  ;)
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Rocket_Raccoon on June 15, 2017, 12:58:56 PM
Ok, thanks for the reply.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: gajop on June 20, 2017, 09:53:33 AM
I'm having the following errors with this (Clutter Furniture). Happens even if no other mod is installed.


Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterStool
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterStool
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterStool
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterCouchA
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterComfySeat
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ClutterStool
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 20, 2017, 03:17:25 PM
gajop i dont really know, try to redownload the mod.
Error itself is wierd, it seems it have a problem of loading Seats.xml and only that.
If redownloading the mod wont fix the error, please run the game, quit, and send me the outputlog file.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: hoaxdream on June 21, 2017, 08:27:29 PM
im having error while T mods floor enabled with your mod while building floor

Steven started 10 jobs in 10 ticks. List: (WaitMaintainPosture) , (FinishFrame A=Thing_ClutterCeramicTileA_Frame60564) , (WaitMaintainPosture) , (FinishFrame A=Thing_ClutterCeramicTileA_Frame60574) , (WaitMaintainPosture) , (FinishFrame A=Thing_ClutterCeramicTileA_Frame60582) , (WaitMaintainPosture) , (FinishFrame A=Thing_ClutterCeramicTileA_Frame60584) , (WaitMaintainPosture) , and (FinishFrame A=Thing_ClutterCeramicTileA_Frame60566)  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=FinishFrame, curDriver=QualityBuilder._JobDriver_ConstructFinishFrame
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: gajop on June 23, 2017, 06:08:55 AM
Quote from: mrofa on June 20, 2017, 03:17:25 PM
gajop i dont really know, try to redownload the mod.
I re-downloaded it, and this is its md5sum.

md5sum Clutter\ Furniture\ A17-20-1-17.rar
c7dcbeefe06f1c41dd63add127f1b8cd  Clutter Furniture A17-20-1-17.rar


Quote from: mrofa on June 20, 2017, 03:17:25 PM
Error itself is wierd, it seems it have a problem of loading Seats.xml and only that.
If redownloading the mod wont fix the error, please run the game, quit, and send me the outputlog file.

I agree, it is weird. I tried looking around at the dependencies but couldn't figure out why it wasn't referencing it correctly, as things seemed defined.

So this leads me to believe that it runs for most users, and that it might be a Linux issue, and viola, it is!
Seats.Xml has the capital X in Xml, which causes an issue on Linux as it is case-sensitive.


ThingDefs $ ls *xml
Beds.xml       Books.xml  Furniture.xml  Hydro.xml  Lamps.xml   Utilities.xml
BookShelf.xml  Dummy.xml  Holo.xml       Items.xml  Tabels.xml  Worktable.xml

ThingDefs $  ls *Xml
Seats.Xml

ThingDefs $ mv Seats.Xml Seats.xml
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 24, 2017, 04:06:55 PM
Dats a nice research mate, will keep that in mind :D
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on June 26, 2017, 12:40:04 PM
Ok guys im slowly but steady rewriting code for well ......... everything.

So the first thing that got rewrited is the locker, as its the one thing i get most pm spam for.
Its gone under some testing, thrugh i have high hopes of you guys to find more bugs :P
Since my job dont give me to much of free time.

Here (https://www.sendspace.com/file/obt9pd) is a download link to locker version 1.1.

Current version dont allow to  install/uninstall it, this part is under development.
As its a stand alone i made a more vainlia friendly graphic for it, and for thous with keen eyes, yes the original texture was a outhouse..

For thous who dont know how locker works and whats new

Locker allows to switch between stored set  and the current gear colonist have on them.
First thing is to make colonist a owner of such locker, colonists can have multiply owned lockers, thrugh this dont bring any benefit.
(https://s4.postimg.org/z09glj8d9/Make_Owner.png)
Select a colonist RMB on the locker and select "Make a owner"
Name tag will pop-up under the locker.
You can change the locker owner, by doing the same as above on lockers that are already owned.

Now while locker owner is selected and RMB press on the locker that he/she is owning, you get one of two options.
If locker is empty you get "Store gear", this will put all owner colonist cloths and weapon in the locker
Option two is "Switch gear", is avalible when locker isnt empty, this works like "Store gear", but will also put all things that are in the locker on the colonist.

Force change
If locker have a owner, after selecting it a button will appear
(https://s14.postimg.org/sm8yv2o29/Force_Change.png)

This will force owner to come and change into stored gear or store gear if locker is empty.
Lockers are multi selectable and this also works with it, so you can change your entire colony gear with a single click :D

Thats generally the same as old locker is working.

New stuff is UI, finnaly got cracked the code :P
For some more locker control.
(https://s12.postimg.org/vyr3rueil/Locker_UI.png)

Did try to keep it close to vanilia ones so i hope its self-explanatory.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: JustALittleCrazyTalk on June 26, 2017, 07:12:34 PM
Quote from: gajop on June 23, 2017, 06:08:55 AM

So this leads me to believe that it runs for most users, and that it might be a Linux issue, and viola, it is!
Seats.Xml has the capital X in Xml, which causes an issue on Linux as it is case-sensitive.


Was having the same issue, thanks for the solution.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Apo on July 01, 2017, 05:53:47 PM
Hi, I'm having a bit of a problem with Utility Wall with Light. I can't find any way to build it then in dev mode. In structure menu I see Utility wall but not with light and when I click on it I can only choose material. When wall is built there also is no button to make it with lights. I've even tried to look at mod files to find the answer but I'm all out of ideas :/
If you could check this or maybe even make a little tutorial how to make those light it would be awesome

Edit: After restart or maybe putting them in dev mode they magically appeared in structures menu. (its possible that I added line in mod that requires  research to this type of wall to appear in menu?) However they miss icon so they they display just texture for all directions ;)
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: drakulux on July 01, 2017, 06:37:09 PM
@mrofa I can't believe I didn't see the new locker update, will be testing asap as this is one of my fav utility mods. Can I suggest a feature for the locker? I don't know if it is possible but what if we have a special one that is only used for things like power armor/toxic suit basically upper clothing but if they can show the graphics of the items you store, basically you will need a head /torso/pants section on the locker(new suit holder) that takes the graphics of the items you store and displays them as if they are hanging in the locker. I believe it should be possible. Could make a nice suit holder by base entrance for those toxic wasteland playthrough.
Another way to have the armor graphics is to somehow place an invisible pawn graphic that the armor is worn on, sort of like an invisible mannequin that sits in the locker, and so you wear the gear on it.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: Mosart on July 03, 2017, 11:59:15 AM
The link for Locker is dead.(

Is furniture mod with proper working locker?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on July 03, 2017, 02:40:13 PM
Quote from: mrofa on June 26, 2017, 12:40:04 PM
Ok guys im slowly but steady rewriting code for well ......... everything.

So the first thing that got rewrited is the locker, as its the one thing i get most pm spam for.
Its gone under some testing, thrugh i have high hopes of you guys to find more bugs :P
Since my job dont give me to much of free time.

Here (https://www.sendspace.com/file/obt9pd) is a download link to locker version 1.1.

Current version dont allow to  install/uninstall it, this part is under development.
As its a stand alone i made a more vainlia friendly graphic for it, and for thous with keen eyes, yes the original texture was a outhouse..

For thous who dont know how locker works and whats new

Locker allows to switch between stored set  and the current gear colonist have on them.
First thing is to make colonist a owner of such locker, colonists can have multiply owned lockers, thrugh this dont bring any benefit.
(https://s4.postimg.org/z09glj8d9/Make_Owner.png)
Select a colonist RMB on the locker and select "Make a owner"
Name tag will pop-up under the locker.
You can change the locker owner, by doing the same as above on lockers that are already owned.

Now while locker owner is selected and RMB press on the locker that he/she is owning, you get one of two options.
If locker is empty you get "Store gear", this will put all owner colonist cloths and weapon in the locker
Option two is "Switch gear", is avalible when locker isnt empty, this works like "Store gear", but will also put all things that are in the locker on the colonist.

Force change
If locker have a owner, after selecting it a button will appear
(https://s14.postimg.org/sm8yv2o29/Force_Change.png)

This will force owner to come and change into stored gear or store gear if locker is empty.
Lockers are multi selectable and this also works with it, so you can change your entire colony gear with a single click :D

Thats generally the same as old locker is working.

New stuff is UI, finnaly got cracked the code :P
For some more locker control.
(https://s12.postimg.org/vyr3rueil/Locker_UI.png)

Did try to keep it close to vanilia ones so i hope its self-explanatory.


In addition to all that above i was also able to add mod menu in game option menu.
(https://s12.postimg.org/hun8yjih9/Modmenu.png)
Selecting this option will dump all colonist inventory into the locker, atleast the part that dont rot, so no meals in locker.
Works with CE ammo.

Mosart: did reup the link to the leatest version that shouldnt have any bugs, atleast i didnt find any.

drakulux: no worries most of ppl didnt see it :P
As for suggestion i dont promiss anything.

OH and for grammar nazis: im not native english, and i do give a fu... so every godamn inch of text even the cooded one can be changed in xml files. Now get to work!
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: faltonico on July 04, 2017, 03:46:07 AM
Hi there!
I hope you don't mind, i halved the door opening time in my copy of the mod xD
(Again thank you for your hard work btw!)
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: LittleMikey on July 09, 2017, 07:49:22 AM
I love this mod. The art style for everything fits in so much nicer than like 90% of the mods I've seen. Are you planning on uploading to the Steam Workshop at all?
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: lance789 on July 14, 2017, 09:34:45 PM
Steam link for A17 please.
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: mrofa on July 16, 2017, 05:47:10 AM
As i writed here somewhere, im to cheap to pay 5$ to steam to be able to upload mods there, so i wont personaly uploading it.
Its 5$ or coffie and lets face it ,coffie always winz :D
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: SpaceDorf on July 16, 2017, 09:30:12 AM
Quote from: mrofa on July 16, 2017, 05:47:10 AM
As i writed here somewhere, im to cheap to pay 5$ to steam to be able to upload mods there, so i wont personaly uploading it.
Its 5$ or coffie and lets face it ,coffie always winz :D

You are my personal hero :)
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: mrofa on July 18, 2017, 05:55:07 PM
Updated clutter structure lockable doors with additional config, see the 2nd post in this topic for details.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: Tenshi~Akari on July 18, 2017, 06:55:52 PM
Reporting in: I think the update breaks all existing doors in save files, had a whole bunch of red errors pop up when resuming a game with this particular error tick:

Exception filling tab Clutter_Structure.ITab_LockableDoors: System.NullReferenceException: Object reference not set to an instance of an object
  at Clutter_Structure.ITab_LockableDoors.FillTab () [0x00000] in <filename unknown>:0
  at Verse.InspectTabBase+<DoTabGUI>c__AnonStorey450.<>m__65A () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.<DoTabGUI>c__AnonStorey450:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C5:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Works alright in a new game, but just wanted to let you know.

EDIT: Another error I caught popping up in all that, forgot to copy over:

Exception ticking Door915462: System.NotImplementedException: The requested feature is not implemented.
  at Verse.Entity.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


This has multiple door numbers, but they all have this same exact error. No options to give to deconstruct the doors, only way is to replace via Dev. Mode.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: mrofa on July 19, 2017, 02:20:28 AM
Tenshi~Akari thx for bug report.
There is new  update with some fixes.
First save error can be saved, all you need to do is to remove doors with dev tools and spawn new ones.
Im not sure about the second error since i cant  remake it. Only thing that comes to mind is to delete the mod for mod folder and copy fresh download.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: faltonico on July 19, 2017, 02:31:59 AM
Quote from: mrofa on July 18, 2017, 05:55:07 PM
Updated clutter structure lockable doors with additional config, see the 2nd post in this topic for details.
So, this mod together with "lockable doors" mod would be redundant?
Thanks!
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: LiteEmUp on July 20, 2017, 02:34:58 AM
replied to bookmark this...


any chance of a steam release??

i love the lockable doors though.. finally able to lockout pesky visitors stealing my food lol
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: carnifex2005 on July 20, 2017, 12:35:19 PM
Quote from: LiteEmUp on July 20, 2017, 02:34:58 AM
replied to bookmark this...


any chance of a steam release??

i love the lockable doors though.. finally able to lockout pesky visitors stealing my food lol

With the Hospitality mod you can restrict visitors to a zone of your choosing and also force them to pay for any items they may come across in your zone. Use that ability to make nice hotels, clothing stores and bars for my visitors and make a bit of money off of them buying the items within. Also helps with visitors trying to go into my colonists bedrooms trying to view the art in the rooms.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: Sepon on July 26, 2017, 03:09:28 PM
Hi mrofa,
ty for your mod, I especially like the locker functionality, but is there a way to restrict the colonists/locker from storing weapon? What I'm trying to implement right now is to make "emergency" lockers for my colonists so the can change in high grade uniform in one click when there is a danger, but I want them to always have weapons with them. So right now I have to disarm a colonist, send him to locker and then arm again. It takes a lot of time for my 14 colonists, but I don't have enought weapon to store the spare ones in locker. I'm sure possible to do it in one click with your mod, and it would be grate if you could make a patch or just tell me how to do it if I missed it somehow.
Thanks
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: mrofa on July 26, 2017, 03:41:44 PM
Quote from: Sepon on July 26, 2017, 03:09:28 PM
Hi mrofa,
ty for your mod, I especially like the locker functionality, but is there a way to restrict the colonists/locker from storing weapon? What I'm trying to implement right now is to make "emergency" lockers for my colonists so the can change in high grade uniform in one click when there is a danger, but I want them to always have weapons with them. So right now I have to disarm a colonist, send him to locker and then arm again. It takes a lot of time for my 14 colonists, but I don't have enought weapon to store the spare ones in locker. I'm sure possible to do it in one click with your mod, and it would be grate if you could make a patch or just tell me how to do it if I missed it somehow.
Thanks

There is no such option, in the current version, but if your up for testing i can cook up something in day or two, since im liking the idea :)
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: Sepon on July 26, 2017, 04:07:17 PM
Quote from: mrofa on July 26, 2017, 03:41:44 PM
but if your up for testing i can cook up something in day or two, since im liking the idea :)
I'll be glad to help :)
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: drakulux on July 27, 2017, 12:31:28 PM
HOok me up with that testing as well mrofa
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: mrofa on July 27, 2017, 03:29:37 PM
Well its done
https://www.sendspace.com/file/wtfvmt (https://www.sendspace.com/file/wtfvmt)
Should be compatibile with everything.
Access is the same as to the one above thrugh the tab button.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: drakulux on July 27, 2017, 04:23:27 PM
mu ga ga ga ga, thank you very much, testing now.
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: Sepon on July 28, 2017, 05:19:50 AM
Hey mrofa,
I've been playing for the whole evening yesterday and the lockers worked fine. It is really a must-have for me now.
Thank you very much :)
Title: Re: [A17] Clutter ("Still slow" July 18, 2017)
Post by: Madman666 on July 29, 2017, 03:02:31 PM
Hey there) Glad to see things are somewhat moving)) Floors still don't have the right "work time to build" designator and are built instantly though. Oh, I also wanted to ask - why did you comment double beds out? Keep up the good work))
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 29, 2017, 03:27:03 PM
Quote from: Madman666 on July 29, 2017, 03:02:31 PM
Hey there) Glad to see things are somewhat moving)) Floors still don't have the right "work time to build" designator and are built instantly though. Oh, I also wanted to ask - why did you comment double beds out? Keep up the good work))

Good catch was just about to update :D
Im preety sure i had it on my TODO list, i just cant find the list...
As for beds wanted to remake them and then life happend so i just added them to TODO list....
Floors are fixed with work thingy.

Also updated clutter structure, started to chop it down to smaller mods.
Removed doors and windows form it. Windows will be done somewhere this week.
Doors on the other hand are in as a separate small mod, with little extra umf :D
Keep in mind it will not be compatibile with older saves, for a couple of updates ...

Will try to update spoilerz section for doors leater this week.
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on July 29, 2017, 03:33:33 PM
Cool) I'll hang onto ones I have now, that are still united then. I fixed the thing with floors for myself, just wanted to know. As for the beds, I just was interested if they are fucntional or if they are disabled because something's wrong. I'll uncomment them for my run))
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 29, 2017, 03:35:47 PM
Dont know didnt test them past 2 alphas so i cant really say
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on July 29, 2017, 05:03:20 PM
I must say I love what you've done with doors. It feels WAY more natural. Not to mention it fits fabulously with windows. By the way can you make window placement to be like with doors? So you don't have to select a wall fragment and "upgrade" it with a window, but place it from architect menu? That would be SO much more convenient. Thanks.

UPD:
One more thing to report - vanilla doors could be placed right on top of wall blueprints and they replaced wall blueprint with door one. It still works on regular wall blueprints. But on reinforced panel walls blueprints it says space already occupied. I am pretty sure it isn't supposed to be this way)

And windows are gone... :(
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 30, 2017, 03:14:30 AM
Yehh this old vanilia bug is modded walls limitations, i dont know if it can be fixed with non to hacky methods.
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on July 30, 2017, 07:43:02 AM
Quote from: mrofa on July 30, 2017, 03:14:30 AM
Yehh this old vanilia bug is modded walls limitations, i dont know if it can be fixed with non to hacky methods.

Game engine limitations after all huh? Oh well. But where did windows go? Are you going to make them separate mod as well?
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 30, 2017, 07:44:14 AM
Yehh im working on them just now, as i did write in update post, will add them this somewhere this week.
After that are the fences to chop :D
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on July 30, 2017, 07:52:44 AM
Quote from: mrofa on July 30, 2017, 07:44:14 AM
Yehh im working on them just now, as i did write in update post, will add them this somewhere this week.
After that are the fences to chop :D

Cool!) Thanks for your hard work) I damn love this mod to the point it feels wrong playing without it. Whats a house without windows? An ugly sack of concrete.

By the way with current versions of clutter installed I get this error at main menu. Can you tell what that supposed to be?

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Failed to find Verse.ThingDef named UtilityWindows. There are 3497 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Clutter_Structure.DefLoader_Extension:BuildingDefs(String)
Clutter_Structure.DefLoader_Extension:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 30, 2017, 08:40:57 AM
Yehh its harmless dont worry about it :D
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on July 30, 2017, 08:55:46 AM
Ah, ok, thanks)
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Sirsim on July 30, 2017, 09:32:24 AM
Quote from: mrofa on July 30, 2017, 08:40:57 AM
Yehh its harmless dont worry about it :D

Thanks! I had the same issue when i updated the mod and uninstalled it.
Let's put it back in shall we ? :D
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on July 30, 2017, 09:40:07 AM
Still working on it :P
And i still got tons of code to write and to re-write, fix graphic , add lights effect and so on
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Wilponderroci on July 31, 2017, 09:41:10 PM
whats this about? Failed to find Verse.ThingDef named UtilityWindows. There are 2740 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
Clutter_Structure.DefLoader_Extension:BuildingDefs(String)
Clutter_Structure.DefLoader_Extension:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()



oh hrmmm I see its harmnless lol
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Wilponderroci on August 03, 2017, 05:52:34 PM
Im experiencing a weird "bug".

When messing with the "Access" functionality there seems to be a random selection of colonists who are given the option to have access. This seems to change for no obvious reason. I also accidentally locked a colonist in the kitchen trying to see if the door was proximity "activated" and now even if she is drafted, (she is no longer on the access list) she has "No Path" message.

Tweaks.... needed.  One of the most glorious mods ever though. I really like the fences and walls and the work is great!
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on August 04, 2017, 12:59:31 AM
I did kinda word it wrong :D
Permits system is more like sticking a paper to door with "Dont touch my stuff if your name is Shinzy".
Locking mechanic, the one that shows padlock icon on the door is more like
(http://www.itstactical.com/wp-content/uploads/2010/05/target.jpg).
So even if colonist is on permits list or drafted with auto access on, he still cant get thrugh door without unlocking it.

As for randome colonists on access list, im not sure, maybe its layer8 issue , will check it.
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on August 04, 2017, 03:49:44 PM
Hey, how's it going with Clutter stuff?)) I am having a window withdrawal... Every house seems ugly. Not really rushing you or anything, just wanna know some estimation when are windows going back in the game))
Title: Re: [A17] Clutter ("Still slow" May 28, 2017,)
Post by: LittleMikey on August 05, 2017, 08:11:34 AM
Quote from: mrofa on July 16, 2017, 05:47:10 AM
As i writed here somewhere, im to cheap to pay 5$ to steam to be able to upload mods there, so i wont personaly uploading it.
Its 5$ or coffie and lets face it ,coffie always winz :D

Would you object if I uploaded it for you? I would make sure everyone knew that it was your mod, not mine. I just think you'll reach way more people via Steam.
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: mrofa on August 05, 2017, 08:48:43 AM
Madman666:
Im rewritng its graphic system, adding new graphic, adding lights system similar to curopanda`s windows (https://ludeon.com/forums/index.php?topic=32190#msg329352) (which is very grape mod btw), spawning system and  it all took a bit longer than i though.
So all i can say soon, use curopanda`s windows for the time the light effect is GLORIOUS!.

LittleMikey:
If your up to deal with updates upload and to deal with steam community i dont mind :P
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Madman666 on August 05, 2017, 03:46:42 PM
Quote from: mrofa on August 05, 2017, 08:48:43 AM
Madman666:
Im rewritng its graphic system, adding new graphic, adding lights system similar to curopanda`s windows (https://ludeon.com/forums/index.php?topic=32190#msg329352) (which is very grape mod btw), spawning system and  it all took a bit longer than i though.
So all i can say soon, use curopanda`s windows for the time the light effect is GLORIOUS!.

Your variation just seem more aesthetically pleasing to me. Cupropanda's are too... flat? Yours are more isometric and 3d. I am in love with those graphics. For the doors, for the furniture and for windows.
Title: Re: [A17] Clutter ("Choping begins" July 29, 2017)
Post by: Wilponderroci on August 05, 2017, 11:11:16 PM
Yes this is another one of those mods that i really need to have as well, love the work!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 06, 2017, 10:56:45 AM
Updated Clutter Structure, windows are back and no more that annoying error from clutter structure main for lacking windows.
While windows could do with some more work, will put that on a later date and in my TODO list, if i find it ...
Updated Spoilerz for Doors and Windows descriptions so check there first, for thous who dont know what Spoilerz is check secound post in this thread.

Now fences and walls are left only in clutter structure to be redone:D
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Iwillbenicetou on August 06, 2017, 03:44:43 PM
what does the warning for the clutter structures mean with not compatible with older saves? do you mean not save compatible or you can't update it while using a save
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 06, 2017, 04:59:59 PM
Nahh forgot to remove it, it should work with prev version.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 07, 2017, 12:25:03 PM
Hey, windows are BACK! Thanks man! I love them so much. You made my day, seriously.

Oh, but I am not so sure about window costing 2 damn components at all. A window is not exactly the most complex device human ever invented right? So why it costs same amount of components as an electric generator? I hate component costs in this game, it takes forever to make even one of them, not to mention putting a strain on your steel supply... That pretty much invalidates windows until you have component assembly bench.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 08, 2017, 01:17:42 PM
 I guess 1 component would be enough
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 08, 2017, 01:40:53 PM
Greedy ass would say - 0 components is more like it, but I'll... Oh who am I kidding? I am a greedy ass. :D

On a serious note 1 component is infinitely better already. Early game I'd still care more about power and defense to waste components on windows, but at least late game its a bit easier to outfit all houses with windows that way)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: LLoki on August 08, 2017, 03:27:34 PM
Ok, so apparently it does break saves somehow. I had previous version of Clutter Structure and Furniture installed. After copy and activating this new version I can't load my save. It also won't load a new game, don't know why (have many mods installed of course). I restored the last version and it's working again. Do you think there is a way to make it work? Permits system is something that I allways dreamed about :D
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 08, 2017, 04:15:41 PM
Quote from: LLoki on August 08, 2017, 03:27:34 PM
Ok, so apparently it does break saves somehow. I had previous version of Clutter Structure and Furniture installed. After copy and activating this new version I can't load my save. It also won't load a new game, don't know why (have many mods installed of course). I restored the last version and it's working again. Do you think there is a way to make it work? Permits system is something that I allways dreamed about :D

Try to load with older version, delete all doors on the map completely and then running that save with new version. Seems to have worked fine for me.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Apo on August 08, 2017, 04:23:19 PM
Hi, is there a way to add drones to the allow list? This mod with permits made possible to create bedrooms and get rid of "disturbed sleep" problem, but cleaning bots would be nice thou :D
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 08, 2017, 04:41:54 PM
Quote from: LLoki on August 08, 2017, 03:27:34 PM
Ok, so apparently it does break saves somehow. I had previous version of Clutter Structure and Furniture installed. After copy and activating this new version I can't load my save. It also won't load a new game, don't know why (have many mods installed of course). I restored the last version and it's working again. Do you think there is a way to make it work? Permits system is something that I allways dreamed about :D

You would need to send me your output log after you launch and close game with error. Output log is in /appdata/localLow/ludeonStudios ....

Madman666, it should not work, i don inject door class to vanilia defs from code, only thing that might error is reinforced doors since they are custom modded, but then again it shouldnt prevent game from getting into new game. Thats some bigger issue, maybe a major conspiracy!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 08, 2017, 04:47:03 PM
Quote from: mrofa on August 08, 2017, 04:41:54 PM
Madman666, it should not work, i don inject door class to vanilia defs from code, only thing that might error is reinforced doors since they are custom modded, but then again it shouldnt prevent game from getting into new game. Thats some bigger issue, maybe a major conspiracy!

Well I didn't have any reinforced ones, but regular doors became invisible, started causing red errors everytime some guy tried to walk over them and couldn't be deconstructed after I changed clutter version to newest. So I used older version destroyed all doors with a dev tool and then updated the mod again and it solved it. Maybe in this case the problem is different.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 08, 2017, 05:10:18 PM
Thats wierd will need to look into it
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: LLoki on August 08, 2017, 05:19:05 PM
Ok, so I don't have an output log, because game doesn't crush, I just can't load my save. Also if I try to make a new game there is a black screen, but game doesn't crush, so no output log as well. I copied logs after trying to load. Hope it's enough.

I'll try Madman's solution, who know, maybe it'll help :) I will let you know.

EDIT: I've managed to start a new game, maybe it was this one time. So it's only an old save problem.

[attachment deleted by admin: too old]
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 08, 2017, 05:43:13 PM
Ok sorry, breaking the save is my fault ..... forgot that old version addded comps to vanilia doors ...
As for new game there is  something that adds Arkham estates, i see it dwell in map components and it might bug out on new game creation.
Thrugh im not 100% sure
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: LLoki on August 09, 2017, 08:08:54 AM
I did what the Madman suggested and it actually worked :) Thank you for advise.

As for that Apo wrote - it would be really helpfull if the restricted doors were passable for animals and robots from Misc robots. Do you think you can add this?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 09, 2017, 08:50:27 AM
they are passable by pets, just switch list with little arrow buttons above the list. As for haplo mod would need to look.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: SpaceDorf on August 09, 2017, 12:48:20 PM
@Mrofa

I use the Simple Side Arms Mod. This mod and your Lockers confuse the shit out of each other :)

Just wanted to let you know before the whining starts.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 09, 2017, 01:51:04 PM
New test lockers or old ones ?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 09, 2017, 02:01:44 PM
Quote from: LLoki on August 09, 2017, 08:08:54 AM
I did what the Madman suggested and it actually worked :) Thank you for advise.

As for that Apo wrote - it would be really helpfull if the restricted doors were passable for animals and robots from Misc robots. Do you think you can add this?

Glad it worked for you as well, even if it shouldn't according to mod's mastermind =))
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: SpaceDorf on August 09, 2017, 02:31:32 PM
The new testlockers, but I am not sure about the version.

The interaction problem is based on the fact that the locker expects the vanilla rimworld single weapon, and that Simple Sidearms remembers the weapon loadout of a pawn to pick it up again when lost.

So when the pawn puts the weapon in the locker,only one of multiple, he starts searching for a new one after that, while the mod complains he is missing some sidearm.
If the pawn gets the equiptment out of the locker the pawn can't take the weapon because he allready has one.

could be the problem is long outdated, because it's a running game and this was somewhen last week ..
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Crow_T on August 09, 2017, 02:48:52 PM
Minor bug report in Clutter Furniture: in ThingDefs you should change Seats.Xml to Seats.xml for us silly Linux players (I assume mac people are also getting errors)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 09, 2017, 03:14:13 PM
SpaceDorf i dont know if i can fix it, didint look at the locker code for a while, but frim what i remmber it uses vanilia function to switch weapons, so if Sidearm mod did somehow changed that function i cant do much. But for 100% will check when im home. 

Crow_T i know of it, i just didint upload any new version of furniture.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: SpaceDorf on August 09, 2017, 03:38:20 PM
I don't know how much Simple Side Arms changes, it looks like a mixture of the Vanilla Weapon Pickup with extra slots shown for weapons in the inventory .. wood logs are shown too after caravaning.
And some additional code to activate Weapons from inventory.

And I did not want you to solve this problem, I just wanted to make you aware of it .. if someone asks the inevitable question. ..
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 09, 2017, 04:31:07 PM
If someones ask there is always response B, "its all Shinzys fault!"
I did check sidearm github and i cant fix it anywys soo i wont try.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on August 17, 2017, 10:24:40 AM
Hi there Mrofa!
What is the purpose of having the new doors not letting anything be built in front of them? Can it be removed without breaking the mod?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 17, 2017, 10:42:33 AM
You cant only build next to windows or doors, so you have to have atleast 1 cell of normal wall between them.
If you dont like it go to doors XML and remove the  entire <Placeworker> tag.

Reason, sliding doors slide on each other this dont look to good.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on August 17, 2017, 10:51:30 AM
Ah! thanks for the explanation.
I don't mind them not looking perfect xD
Keep it the good work!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: criminelis on August 24, 2017, 02:14:05 PM
I'm such a noob. Sorry if I abuse this thread for my n00bish questions but;

Will these mods require a new save?
How do I add them to my game?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 24, 2017, 02:21:10 PM
They require new game only if you did use older version of them in your saved game.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: criminelis on August 24, 2017, 02:27:21 PM
I normally use steam to handle mods. Can't seem to find mod folder in windows. Searched the faq but i missed this...

edit
Neverminbd, got it! tnx!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on August 24, 2017, 03:12:33 PM
Hi there Mrofa!
Removing the <Placeworker> tag didn't cut it, once a door is placed i can't place another one next to it, but i can place the blueprints next to each other and they can be built that way.

Edit: No need to remove the <Placeworker> tag to place adjacent blueprints.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 25, 2017, 09:33:33 AM
Quote from: faltonico on August 24, 2017, 03:12:33 PM
Hi there Mrofa!
Removing the <Placeworker> tag didn't cut it, once a door is placed i can't place another one next to it, but i can place the blueprints next to each other and they can be built that way.

Edit: No need to remove the <Placeworker> tag to place adjacent blueprints.

Ok sorry my bad, did look at it since it looks like my memory is crap, just forgot about it ...
Normal and Auto doors have placeworker injected via code, only reinforced doors dont have it so it will only work for reinforced doors.
I might add it as a option to disable in mod menu, since im planning to add a option to disable interfering in vanilia doors anyway, time will show :)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 26, 2017, 07:46:32 PM
Some stuff for correction - in my run small freezers actually output 5 watts of power in Power Saving mode instead of consuming, when its cold around. Or at least it says they have power output in their status window. I don't think a freezer should generate power under any circumstances... Unless I don't know something important :D

Putting some food in it does make it eat 10 watts though...
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on August 26, 2017, 08:03:12 PM
Damn thats bad, should eat 75 if food is inside, power saving mode should eat up only 5, you know to keep the blinking diode up( the one you dont see but its 100% there i sware!)
Gonna sit on it and rewre it tommorow , thx for the bug report!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on August 26, 2017, 09:33:13 PM
Quote from: mrofa on August 26, 2017, 08:03:12 PM
Damn thats bad, should eat 75 if food is inside, power saving mode should eat up only 5, you know to keep the blinking diode up( the one you dont see but its 100% there i sware!)
Gonna sit on it and rewre it tommorow , thx for the bug report!

No prob, glad to help;)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: sirgzu on August 29, 2017, 02:41:28 AM
i was just updating the miniaturisation patch when I noticed that the `ClutterFloorLampA` doesn't have a `<DesignationCategory>Furniture</DesignationCategory>` so you can't find it in the build menu. Also I can't get the wierd lamp to miniaturise... how wierd indeed
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Fuzzel on September 02, 2017, 03:06:30 PM
Would it be possible to just have the Hairstyler station as a separate mod?  :)
I don't really want to put that much "clutter" (hehe) into my savegame, also because some items will overlap with already installed mods. I really want to change the hairstyle of some of my tribal recruits.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: ALT-F4 on September 08, 2017, 02:28:31 AM
Hello! First let me say, I love the clutter mod. I've been playing Rimworld off and on for a while and I feel the clutter mod is essential. I especially love the small freezers, they let me have stacks of meals in the dining room attractively.

However, I have found that they do not work with cupropanda's drinks mod. The drinks are in the freezer's stockpile options, but it does not actually keep them cold. The chocolate soda continues to count down instead of showing that it is refrigerated. This is disappointing for my colonists, because they prefer cold soda.

Also, as an aside, the small freezers do not display a graphic of what is inside them unless it's some kind of meal. If I keep raw meat or vegetables in them, it looks like an empty freezer.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on September 08, 2017, 02:31:20 AM
Quote from: Fuzzel on September 02, 2017, 03:06:30 PM
Would it be possible to just have the Hairstyler station as a separate mod?  :)
I don't really want to put that much "clutter" (hehe) into my savegame, also because some items will overlap with already installed mods. I really want to change the hairstyle of some of my tribal recruits.
You can't have clutter without clutter ;p
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on September 08, 2017, 04:05:20 AM
Sorry guys, becouse of work i wont be able to do any moddig till  next month. As for singling it out, i doubt that, but im planing a system that will allow you to turn on/off diffrent stuff from mod menu.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: D182 on September 10, 2017, 11:34:44 PM
Hi, the permission tab should also be able to make prison extensions, like that mod https://ludeon.com/forums/index.php?topic=28329.30 , it would be really interesting to have that option
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on September 11, 2017, 06:49:03 AM
It had in test stage prisoner tab, but prisoner ai prevent or dont use doors , except prison break.


Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: ziame on September 11, 2017, 12:51:48 PM
Anyone has a A16 backup?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on September 11, 2017, 05:57:05 PM
Quote from: ziame on September 11, 2017, 12:51:48 PM
Anyone has a A16 backup?
I only have Structure:
http://www.mediafire.com/file/petdj4xf2c118j3/Clutter_Structure.rar
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: stimpy666 on September 12, 2017, 10:18:14 PM
Quote from: ziame on September 11, 2017, 12:51:48 PM
Anyone has a A16 backup?

Clutter Furniture(a16).7z
http://www78.zippyshare.com/v/biG36zPs/file.html
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Skraps on September 15, 2017, 05:51:30 AM
Is there anyway we could get the Locker as a standalone mod? Like without the rest of Clutter or the furniture assembler?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on September 15, 2017, 12:52:10 PM
Quote from: Skraps on September 15, 2017, 05:51:30 AM
Is there anyway we could get the Locker as a standalone mod? Like without the rest of Clutter or the furniture assembler?
https://www.sendspace.com/file/yg78k3 (https://www.sendspace.com/file/yg78k3)
description for it is on ... 21 page of this topic
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on September 23, 2017, 04:39:01 PM
Small graphic glitch, the image the freezer shows of the food inside not always updates, see attachments.
The image is from "borg nutrient paste", of the borg mod, and "vegemush" is from GouRIMet.

[attachment deleted by admin: too old]
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 02, 2017, 04:10:49 PM
Hey there, Mrofa. I wonder, if its your door stuff mod, that makes colonists autoadd roofs over any kind of doors without a room being completed first? At least I don't remember vanilla RW to have such a mechanic. If its in your mod, can you fix that? Every single time i forget to place no-roof zone over a door in my base's outer wall and decide to expand my territory - i get the message that another roof collapsed and someone got his friggin leg crushed, because i designated some walls for deconstruction. Otherwise door mod is damn awesome, I just love the acess restriction mechanic. So much utility!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on October 02, 2017, 07:02:31 PM
faltonico thanks for report will look into this tommorow.

Madman666 its a vanilia thing, if you dont like it, just change <holdRoof> in xml to false.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 03, 2017, 01:36:16 AM
Quote from: mrofa on October 02, 2017, 07:02:31 PM
Madman666 its a vanilia thing, if you dont like it, just change <holdRoof> in xml to false.

Ah, perfect! Thanks so much! It was driving me crazy, really. Strange that i didn't notice  such behavior before, since its a vanilla thing.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Djohaal on October 14, 2017, 04:32:47 PM
I have a question that has been bugging me ever since I first used clutter way back in A12 (or was it earlier?). What is up with the atrocious spelling mistakes in every single text string in this mod?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: faltonico on October 14, 2017, 07:23:57 PM
Quote from: Djohaal on October 14, 2017, 04:32:47 PM
I have a question that has been bugging me ever since I first used clutter way back in A12 (or was it earlier?). What is up with the atrocious spelling mistakes in every single text string in this mod?
Mrofa has been waiting for you to send him the fixes.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Rex705 on October 15, 2017, 08:31:44 PM
So I notice the slab beds can't be set for guests. I click the button but nothing happens.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: SpaceDorf on October 16, 2017, 04:04:10 AM
Quote from: Rex705 on October 15, 2017, 08:31:44 PM
So I notice the slab beds can't be set for guests. I click the button but nothing happens.

Thats because Hospitality does not recognize new beds.
It's the same with any other Bed-Mod.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: CrazyGamer313 on October 19, 2017, 09:15:58 AM
Waht do you need to build the windows?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 21, 2017, 01:32:50 PM
Hey there, got a weird bug with door access system. When you set up an access list and then disable it - pawns still can't go through and if you try to send them manually it says "no path" with or without drafting. Weirdly enough, if you send them in draft mode to go stand exactly on a tile with a door it works. But as soon as they leave that tile and door closes - it gets stuck and says no path again. Might be a mod compatibility stuff, since it worked fine before... I have shitload of mods, but I don't think any of them mess with doors though...
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on October 22, 2017, 05:58:35 AM
Djohaal:
Read last part of first post of this topic :P

CrazyGamer313
Read clutter structure part regarding windows, its in the 2nd post in this topic

Madman666
Thats interesting , i did check the code and atleast from what i see its my fault if you did use copy feature, if not then i dont know.
Most pathig problems thrugh can be fixed by forbidding and unforbidding the door.
If you up for testing here is a fixed dll, just replace the one in mod_directory/Assebly
https://www.sendspace.com/file/fkl6yq (https://www.sendspace.com/file/fkl6yq)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 22, 2017, 06:10:10 AM
Quote from: mrofa on October 22, 2017, 05:58:35 AM
Madman666
Thats interesting , i did check the code and atleast from what i see its my fault if you did use copy feature, if not then i dont know.
Most pathig problems thrugh can be fixed by forbidding and unforbidding the door.
If you up for testing here is a fixed dll, just replace the one in mod_directory/Assebly
https://www.sendspace.com/file/fkl6yq (https://www.sendspace.com/file/fkl6yq)

Why not? Will test it, thanks. That bug is kinda illusive, after I reloaded yesterday it seemed to work without issues. Will give it a try still, maybe it'll come back.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 22, 2017, 05:58:45 PM
One thing I forgot to mention - it would be nice, if your door stuff had compatibility with Prison Labor mod. Its a really nice mod and its author offers his own version of locking doors, but yours has more settings to it (i.e. access system) and also nice door graphics upgrade, which I enjoy too much to ditch. If you have the time, can you maybe consider expanding access system to allow prisoner access management?
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: CrazyGamer313 on October 23, 2017, 07:54:18 AM
Thx somtimes i am blind like a mole
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Djohaal on October 23, 2017, 02:37:26 PM
Quote from: mrofa on October 22, 2017, 05:58:35 AM
Djohaal:
Read last part of first post of this topic :P

Ask and you shall receive Ding! (https://www.dropbox.com/s/mf9cexe445m2pps/ClutterGrammer.rar?dl=0)
Did a sweep on most stuff I could find, some stray squieerls might have sneaked past though.
I work with mental health, due to most errors being swapped letters I was genuinely intrigued if it was due to dyslexia or foreign language. I love clutter, it does add a lot of fun stuff to the game.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: kwokkin on October 24, 2017, 05:57:26 AM
Uh weird thing that happens with the doors. https://gyazo.com/52703bad0ab9e891a160c24356cf65f2
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on October 25, 2017, 06:48:50 AM
Madman666
Can look at it since the prisoner function is in its just disabled, due the vanilia AI prisoners are not using doors at all, cant promiss anything like always :D

Djohaal
Wow thats alot of tranlsation, thanks!
Will add it with next update which is now becouse of kwokkin

kwokkin
Nice find forgot to resize the texture will do fast reupload with proper one

So new update..
Clutter door got a small fix.
Clutter structure did get new option to switch vanilia walls with slightly better textures. And thats generaly it from conent :D
Main thing in it is that you can now turn off/on walls from mod menu option.
Didnt do translation links to it so walls and fences dont include Djohaal translation yet

(https://s1.postimg.org/1o5is6zzwv/Untitled-1.png)


Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on October 25, 2017, 12:38:01 PM
Awesome!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Nightinggale on November 01, 2017, 05:45:46 PM
Apparently Clutter Structure_doorStuff is incompatible with the mod Locks. Because of this, there is a feature request to get reinforced doors without the DLL stuff, which would make them vanilla like, hence compatible. Don't ask me why that feature request was written in the Locks (https://ludeon.com/forums/index.php?topic=35913.msg374866#msg374866) thread and not here.

I will point out that you added an empty source folder to the mod download. I'm not sure if it's intended or not, but it looks a bit silly to have a dll and an empty source folder.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on November 01, 2017, 07:21:12 PM
Quote from: Nightinggale on November 01, 2017, 05:45:46 PM
Apparently Clutter Structure_doorStuff is incompatible with the mod Locks. Because of this, there is a feature request to get reinforced doors without the DLL stuff, which would make them vanilla like, hence compatible. Don't ask me why that feature request was written in the Locks (https://ludeon.com/forums/index.php?topic=35913.msg374866#msg374866) thread and not here.

I will point out that you added an empty source folder to the mod download. I'm not sure if it's intended or not, but it looks a bit silly to have a dll and an empty source folder.

Both mods do the same thing soo its just matter of preference in user mechanics.

As for source there will come a time when i will remmber to actually add them or swap to recent versions, but you can also use ILspy directly on dll to see its content.

I did look at Avius code and critical parts use the same stuff so i doubt there is a way to make both of them compatibile, only thing i could make work with Lock mod is graphic part

Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: MathiasSteam on November 21, 2017, 12:20:36 PM
Looking forward to B18 Version of clutter, especially the Misc Doors they just look that good.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: lance_hardwood on November 22, 2017, 05:57:36 AM
Hey Mrofa, do you think it would be possible for you to reintroduce this pc desk from the screenshot?

I love that thing!

https://i.ytimg.com/vi/ae5GPgPW8MU/maxresdefault.jpg
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on November 25, 2017, 07:51:10 PM
Waiting for B18 version :) Would also be nice to have a compatibility patch with glass and ligths (http://steamcommunity.com/sharedfiles/filedetails/?id=826153738&searchtext=glass) mod - it really feels weird to make windows out of jade. Glass and reinforced glass wall and glass doors)) How nice would that be!)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: schlauewurst on December 01, 2017, 09:37:21 AM
steam verision pls.
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: GrimTrigger on December 03, 2017, 06:40:08 PM
I too, look forward to the B18 version
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Sungperman on December 06, 2017, 11:22:50 AM
Any news? XD
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: AidenGGames on December 14, 2017, 05:31:05 PM
I think that the author might have abandoned the mod ... :'( :'(
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Harry_Dicks on December 23, 2017, 09:50:55 AM
Maybe Santa Clause is real and will release an update for Christmas!
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: mrofa on December 24, 2017, 05:44:41 AM
Im not dead, didnt  abandoned the mod, santa was eaten by squieerls.
Just dont have much time due my job ...

Im updating the mod thrugh, will throw doors, windows and hands mods tommorow into send space.

lance_hardwood: Yes desk will be added with furniture, althrugh  the furniture is the last on the update list since its the largest and most complicated.

Madman666: Added prisoners to doors system, thrugh it dont seem to do anything, it might work with the mod that you mentioned thrugh.
Glass stuff im not sure if i will have time for it, atleast not in near feature.

schlauewurst: Im to cheap to pay steam to upload a mod so no mate
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: Madman666 on December 24, 2017, 06:19:52 AM
Thanks as always, man, for sparing some time despite these busy days :)
Title: Re: [A17] Clutter ("Choping reborn" August 06, 2017)
Post by: TryB4Buy on December 24, 2017, 12:18:44 PM
Yay! The ability to lock (not just forbid) doors is priceless. It should be in vanilla...
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: mrofa on December 25, 2017, 03:37:13 PM
Ok doors, windows and hands are updated, also added small mod to misc for charged weapons.

Charged weapons are a bit better in terms of accuracy, this include mechanoid weapons. Charged lance have lowered range but all charged weapons have thier own damage type now, which is energy, its only coutered by electrical rating of armor which is the lowest comepare to all others armor ratings. So in most cases charged weapons will do thier full damage. Charged rifle has 4 more range, makes it more vialable for medium range combat for that hight tech, hight tier spacer weapon ...
Heavy charged blaster ... dont even ask just avoid it.
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: baiph on December 25, 2017, 03:45:22 PM
Quote from: mrofa on December 25, 2017, 03:37:13 PM
Ok doors, windows and hands are updated, also added small mod to misc for charged weapons.

Charged weapons are a bit better in terms of accuracy, this include mechanoid weapons. Charged lance have lowered range but all charged weapons have thier own damage type now, which is energy, its only coutered by electrical rating of armor which is the lowest comepare to all others armor ratings. So in most cases charged weapons will do thier full damage. Charged rifle has 4 more range, makes it more vialable for medium range combat for that hight tech, hight tier spacer weapon ...
Heavy charged blaster ... dont even ask just avoid it.

Thank you for the update, by the way, I think you made a typo on the hyperlink for Clutter Structure. It says B17.
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: mrofa on December 25, 2017, 03:51:25 PM
Hahaha true, nothing like being in top shape :D
Thanks :D
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on December 26, 2017, 01:10:55 AM
Awesome! I missed these more than I thought. I just love the graphics.
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on December 27, 2017, 08:18:57 AM
Hey) Windows and doors are there, but no walls... Can you update those as well? I miss those terribly. If you have the time to spare of course.
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: mrofa on December 27, 2017, 11:07:28 AM
Wallzies (https://www.sendspace.com/file/nl7uhe)

Didnt have much time to test so i will prooly add them officialy next year
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on December 27, 2017, 11:36:42 AM
Ooh, thanks so much! I really like those) They look awesome. A bit OP beauty-wise though) Now I have all I need!
Title: Re: [A17] Clutter ("Partial update" December 25, 2017)
Post by: Eridian on December 27, 2017, 01:22:48 PM
Thanks for the updates! I am so glad to be able to use these again.
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Kagea on December 29, 2017, 05:55:10 PM
Yay updated :) thank you so much !
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Sungperman on December 30, 2017, 01:01:49 AM
Thankyousomuch for the update.. couldn't live with this
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Kagea on January 02, 2018, 10:55:47 AM
Hello short question. It seems with the door mod you can't put two doors next to each other I personally have almost everywhere in my colony two doors next to each other for less "Slighted" accidents with all those bloodlust colonist :D
Would it be possible for you to make it that you can put two doors next to each other or is that not workable with this mod?
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Grey144 on January 02, 2018, 12:00:18 PM
Quote from: Kagea on January 02, 2018, 10:55:47 AM
Hello short question. It seems with the door mod you can't put two doors next to each other I personally have almost everywhere in my colony two doors next to each other for less "Slighted" accidents with all those bloodlust colonist :D
Would it be possible for you to make it that you can put two doors next to each other or is that not workable with this mod?

I have the same question. I like your door textures but I use the linkable doors mod which does not work with your door mod active. Is there any way to have them work together or are they just not compatible together?
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: mrofa on January 02, 2018, 05:54:35 PM
Its a esthethic choice since the doors textures in both my and vanilia move, and putting then next each other will make them overlap.
I might do it as a option in mod menu, since vanilia ones are added thrugh code and not xml. But if you wanna check how it looks more or less you can check with Reinforced doors, just go into mod direcotry /Defs/Thingdefs, open ThingDoor.xml with any text editor.
Then just find and delete this part
    <placeWorkers>
      <li>ClutterStructure_Door.PlaceWorker_NoAdjacentDoor</li>
    </placeWorkers>


And save :P

As for linkable doors, dont look like i can make it compatibile, since we are both changing door class.


Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on January 02, 2018, 06:16:44 PM
Hey there, Mrofa)) I know, I am way too greedy, but can you throw us the furniture or is it still being updated?)) I miss the dye station, lockers and your beautiful tables)
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Kagea on January 03, 2018, 06:56:43 AM
Okay thank you for the quick reply on that. I would be very happy for an option in mod menu :)
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: mrofa on January 04, 2018, 05:27:10 AM
Madman if everything will go  smooth or without bigger hickups, everything should be updated till or on this weekend
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: lance_hardwood on January 04, 2018, 05:37:04 AM
That's good news.  Thank you very much!

Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on January 04, 2018, 06:02:18 AM
Quote from: mrofa on January 04, 2018, 05:27:10 AM
Madman if everything will go  smooth or without bigger hickups, everything should be updated till or on this weekend

You are amazing. I already knew that, but still. By the way I noticed you updated the textures for utility walls. I am in love with your art and new ones are as amazing as previous version, but previous ones are nice as well) Can you consider adding those first ones as a separate entity later? Something like tier 1 utility walls, less cost, less beauty, a bit easier on resource cost?

I mean these: (https://s17.postimg.org/4tmewza27/image.png)
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Harry_Dicks on January 04, 2018, 07:53:21 AM
Quote from: Madman666 on January 04, 2018, 06:02:18 AM
Quote from: mrofa on January 04, 2018, 05:27:10 AM
Madman if everything will go  smooth or without bigger hickups, everything should be updated till or on this weekend

You are amazing. I already knew that, but still. By the way I noticed you updated the textures for utility walls. I am in love with your art and new ones are as amazing as previous version, but previous ones are nice as well) Can you consider adding those first ones as a separate entity later? Something like tier 1 utility walls, less cost, less beauty, a bit easier on resource cost?

I mean these: (https://s17.postimg.org/4tmewza27/image.png)

I was looking for those exact walls but could never find them. They looked like they would be a sort of cool "high-tech" wall that I was going to use for my laboratories. How come there aren't any more cool looking wall mods? Maybe I'm just not looking properly.
Title: Re: [A17-B18] Clutter ("Partial update" December 25, 2017)
Post by: Madman666 on January 04, 2018, 08:49:29 AM
Quote from: Harry_Dicks on January 04, 2018, 07:53:21 AM
I was looking for those exact walls but could never find them. They looked like they would be a sort of cool "high-tech" wall that I was going to use for my laboratories. How come there aren't any more cool looking wall mods? Maybe I'm just not looking properly.

There is rather fine Glass And Lights mod, that adds modern-style glass walls, ceiling and wall lights and the like, but other than that - I didn't find that many mods that actually added walls. Mostly just materials to make them from, but not wall themselves. If you want to have more wall varieties - obviously pick up Clutter mod, because I still didn't find anything that comes close to it in art quality. You can also check TiberiumRim Factions (comes with a lot of other stuff, but it has 2-3 more types of walls), Fences and Floors, Medieval Times (comes with crapton of stuff, but does have fences, embrasures, crenelated parapets for that ancient castle look).
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 07, 2018, 12:44:20 PM
Well everything seems to work fine, thrugh im certian there are some bugs somwhere :D
So everything is updated to B18.
And here (https://www.sendspace.com/file/kfbe5x) is a small bonus that wil soon end up in misc :D

Madman666 im not sure what you mean about the walls, i think i just updated 2 corners of the entire wall, but there isnt anything else new about it.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 07, 2018, 01:38:50 PM
Quote from: mrofa on January 07, 2018, 12:44:20 PM
Well everything seems to work fine, thrugh im certian there are some bugs somwhere :D
So everything is updated to B18.
And here (https://www.sendspace.com/file/kfbe5x) is a small bonus that wil soon end up in misc :D

Madman666 im not sure what you mean about the walls, i think i just updated 2 corners of the entire wall, but there isnt anything else new about it.

Hey thanks for the update! Also I meant your utility walls, last time I used them they were looking completely differently, like there were no wires\pipes and etc. I thought you totally updated the textures for them.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Harry_Dicks on January 07, 2018, 01:54:58 PM
Yes mrofa, where are these at? (https://s17.postimg.org/4tmewza27/image.png)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 07, 2018, 03:43:26 PM
Harry_Dicks:
Fixed, was testing steel wall textures forogot to change it back ...
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 07, 2018, 04:43:26 PM
So those were new textures for steel walls then!) Nice) I like those)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Kagea on January 07, 2018, 05:48:25 PM
woohooo amazing furniture here I come thank you mrofa time to space up the colony in B18
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: asquirrel on January 07, 2018, 05:53:27 PM
I would like to have doors next to each other too just so I can have my airlock working for my meat locker.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Harry_Dicks on January 07, 2018, 06:08:59 PM
Holy moly that is a slow download site. 5 some MB file took like 30 seconds? :o Also only able to download one file at a time. I mean it's okay, I am still grateful for all of your hard work, I am just criticizing the web host.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: lance_hardwood on January 08, 2018, 11:00:58 AM
Hey Mrofa, thank you for updating.  Is that PC-desk still coming though?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 08, 2018, 01:18:37 PM
asquirrel: here (https://www.sendspace.com/file/d7hiop), official one will be leater since i need to make the mod menu.

lance_hardwoodL: yep not soon thrugh
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: asquirrel on January 08, 2018, 05:44:46 PM
Thanks mrofa! :)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 17, 2018, 01:58:11 PM
Hey there, @mrofa!) I got a bit of a problem here. Not a bug, but... Wood reinforced panel walls look hella dark and weird now. They used to be real pretty and now you can hardly see any texture on it if its made from wood. Here's the pic:
(https://s17.postimg.org/oagv5ixlr/Screenshot_from_2018-01-17_21-55-07.png)

Izzat intended?)

UPD: Those reinforced walls are all like that :( All dark and grim as hell. Even from marble and limestone.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 17, 2018, 02:09:34 PM
Yehh my bad did change the graphic shader for a test and forgot to change it back, i got this fixed already in upcomming realese, which  is hopfully tommorow :D
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 17, 2018, 02:13:53 PM
Quote from: mrofa on January 17, 2018, 02:09:34 PM
Yehh my bad did change the graphic shader for a test and forgot to change it back, i got this fixed already in upcomming realese, which  is hopfully tommorow :D

Cool, thank you, mrofa) Your art is a real eyecandy. God, I wish you redrew all RW)) It would be SO much prettier. I didn't even care about graphics in RW until I stumbled upon your mod here. By the way, I also didn't see the research project for your reinforced walls - did you remove it? I can build them right away in my current run.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 17, 2018, 02:17:18 PM
... Yehh both walls require electricity and smithing .... what was i on ...
Anyways will fix it, thanks for reporting it!
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 17, 2018, 02:19:35 PM
Quote from: mrofa on January 17, 2018, 02:17:18 PM
... Yehh both walls require electricity and smithing .... what was i on ...
Anyways will fix it, thanks for reporting it!

No prob, rather thank you for paying attention to it))
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 17, 2018, 02:23:14 PM
Anyways here (https://www.sendspace.com/file/wkvmw5) is a fixed version of walls
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 17, 2018, 02:25:09 PM
Quote from: mrofa on January 17, 2018, 02:23:14 PM
Anyways here (https://www.sendspace.com/file/wkvmw5) is a fixed version of walls

Wow, so fast! Thaanks! By the way, I used to edit wall defs to tamper with beauty level, but latest version doesn't have them anymore) Did you stick them into assemblies?)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: mrofa on January 17, 2018, 02:28:30 PM
Yehh so you can disable/enable them in modmenu
Title: Re: [B18] Clutter ("Almost squirrel proof" January 07, 2018)
Post by: Madman666 on January 17, 2018, 02:31:13 PM
Quote from: mrofa on January 17, 2018, 02:28:30 PM
Yehh so you can disable/enable them in modmenu

Why would you ever want to disable such beauty? I do want to be able to manipulate its beauty values though, as they are crazy good (well utility walls are expensive in steel, to be honest, but reinforced ones can be easily done with wood and they are really damn beautiful and lets you have real good houses early on).

Also didn't find any wall mounted lights... I like those very much, I hope they'll be back in tomorrows update :)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on January 18, 2018, 12:25:03 PM
Update for furniture and structure modules.
Furniture gets a desk ... as joy thingie for now and some minor fixes.
Structure gets fixes for walls and window.
Doors gets a mod menu for some addtitional options.
(https://s17.postimg.org/p1ntzw5mn/ehgeh.png)

Madman666 in my mind atleast utility walls are better since they give higher beauty so in long term you would want to have them everyware where you colonists do day to day ops. Reinforced ones are for parts where fighting starts, so insted of rebuilding you just need to repair. That said both are bad for colony wealth since they add alot compare to vanilia walls. But thats just my strat for using them.

As for wall light its off for now, due some changes in vanilia code that prevent me from doing them correctly, thats said in furniture module if you got to defs/thingdefs/furniture.xml and scroll to the bottom there is a replacment for them you would just need to remove comment tags, they are still experimental but works in 90% atm (or atleast from my last test :D).
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on January 18, 2018, 12:35:12 PM
Cool stuff, thanks!)) As for the walls - I guess I agree about utility ones, since they are kind of hard to get with a lot of steel in its recipe. Reinforced walls however still a bit too good. They do cost some steel too now though, as I've noticed.

One more thing could you maybe add a feature to apparel recoloring station to have presets? Would be a nice little thing)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on January 20, 2018, 10:17:29 AM
It is possible, i just dont know if its possible for my cooding skill lvl :P
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on January 20, 2018, 10:52:08 AM
Ah, well, if thats hard - don't bother, its just a bit of a quality of life little change.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Kagea on January 20, 2018, 01:40:39 PM
thank you for the update and the option for the doors thats perfect :)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on January 21, 2018, 07:23:14 PM
Did the most recent was update change the utility walls again? I thought they used to have cool little red/green lights/gizmos (non interactive, just decoration) when I zoomed in, but I don't see them anymore. Also not getting a lot of the"techy" texture, it seems pretty rare.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: ajaviide on January 22, 2018, 02:20:49 AM
hello, i recently discovered clutter hands (so cute!), was wondering if anyone knows more compatible weapons mods , besides CE and rimfire.

:) Thx
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on January 22, 2018, 03:53:04 AM
Quote from: Harry_Dicks on January 21, 2018, 07:23:14 PM
Did the most recent was update change the utility walls again? I thought they used to have cool little red/green lights/gizmos (non interactive, just decoration) when I zoomed in, but I don't see them anymore. Also not getting a lot of the"techy" texture, it seems pretty rare.

Tech parts have 20% chance to be choosen on wall build, thats said if you have them changed after load it is a bug and will need to look into it.

Quote from: ajaviide on January 22, 2018, 02:20:49 AM
hello, i recently discovered clutter hands (so cute!), was wondering if anyone knows more compatible weapons mods , besides CE and rimfire.

:) Thx

No idea
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on February 08, 2018, 02:39:13 AM
Hey there, @mrofa! I am really enjoying your mods as always, though i do have couple of questions. First one is about doors - i noticed you added prisoners to your "door access system", but you always need to specify each exact prisoner in the access system, for them to be able to go through. And I always forget to do that once new prisoners get captured. Could you add a checkbox for allowing any type of pawn to go through? Like all colonists or all prisoners - the you can do with pets.

And the second - do you plan on adding some more interesting stuff? Or maybe "readding" things that are already there, like double beds and such? Thanks!)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on February 08, 2018, 11:20:24 AM
Madman666 by default when you build  doors or if you disable permits on the doors or modmenu everyone have access, that said vanilia prisoners dont use doors, option was only addes since someone requested it for some mod that add that ability to prisoners and mostly becouse it was just 2 lines of code to add :D

As for plans i got "BIG PLANZ!" just dont have much time :/
Anyways beda would be a good start thrugh
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on February 08, 2018, 11:45:58 AM
Quote from: mrofa on February 08, 2018, 11:20:24 AM
Madman666 by default when you build  doors or if you disable permits on the doors or modmenu everyone have access, that said vanilia prisoners dont use doors, option was only addes since someone requested it for some mod that add that ability to prisoners and mostly becouse it was just 2 lines of code to add :D

As for plans i got "BIG PLANZ!" just dont have much time :/
Anyways beda would be a good start thrugh

Yah, not enough time - story of our lives. I ll be looking forward to those plans of yours)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on February 10, 2018, 09:05:14 PM
Has anyone tried Clutter's locks with the Locks mod? Same guy who makes the Prison Labor mod. In the description for the Clutter mod it says to not use with any other mods that modify door defs, or something like that. Hmm, I'm curious to try them both out together. I plan on using the Simple Slavery mod, which is more like an indentured servant mod, and they will try to escape every now and then. So I will need to keep certain doors in my base locked for certain pawns.

Anyone have any experience with one mod over the other, and/or have any comments on the two?

EDIT: It seems like the two mods work together, as far as I could tell. I'm sure there's probably one weird test I didn't complete though that breaks the entire game.

Anyway, I was wondering with Clutter doors and locks, could we get a graphic for the 2.5D doors from RF - Concrete, please? That's the only other doors that I have added from mods, and it looks really weird if all of my vertical doors have the new graphic but then the ones from RF - Concrete don't :-/ Hmm, I wonder if load order matters at all. How is a new graphic generated for doors, does it happen automatically or do you create a texture? I'm sure I could just look in the texture files myself ::)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: darkwar1213 on February 11, 2018, 12:55:13 AM
Hey harry, since you are trying out simple slavery and prison labor, are those mods working fine together for you? I was curious since I am really interested in combing Prison Labor, Prinsoner Ramson, Simple Slavery, Imprisonment on the Go, Prisoner Outfit, King's Slaves and Locks to try an slavers run. If you say that this one works fine with Locks i'll give it a try.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on February 11, 2018, 01:05:27 AM
Yes as far as I can tell both of the mods work fine together, as I had both of them running at some point as well. Prison Labor is more of it allows you to have your prisoners work, chain-gang style. Where you have a new work type, jailor, which is essentially just a warden that watches prisoners working and "motivates" them. Simple Slavery is more of an "indentured servant" mod, where you put a slave collar around a prisoner, and it makes them a controllable pawn. However, these "slaves" will still try to secretly escape your base and the map every so often, I really hope the chance to have to happen is affected by their mood. Finally, I'm not sure if Prison Labor makes the prisoners appear as "new colonists" up on your colonists bar, but I think Simple Slavery will when you put a slave collar on a prisoner. One last thing - I want to use Simple Slavery because with the mod Cults, I'm pretty sure you can only do blood sacrifices of your own colonists, and with a slave collar you will be able to trick the game into letting you sacrifice a prisoner. Honestly I don't know if you can normally kill a prisoner like this, but I wanted to keep my options open.

PS - Clutter's Door mod seems like it is leaps and bounds better than the Locks mod. Not to crap all over the Locks mod, because it seems like it does what it sets out to do. But with Clutter's mod, you can individually set which prisoners/colonists/pets can and cannot go through each individual door. And that is exactly what I wanted, it's got a great little interface and everything, where as Locks only has the "assign owner" user interface, with no nuance for prisoners and/or animals as far as I could tell. End of the day, I completely recommend Clutter's Doors over Locks for what you are trying to achieve.

I don't have any experience with Imprisonment on the Go or King's Slaves, so I can't tell you anything about either of those.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Saint Lucifer on February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on February 17, 2018, 07:25:39 PM
Quote from: Saint Lucifer on February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?

Since they need some stuff to be updated which i didint make yet
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on February 17, 2018, 08:31:17 PM
Mister mrofa, do you think we could have an option with clutter doors to have any doors added by mods use one of your graphics for when they are vertical? This is so that they will look the same as your style and match. If not, it's no problem. Thanks for the great mods :)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Saint Lucifer on February 17, 2018, 10:01:57 PM
Quote from: mrofa on February 17, 2018, 07:25:39 PM
Quote from: Saint Lucifer on February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?

Since they need some stuff to be updated which i didint make yet

I see, hope to see then added again soon, since i really liked your bed designs.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on February 19, 2018, 03:16:42 PM
Quote from: Harry_Dicks on February 17, 2018, 08:31:17 PM
Mister mrofa, do you think we could have an option with clutter doors to have any doors added by mods use one of your graphics for when they are vertical? This is so that they will look the same as your style and match. If not, it's no problem. Thanks for the great mods :)

Cant do it, since they require to have special graphic, i can do the framework similar to clutter hands but mod creators would need to do rest by themselves.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on February 19, 2018, 05:37:30 PM
Quote from: mrofa on February 19, 2018, 03:16:42 PM
Cant do it, since they require to have special graphic, i can do the framework similar to clutter hands but mod creators would need to do rest by themselves.

If you can just create the framework that would be perfect, for me at least. I can make the graphics for it if I need to.

Or do you think we could have option to turn off special door graphics? I've actually grown to love them, which is while I'd be willing to make the graphics for the other doors that I need. Only ones I am using right now that are added by mods come from RF - Concrete.

EDIT: Also, I was zoomed in looking at this graphic. Have you seen how there is the color change where you have the little bit of wall insert? It's not a big deal, just thought you might like to know :)

(https://i.imgur.com/SmMTCbE.png)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on February 22, 2018, 03:29:03 PM
Its one of the special graphic, so the door slides under it
(https://s17.postimg.org/9uyq36o8f/Base_Wall.png)

The cut in the side allows door to be visible giving better vibe, normal wall would just cut the door in half.
Diffrence in color is there becouse i didnt add any specific graphic class detection.
Thrugh the graphic  need some better positioning from what i see here :D
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on March 06, 2018, 11:11:17 AM
Hello Mister mrofa. If you haven't seen by now, Jecrell released his own door mod that looks really great. However, I was wanting to see if we could use your locking system with his door mod. This is because I think you've made the absolute best locking/permission system possible, and the only thing I can even think of adding that could make it better would be settings for the locks/permissions based upon the time of day.

Anyway, would there be a way possible to disable the automatic graphic change in your mod, and leave it with only the locking system for individual doors? This way we could also use your locks with doors from other mods that aren't supported graphically (yet?) into your mod. Thanks! :)

PS-Do you think you could maybe include support at least for RF - Concrete? It adds 4 new doors, and it's the only mod that I use at the moment with your mod, that also adds new door types. But this means I won't end up building the doors from RF - Concrete because they will look silly when next to your beauties. ;)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on March 06, 2018, 03:34:19 PM
I did talk to Jarcell on that matter already, gave him the source code for locks so he will be most likley implementing locking mechanic and permits in his mod. Since getting compatibility would be much harder since we got entirerly diffrent mothods of coding the doors.
Graphic as it pains me is possible.

Never seen this mod could you give me a link will check it out
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Harry_Dicks on March 06, 2018, 03:59:22 PM
Quote from: mrofa on March 06, 2018, 03:34:19 PM
I did talk to Jarcell on that matter already, gave him the source code for locks so he will be most likley implementing locking mechanic and permits in his mod.
;D ;D ;D ;D ;D ;D

https://ludeon.com/forums/index.php?topic=39264.0
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: omatkoicorko on March 10, 2018, 07:49:24 PM
hi, maybe you will be able to help me guys. i have full pack of clutter mod, and i have issue with windows. when i want to build it, it says that i should do it on wall. so i tried to do it on reinforced wall from this mod. but pawn deconstruct wall and build a "steel" wall with window. even when reinforced wall is based on granite. window mod is above any other clutter mod in the order. window works with vanilla walls.



regards.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on March 11, 2018, 08:38:12 AM
Oh... well thats a bug, thanks for reporting, willl try to fix it soonish
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: omatkoicorko on March 11, 2018, 08:40:01 AM
Quote from: mrofa on March 11, 2018, 08:38:12 AM
Oh... well thats a bug, thanks for reporting, willl try to fix it soonish
just tried also utility wall. same bug here
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: omatkoicorko on March 13, 2018, 05:17:47 PM
hi,

tried to change a little bit a utility wall, as it cost way to much, but there is no section for wall in ThingDefs, only fences...

where i can change cost of walls ?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on March 17, 2018, 07:28:35 AM
You cant from xml, walls are coded in , only way to change the cost it so change it in the code
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: isacmms on July 11, 2018, 09:18:05 AM
Weird with this mod popularity and time I saw noone pointing that your furnitures aren't properly linkable. Like slab bed don't have end table and dresser (I don't think this is on porpuse by choice because having end table and dresser linkable on every bed is pretty much vanilla friendly since even bedrolls are). Also there's nothing patching core beds to accept your furniture as linkable.

You have 2 lockers. It seems an old one commented out and another (more recent?). The commented one appears as linkable facility on your beds. The one that's currently being used not.

The Couch and ComfySeat are linkables to the small and medium table. The square table have Stool and ComfySeat. No Couch for square and no Stool for small and medium. Is it intended or need a fix?

PS: Noticed you have a commented out wall light. I don't know why you commented it out, but I recently coded a placeworker for wall lights and they are working perfectly, so if it's because there's anything wrong with it maybe I could help.

What I'm doing.
- Adding End Table and Dresser to clutter beds.
- Changing the unused locker to the currently being used on clutter furnitures.
- Patching core beds to accept Locker and Cabinet as linkable facilities.
- Patching core tables to accept Stool, Couch and ComfySeat as linkable facilities.
- Adding Stool as linkable facility to clutter Small and Medium tables.
- Adding Couch to clutter furniture Square Table.

I really would appreaciate if there's anything actually intended.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Arvkus on September 03, 2018, 04:48:55 AM
Can we expect an update to B19?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: mrofa on September 03, 2018, 08:48:55 AM
makerror in a month or something like that hopfully i get some free time

isacmms:
Linkable links are added by a code not xml or atleast i think so since my hdd with rimworld stuff kinda half died.
But the wierd linkables are done as intended so not everything links to everyhing, thrugh i need to admint that crafting a power armor while sitting on a couch can be preetty tempting :D

Wall lights ware commented out becouse somewhere there is a special wall mounted lamps, but since i didnt finish the linking code to them i didnt activate them.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on September 27, 2018, 02:43:19 PM
I really miss your windows, doors and walls, i must say. I hope you ll have some time for it eventually. And that door access system too.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: zmadz on September 28, 2018, 04:07:19 AM
i been missing misc hands from b14 and all that nice clutter
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Ruisuki on October 11, 2018, 07:32:11 AM
im surprised i havent seen more mods that add a locker with a set outfit. Seems like great utility
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: gonzales40404 on October 16, 2018, 05:46:57 PM
Ye, it's pretty great. I'm still waiting for update for it, i can't live without that locker.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Silas_ on October 20, 2018, 01:53:09 PM
This is my favorite rimworld mod, the art is really beautiful and has so much personality.  Thanks Mrofa, I do hope you are able to update this!
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on October 20, 2018, 01:54:58 PM
Yeah, now that 1.0 is out, i sure hope this clutter gets updated eventually :) We really need those neat doors, windows and locking system.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: drakulux on October 22, 2018, 02:54:32 PM
Dang Mrofa why..... I cant play without this and psychology
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Silas_ on October 22, 2018, 06:07:38 PM
Does this for sure not work with 1.0?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on October 22, 2018, 07:47:17 PM
No it doesn't. It has c# assembly part, that needs to at least be recompiled, to try booting it up in b19-1.0. It throws errors if you try.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: omatkoicorko on October 28, 2018, 01:05:56 PM
Quote from: drakulux on October 22, 2018, 02:54:32 PM
Dang Mrofa why..... I cant play without this and psychology
yup the best clutter i have seen in Rimworld, still waiting for this mod till i start new game in 1.0
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: zmadz on November 10, 2018, 06:57:24 AM
mrofaaaaa less work more modding <3
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Canute on November 10, 2018, 08:56:26 AM
If you feed him all day, and pay his rent for house&car he can spend more time on modding for you ! :-)
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on November 12, 2018, 06:27:21 PM
@Mrofa, please... clutter... withdrawal... Extreme break risk!
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: drakulux on November 12, 2018, 07:05:59 PM
drakulux has gone on a mental break and is currently attacking everything: reason ugly furniture, cant lock doors
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Madman666 on November 12, 2018, 07:25:59 PM
Add to that ugly walls, no proper windows, no Clutter floors... His structure stuff really makes your colony look properly nice.
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Ruisuki on November 13, 2018, 12:45:07 AM
anyone got any pics?
Title: Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
Post by: Arvkus on December 02, 2018, 06:36:20 AM
How's the progress on 1.0 update? If you're still busy maybe I can do an update patch.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: mrofa on December 03, 2018, 03:02:45 AM
Hey guys yehh i kinda burnt out with rimworld, will update to 1.0 thrugh.
Hands and doors are already up
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Canute on December 03, 2018, 03:08:47 AM
Let makerror start with his update.
He can send you his work later or update the whole at his own if you allow it.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: mrofa on December 03, 2018, 03:19:10 AM
Link (https://www.sendspace.com/file/jzisf7) To old windows mod and code
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Madman666 on December 03, 2018, 06:57:19 AM
YEEEEEEESS! Mrofa's backkk!!!

Now, i just need those sweet walls, windows and furniture and my houses will actually look like houses again.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Madman666 on December 06, 2018, 05:35:04 PM
I know you're burned out on RW, but can i ask you to check, if your doors can be compatible with Paint Shop mod by Dubswise? It allows to paint doors\walls\apparel\floors to any color. It does work with your doors, but for some reason they don't change color until you save-reload the game. Just in case you have a spare moment. Thanks.

Here' s the link to Paint Shop mod (https://ludeon.com/forums/index.php?topic=29043.0).
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: mrofa on December 07, 2018, 06:19:05 AM
Sure can look at it, could you run a little test thrugh and build side and front doors and see if they change colors. Also try to change color(if possible) of not yet fully build doors.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Madman666 on December 07, 2018, 06:35:48 AM
Already done that. No, they don't change color at all, until you reload the game. The color of not fully built doors does change! (Frames). When they complete construction however - they still take the color after material they built of, until you reload.

Do you plan eventually porting all of your mods to 1.0? Like Walls and Lockers, holo stands and etc.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: mrofa on December 19, 2018, 11:22:31 AM
Dont worry Mad i got bold plan to do it before xmas xD
I got windows and walls already done and if i dont find any more problems with them will upload them tomorrow.
Furniture and after that your color change thingy
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Madman666 on December 19, 2018, 11:32:49 AM
Darn, you really made my evening, man. I looooove your stuff.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: Malacai on December 19, 2018, 02:34:59 PM
Hey, i had a bug with your doors. I loaded your mod into an existing save but it didnt work properly, even after saving and restarting the game.
The permit system worked just fine for my colonists, but prisoners wouldnt go through any doors even though they were allowed to. It worked just fine with the Locks mod before i installed clutter. I tried it with existing and new doors, but still didnt work.
Clutter was loaded as one of the last mods, after Locks, in case that matters.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 3, 2018)
Post by: mrofa on December 20, 2018, 01:03:20 PM
Quote from: Malacai on December 19, 2018, 02:34:59 PM
Hey, i had a bug with your doors. I loaded your mod into an existing save but it didnt work properly, even after saving and restarting the game.
The permit system worked just fine for my colonists, but prisoners wouldnt go through any doors even though they were allowed to. It worked just fine with the Locks mod before i installed clutter. I tried it with existing and new doors, but still didnt work.
Clutter was loaded as one of the last mods, after Locks, in case that matters.

Its not a bug it's a feature :D
I didnt look thrugh the new vanilia code but in a18 atleast it was a vanillia thing that wouldnt allow prisoners to open or pass thrugh doors.
Locks Mod do rewrite that, there is a compatibility mod on Lock Mod page for clutter doors it might fix it, thrugh im not 100% sure.


Madman666
Mate did look at paint thingy, cant do the coloring thing without some big code rewrites, but i can add a button to doors to take a color of connected wall.


Updated windows and structures to 1.0
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 20, 2018, 07:50:32 PM
Yeah, adding a button to take on wall color would be enough, i guess. Actually since realoding save game actually does apply the color you chose - can you just make sort of a "refresh graphic state" button, that forces the door to reload the texture? I mean if realoding the save applies the color properly, then forcing to refresh it should do the same?

Also awesome news on the update. I really missed those.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: publicuser on December 20, 2018, 11:35:52 PM
Can you add Nexus or Github downloads?
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: ThiiSoul on December 21, 2018, 01:23:33 AM
Clutter Furniture 1.0?  :'(
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 21, 2018, 04:46:14 AM
I talked with Dubswise about compatibility of Clutter doors with his Paint Shop mod and he said it should be incredibly easy to make doors change their color. He said he uses game's default Notify_ColorChanged() function, for his mods features. I don't understand much, since i am pretty new at c#, but maybe that'll help you?

He also said that making a button which makes doors copy wall's color is a lot more work.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: mrofa on December 21, 2018, 12:48:12 PM
publicuser:
Nexus yes, as for github i dont have one so no

ThiiSoul:
Soon mate

Madman666:
Still looking into it
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 21, 2018, 02:29:45 PM
Thank you for your time, man, i really appreciate it.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 26, 2018, 06:12:30 AM
By the way, turns out your walls are also impervious to painting with Dubs Paint Shop mod. Can perhaps look into that as well? I mean your Panel Reinforced Walls.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: mrofa on December 26, 2018, 07:28:09 AM
The color thing uses mask and they have it black thats why you dont see the color, nor stuff color, like gold or wood, which is wierd since i remmber doing the mask for them a while ago :D
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 26, 2018, 10:05:47 AM
Well its fine for utility walls (i mean they look great as they are), but reinforced panel walls do take after material colour, but they aren't registered by paint tool. Probly cause they use  custom class\def that tool doesn't recognize
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 26, 2018, 03:40:41 PM
Got a couple of small visual glitches to report. Happens with utility walls from time to time. Here s the screens:



[attachment deleted due to age]
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Silas_ on December 26, 2018, 08:59:28 PM
Mrofa is the best <3
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: ThiiSoul on December 27, 2018, 02:25:04 AM
how can I find the def files of the "reinforced wall" to be able to modify? in the "def" files "clutter structure does not have it. It is very expensive and takes a long time to build.  :'(
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 27, 2018, 02:55:34 AM
Cause its beautiful and has crapton of HP. You won't find it in the defs, most of mrofa's stuff is coded in c#.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Tenshi~Akari on December 27, 2018, 01:37:37 PM
Very nice to see these mods finally getting the update treatment.

Quick questions: Any chance on Smoothed Walls getting the little "door jamb" treatment like the rest of the walls? Also smoothed walls getting a window option as well?  Asking for in-mountain building / cave world folks... not that it's essential, but would be nice to see.  ;)
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: ThiiSoul on December 27, 2018, 02:01:50 PM
Quote from: Madman666 on December 27, 2018, 02:55:34 AM
Cause its beautiful and has crapton of HP. You won't find it in the defs, most of mrofa's stuff is coded in c#.
And dont can change the cost? and worktime ;-;
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on December 27, 2018, 02:13:11 PM
Quote from: ThiiSoul on December 27, 2018, 02:01:50 PM
And dont can change the cost? and worktime ;-;

Actually seems i was wrong. If you dig in Structure.xml file in Thingdefs folder you can tweak some values at least for fences. But Utility walls and probly Panel Reinforced ones i think are mostly hidden behind some c# shenanigans :P

In all honesty i think they should require a lot of work and resources. They are really tough, sappers will probably have to bomb them for ages.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Kagea on January 11, 2019, 05:59:51 AM
Hello there mrofa ;)

I have a question/request about your door access system. I am using Orions Hospitality mod and was wondering if you could add a guest tap to the access system because as of now my guests won't use the door anymore when it is activated.
I don't know if this is something possible to code or not but I thought asking doesn't cost anything :) .
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Hunter712 on February 11, 2019, 04:32:30 PM
Thread title says 1.0, but Clutter furniture isn't available yet, anywhere?...
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Draconomial on February 17, 2019, 08:28:29 PM
Steam presence?
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Madman666 on February 17, 2019, 09:29:14 PM
Door access system also seems to not function correctly. You can set the door up to let prisoners through, but they won't ever come through it.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: publicuser on February 18, 2019, 12:07:31 AM
Can you add Nexus downloads of finished 1.0 mod (Structures v2.1(1.0),Windows v1.2(1.0),Door Stuff v1.5(1.0) and Hands (1.0)) first?
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Ruisuki on April 24, 2019, 01:35:23 AM
What did clutter furniture add?
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Silas_ on May 23, 2019, 06:51:28 PM
I hope Clutter furniture makes a return appearance.  You're the best Mrofa, hope you're well.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Tgr on June 12, 2019, 06:20:48 PM
Does the B18 Clutter Furniture work with 1.0?

I dont care about linkables, etc. Just wondering if it will build the furniture.
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: omatkoicorko on June 15, 2019, 05:00:43 PM
Furniture is all what we are waiting for, it was so great
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Retry_02Hide on June 28, 2019, 02:27:30 AM
Have some little problems when use "replace stuff" with clutter "the door stuff", pawns will build a new door "into" the wall already exist. This would make the door unaccessable, but deconstruct the wall fix the problem.
Also, a recently released mod called "rimcities" have the same problem as well, all the doors in the map are built into the wall.
*Edit* looks like using clutter door or structure alone both cause the same problem
*and another edit* is the mod better vents/coolers conflict with replace stuff, sorry for bothering
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Tocato on August 23, 2019, 08:53:10 PM

can pawns that arrive from a downed pod leave a locked room and does that impact their recruitment
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: Tocato on September 13, 2019, 03:14:00 AM
is there a patch for jecrells expanded doors mod and clutter locks?
Title: Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
Post by: hellodarkness on August 28, 2020, 06:32:32 AM
Please.. I really want the window mod to be updated!