Enables core game mechanics of miniaturisation for more than just furniture.
v1.0.0 update
Now with 100% more patching! :)
(http://i.imgur.com/cxWhUxg.png)
Introduction:
I like to build modular bases and most often than not I am re-purposing rooms as my base progresses. Moving production benches comes at a great cost without any practical reason, so I decided to create this mini-mod.
About:
The core game already has mechanics to allow for uninstalling/reinstalling (moving) furniture and some buildings. My mini-mod enables this mechanics for most benches and some other small buildings as well. That's it. No new mechanics. Pure XML. Full list of movable buildings:
TorchLamp
OrbitalTradeBeacon*
MoisturePump
CommsConsole
TableSculpting*
TableButcher*
HandTailoringBench*
ElectricTailoringBench*
FueledSmithy*
ElectricSmithy*
TableMachining*
ElectricStove*
FueledStove*
TableStonecutter*
Brewery*
DrugLab*
ElectricSmelter*
BiofuelRefinery
FabricationBench
SimpleResearchBench*
HiTechResearchBench
HydroponicsBasin
DeepDrill
PassiveCooler
Cooler
*) Movable in the vanilla game since B19.
Compatibility:
This mini-mod is 100% save game compatible as long as you do not leave any uninstalled buildings before disabling it or unsubscribing.
Download:
Miniaturisation-1.0.0 Link (https://goo.gl/AY9ZTV) MD5: AA8A385BA3ADED30E0D50715B3849667
Old versions:
Miniaturisation-0.19.0 Link (https://goo.gl/fjS5fa) MD5: 3B3C519447558019CC87FDB4A5C7CB70
Miniaturisation-0.18.0 Link (https://goo.gl/cSKbR6) MD5: 6769A6C3B64A7571291663C2B5F33F01
Miniaturisation-0.17.2 Link (https://goo.gl/oGM1K3) MD5: 72486FDFD1FDDB6C699F1281B289652F
Miniaturisation-0.16.2 Link (https://goo.gl/7Erxyt) MD5: 5A507676DA0FFC6522EFC69B0AD8580D
Miniaturisation-0.15.0 Link (https://goo.gl/1DiLR8) MD5: 56E0AC363CDBF7F4BD38AD17E0F4E5C3
Miniaturisation-0.14.2 Link (https://goo.gl/o3379b) MD5: 0FEA2CBDACB42BC7182CAC0008C614BC
Changelog:
v1.0.0 2018/11/03
- Updated for final version
- Added BiofuelRefinery
- Added FabricationBench
- Added HiTechResearchBench
v0.19.0 2018/09/02
- Updated for Beta 19
- Removed orbital trade beacon
- Removed component assembly bench
- Removed hi-tech research bench
- Added thingCategories where needed
v0.18.0 2017/11/11
- Updated for Beta 18
v0.17.2 2017/05/28
- Adjusted xpath to increase loading performance as per community guidelines: https://ludeon.com/forums/index.php?topic=32874.0
- Adjusted mass of hi-tech research bench to match that of component assembly bench
- Added rudimentary preview image
v0.17.1 2017/05/27
- Reworked for new patching feature
- Adjusted mass values slightly
v0.17.0 2017/05/09
- Updated for Alpha 17
- Added arbitrary mass to all movable buildings
v0.16.2 2017/01/16
- Added passive cooler to the list
v0.16.1 2016/12/26
- Added moisture pump to the list
v0.16.0 2016/12/21
- Updated for Alpha 16
- Added refinery to the list
- Added component assembly bench to the list
- Added deep drill to the list
v0.15.0 2016/08/28
- Updated for Alpha 15
v0.14.2 2016/07/29
- Added abstract definitions as per community guidelines: https://ludeon.com/forums/index.php?topic=19499
v0.14.1 2016/07/18
- Added torch to the list
v0.14.0 2016/07/16
- Initial release
Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=726372052 (http://steamcommunity.com/sharedfiles/filedetails/?id=726372052)
License:
Can modpack makers include your mod in their modpack? Yes.
Can other modders make derivative mods based on yours? Yes.
what does this mod do?
Adds the ability to uninstall stuff other than just furniture and batteries. List included. Uses core functionality.
I needed this so badly. Thank you! Why can pawns move huge sculptures yet they couldn't move simple tables? hmm-
Under HardcoreSK these tables are really expensive to make, I hope this mod works with that pack. Next run I'm trying it.
I am a beginner (and I also do not use mods that change Core significantly) so I haven't made such considerations yet. It would be interesting to know what you find out about (HardcoreSK) compatibility. I can tell you this: you should be able to safely enable/disable this mod as long as you do not save while there are uninstalled stuff lying around.
I'm fairly certain it wont do to much for the HardcoreSk pack since the pack overwrites most (if not all) the vanilla items by adding new ingredients to the objects. I use the modpack myself but I've tweaked it a bit and one of the things I did was make just about everything minifiable.
There you have it. Thanks for the info.
Updated for A14.
Released on Steam Workshop as well. Although, to be honest, if it weren't for the in-game option, I would have absolutely no idea how to do that.
About the code :
Have you consider to just add the minified tag to the Parents entity BenchBase ?
like this
<ThingDef Name="BenchBase" ParentName="BuildingBase" Abstract="True">
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<minifiedDef>MinifiedFurniture</minifiedDef>
</ThingDef>
That way each time the Game call Benchbase, they inherit the minified attribute. That's how i do in my game.
And i think that's how it's done in Core for FurnitureBase and HighQualityFurnitureBase in Buildings_Furniture.xml
Also there is a torch now in A14, it's handy to be able to move them too. And i personally added it to the comm. Console too
Man don't get me wrong i like the mod (in fact i was doing the same on my play since a while) and it's nice to share it
Thank you very much for your input. I have considered it and have tried that in A13, but the game told me I cannot do it for abstract classes. But maybe I made a mistake the first time. I will try it again tomorrow. And the torch, too.
The reason I omitted CommsConsole is that it cannot be reinstalled in one step, but rather you have to uninstall it and reinstall it manually, which got me scared a bit about compatibility.
Adding the node to the parent class does not have the desired effect, at least not for BenchBase. No errors or warnings raised, but no effect as well. I'm still trying to figure out what the difference is, but in the mean time my method, if not elegant, at least works. :)
great, i was editing the source files :)
was wondering if this could be applied to the 'cooler' (air conditioning) unit?
It should be possible (basically for all buildings) but I will have to test it thoroughly to make sure it doesn't interact with walls in a weird way.
I would like to add my +1 for cooler (air conditioner) compatibility to this mod. I love being able to move things around and it sucks i have to deconstruct my cooler :-[
thanks for this great mod
will this be made compatible with modded buildings, like the MAI assembler and the subspace transponder?
@jayerbayer I'm currently testing coolers and if no major issues arise, I will add it tonight or tomorrow.
@123nick I'm learning how CCL works and whether it would enable me to apply minifieddef to all buildings of x type at runtime (or similar). I'll keep you posted.
Simple but awesome mod. I don´t know why this isn´t in vanilla.
Can you add the ac to that list aswell as heater? If you can please, ill download then
So far, enabling this functionality for coolers raises an occasional error and doesn't work consistently. I can't in good conscious enable it for the release. This is impossible to fix without changing some of the game's methods, but the good news is I am now learning how to do that and should be able to produce a CCL version of the mod hopefully soon. This first CLL version will not include coolers initially, but will have a high compatibility with other mods and their buildings. It will be a separate mod in this thread, so keep an eye out for updates. ;)
CCL changes some workbenches, so they only take power when used. I've noticed that in my game they don't. Does Miniaturisation override that functionality by overriding their defs?
CCL changes components after all the XMLs have been loaded, so I'd say: no, it's not possible. Furthermore, I use both and don't have this issue.
But, I've seen this behaviour before and it is indicative of some mod(s) conflict. Maybe the log hides more clues as to which ones exactly.
I see above someone mentioned adding this to the research benches. I'd just like to throw my name in the hat for these. It always seems like once I get my "final" base built, I always have to rebuild them. Thanks!
If you are looking for a mod that will allow you full customisation and mod support, take a look at https://ludeon.com/forums/index.php?topic=22763.0
My mini-mod has somewhat been made obsolete by the great work of notfood.
Hi! Would it be possible to get a download link for the A14 version of the mod? When Steam updated the game to A15, my colony became toast, and I'm trying to go back and collect the A14 mods...
thanks!!
I've missed your post somehow. Here you go: Miniaturisation-0.14.2 (http://www70.zippyshare.com/v/kRaRK0Uu/file.html)
I find bug, but i found not only me: https://ludeon.com/forums/index.php?topic=26573.0
Problem with wind turbines ;)
Hi! My mod doesn't allow for moving wind turbines. Check this other (https://ludeon.com/forums/index.php?topic=22763.0) thread out.
could you provide a different download link ? that zippyshare aint being helpfull with me and keeps going to ads and no download.
Done. Try "Link 2".
thats a weird download site.
also getting a "warning file is harmful"
i blame the site you picked for that. think my browser anti thing doesent like it.
cant put it on something like github?
No. I've included MD5 hash just for you. Check it if you are worried.
Many thanks for that mod, such appreciate. I blatantly modified it, adding Moisture Pumps, because I think you should be able to move a simple pump around, no?
Tested it, worked for me. Reinstalling resets its radius. Now sharing it here. Hope you don't mind ;)
I've also set the time for max radius to 30 (instead of 60) because I hate waiting. Marked as "buffed"
[attachment deleted by admin due to age]
Please get a dropbox or github account. The download from the TinyUpLoad site is being reported by Firefox as having a virus or malware. The Zippyshare site's download button opens another tab to download questionable software that I have zero interest in. Though after the third try it did finally download your mod.
Appreciate the comment. Re-uploaded to Google.
add Passive Cooler and Vent
Vent has issues. I'll add passive cooler.
Added passive coolers. Even if they are just temporary. Check the first post for download link or subscribe on Steam for auto-update.
Quote from: notfood on January 13, 2017, 10:54:58 PM
Vent has issues. I'll add passive cooler.
Wait. Are you helping on this version of Miniaturisation as well as your own?
My mistake... I got confused hah.
Quote from: notfood on January 16, 2017, 01:15:55 PM
My mistake... I got confused hah.
lol, that is awesome!
I'd make a joke about "you know you are working on too many mods when..." but I don't want you to stop!! :)
Add plant pot with a flower planted, even if it would destroy the flower. It's kinda annoying to cut&move it manually, since they're replant it right away.
You don't have to cut the plant to move the pot. When you click the tile, you will get to the plant, not the pot, right? Well, click again! (Or use those double triangles in the info corner) You now have selected the plant pot, can choose where to reinstall it anywhere and the plant gets destroyed when your constructor picks up the pot. Had the same issue during my first run, I even stalked the pot to catch the moment the plant was cut to get it moved.
When they're multiple things in one tile (e.g. circuits and walls, items and stockpiles, plants and growing zones) you can always click again to cycle through them. Or use the illuminati triangle ;)
[attachment deleted by admin due to age]
Currently can't move, add pls:
Wind turbine
Cryptosleep casket
Cooler
Powerswitch
Comms console
(I'd honestly prefer everything in the game to be movable, just take different time to pack based on its size :) )
Have you considered submitting this mod to be part of the next official alpha? https://ludeon.com/forums/index.php?topic=29505.0
Thank you very much for your suggestion. I have considered it. I'm not sure it fulfils the requirements, though. While it doesn't change core game mechanics (in fact it relies on it) it doesn't add any new content either.
I love it :D
It is just missing Deadfall Traps, IEDs and Coolers.
Could you add them please please please :)
EDIT:
Also for some reason i cant move Electric Cooking Stove and Butchers Table.
Is this mod adding the ability to move wind turbines? It does not say so in the list in the first post, but I can move them. If so there is a problem: the moved wind turbine will still be blocked by stuff (trees, walls, roofs) in the original zone, not the new one.
No, it isn't. But there is another mod with the same name that does. It has already been linked in this thread. Your issue is known. The problem resets after a save/ load cycle.
Updated for Alpha 17!
Added arbitrary mass for all movable buildings. I may want to re-evaluate these values at a later time. Right now, simple benches are comparable to a single bed in mass; powered benches are comparable to a double bed in mass; and larger things are 3/2 the mass. For now.
Thank you! One of the must have. Cheers :)
Reworked to use the new patching feature. What does this mean for the end user?
1) It no longer replaces whole definitions, so it is more compatible with other mods as well as future Core updates;
2) It will now actually make other mods' benches movable, as long as they are being derived from the same base class, and will do it in a safe way.
Mass has been reworked a bit. Simple benches have mass comparable to a single bed (50 kg). Fueled or powered benches now have mass comparable to a double bed (85 kg). Components assembly bench has an even larger mass at 120 kg.
Hope you like this new version. Many thanks to the developers of the game who enabled this new mechanic!
Does moving a bench preserve its bill configuration?
Yes, it does. :)
Thanks much, this mod is pure awesome. If I was a girl, I'd give you a... hug. ;D
Quote from: gendalf on January 27, 2017, 07:43:16 AM
Currently can't move, add pls:
Wind turbine
Cryptosleep casket
Cooler
Powerswitch
Comms console
(I'd honestly prefer everything in the game to be movable, just take different time to pack based on its size :) )
You can use my "CoreExtra.xml" file :)
[attachment deleted by admin due to age]
I'm pretty sure you are in the wrong thread.
yeah i was fuckn wrong
Love the mod.... soooooo necessary.
... also, many thanks for posting an MD5 hash for the zip.
cheers
Quote from: hiepbg on June 15, 2017, 02:24:40 AM
Quote from: gendalf on January 27, 2017, 07:43:16 AM
Currently can't move, add pls:
Wind turbine
Cryptosleep casket
Cooler
Powerswitch
Comms console
(I'd honestly prefer everything in the game to be movable, just take different time to pack based on its size :) )
You can use my "CoreExtra.xml" file :)
Where do I put the CoreExtra.xml file to enable these to be moved? Thanks!
Use notfood's version of Miniaturisation if you want to use this on all buildings. https://ludeon.com/forums/index.php?topic=22763.0
Quote from: alt0215 on July 08, 2017, 10:44:10 PM
Use notfood's version of Miniaturisation if you want to use this on all buildings. https://ludeon.com/forums/index.php?topic=22763.0
I saw that, but I also read that it had some compatibility issues with Fluffy's Breakdowns mod. I wasn't sure if using this "fix" was compatible with Fluffy's or not.
doe this work with A17.1?
Quote from: MisterVertigo on July 07, 2017, 12:37:26 PM
Quote from: hiepbg on June 15, 2017, 02:24:40 AM
Quote from: gendalf on January 27, 2017, 07:43:16 AM
Currently can't move, add pls:
Wind turbine
Cryptosleep casket
Cooler
Powerswitch
Comms console
(I'd honestly prefer everything in the game to be movable, just take different time to pack based on its size :) )
You can use my "CoreExtra.xml" file :)
Where do I put the CoreExtra.xml file to enable these to be moved? Thanks!
To the def folder inside this mod's folder. :D
Quote from: GngBngBus on July 09, 2017, 01:00:53 PM
doe this work with A17.1?
I'm not sure what you mean. The mod has been tested with the latest A17 build.
Thank you hiepbg. There wasn't a Def folder so I created one and put it there. I'll try it tonight and let you know!
Quote from: MisterVertigo on July 10, 2017, 01:35:54 PM
Thank you hiepbg. There wasn't a Def folder so I created one and put it there. I'll try it tonight and let you know!
To this folder:
X:\...\Miniaturisation\Defs\
MiniaturisationDefsOr you can find CoreExtra.xml file and replace it.
Thanks For Updating this.. 8)
A lot of XMLs for other mod-added constructibles are outdated and need to be updated, For example, jecrell's industrial age only partially works until you change the <modrequired> field to reflect the mod's <name> field in their respective about.xml
@kenjorosa20 Any time.
@MercuryDoll At first I didn't mind notfood picking the same name for his mod, but now I'm kind of annoyed that people mix the two up. Take a look at https://ludeon.com/forums/index.php?topic=22763 to file your report.
I get this error message after a while of playing, only thing I reinstalled was a Sun Lamp.
Not compatible with Combat Extended?
Exception printing AmmoBench_Blueprint_Install55914 at (15, 0, 237): System.InvalidOperationException: Nothing to install.
at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Hey I just wanted to say thank you for this "little" Gem. I'm one of those people who constanly change their base and this helps immensely with it! :)
Does bench 'class' refer to mod benches that use the associated stat?
Quote from: Ruisuki on February 20, 2018, 08:53:07 PM
Does bench 'class' refer to mod benches that use the associated stat?
What do you mean, like a thingClass?
Quote from: Harry_Dicks on February 20, 2018, 11:16:54 PM
Quote from: Ruisuki on February 20, 2018, 08:53:07 PM
Does bench 'class' refer to mod benches that use the associated stat?
What do you mean, like a thingClass?
Was referring to this snippet
Quoten addition to that, it will make all benches derived from the same base class movable. This includes benches from other mods
Parity update for B19. As you may know, the vanilla game now enables you to move most benches, so I'm not sure how useful you will find the mod. But people have requested an update and I delivered. Buildings that are currently unsupported and will come in an update:
BiofuelRefinery
FabricationBench
HiTechResearchBench
New building supported:
CommsConsole
Cooler
I still use this mod tbh, its very useful. I like to keep my bases modular too so I'm looking forward to an update
vanilla now moves some big objects but still leaves out basic stuff like a simple passivecooler or torchlamp, which are obviously easy to move around in real life. Thnks for keeping it up to date
Has development ceased or can an update for 1.0 can be expected? RimWorld is unplayable if there are glaringly obvious unrealistic limits to what pawns can move. I know the b19 version works okay in 1.0 but ModManager's whining makes me itchy.
change target version in About.xml to 1.0.2059 and mod manager will stop whining.
Quote from: Sleeeper on November 03, 2018, 04:54:28 AM
change target version in About.xml to 1.0.2059 and mod manager will stop whining.
Good idea. So... no update planned?
Updated.
i have the VG mod.
It cant mini. the adv. hydroponics basins, i seem to remember i modded an old version to enable it. Any chance of a "official" fix ?
i tried this, but it aint working, not sure what def. name VG is using, as i cant locate it.
<!-- Adv. HydroponicsBasin -->
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasinHydroponicsBasin"]/minifiedDef</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasin"]</xpath>
<value>
<minifiedDef>MinifiedThing</minifiedDef>
</value>
</li>
</operations>
</Operation>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasin"]/thingCategories</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasin"]</xpath>
<value>
<thingCategories>
<li>BuildingsProduction</li>
</thingCategories>
</value>
</li>
</operations>
</Operation>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasin"]/statBases/Mass</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName = "Adv.HydroponicsBasin"]/statBases</xpath>
<value>
<Mass>10</Mass>
</value>
</li>
</operations>
</Operation>
To find a defname, go to options and enable developer mode, after that, load the game and open the inspector (third icon from the right). Toggle deep inspection mode (first icon on the top-left). While inspector is open, hover over the building.
[attachment deleted due to age]
Quote from: hwfanatic on November 04, 2018, 06:08:13 PM
To find a defname, go to options and enable developer mode, after that, load the game and open the inspector (third icon from the right). Toggle deep inspection mode (first icon on the top-left). While inspector is open, hover over the building.
tyvm.
what is the difference between this mod and minifyeverything? this one seems to minify only some items? instead of everything?