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RimWorld => Releases => Mods => Outdated => Topic started by: Latta on July 18, 2016, 11:26:31 PM

Title: [A17] DoorMat
Post by: Latta on July 18, 2016, 11:26:31 PM
(http://i.imgur.com/O2iTlZN.png)
Description
A classic, tiny mod updated for A17 :D

Features
Anti-dust
Whenever a pawn steps onto the mat, all filth it carries will fall off. Keep your base tidy, make cleaners' life easier!
Comes in a two sizes, each in three colors & leather stuff.

Download
Direct (https://github.com/urty5656/RimWorld-DoorMat/releases/latest)
Adf.ly (http://adf.ly/1mtB9s)

Note
Title: Re: [A14] DoorMat
Post by: DepOpt on July 18, 2016, 11:34:29 PM
This is so simple, but the ramifications of it actually made me stop and sit here with my mouth hanging open for a while. Considering cleaning can take up a large chunk of your manpower, with noticeable effects on mood and health if neglected, this might actually be a little broken...

Title: Re: [A14] DoorMat
Post by: Grynnreaper on July 18, 2016, 11:37:17 PM
essential, many thanks
Title: Re: [A14] DoorMat
Post by: 1000101 on July 18, 2016, 11:38:47 PM
Awesome, one of my must-haves.

Are you back or just doing some updates before disappearing again?
Title: Re: [A14] DoorMat
Post by: Latta on July 18, 2016, 11:42:12 PM
Quote from: 1000101 on July 18, 2016, 11:38:47 PM
Are you back or just doing some updates before disappearing again?

Latter, definitely won't update bigger mods like ReHeat. But I'll play a few hours this time for sure...
Title: Re: [A14] DoorMat
Post by: notfood on July 19, 2016, 12:05:22 AM
I really hope Infusion is one of those tiny mods. Thank you for the update.
Title: Re: [A14] DoorMat
Post by: kaptain_kavern on July 19, 2016, 12:45:07 AM
Thank you very much. I consider this one as must have too
Title: Re: [A14] DoorMat
Post by: SURU on July 19, 2016, 03:08:58 AM
This one and No Cleaning Please and we can play :) Thanks!
Title: Re: [A14] DoorMat
Post by: kaptain_kavern on July 19, 2016, 03:25:22 AM
I know Skullywag had a A13 version of no_cleaning.

Also i tried to get it work to A14 but i can't touch .dll (i only understand Xml modding for now).

So i'm agree that a working No_cleaning would be a blessing :p  many many please
Title: Re: [A14] DoorMat
Post by: hwfanatic on July 19, 2016, 03:36:00 AM
Impressive. Many thanks.
Title: Re: [A14] DoorMat
Post by: skullywag on July 19, 2016, 03:46:57 AM
Latta I have A14 versions of this and animal surgery if it saves you some trouble, and i believe fluffy was having a crack at ncp this time round. If youre on it though we will obviously stop dont want to take work away from you if you wanna do it.
Title: Re: [A14] DoorMat
Post by: kaptain_kavern on July 19, 2016, 04:03:06 AM
Same here. I just updated DESurgeries to A14 and i was about to try to update "A dog Say" for my personal use. So if i can help; i'm here ;)
Title: Re: [A14] DoorMat
Post by: Latta on July 19, 2016, 04:46:31 AM
I won't update animal surgery related mods, so please go ahead. It will be a great help ;)
I'll do NCP and DoorMat myself.

Quote from: notfood on July 19, 2016, 12:05:22 AM
I really hope Infusion is one of those tiny mods. Thank you for the update.
I'd rather rewrite the whole thing, that mod's a mess! :-[
Title: Re: [A14] DoorMat
Post by: 123nick on July 19, 2016, 07:04:48 AM
can you make this compatible with telkirs expanded cloth? it makes cotton have too be proccessed into cloth , which is then used too make stuff like beds, armchairs, etc. so maybe the door mat can be forced too require cloth too?
Title: Re: [A14] DoorMat
Post by: Latta on July 19, 2016, 07:54:25 AM
Quote from: 123nick on July 19, 2016, 07:04:48 AM
can you make this compatible with telkirs expanded cloth? it makes cotton have too be proccessed into cloth , which is then used too make stuff like beds, armchairs, etc. so maybe the door mat can be forced too require cloth too?

Isn't it just adds another item(cotton) and not overrides vanilla cloth at all? If that's the case then there is no need for compat patch as doormats already use cloth, not steel, wood, bricks etc.
Title: Re: [A14] DoorMat
Post by: Dakkon on July 19, 2016, 08:10:07 AM
Quote from: notfood on July 19, 2016, 12:05:22 AM
I'd rather rewrite the whole thing, that mod's a mess! :-[

Sounds like all my coding :P
Title: Re: [A14] DoorMat
Post by: Telkir on July 19, 2016, 01:32:31 PM
Nice to see this super-useful mod updated! One of my personal favourites.
Title: Re: [A14] DoorMat
Post by: madpluck on July 19, 2016, 02:16:55 PM
Quote from: DepOpt on July 18, 2016, 11:34:29 PM
This is so simple, but the ramifications of it actually made me stop and sit here with my mouth hanging open for a while. Considering cleaning can take up a large chunk of your manpower, with noticeable effects on mood and health if neglected, this might actually be a little broken...

Wow AGREED. This is so simple yet dauntingly huge. Filth makes SO much of an impact on the environment. That is brilliant. Also, finally a reason to research carpets!
Title: Re: [A14] DoorMat
Post by: OtioseNexus on July 19, 2016, 04:41:00 PM
I was just thinking to myself this was a mod we needed, nice one!

To possibly balance a little you could make a limit to how much dirt and mat could 'clean', so that if not cleaned for a while people will begin traipsing dirt all over again
Title: Re: [A14] DoorMat
Post by: Latta on July 19, 2016, 04:49:53 PM
Quote from: OtioseNexus on July 19, 2016, 04:41:00 PM
To possibly balance a little you could make a limit to how much dirt and mat could 'clean', so that if not cleaned for a while people will begin traipsing dirt all over again

Filth has its own stack limit of 20, so if your colony is reeeaaally dirty or has few cleaners it won't work well.
For a less number than 20, I'm not sure if I can.
Title: Re: [A14] DoorMat
Post by: That Homeless Guy on July 19, 2016, 06:31:19 PM
That is normal though if you have allot of dirty people then door mats will do sweet FA which is fair to reality. Ever been on a building site and seen the mat in the foremans office? It's basically made of dirt like the rest of the floor.

I was just coming to suggest that rather than drop all the dirt you drop some of the dirt on them. a random number between 1 - 7 say or upto the amount of dirt on the colonist. Because doormats only take some of the dirt and only from your feet. Maybe an optional version?

Explain what bit in the source defines the number of dirt dropped and I can even just do this for myself.
Cheers I like the idea of this mod keep it up.
Title: Re: [A14] DoorMat
Post by: Latta on July 20, 2016, 07:30:20 AM
Quote from: Latta on July 19, 2016, 04:49:53 PM
Quote from: OtioseNexus on July 19, 2016, 04:41:00 PM
To possibly balance a little you could make a limit to how much dirt and mat could 'clean', so that if not cleaned for a while people will begin traipsing dirt all over again

Filth has its own stack limit of 20, so if your colony is reeeaaally dirty or has few cleaners it won't work well.
For a less number than 20, I'm not sure if I can.

After a fast check it seems that one type of filth can only be stacked up to 5. So it can hold like sand x5, dust x5 but not dust x10.

Quote from: That Homeless Guy on July 19, 2016, 06:31:19 PM
That is normal though if you have allot of dirty people then door mats will do sweet FA which is fair to reality. Ever been on a building site and seen the mat in the foremans office? It's basically made of dirt like the rest of the floor.

I was just coming to suggest that rather than drop all the dirt you drop some of the dirt on them. a random number between 1 - 7 say or upto the amount of dirt on the colonist. Because doormats only take some of the dirt and only from your feet. Maybe an optional version?

Explain what bit in the source defines the number of dirt dropped and I can even just do this for myself.
Cheers I like the idea of this mod keep it up.

Filth drop can't be controlled as most parts of Pawn_FilthTracker is hidden behind privates. If it's really important, one can make it happen via more reflections but that's a mess. :P
Title: Re: [A14] DoorMat
Post by: OtioseNexus on July 20, 2016, 02:19:33 PM
Quote from: Latta on July 20, 2016, 07:30:20 AM
Quote from: Latta on July 19, 2016, 04:49:53 PM

Filth has its own stack limit of 20, so if your colony is reeeaaally dirty or has few cleaners it won't work well.
For a less number than 20, I'm not sure if I can.

After a fast check it seems that one type of filth can only be stacked up to 5. So it can hold like sand x5, dust x5 but not dust x10.

Fair enough, while not realistic that seems balanced already to me then, and trying to sort the x5 sand + x5 dust but not x10 dust seems more hassle then it's worth. Awesome, works for me!
Title: Re: [A14] DoorMat
Post by: That Homeless Guy on July 24, 2016, 09:07:26 AM
Ok that makes more sense.
Note to self: When building the modding API for your game, watch for protected data like this that may be useful to the modder (Remember movement states in Project Zombiods LUA stopped your mod from being finished for this reason)
Title: Re: [A14] DoorMat
Post by: Latta on July 26, 2016, 12:42:24 PM
Quote from: topp2000 on July 26, 2016, 10:11:36 AM
This is a Chinese language pack.Hope that the author can adopt

Thank you, will update soon.
Title: Re: [A14] DoorMat
Post by: Bardolvan on July 30, 2016, 05:51:54 AM
Hey there. I like this mod very much, but sadly there is no Russian translation. I can help you tho, but i dont know much about coding and ect. You dont have a lot of text so i'm just gonna write translations.
Doormat - Половик
red - красный
green - зеленый
blue - синий
Large - Большой
Example: Large doormat (red) - Большой половик (красный)
doormat (blue) - Половик (синий)
And description will be "Очищает ноги от грязи" (It will be "Cleans legs from dirt" actually, but in russian it sounds better)
I hope i helped you somehow.
Title: Re: [A14] DoorMat
Post by: Latta on July 30, 2016, 10:08:14 AM
Quote from: Bardolvan on July 30, 2016, 05:51:54 AM
Hey there. I like this mod very much, but sadly there is no Russian translation. I can help you tho, but i dont know much about coding and ect. You dont have a lot of text so i'm just gonna write translations.
Doormat - Половик
red - красный
green - зеленый
blue - синий
Large - Большой
Example: Large doormat (red) - Большой половик (красный)
doormat (blue) - Половик (синий)
And description will be "Очищает ноги от грязи" (It will be "Cleans legs from dirt" actually, but in russian it sounds better)
I hope i helped you somehow.

So I can copy and combine those? Sure, thank you!
Title: Re: [A14] DoorMat
Post by: kaptain_kavern on July 30, 2016, 12:48:24 PM
As others, here is my french translation :p


[attachment deleted by admin - too old]
Title: Re: [A14] DoorMat
Post by: Latta on August 01, 2016, 12:15:38 AM
Updated: Two new language supports(Thank you two!) and added pathing cost of 10 due to requests.
Title: Re: [A14] DoorMat
Post by: GamePanda on August 29, 2016, 07:29:45 AM
Is there any 'danger' when we use this version on Alpha 15?

And because i want to help, heres a german version :D

Doormat - Fußabtreter
red - rot
green - grün
blue - blau
Large - groß
Example: Large doormat (red) - Großer Fußabtreter (rot)
doormat (blue) - Fußabtreter (blau)
And description will be "Ein Fußabtreter, damit deine Kolonie sauber bleibt" (Will be "A doormat to keep your colony clean" in english)
Title: Re: [A14] DoorMat
Post by: Ceglaaa on August 29, 2016, 07:50:16 AM
^good question!

Here's some polish translation.
Doormat - Wycieraczka
red - czerwona
green - zielona
blue - niebieska
Large - duża
Example: Large doormat (red) - Duża wycieraczka (czerwona)
doormat (blue) - Wycieraczka (niebieska)
And description will be "Wycieraczka pomaga utrzymać porządek w twojej kolonii." (Will be "A doormat helps keeping your colony clean" in english)
Title: Re: [A15] DoorMat
Post by: Latta on August 30, 2016, 11:24:49 AM
Updated to A15, so no dangers playing with. :P
Refer to GitHub download page for the change log. And thank you Ceglaaa and GamePanda!
Title: Re: [A15] DoorMat
Post by: Grishnerf on August 30, 2016, 11:28:30 AM
thx alot!
only one quesiton: is it possible to switch Colors on already built doormats with 1 button?
i wish a had a dark Brown. thats all :D
Title: Re: [A15] DoorMat
Post by: Latta on August 30, 2016, 12:17:22 PM
Yes, colors...

1. Just add more colors: Will make lots of lots of new buttons to already cluttered Architect menu. Scrapped.
2. Change color via command buttons: Not realistic? There are quite a lot of subscribers saying they need more penalty using this for realism, so no.

I'm thinking about adding more colors and change mats to be made at tailoring bench, instead of Architect menu... maybe?
Title: Re: [A15] DoorMat
Post by: Dingo on August 30, 2016, 02:27:35 PM
They should definitely be made in a tailoring bench, it just makes sense! Maybe then you can have 4-5 colour options, too.
Title: Re: [A15] DoorMat
Post by: Latta on September 02, 2016, 10:49:23 AM
1.0.3a: Traditional Chinese thanks to topp2000.
Title: Re: [A15] DoorMat
Post by: Wolveras on September 03, 2016, 04:02:58 AM
Here's the Dutch translation.
Doormat - Deurmat
red - Rood
green - Groen
blue - Blauw
Large - Groot
Example: Large doormat (red) - Grote deurmat (rood)
doormat (blue) - Deurmat (blauw)
And description will be "Een deurmat helpt bij het schoonhouden van je kolonie" (Will be "A doormat helps keeping your colony clean" in english)

Actually had to google doormat/deurmat near the end because of Semantic satiation (https://en.wikipedia.org/wiki/Semantic_satiation).
Title: Re: [A15] DoorMat
Post by: Latta on September 04, 2016, 11:45:40 PM
lol, thank you. Will be added within today(KST).

Edit: Sorry, being delayed :'(
Title: Re: [A15] DoorMat
Post by: venoshock on September 05, 2016, 06:33:04 AM
Question i hope it's not too rude... but i'm getting a weird error about version each time i start the game. is it on my instance side or an error on your end?
Title: Re: [A15] DoorMat
Post by: 14m1337 on September 05, 2016, 10:08:07 AM
I love this mod !
Title: Re: [A15] DoorMat
Post by: zmadz on September 07, 2016, 08:45:27 AM
Quote from: venoshock on September 05, 2016, 06:33:04 AM
Question i hope it's not too rude... but i'm getting a weird error about version each time i start the game. is it on my instance side or an error on your end?

you can edit about file for targeted version if you are getting incorrect version format just write 0.15.0 instead of the one you use
Title: Re: [A15] DoorMat
Post by: elakthemad on September 10, 2016, 12:26:39 PM
Quote from: zmadz on September 07, 2016, 08:45:27 AM
Quote from: venoshock on September 05, 2016, 06:33:04 AM
Question i hope it's not too rude... but i'm getting a weird error about version each time i start the game. is it on my instance side or an error on your end?

you can edit about file for targeted version if you are getting incorrect version format just write 0.15.0 instead of the one you use

hey first post here, thank thanks.
have the 15c version of the game but im getting this error even though my target version is current, i even tried the above and still get targeted "unknown" version.
Im kinda clueless about what to do or if i downloaded/installed the wrong mod files.  I went and got the master file from github but ive also tried all the other files.
any suggestions on what i should do?
Title: Re: [A15] DoorMat
Post by: elakthemad on September 10, 2016, 12:39:54 PM
Quote from: elakthemad on September 10, 2016, 12:26:39 PM
Quote from: zmadz on September 07, 2016, 08:45:27 AM
Quote from: venoshock on September 05, 2016, 06:33:04 AM
Question i hope it's not too rude... but i'm getting a weird error about version each time i start the game. is it on my instance side or an error on your end?

you can edit about file for targeted version if you are getting incorrect version format just write 0.15.0 instead of the one you use

hey first post here, thank thanks.
have the 15c version of the game but im getting this error even though my target version is current, i even tried the above and still get targeted "unknown" version.
Im kinda clueless about what to do or if i downloaded/installed the wrong mod files.  I went and got the master file from github but ive also tried all the other files.
any suggestions on what i should do?

Allright so i solved this issue, Target version was uknown because it couldnt open the about file, should look like this, and i changed the target version to 0.15.1280


[attachment deleted by admin - too old]
Title: Re: [A15] DoorMat
Post by: kaptain_kavern on September 10, 2016, 12:50:34 PM
Hey Latta : The direct link in OP is not pointing to the release page of Github (Latest Release (https://github.com/urty5656/RimWorld-DoorMat/releases/latest)) but to an erased one.

You can use this url : https://github.com/urty5656/RimWorld-DoorMat/releases/latest to always point to the latest of your published release (that you don't have to change the link each times ;) )



To others : Use the link I just posted above, the latest version is up to date and does not require to change folder path structures.


Edit : For my mods I use"0.15.0" for <targetVersion>'s value, in the about.xml, that way no need to change/edit for each minor updates
Title: Re: [A15] DoorMat
Post by: SyClap on September 13, 2016, 08:34:22 PM
 Great and simple mod!

@kaptain_kavern Thanks for the help! I still cant fully figure out github  ;D
Title: Re: [A15] DoorMat
Post by: ngcq1811 on September 14, 2016, 12:29:33 AM
I don't know why but my base is still terribly dirty even with a doormat everywhere...
Title: Re: [A15] DoorMat
Post by: 14m1337 on September 14, 2016, 02:38:05 AM
1) maybe there's dirt produced inside the colony, i.e. at the butcher table.
2) the doormat alone doesn't clean the colony. there still needs to be a cleaner that cleans the doormats.
Title: Re: [A15] DoorMat
Post by: asquirrel on September 14, 2016, 11:25:20 AM
what do you extract here?

I have rimword doormat archive.
then a subdirectory of wimworld doormat with two files of
gitignore and readme.md
inside that wimworld doormat subdirectory you have
a subdirectory of rimworld doormat below that which has another rimworld doormat folder and rimworld doormat.sln
then in inside that subdirectory of wimworld doormat you have properties, buildingdoormat.cs and rimworlddoormatcs.proj

I'm thinking it's the subdirectory which has the sln file above.  Don't extract the .sln file.  Just the final subdirectory and the contents there.  Thanks for whatever info you can provide.
Title: Re: [A15] DoorMat
Post by: SpaceDorf on September 14, 2016, 12:32:09 PM
Quote from: asquirrel on September 14, 2016, 11:25:20 AM
what do you extract here?

I have rimword doormat archive.
then a subdirectory of wimworld doormat with two files of
gitignore and readme.md
inside that wimworld doormat subdirectory you have
a subdirectory of rimworld doormat below that which has another rimworld doormat folder and rimworld doormat.sln
then in inside that subdirectory of wimworld doormat you have properties, buildingdoormat.cs and rimworlddoormatcs.proj

I'm thinking it's the subdirectory which has the sln file above.  Don't extract the .sln file.  Just the final subdirectory and the contents there.  Thanks for whatever info you can provide.

i did not understand a single word of this, but I still know what you mean :)
You want to delete your download from github and either download the rar from the other link,
or redownload, but before you click in the upper left on releases, next to the blue "Tags"
then you get a .rar file for the Doormat.

Additionally you could say :

@Latta, your Download Link from Github is linked to the wrong page
Title: Re: [A15] DoorMat
Post by: kaptain_kavern on September 14, 2016, 03:21:28 PM
Quote from: kaptain_kavern on September 10, 2016, 12:50:34 PM
You can use this url : https://github.com/urty5656/RimWorld-DoorMat/releases/latest to always point to the latest of your published release (that you don't have to change the link each times ;) )



To others : Use the link I just posted above, the latest version is up to date and does not require to change folder path structures.


Edit : For my mods I use"0.15.0" for <targetVersion>'s value, in the about.xml, that way no need to change/edit for each minor updates

using this link will always point to the last release the author have released, if it can help ;)
Title: Re: [A15] DoorMat
Post by: Dingo on September 14, 2016, 03:47:35 PM
Yes, it appears the author has linked a Github tag without a zip (only the source code). Like kaptain said you can use this link (https://github.com/urty5656/RimWorld-DoorMat/releases/latest) to download the latest release (download the rar file).
Title: Re: [A15] DoorMat
Post by: Jusso on September 14, 2016, 04:04:03 PM
Thanks for the mod, dirt can become ridiculous problem with big colony.
***************************************************
Well, I can't save when this mod is active, just gives me an error(pic attached) and doesn't save, and i didn't even build doormat yet, deactivating makes game normal again, but I really wanna this mod at my collection.

[attachment deleted by admin - too old]
Title: Re: [A15] DoorMat
Post by: asquirrel on September 14, 2016, 06:01:53 PM
Thanks folks for the info.  I could not figure out for the life of me how to get this to install, even after trying to follow Kaptain Kavern's instructions.  A direct link is best for people like me. :)
Title: Re: [A15] DoorMat
Post by: nachtfalter on September 27, 2016, 07:07:59 AM
Keep it up, one of my standard go to mods!
Title: Re: [A15] DoorMat
Post by: Etherdreamer on September 27, 2016, 07:23:19 PM
Thanks Kavern, The link only sends you to the "Source" and the game keeps saying is a "wrong version"
Title: Re: [A15] DoorMat
Post by: kaptain_kavern on September 27, 2016, 08:07:18 PM
When I download the .rar I got a functional mod. See attachment

Also if needed you can adjust yourself the version number in the about.xml file in the "about" folder. Just open it with any text editor and change the value to yours. Note that you can use 0.15.0 in order to not have to change again in case of A15D ;-)

[attachment deleted by admin - too old]
Title: Re: [A15] DoorMat
Post by: Etherdreamer on September 27, 2016, 10:24:32 PM
Quote from: kaptain_kavern on September 27, 2016, 08:07:18 PM
When I download the .rar I got a functional mod. See attachment

Also if needed you can adjust yourself the version number in the about.xml file in the "about" folder. Just open it with any text editor and change the value to yours. Note that you can use 0.15.0 in order to not have to change again in case of A15D ;-)
Sorry my writing was bad, I mean the OP´s link sends to the source, your link is the correct one.
Title: Re: [A15] DoorMat
Post by: Latta on November 16, 2016, 01:44:42 AM
Great, what the hell... Sorry for my absence. I've fixed the issue as well as some minor stat update and Spanish support.
Please notify me any further issue via Steam Workshop replies(fastest, won't take more than a day to read), GitHub (faster), or forum PM(slower).
Title: Re: [A15] DoorMat
Post by: Beathrus on December 21, 2016, 03:41:45 AM
I need this...
Title: Re: [A15] DoorMat
Post by: Love on December 21, 2016, 04:36:01 AM
Updated for A16.

https://mega.nz/#!i5YXhBbR!w8vTJGzB6b30px-Ewe0Vu8Po_Ki1NNuXWGsZ2Bzm8c8
Title: Re: [A15] DoorMat
Post by: KevinHann on December 21, 2016, 08:56:33 AM
Excellent, one mod closer to playing Alpha16 :) Thank you!
Title: Re: [A15] DoorMat
Post by: Beathrus on December 21, 2016, 11:49:31 AM
Quote from: Love on December 21, 2016, 04:36:01 AM
Updated for A16.

https://mega.nz/#!i5YXhBbR!w8vTJGzB6b30px-Ewe0Vu8Po_Ki1NNuXWGsZ2Bzm8c8

Woo! Thanks, Love! :O
Title: Re: [A16] DoorMat
Post by: Latta on December 24, 2016, 07:58:21 AM
Updated to A16, but looks like someone was faster :P
Title: Re: [A16] DoorMat
Post by: Beathrus on December 24, 2016, 09:49:10 AM
Quote from: Latta on December 24, 2016, 07:58:21 AM
Updated to A16, but looks like someone was faster :P

Thank you, Latta! :o
Title: Re: [A16] DoorMat
Post by: asquirrel on December 30, 2016, 11:00:43 AM
The doormat's back in town!! :)
Title: Re: [A16] DoorMat
Post by: Pichu0102 on January 09, 2017, 07:11:41 PM
Can you add another doormat that is made from textiles for more varied colors from the leather colors?
Title: Re: [A16] DoorMat
Post by: MisterVertigo on January 09, 2017, 08:25:39 PM
Thank you for the update!
Title: Re: [A16] DoorMat
Post by: Canute on January 10, 2017, 06:24:29 AM
Quote from: Pichu0102 on January 09, 2017, 07:11:41 PM
Can you add another doormat that is made from textiles for more varied colors from the leather colors?
Or maybe look at Rimkea   
https://ludeon.com/forums/index.php?topic=26379.0
Title: Re: [A16] DoorMat
Post by: nachtfalter on January 10, 2017, 10:30:43 AM
Thanks for the update!
Must have mod.
Title: Re: [A16] DoorMat
Post by: rogerbacon on January 12, 2017, 05:43:10 PM
Thanks for this mod. I just started using it (A16) but I'm still getting dirt and, especially, sand.
I added a debug statement after your reflective call to TryDropFilth and it showed my pawns still had sand on them. Is there any way to eliminate the sand?
You can see the problem with Debug.Log(pawn.Name + " stepped on a doormat." + Environment.NewLine + "current filth: " + pawn.filth.FilthReport);

Of course, this assumes you are in a sandy region like I am.
Title: Re: [A16] DoorMat
Post by: coldcell on January 13, 2017, 09:00:06 AM
Thanks for the mod. I'm not sure what I'm doing wrong since I'm still getting dirt everywhere. I place the doormats just under the door if that makes any difference.
Title: Re: [A16] DoorMat
Post by: Beathrus on January 15, 2017, 01:40:41 AM
Quote from: coldcell on January 13, 2017, 09:00:06 AM
Thanks for the mod. I'm not sure what I'm doing wrong since I'm still getting dirt everywhere. I place the doormats just under the door if that makes any difference.

Maybe its not enough door mats? Remember you can stack the doormats in all 4 positions on top of each other, though I don't know if the quality of the doormat affects collection rate and etc either.
Title: Re: [A16] DoorMat
Post by: Pichu0102 on January 17, 2017, 06:02:14 PM
I added the ability to make floor mats half out of leather and other textiles, half out of cloth, and made a pull request to add the new mats.

Pull request here: https://github.com/urty5656/RimWorld-DoorMat/pull/2



[attachment deleted by admin due to age]
Title: Re: [A16] DoorMat
Post by: Pichu0102 on January 17, 2017, 06:04:06 PM
Quote from: Beathrus on January 15, 2017, 01:40:41 AM
Quote from: coldcell on January 13, 2017, 09:00:06 AM
Thanks for the mod. I'm not sure what I'm doing wrong since I'm still getting dirt everywhere. I place the doormats just under the door if that makes any difference.

Maybe its not enough door mats? Remember you can stack the doormats in all 4 positions on top of each other, though I don't know if the quality of the doormat affects collection rate and etc either.
I believe the max a single tile can hold is 20 total filth, with up to 5 of each kind (dirt, animal filth, vomit, blood, etc). If the tile is too dirty it can't be dropped there when pawns walk there and will be dropped on a cleaner tile, from my testing.
Title: Re: [A16] DoorMat
Post by: coldcell on January 18, 2017, 04:14:24 AM
Thanks! I didn't know there's a max number amount of filth. I'll put up more mats then.
Title: Re: [A16] DoorMat
Post by: philard on February 10, 2017, 08:29:05 PM
This used to work on perfectly A15. Not for A16. Check the steam page for similar reports. https://steamcommunity.com/sharedfiles/filedetails/comments/727309536 (https://steamcommunity.com/sharedfiles/filedetails/comments/727309536)
Title: Re: [A17] DoorMat
Post by: Latta on May 10, 2017, 10:39:47 AM
Updated to A17, worked with 0.17.1530. (I know it's not the newest!)
Now with (large) leather/fabric doormats. Credits to Pichu0102.
Title: Re: [A17] DoorMat
Post by: cocoman111 on June 07, 2017, 01:30:16 PM
A mod like this is something that I've wanted for a while. One question: does it work with colony animals?
Title: Re: [A17] DoorMat
Post by: Latta on June 09, 2017, 05:44:39 AM
From my Workshop comment:

QuoteFor dirts they carry, yes. For dirts they generate, no.

Updated to 1.0.7.
Title: Re: [A17] DoorMat
Post by: nmid on October 03, 2017, 06:31:22 PM
Thank you
Title: Re: [A17] DoorMat
Post by: Almantuxas on October 06, 2017, 10:26:51 AM
This is a quality of life mod!
I had so many times my colonists bringing dirt to the hospital or kitchen, so I had to manually force to clean (since noone was cleaning).
Atleast now my colonists don't need to clean and I don't need to worry about dirt.
Title: Re: [A17] DoorMat
Post by: nmid on October 23, 2017, 05:47:00 PM
Quote from: nmid on October 03, 2017, 06:31:22 PM
Thank you

after using it for a while, I've found a slight issue.
The door mats work quite well in stopping dirt, but they require to be cleaned as dirt accumulates under them.
This is where I've seen the problem arise, as my colonists often get stuck after/before/during the cleaning process.
They end up just standing there + that's what is shown as their status.
I have to draft them, move them a square and then they get unstuck.

I love this mod, so any way that I can avoid this happening?
Title: Re: [A17] DoorMat
Post by: Kori on October 23, 2017, 07:31:04 PM
Quote from: nmid on October 23, 2017, 05:47:00 PM
Quote from: nmid on October 03, 2017, 06:31:22 PM
Thank you

after using it for a while, I've found a slight issue.
The door mats work quite well in stopping dirt, but they require to be cleaned as dirt accumulates under them.
This is where I've seen the problem arise, as my colonists often get stuck after/before/during the cleaning process.
They end up just standing there + that's what is shown as their status.
I have to draft them, move them a square and then they get unstuck.

I love this mod, so any way that I can avoid this happening?


Do you also use Cleaning Area and Prison Labor?
Title: Re: [A17] DoorMat
Post by: nmid on October 25, 2017, 03:29:20 AM
Quote from: Kori on October 23, 2017, 07:31:04 PM
Do you also use Cleaning Area and Prison Labor?

Nope. Don't use either.

These are the mods I do have:
Quote
Loading game from file Altairans memory with mods Core, HugsLib, EdB Prepare Carefully, Colony Manager, Hospitality, Harvest Everything!, PowerSwitch, Less Arbitrary Surgery, No Random Construction Quality, Quicksaver, No Mood Loss on Prisoner Sold or Died, Save Our Ship, Stack XXL, Improved Fire Performance, Rimworld Search Agency, Centralized Climate Control, Heat Map, LT-DoorMat, AllowDeadMansApparel, Animal Tab, Area Unlocker, The Birds and the Bees, Cooks Can Refuel, DeadMansClothing, Fluffy Breakdowns, Follow Me, Hand Me That Brick, I Can Fix It! Dev, LongRangePodLauncher, Medical Tab, Grenade Fix: Rearmed, Notifications Archiver, PetMute, QualityBuilder, Relations Tab, JTReplaceWalls [A17], QualitySurgeon, Research Scrollbars, Vein Miner, Work Tab, ED-Embrasures, Better Workbench Management, RimFridge - A17, Expanded Prosthetics and Organ Engineering 2.0, Force Do Job, WM Smarter food selection, WM Too Many Leathers, RT Fuse, RT Solar Flare Shield, Mending, Blueprints, [RF] Fertile Fields [a17], Dye Vat, Furnace, Tilled Soil, Miscellaneous 'CORE', and Misc. Robots
Title: Re: [A17] DoorMat
Post by: Topper on November 21, 2017, 03:28:00 AM
any 18B update in the works ?
Title: Re: [A17] DoorMat
Post by: CannibarRechter on November 21, 2017, 09:22:15 AM
I read the source, and then recompiled it; I have yet to test it; but if you would like to, there is a B18-DoorMat.zip in my all downloads section.
Title: Re: [A17] DoorMat
Post by: frenchiveruti on November 25, 2017, 11:54:16 PM
Quote from: CannibarRechter on November 21, 2017, 09:22:15 AM
I read the source, and then recompiled it; I have yet to test it; but if you would like to, there is a B18-DoorMat.zip in my all downloads section.
Have you tested it?
I'm in an already started game so I really won't be very useful when It comes to testing. :)
Title: Re: [A17] DoorMat
Post by: kaptain_kavern on November 30, 2017, 03:01:53 AM
Latta has just updated the mod on GitHub 2 hours ago. https://github.com/urty5656/RimWorld-DoorMat/releases

It was already on Steam but I asked for a link to share here.
Title: Re: [A17] DoorMat
Post by: SpaceDorf on November 30, 2017, 03:15:55 AM
Finally those dirty boars can wipe their feet again.

Thanks, Kaptain.
Title: Re: [A17] DoorMat
Post by: Canute on November 30, 2017, 03:26:04 AM
We just need something like this now ! :-)
(https://weidebau.de/images/product_images/original_images/kerbl-kuhputzmaschine-happycow.jpg)
Title: Re: [A17] DoorMat
Post by: SpaceDorf on November 30, 2017, 05:05:23 AM
Yes.

Yes we do.

And this : http://metro.co.uk/2017/11/28/eight-donkeys-jailed-for-eating-flowers-outside-prison-7115056/ (http://metro.co.uk/2017/11/28/eight-donkeys-jailed-for-eating-flowers-outside-prison-7115056/)
Title: Re: [A17] DoorMat
Post by: Stormfox on December 03, 2017, 01:44:13 PM
I tried that last linked release in a running game and it does not seem to work. I remember using these doormats in multiple games. IIRC you had to research carpeting before being able to build them or something, which I already did. They simply do not show up, nor does a special tech for them. Is there something amiss or does this mod need to be there from colony start?
Title: Re: [A17] DoorMat
Post by: CannibarRechter on December 03, 2017, 02:38:26 PM
Try the download in my all downloads link. I still don't really know if it works, but I recompiled it, reviewed the code, and updated all the XML. It SHOULD work.
Title: Re: [A17] DoorMat
Post by: kaptain_kavern on December 03, 2017, 02:50:53 PM
Quote from: Stormfox on December 03, 2017, 01:44:13 PM
I tried that last linked release in a running game and it does not seem to work. I remember using these doormats in multiple games. IIRC you had to research carpeting before being able to build them or something, which I already did. They simply do not show up, nor does a special tech for them. Is there something amiss or does this mod need to be there from colony start?

Are you sure you have followed install instructions?

QuoteInstallation:
Download source below, place LT-DoorMat in your Mods folder. You may discard everything else.

You only need one folder from the archive to be placed in your mods folder: LT-DoorMat, this is the mod folder, per se.
Title: Re: [A17] DoorMat
Post by: Stormfox on December 03, 2017, 03:11:59 PM
Ah, I did not expect another directory level within the zip - normally its just "extract here" => move over folders with github mods. Works fine.
Title: Re: [A17] DoorMat
Post by: kaptain_kavern on December 03, 2017, 07:17:21 PM
Glad it works now  ;D
Title: Re: [A17] DoorMat
Post by: sulusdacor on January 03, 2018, 06:20:16 AM
small patch that adds fabric to the leather doormats stuffcategories ;)

[attachment deleted by admin: too old]
Title: Re: [A17] DoorMat
Post by: deus-misereatur on February 04, 2018, 11:07:26 PM
Can I ask if just adding a new doormat of (3x1) size to the defs is sufficient, or will it require .dll tinkering to work?

EDIT: Nevermind. Looked through the source files already.
Title: Re: [A17] DoorMat
Post by: beeeboop on February 13, 2018, 10:00:34 PM
Is there an update for A18?
Title: Re: [A17] DoorMat
Post by: Golden on February 13, 2018, 11:26:46 PM
Quote from: beeeboop on February 13, 2018, 10:00:34 PM
Is there an update for A18?
Latta updated his mod to Beta 18 on the Steam Workshop on Nov 30th.  Also, there is a Github link a page back on this thread.
Title: Re: [A17] DoorMat
Post by: Benito on February 16, 2018, 07:16:21 AM
is this save compatible ? I put in mid game after I had searched carpeting, and it won't show up. maybe I cant see it ? I only placed the LT_doormat folder inside my mods folder/
Title: Re: [A17] DoorMat
Post by: Canute on February 16, 2018, 09:25:33 AM
It should be.
You did it right just to place  LT_doormat into mods.
You know that's a A17 version not B18 ?
Title: Re: [A17] DoorMat
Post by: wwWraith on February 16, 2018, 10:01:57 AM
Benito, you also have to activate it in your mods list.
Title: Re: [A17] DoorMat
Post by: Harry_Dicks on February 16, 2018, 04:05:29 PM
Do the door mats require research? You can enable dev mode (in options) and then god mode (new button at top of screen, on the right) so that when you go to your build menu, all buildings should be available.

Also, if you have the mod HelpTab installed, couldn't you search for this item, and see if it appears in game through this, then you know it should be working?
Title: Re: [A17] DoorMat
Post by: Mr_Man on February 22, 2018, 01:19:24 AM
Found a small bug:

Mod Door Mat v1.0.8 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.18.1722</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [A17] DoorMat
Post by: Arky on April 21, 2018, 01:52:46 PM
Please update for B18 !
Title: Re: [A17] DoorMat
Post by: Canute on April 21, 2018, 05:31:57 PM
Check the github page (Link at First posting) !
LT-DoorMat 1.0.8  is for B18.
Title: Re: [A17] DoorMat
Post by: splinteredmind on September 09, 2018, 08:24:01 PM
I've done a quick fix to get this working in 0.19.2009.
https://www.dropbox.com/s/yi7mr0oik6tynww/LT-DoorMat.zip (https://www.dropbox.com/s/yi7mr0oik6tynww/LT-DoorMat.zip).
Title: Re: [A17] DoorMat
Post by: viperwasp on October 18, 2018, 02:39:23 AM
Possible quick fix for 1.0? I would love you! haha thanks.
Title: Re: [A17] DoorMat
Post by: Golden on October 18, 2018, 12:33:54 PM
On Steam Workshop dracoix has updated to 1.0 his DoormatR1.0.
Title: Re: [A17] DoorMat
Post by: SpawnTD on October 19, 2018, 04:21:37 AM
How can a non Steam User get the 1.0 mod files ?
Title: Re: [A17] DoorMat
Post by: viperwasp on October 20, 2018, 01:21:24 AM
Quote from: SpawnTD on October 19, 2018, 04:21:37 AM
How can a non Steam User get the 1.0 mod files ?

I bought the Steam Version a long time ago just to support Tynan.... as it turns out it has a really awesome use. I can get copies of Steam only mods. Simply by subscribing to them. And copy paste over to my non-steam because the Ludeon Version is much better in my opinion. More easy to manage etc.

A lot of the mods on Steam only are slowly coming over here. But some may never. This is one of them. I'm going to ask the mod maker on Steam if they plan to or have already put it up over here. If not I can ask the mod maker permission to give you the mod on his behalf. I don't mind uploading it somewhere. I never used github or drop box but I can learn if it means helping. But I don't want to do it without permission I think that can get me banned. lol

Update: Two version of this mod for 1.0 on Steam. Both with slightly different features. I asked both of the creators to provide an update and included this thread. They may or may not consider it. I hope they do. You can read what they reply with by browing the workshop and you can see my message.

P.S
Is there anyway you can get a Steam Key? I know that was a thing? I don't know if it was to convert to steam or keep both copies. IF it's both than that is awesome. If you can than it's easy to take them yourself. And tons of mods I don't mind helping with a few just PM me or message me here what ones you really want. I can ask the mod maker. I'm not going to ask though if it appears as though they are going to upload to forum soon anyhow. But if it the type of mod that rarely or never goes to forum here I can ask.
Title: Re: [A17] DoorMat
Post by: viperwasp on October 20, 2018, 02:11:39 AM
Floor mats and other great mods are available here. So it was already up. The creator on Steam let me know. And yes it's a slightly different version. Perhaps even better. It works just as good or better than original.
https://ludeon.com/forums/index.php?topic=43449.0