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RimWorld => Releases => Mods => Outdated => Topic started by: notfood on August 03, 2016, 09:36:22 PM

Title: [A17] Miniaturisation Overloaded
Post by: notfood on August 03, 2016, 09:36:22 PM
This mod has been superseeded by Minify Everything (https://github.com/erdelf/MinifyEverything) go get that one. This one won't be updated anymore.

(http://i.imgur.com/wqhEhK2.png?1)
If it has a name, you can shrink it.

Features
Simple mod friendly miniaturisation
Have you ever looked at a construction and thought it'd look better in a different place? Deconstructing and constructing it again is such a waste. No more.
This mod introduces the MiniaturisationDef, it allows you or anyone to shrink any table, or not necessarily a table, as long as you have its defName.

Mod support
Miniaturisation currently supports the following mods:
- AdditionalLighting
- Bulk Meals
- Colony Manager
- Combat Realism
- Core Driller
- Craftable Medicines
- Defence Shield
- DermalRegenerator
- Edge Technologies
- ED-ReinforcedStuff
- ED-ReverseCycleCooler
- ED-SubspaceTransponder
- Expanded Prosthetics and Organ Engineering
- ExtendedMedicine
- ExtendedStorage
- Glitter Tech
- Hardcore SK
- LT-DoorMat
- Medical Training
- Mending
- Misc. Objects
- Misc. Training
- Modular Tables
- Roof Support
- Solar Flare Shield
- T_ExpandedCrops
- Vegetable Garden

If you don't have the mod, the MiniaturisationDefs are ignored.

Full miniaturisation control
You can edit or contribute MiniaturisationDefs directly to the Github repository (https://github.com/notfood/RimWorld-Miniaturisation) or you can make a new mod and load it after this one, your changes will override the ones included by default. If you don't like something, just edit it.

This is the format, example for EPOE:<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationEPOE</defName>
        <requiredMod>Expanded Prosthetics and Organ Engineering</requiredMod>
        <targetsDefNames>
            <li>TableBasicProsthetic</li>
            <li>TableBionics</li>
            <li>TableSimpleProsthetic</li>
            <li>TableSurrogates</li>
            <li>TableSynthetics</li>
            <li>UpgradingStation</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>

defName should be unique, requiredMod is the name found in the About.xml of that mod and targetsDefNames are the names of the things you want to shrink. Put it in Defs/MiniaturisationDefs and you are golden.

Download

(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751295960)  A17 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.17.1.0/Miniaturisation_0.17.1.0.zip)

A16 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.16.1.1/Miniaturisation_0.16.1.1.zip)

Older versions can be found here (https://github.com/notfood/RimWorld-Miniaturisation/releases).
Title: Re: [A14] Miniaturisation Overloaded
Post by: 1000101 on August 03, 2016, 10:04:31 PM
This is brilliant.  I was just thinking earlier today that I should put another option into CCL to do this and lo!  You beat me to the punch!

110% endorsed!  :)
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 03, 2016, 10:17:48 PM
this mod allows miniaturisation of vanilla objects, like standing lamps and sun lamps and such, right? like what this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=726372052  does right?

edit: nvm, found out it does  :P
Title: Re: [A14] Miniaturisation Overloaded
Post by: RemingtonRyder on August 03, 2016, 11:47:21 PM
Bear in mind that not all objects will like being minified. For example, last I checked, turrets need a dummy comp to initialise properly.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Serenity on August 04, 2016, 10:09:37 AM
Quote from: MarvinKosh on August 03, 2016, 11:47:21 PM
For example, last I checked, turrets need a dummy comp to initialise properly.
What do you mean with "dummy comp"? I noticed that when I moved one it wasn't there
Title: Re: [A14] Miniaturisation Overloaded
Post by: RemingtonRyder on August 04, 2016, 11:03:38 AM
Like so:

using RimWorld;
using Verse;

namespace HotCold_Minification
{
    public class CompTurretInit : ThingComp
    {
        public Thing gun;

        public override void Initialize(Verse.CompProperties props)
        {
            base.Initialize(props);
            Building_TurretGun turret = parent as Building_TurretGun;
            if (turret != null && turret.gun == null)
            {
                gun = (Thing)ThingMaker.MakeThing(parent.def.building.turretGunDef);
                turret.gun = gun;

            }
        }

        public override void PostSpawnSetup()
        {
            base.PostSpawnSetup();
            //It just needed first time.
            if (gun != null)
            {
                gun.Destroy();
                gun = null;
            }
        }
    }
}


Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 04, 2016, 04:22:55 PM
Quote from: MarvinKosh on August 03, 2016, 11:47:21 PM
Bear in mind that not all objects will like being minified. For example, last I checked, turrets need a dummy comp to initialise properly.

I don't know if this is the same issue or not, but I am unable to move small coolers from RedistHeat.  The Reinstall/Uninstall icons show up as expected, however when I try to reinstall there is no work order for it.

I am able to uninstall the object, however when doing an error pops up:
MinifiedFurniture118716 gave an inspect string over six lines (some may be empty): Not installed

Other than the minified cooler appearing to lack a proper texture when in an item state, the game was working fine afterwards.  Was able to successfully install the cooler in another location without issues.

I will attach the xml in case anyone wanted to try it for some reason.

[attachment deleted by admin - too old]
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 04, 2016, 04:46:30 PM
Yeah, some things with complex comps refuse to cooperate. We're going to need some exceptions and handle those accordingly.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Spare74 on August 05, 2016, 06:30:28 PM
I just discovered this version of the mod but when I tried it I get errors and I can't miniaturized anything :s
Here's a look at the errors I get.
(http://i.imgur.com/G6MR9Fv.jpg)
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 05, 2016, 06:51:35 PM
i made a pull request for Telkirs Expanded Crops, it adds miniaturisation compatability too the model T cupboard and cooking stove.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 05, 2016, 08:13:41 PM
Quote from: Spare74 on August 05, 2016, 06:30:28 PM
I just discovered this version of the mod but when I tried it I get errors and I can't miniaturized anything :s
Here's a look at the errors I get.

You lack the dll, you downloaded the source. Download the release.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 05, 2016, 10:34:50 PM
thanks for merging the pull request notfood :) a question- is it updated on the steam workshop aswell?
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 05, 2016, 10:57:51 PM
I haven't uploaded it yet. I was making sure there were no bugs.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Spare74 on August 06, 2016, 03:53:12 AM
Quote from: notfood on August 05, 2016, 08:13:41 PM
You lack the dll, you downloaded the source. Download the release.

Damn, I'm so dumb!

Thanks a lot for the quick answer though :)
Title: Re: [A14] Miniaturisation Overloaded
Post by: Serenity on August 06, 2016, 10:41:25 AM
T_ExpandedCrops is missing its .xml ending
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 07, 2016, 02:23:34 AM
I made a big change underneath. CCL requirement is no more. Moving the injection earlier seems to solve the reported issues. Turrets are minified without errors, they shoot after built and minified coolers have a texture. I'd like some feedback. This release adds the contributed files, thanks everyone for their support and contributions.

Release 0.14.2.0 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.14.2.0/Miniaturisation_0.14.2.0.zip)
Title: Re: [A14] Miniaturisation Overloaded
Post by: biship on August 07, 2016, 03:54:54 PM
I've moved about 50 things so far with 0.14.2.0 and it all seems to work fine.
EDIT: Except for ReDistHeat
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 08, 2016, 08:57:35 PM
Quote from: Serenity on August 06, 2016, 10:41:25 AM
T_ExpandedCrops is missing its .xml ending

i was the one who made file and the pull request for it, guess i must've forgotten to add it :P
Title: Re: [A14] Miniaturisation Overloaded
Post by: Nerve on August 09, 2016, 07:07:53 PM
Can you make insect hives moveable? 
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 09, 2016, 09:35:59 PM
BETA (https://github.com/notfood/RimWorld-Miniaturisation/tree/postload-injection)

Please test this branch, just donwload as zip. It reduces Miniaturisation footprint to almost nothing. Instead of creating the minified it queues a request for such in behalf of the target. The injection has been moved even earlier where load order matters. So, load after the mods you want to miniaturise. It's also not compatible with old Miniaturisation, old saves beware.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 09, 2016, 09:40:41 PM
Quote from: Nerve on August 09, 2016, 07:07:53 PM
Can you make insect hives moveable?

It doesn't seem possible... I tried and while you can install them, the icon to move them doesn't appear because they aren't of your own faction.

Well, it allows you to move the glow pods.
Title: [A14] Mod Friendly Overrides
Post by: notfood on August 10, 2016, 11:47:13 PM
Perhaps you are interested in this.


(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

The natural progression of Miniaturisation, this mod allows you to override any field in any def in any mod, in a friendly way. That means the posibility of a mod friendly Combat Realism or the like.

Stand alone it has no objetive on its own as Miniaturisation, this is mostly for modders that want compatibility. I encourage you to make changes to the included Override.Def and cause it to break so I can fix the issues as you report them.

It may be ready for production but I want to test it further, so the attached below is not for any serious play. I warned you.

Download Beta 7 (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15010)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15011)

Source is attached for the curious, it's the result of many days of research and several failures. Miniaturisation benefited a lot from it.
Title: Re: [A14] Mod Friendly Overrides
Post by: Elysium on August 11, 2016, 01:55:22 AM
Quote from: notfood on August 10, 2016, 11:47:13 PM
Perhaps you are interested in this.

o_O This looks like an extremely useful utility if it is doing what I think it is doing.  This allows overriding existing data and even adding new data to defs without completely overwriting the def?!
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 11, 2016, 02:28:07 AM
Yes! Saves you from copying the defs. Just alter what you want to alter and stay mod friendly.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 11, 2016, 02:46:20 AM
Wow, great job! The potential impact this could have on the entire modding community is pretty substantial if everyone starts to adopt this method.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 11, 2016, 02:48:38 AM
You would only require the mod as dependency and you write your own Override.Def in xml. No need to implement anything in code.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 11, 2016, 08:33:10 AM
So MFO could be used to make personalised alterations to other mods?
E.G. I want EPOE, but I want to get rid of vancidium and make it use plasteel instead, without having to copy over the entire mod?
I would only need to write a little bit of code?
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 11, 2016, 03:36:01 PM
Quote from: Bucketsmith on August 11, 2016, 08:33:10 AM
So MFO could be used to make personalised alterations to other mods?
E.G. I want EPOE, but I want to get rid of vancidium and make it use plasteel instead, without having to copy over the entire mod?
I would only need to write a little bit of code?

Not only would you not need to copy the entire mod, but you would only need to alter the section of the recipedef that requires vancidium.  Here is an example ( do note that I have not tested this it is just an example )
    <Override.Def Target="MakeAdvancedComponent">
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Plasteel</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>
      <li>
        <filter>
          <thingDefs>
            <li>Component</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Component</li>
        <li>Plasteel</li>
      </thingDefs>
    </fixedIngredientFilter>
    </Override.Def>


Instead of doing:

  <RecipeDef>
    <defName>MakeAdvancedComponent</defName>
    <label>make advanced component</label>
    <description>Make an advanced component.</description>
    <jobString>Making advanced component.</jobString>
    <workSpeedStat>SmithingSpeed</workSpeedStat>
    <effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_Machining</soundWorking>
    <workAmount>10000</workAmount>
      <recipeUsers>
         <li>ComponentAssemblyBench</li>
      </recipeUsers>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Plasteel</li>
          </thingDefs>
        </filter>
        <count>5</count>
      </li>
      <li>
        <filter>
          <thingDefs>
            <li>Component</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Component</li>
        <li>Plasteel</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <AdvancedComponents>1</AdvancedComponents>
    </products>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
    <workSkill>Crafting</workSkill>
    <researchPrerequisite>VancidiumRefineryTech</researchPrerequisite>
  </RecipeDef>


I don't even know if everything there is required, its possible you may even be able to slim it down more, which actually leads me to a couple questions I have for notsure.  In the above example, I assume the count has to be included as it is a subset of <ingredients> correct? 

Also, in the example below, assume that two different mods target the same properties but both are using your mod.  One would have to assume these overrides would not be in the same override.xml

    <Override.Def Target="Bed">
    <comps>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>VitalsMonitor</li>
          <li>Dresser</li>
          <li>EndTable</li>
          <li>EndTableLight</li>
        </linkableFacilities>
      </li>
    </comps>
    </Override.Def>


    <Override.Def Target="Bed">
    <comps>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>VitalsMonitor</li>
          <li>NightLight</li>
        </linkableFacilities>
      </li>
    </comps>
    </Override.Def>


What would happen in this scenario?  Would the end result be VitalsMonitor, Dresser, EndTable, EndTableLight, NightLight all injected into the comps?  If so, is VitalsMonitor even required since it is already defined in the def?  I have to assume it is overwriting the properties in question, and if that is the case I don't think my above example would work unless all of the comps were defined in the same override.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 11, 2016, 03:40:10 PM
It inserts into the lists if they exist. Only for the lists. In case of the ingredients, you want a replacement. I'll add a keyword to discard any prior set object before trying to insert.

I'm thinking in <fieldname replace>blahblah</fieldname>
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 11, 2016, 03:46:27 PM
Quote from: notfood on August 11, 2016, 03:40:10 PM
It inserts into the lists if they exist. Only for the lists. In case of the ingredients, you want a replacement. I'll add a keyword to discard any prior set object before trying to insert.

I'm thinking in <fieldname replace>blahblah</fieldname>

So just to be clear here, in the example with the bed, the vitalsmonitor would not be required since it is already added by core, and the two different mods would not overwrite eachothers comps because they were added and not overwritten?
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 11, 2016, 04:09:21 PM
All right. So I've made my first mod for RimWorld ever.
I'm really proud of having done that, though no code is mine, I simply altered vanilla code and used a bit of code someone else supplied.

It's the firefoam mortar in my signature. When I first had it Frankenstein'd it, it used artillery shells as ammo.
I simply disabled that, resulting in it requiring no ammo whatsoever.
Now, I'm at the point I made some simple unique textures for the mortar and shells, I've got the recipes for shell making all set, but the bill won't show up in the machining table.
Figured out that I would have to make a copy of the Building_Production def file and change the machining table def to add my recipe.
That's where I thought of MFO!
I'm a total scrub at modding, so any chance you could help me through how I'd use MFO for adding that recipe to the machining table?
In fact, would it be possible to go over the rest of the code to see if I could slim it all down with the use of MFO?
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 11, 2016, 04:20:34 PM
In case of two same comps being inserted, the last one inserted by Override is the only valid. Rimworld removes the duplicates with a warning.

Help me here. What's more desirable? This:        <ingredients.replace>
            <li>
                <filter>
                    <thingDefs>
                        <li>Plasteel</li>
                    </thingDefs>
                </filter>
                <count>5</count>
            </li>
            <li>
                <filter>
                    <thingDefs>
                        <li>Component</li>
                    </thingDefs>
                </filter>
                <count>1</count>
            </li>
        </ingredients.replace>


or this?:        <ingredients replace="true">
            <li>
                <filter>
                    <thingDefs>
                        <li>Plasteel</li>
                    </thingDefs>
                </filter>
                <count>5</count>
            </li>
            <li>
                <filter>
                    <thingDefs>
                        <li>Component</li>
                    </thingDefs>
                </filter>
                <count>1</count>
            </li>
        </ingredients>


Take into account the . is illegal field name for a C# field so I can make use of it to bring some meaning.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 11, 2016, 04:28:40 PM
Quote from: notfood on August 11, 2016, 04:20:34 PM
In case of two same comps being inserted, the last one inserted by Override is the only valid. Rimworld removes the duplicates with a warning.

Help me here. What's more desirable?

Take into account the . is illegal field name for a C# field so I can make use of it to bring some meaning.

I know pretty much nothing about C# so I may not be the most helpful here, but both seem self explanatory and reasonable.  If ingredients.replace will cause some issues with C# then I would suggest using ingredients replace="true", but you are the C# coder here so I really suggest just going with whatever makes the most sense to you as a programmer.

Quote from: Bucketsmith on August 11, 2016, 04:09:21 PM
All right. So I've made my first mod for RimWorld ever.
I'm really proud of having done that, though no code is mine, I simply altered vanilla code and used a bit of code someone else supplied.

It's the firefoam mortar in my signature. When I first had it Frankenstein'd it, it used artillery shells as ammo.
I simply disabled that, resulting in it requiring no ammo whatsoever.
Now, I'm at the point I made some simple unique textures for the mortar and shells, I've got the recipes for shell making all set, but the bill won't show up in the machining table.
Figured out that I would have to make a copy of the Building_Production def file and change the machining table def to add my recipe.
That's where I thought of MFO!
I'm a total scrub at modding, so any chance you could help me through how I'd use MFO for adding that recipe to the machining table?
In fact, would it be possible to go over the rest of the code to see if I could slim it all down with the use of MFO?

Just to be clear I think notsure intends Miniaturisation Overloaded and this new override method to be a seperate mod/utility.  Overrides seems to be an evolution of the efforts put into Miniaturisation which is why it is being discussed here and not in a separate thread.  Also probably because it is still in very early stages.  As for your question I'm not really sure myself to be honest,  I'm fairly new at this as well and I'm only just starting to understand how everything fits together.
Title: Re: [A14] Mod Friendly Overrides
Post by: notfood on August 11, 2016, 05:10:32 PM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 3

Example OverrideDef.xml

I moved the example out of the base. On its own it does nothing now.

I added the replace="true" attribute, sets the original to null if possible before trying anything.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 12, 2016, 03:30:24 AM
Quote from: notfood on August 11, 2016, 04:20:34 PM
Help me here. What's more desirable?
Take into account the . is illegal field name for a C# field so I can make use of it to bring some meaning.
I've got no experience with C#, either looks fine to me. Not even sure what it means that the former is an illegal field name and how you can use that. :P

Quote from: Elysium on August 11, 2016, 04:28:40 PM
Just to be clear I think notsure intends Miniaturisation Overloaded and this new override method to be a seperate mod/utility.  Overrides seems to be an evolution of the efforts put into Miniaturisation which is why it is being discussed here and not in a separate thread.  Also probably because it is still in very early stages.  As for your question I'm not really sure myself to be honest,  I'm fairly new at this as well and I'm only just starting to understand how everything fits together.
I.. know...? That's why I asked?
I realised that if I am going to have to copy the whole machining table to be able to add the bill for an item in my little mod, it might conflict with any other mod that adds something to the machining table.
I instantly thought of notfood's efforts with MFO and wondered if that could be a solution. It would also help 'spreading the news' if I could mention I used MFO in my mod. :)
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 12, 2016, 03:44:39 AM
Quote from: Bucketsmith on August 12, 2016, 03:30:24 AM
I.. know...? That's why I asked?
I realised that if I am going to have to copy the whole machining table to be able to add the bill for an item in my little mod, it might conflict with any other mod that adds something to the machining table.
I instantly thought of notfood's efforts with MFO and wondered if that could be a solution. It would also help 'spreading the news' if I could mention I used MFO in my mod. :)
I'm not sure you even have to touch the machining table.  I know some mods add bills by altering the machining table but I don't think that is the only way.  You can use a recipe maker and target the machining table as a recipe user which seems like a better way of doing things.
Title: Re: [A14] Miniaturisation Overloaded
Post by: kaptain_kavern on August 12, 2016, 04:25:10 AM
Just have to add <RecipeUsers><li>TableMachining</li></RecipeUsers>  in the recipe files.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 12, 2016, 05:03:44 AM
Quote from: kaptain_kavern on August 12, 2016, 04:25:10 AM
Just have to add <RecipeUsers><li>TableMachining</li></RecipeUsers>  in the recipe files.
Yep, figured that out by looking at where the guns are. :) Thanks though.
I don't want to clutter this thread with something for my own mod, sorry.
Title: Re: [A14] Miniaturisation Overloaded
Post by: H8ff0000 on August 12, 2016, 07:32:41 AM
@notfood Just a suggestion: instead of the current naming convention of:
Miniaturisation_0.14.2.0
I would consider changing it to:
Miniaturisation_Overloaded_0.14.2.0
The reason being, if someone is looking at mods after they are already downloaded, you can't tell it's your version instead of the original.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 12, 2016, 12:49:20 PM
I don't think they'd want to use both at the same time.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 12, 2016, 12:53:57 PM
Quote from: notfood on August 12, 2016, 12:49:20 PM
I don't think they'd want to use both at the same time.
That's exactly the reason. We'd like to easily tell them apart when switching over, for instance.
Title: Re: [A14] Miniaturisation Overloaded
Post by: H8ff0000 on August 12, 2016, 01:37:44 PM
Quote from: Bucketsmith on August 12, 2016, 12:53:57 PM
Quote from: notfood on August 12, 2016, 12:49:20 PM
I don't think they'd want to use both at the same time.
That's exactly the reason. We'd like to easily tell them apart when switching over, for instance.
Yes. See, as it is currently, it's hard to know which one a given mod is just from looking at the name after it is downloaded. Add Overloaded to the file name and that is easily taken care of. No downside.
Title: [A14] Mod Friendly Overrides
Post by: notfood on August 13, 2016, 10:56:27 PM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 4

Example OverrideDef.xml

Added very powerful filters for searching the def you want to find.
Matcher: <Override.Def Filter="Match" Match="DefClass@field=value @field=value @field or not DefClass">
Category: <Override.Def Filter="Category" Category="ThingCategory">
Name: <Override.Def Filter="Name" Target="defName,defName">

Name is the default if it's omited, you can also make your own filter if you implement override.Filter interface. and call it like:
Custom <Override.Def Filter="mymod.CustomFilter" myparameter="oohhh">
You can have any parameter you wish in a custom.

Can't mix them up yet, not sure if you want that. Matcher does what the other do with @category=Building @defName=DefName
It's just a bit expensive computation wise.

Added several modes of operation, mostly for lists.
mode="Mode" in the field
Soported operations are: Default, Clear, Insert, Append, Replace
Title: Re: [A14] Miniaturisation Overloaded
Post by: kaptain_kavern on August 13, 2016, 11:02:53 PM
OMG if I (at last) have really understand this will be so damn handy.

The filter and matcher bit are super simple to understand/use
Title: Re: [A14] Miniaturisation Overloaded
Post by: BaconBits on August 13, 2016, 11:14:52 PM
This is awesome bud, nice job!   :)
Title: [A14] Miniaturisation Overloaded
Post by: notfood on August 14, 2016, 02:24:19 AM
(http://i.imgur.com/ngFEE3h.png)

:: Miniaturization Overloaded ::
If it has a name, you can shrink it.

Release 0.14.3.0 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.14.3.0/Miniaturisation_0.14.3.0.zip)

I'm promoting the beta of Miniasturisation to Release. Even bigger change than the last one. Instead of creating the minifiedDef itself, Miniaturisation now only requests for Rimworld to create it, should be more friendly than ever. Thanks to the research done for Friendly Overrides. Load order matters just as the last release. This mod is best loaded after all the other mods.

Won't work well with old Miniaturisation version, destroy all the minified things around or you will have save issues.

If no issues are found, I'll push it to steam as well.

Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 14, 2016, 03:10:00 AM
Wow, nice job with both the overrides and miniaturisation.  It is good to see such a talented coder making useful mods the entire community can benefit from.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Adventurer on August 14, 2016, 09:16:13 AM
Doesn't look like this works with Fueled Generators.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 14, 2016, 03:07:02 PM
It does work. Just disassemble before reinstall.
Title: Re: [A14] Miniaturisation Overloaded
Post by: ThiIsMe007 on August 14, 2016, 03:32:23 PM
Does the mod handle (vanilla) torches and campfires ? Freely moving campfires around might be a bit of an abuse, but torches I think is believable.

It would be a boon to me to be able to "replace" them, since often times I start placing them in rooms that change later on.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 14, 2016, 03:54:54 PM
Yes.

(http://i.imgur.com/elAdJ4I.png)

Add
<li>TorchLamp</li>
to CoreExtra.xml

I don't know why it wasn't there to begin with. Next update will have it.

It's also in github already if you want to just download the file.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 15, 2016, 12:52:00 PM
Quote from: notfood on August 14, 2016, 02:24:19 AM
(http://i.imgur.com/ngFEE3h.png)

:: Miniaturization Overloaded ::
If it has a name, you can shrink it.

Release 0.14.3.0 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.14.3.0/Miniaturisation_0.14.3.0.zip)

I'm promoting the beta of Miniasturisation to Release. Even bigger change than the last one. Instead of creating the minifiedDef itself, Miniaturisation now only requests for Rimworld to create it, should be more friendly than ever. Thanks to the research done for Friendly Overrides. Load order matters just as the last release. This mod is best loaded after all the other mods.

Won't work well with old Miniaturisation version, destroy all the minified things around or you will have save issues.

If no issues are found, I'll push it to steam as well.

does that mean i should have all the items that are not installed become installed before installing this patch?
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 15, 2016, 02:33:45 PM
Yes, or they turn into errors/sand.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 15, 2016, 06:14:51 PM
Quote from: notfood on August 15, 2016, 02:33:45 PM
Yes, or they turn into errors/sand.

ok, many thanks.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 15, 2016, 06:17:08 PM
also, another question, is it possible for me to update my fork so it has all the stuff the main branch has? as of now, its 25 commits behind and i dont know how to update it.
Title: Re: [A14] Miniaturisation Overloaded
Post by: subarctic_guy on August 16, 2016, 01:16:53 AM
Try as I might, I cannot figure out how to make doors miniaturisable.

I've tried the defname Door and then DoorBase.

I've tried adding the     <minifiedDef>MinifiedFurniture</minifiedDef>
line to the core defs manually.

Still nothing. 

What gives?
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 16, 2016, 01:29:54 AM
Quote from: subarctic_guy on August 16, 2016, 01:16:53 AM
Try as I might, I cannot figure out how to make doors miniaturisable.

I've tried the defname Door and then DoorBase.

I've tried adding the     <minifiedDef>MinifiedFurniture</minifiedDef>
line to the core defs manually.

Still nothing. 

What gives?

<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationCoreExtra</defName>
        <requiredMod>Core</requiredMod>
        <targetsDefNames>
            <li>HydroponicsBasin</li>
            <li>Cooler</li>
            <li>SolarGenerator</li>
            <li>Sandbags</li>
            <li>PowerSwitch</li>
            <li>FueledGenerator</li>
            <li>TrapDeadfall</li>
            <li>TrapIEDBomb</li>
            <li>TrapIEDIncendiary</li>
            <li>Vent</li>
            <li>WindTurbine</li>
            <li>TorchLamp</li>
            <li>Campfire</li>
            <li>Door</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>   
</Defs>
Title: Re: [A14] Miniaturisation Overloaded
Post by: subarctic_guy on August 16, 2016, 03:55:36 AM
That was the first thing I tried.

I tried again by copying the code you offered directly, and still no effect on the doors. It worked for the wind turbine though, but I wasn't having trouble with other buildings, like solar panels, electrical conduits, etc. Just doors.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 16, 2016, 04:11:07 AM
Add             <li>Door</li>
            <li>Autodoor</li>
to CoreExtra.xml

Doors are structure, I won't be adding them to the mod but you can add it yourself.

(http://i.imgur.com/VLPHvtq.png)
Title: Re: [A14] Miniaturisation Overloaded
Post by: subarctic_guy on August 16, 2016, 04:48:15 AM
Okay, my apologies. It was a mod conflict.  :-[

Now to track down which one it is....
Title: Re: [A14] Miniaturisation Overloaded
Post by: subarctic_guy on August 16, 2016, 05:12:09 AM
It was Fortified Wall http://steamcommunity.com/sharedfiles/filedetails/?id=725727352 (http://steamcommunity.com/sharedfiles/filedetails/?id=725727352)

The mod repeats the full contents of the core buildings_structure.xml with the new item appended to the end instead of just adding the new item. I removed the stuff that's already in the core and now it seems to play nice.  :D


Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 16, 2016, 05:57:38 AM
Ooh. What if you load Miniaturisation after that one? Should be overrided.
Title: Re: [A14] Mod Friendly Overrides
Post by: notfood on August 16, 2016, 06:52:41 PM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 6

Example OverrideDef.xml

Added two more filters:
Trader: <Override.Def Filter="Trader" Category="Caravan" Tech="Outlander" Role="BulkGoods">
Race: <Override.Def Filter="Race" Race="Humanlike"> (Human, Humanlike, Animal, Mechanoid)

Added custom parser:
<inspectorTabsResolved Mode="Append" Parser="ITab">

Huge optimizations.

It's pretty much done. Maybe a few rough edges like lack of documentation and certain fields I haven't tested. This will be the last Beta if no issues come out.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 16, 2016, 09:29:22 PM
I'm considering utilising overrides for a simple mod I want to make, but to do so I assume I would need to include your assembly.  Are you okay with this if it is clear in my post that 99% of the work was done by you? Otherwise I have to direct people to this post and tell them to download this and put my def into overridedefs which seems like a bit of a turn off for most people.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 16, 2016, 10:29:15 PM
It'll be included in CCL is everything goes smoothly.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 17, 2016, 02:03:06 AM
Was hoping that would be the case.

I seem to be having trouble targeting some verbs, doesn't seem to want to work no matter what kind of filter or match I use.  I suspect I am doing something wrong but I don't know what it might be.

Override:
<Defs>
    <Override.Def Filter="Match" Match="ThingDef@defName=Human">
<verbs>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<defaultCooldownTicks>100</defaultCooldownTicks>
<meleeDamageBaseAmount>1</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
</li>
<li>
<verbClass>Verb_MeleeAttack</verbClass>
<defaultCooldownTicks>100</defaultCooldownTicks>
<meleeDamageBaseAmount>1</meleeDamageBaseAmount>
<meleeDamageDef>Blunt</meleeDamageDef>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
</li>
</verbs>
</Override.Def>
</Defs>


Output:
Override :: Filter is "((def Is ThingDef) && (((def.GetType().GetField("defName") != null) && HandlesType(def.GetType().GetField("defName").FieldType)) && Equals(def.GetType().GetField("defName").GetValue(def), FromString("Human", def.GetType().GetField("defName").FieldType))))"

Override :: Human :: "verbs" not found in target

Override :: Found 1 Defs


Vanilla Code:
  <ThingDef ParentName="BasePawn">
    <defName>Human</defName>
    <label>human</label>
    <description>A baseline human, mostly unmodified by gene engineering and mostly unchanged by evolutionary pressures on non-Earth planets.</description>
    <uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath>
    <statBases>
      <MarketValue>1750</MarketValue>
      <MoveSpeed>4.61</MoveSpeed>
      <Flammability>1.0</Flammability>
      <ComfyTemperatureMin>12</ComfyTemperatureMin>
      <ComfyTemperatureMax>32</ComfyTemperatureMax>
      <LeatherAmount>20</LeatherAmount>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTicks>100</defaultCooldownTicks>
        <meleeDamageBaseAmount>7</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <thinkTreeMain>Humanlike</thinkTreeMain>
      <thinkTreeConstant>HumanlikeConstant</thinkTreeConstant>
      <intelligence>Humanlike</intelligence>
      <makesFootprints>true</makesFootprints>
      <lifeExpectancy>80</lifeExpectancy>
      <leatherColor>(211,194,143)</leatherColor>
      <leatherCommonalityFactor>0.01</leatherCommonalityFactor>
      <leatherInsulation>0.70</leatherInsulation>
      <leatherMarketValue>15</leatherMarketValue>
      <nameCategory>HumanStandard</nameCategory>
      <body>Human</body>
      <baseBodySize>1</baseBodySize>
      <baseHealthScale>1</baseHealthScale>
      <foodType>OmnivoreHuman</foodType>
      <gestationPeriodDays>45</gestationPeriodDays>
      <litterSizeCurve>
        <points>
          <li>(0.5, 0)</li>
          <li>(1, 1)</li>
          <li>(1.01, 0.02)</li>
          <li>(3.5, 0)</li>
        </points>
      </litterSizeCurve>
      <lifeStageAges>
        <li>
          <def>HumanlikeBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>HumanlikeToddler</def>
          <minAge>1.2</minAge>
        </li>
        <li>
          <def>HumanlikeChild</def>
          <minAge>4</minAge>
        </li>
        <li>
          <def>HumanlikeTeenager</def>
          <minAge>13</minAge>
        </li>
        <li>
          <def>HumanlikeAdult</def>
          <minAge>18</minAge>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_Punch_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
      <specialshadowData>
        <volume>(0.3, 0.8, 0.4)</volume>
        <offset>(0,0,-0.3)</offset>
      </specialshadowData>
      <ageGenerationCurve>
        <points>
          <li>(14,0)</li>
          <li>(16,100)</li>
          <li>(50,100)</li>
          <li>(60,30)</li>
          <li>(70,18)</li>
          <li>(80,10)</li>
          <li>(90,3)</li>
          <li>(100,0)</li>
        </points>
      </ageGenerationCurve>
      <hediffGiverSets>
        <li>OrganicStandard</li>
      </hediffGiverSets>
    </race>
    <recipes>
      <li>InstallPowerClaw</li>
      <li>InstallScytherBlade</li>
      <li>InstallBionicEye</li>
      <li>InstallBionicArm</li>
      <li>InstallBionicLeg</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallPegLeg</li>
      <li>InstallDenture</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLung</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLiver</li>
      <li>ExciseCarcinoma</li>
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
    </recipes>
  </ThingDef>
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 17, 2016, 03:27:56 AM
Oh, interesting. verbs is private. It's the only private of the bunch.

The attached should fix it.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 17, 2016, 03:59:42 AM
Great! That fixed it, thanks!  One more question, should I be using clear mode in this instance?
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 17, 2016, 04:16:35 AM
Use default mode. It actually needs a replacer so it doesn't toss a duplicate warning but there is no replacer for verbs yet.

You can write a custom one if you feel daring. I'll do it later.
Title: Re: [A14] Miniaturisation Overloaded
Post by: subarctic_guy on August 17, 2016, 04:05:23 PM
Quote from: notfood on August 16, 2016, 05:57:38 AM
Ooh. What if you load Miniaturisation after that one? Should be overrided.

I did try that and it didn't have any noticeable effect.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 17, 2016, 09:55:16 PM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 7 (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15010)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15011)

NameFilter accepts Type attribute.
<Override.Def Type="ThingDef" Target="Human">

Added Comparer for verbs:
<verbs Mode="Replace">

Release?

[attachment deleted by admin - too old]
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 17, 2016, 10:40:23 PM
Nice job, can't wait till this gets into CCL so modders can start to use it.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Devecseri on August 18, 2016, 03:05:22 PM
Just wanna throw out a little warning to people that may get the idea of adding Ancient Cryptosleep Caskets to their miniaturisation list; it will most likely corrupt your save, which I managed to fix luckily. I had already opened the newly found caskets before uninstalling them, but after putting it in my base to store prisoners for harvesting purposes I noticed that when you open it you'll get a copy of the miniaturised casket. I didn't think much of it other than having a little laugh, but after restarting the game the save wouldn't load. After taking a little look in the error log and save file, I found the problem. Basically, one of the caskets kept on copying itself so a good 10% of the save file was filled with nested entries for it. I fixed the save by removing all those entries, but it was still pretty hilarious. Not sure if there's a way to make them work, but I wouldn't recommend messing with it for now.

Maybe you can try it for debugging purposes, notfood? I have no clue if it's the mods fault or just how containers are coded, I haven't updated to the latest version of the mod yet so idk if that'd help. Other than that, this mod owns! :)
Title: Re: [A14] Miniaturisation Overloaded
Post by: Elysium on August 18, 2016, 03:51:23 PM
Would have never thought to try it on those, but I could see someone potentially doing the same thing with graves or sarcophagus.  I would assume those might have the same issues but I'm not sure.  May need to add a safeguard or a warning on the post/about if this is not something that can be fixed easily.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 18, 2016, 05:42:04 PM
Does it only happen with containers?
Title: Re: [A14] Miniaturisation Overloaded
Post by: Devecseri on August 18, 2016, 07:09:29 PM
I recorded a video of me reproducing the bug in game but it took too long to upload, so I made a video of the save file opened in notepad++

https://gfycat.com/LikableGranularArgentineruddyduck

I tried this with graves and sarcophagi and the same thing happens. Also if you try putting down the cloned version it gives you a bunch of errors and when you save the game just crashes. I forgot to check if it matters if the container is empty or not, but the bug's pretty easy to reproduce.

https://i.gyazo.com/0fd6f4f7e7adbd69162f0f10b1966b82.png
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 18, 2016, 08:18:40 PM
I'll see if I can put an exception if it's a container.
Title: Re: [A14] Miniaturisation Overloaded
Post by: MoatBordered on August 19, 2016, 05:34:56 PM
Summoning @notfood   :o

Just checking.. is this the only way to override comps? To use Mode="Clear" on <comps>, then redefine everything? Here I just changed the fuel capacity and consumption rate of your mending table mod from 5 to 10 btw, nothing interesting.

    <Override.Def Target="TableMending">
      <comps Mode="Clear">
        <li Class="CompProperties_Power">
          <compClass>CompPowerTrader</compClass>
          <startElectricalFires>true</startElectricalFires>
          <basePowerConsumption>400</basePowerConsumption>
        </li>
        <li Class="CompProperties_Refuelable">
          <fuelConsumptionRate>10.0</fuelConsumptionRate>
          <fuelCapacity>10.0</fuelCapacity>
          <fuelFilter>
            <thingDefs>
              <li>MendingKit</li>
            </thingDefs>
          </fuelFilter>
          <consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
        </li>
        <li Class="CompProperties_Flickable"/>
        <li Class="CompProperties_AffectedByFacilities">
          <linkableFacilities>
            <li>ToolCabinet</li>
          </linkableFacilities>
        </li>
        <li Class="CompProperties_Breakdownable"/>
        <li Class="Mending.CompProperties_FilterRoofed"/>
      </comps>
    </Override.Def>


Trying anything other than this always resulted in one of these 3 things happening:

I'm totally fine with this though. Just wanted to know if there's a better way.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 19, 2016, 06:41:10 PM
Mode="Replace" Comparator="a.custom.One"

I'll add a comparator for comps. I thought duplicate comps just got ignored.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Master Bucketsmith on August 23, 2016, 10:48:55 AM
Are you going to give your Mod Friendly Overrides it's own thread any time soon? :D
Nevermind, just read that it'll be integrated into CCL at some point.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Draconicrose on August 24, 2016, 05:20:44 PM
Any plans to add this to the Steam workshop? (for automatic updates)
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 24, 2016, 06:14:21 PM
Yeah. I'll do so now.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Draconicrose on August 24, 2016, 06:28:31 PM
Many thanks :D
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 24, 2016, 09:48:50 PM
It's up on steam (http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751295960)
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 25, 2016, 09:55:17 PM
Quote from: notfood on August 24, 2016, 09:48:50 PM
It's up on steam (http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751295960)

slight problem, the steam version does not have the RTGs XML file.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 26, 2016, 01:16:42 AM
Oh, updated.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 26, 2016, 06:36:40 AM
Quote from: notfood on August 26, 2016, 01:16:42 AM
Oh, updated.

also, i'm not sure if this was always a thing but i thought the coolers were movable? after i switched to the steam version, i can't relocate them anymore.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 26, 2016, 10:32:10 AM
I uploaded the version on github.

https://github.com/notfood/RimWorld-Miniaturisation/blob/master/Defs/MiniaturisationDefs/CoreExtra.xml

Cooler is in there. Can you check if you have it?

There is the posibility of something overriding it. Could be your mod order.
Title: Re: [A14] Miniaturisation Overloaded
Post by: deliveryservice on August 26, 2016, 11:29:00 AM
Quote from: Serenity on August 06, 2016, 10:41:25 AM
T_ExpandedCrops is missing its .xml ending

Curiously I didn't know anything about .xml ending. A screenshot of the whole error definition would be nice :P
Title: Re: [A14] Miniaturisation Overloaded
Post by: SpaceDorf on August 26, 2016, 05:15:10 PM
Quote from: notfood on August 26, 2016, 10:32:10 AM
I uploaded the version on github.

https://github.com/notfood/RimWorld-Miniaturisation/blob/master/Defs/MiniaturisationDefs/CoreExtra.xml

Cooler is in there. Can you check if you have it?

There is the posibility of something overriding it. Could be your mod order.

The mod order is a good question.
Where should Mi Overloaded be ?
Sometimes it works, sometimes it does not .. it really confuses me.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 26, 2016, 08:20:35 PM
Last position is best. Load order matters when injecting minifiedDefs. Anything running after Miniaturisation can overwrite the changes.
Title: Re: [A14] Miniaturisation Overloaded
Post by: SpaceDorf on August 26, 2016, 08:53:38 PM
Thanks, I allready have it in the last position, It does not seem to work with skully's furniture mods.
I fear I have to shuffle a bit. Or just live with it .. who cares about 15 wood.

---- Edit ----

every of skully's mods works, except extended storage. I know he is still fighting with it, so maybe it is deactivated.
And the Omni-Gel Tables can't be moved.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 26, 2016, 09:50:59 PM
There are exceptions but with the latest injection method they must be really rare. It injects at xml level. It's does the same as if you were to edit the file.

Try giving the extended storage a minifiedDef in the xml. Does it work?
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 27, 2016, 01:07:53 AM
for some reason, the powered EPOE workbenches cannot be moved. the surrogate bench, simple prosthetic bench, cant. maybe more cannot be moved, but the basic prosthetic bench CAN be moved. i have it near last on the load order.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 27, 2016, 01:20:37 AM
How odd, I can move them. EPOE is the mod I test it with.
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 27, 2016, 02:28:12 AM
Quote from: notfood on August 27, 2016, 01:20:37 AM
How odd, I can move them. EPOE is the mod I test it with.

im using A dog said without craftind and A dog said EPOE workbenches, which gives the workbenches recipes to craft ADS prosthetics instead of just having them be made at the machining table. maybe thats why? also, i dont recall this happening with the non-steam version. this only happened, iirc, when i got the steam version?
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 27, 2016, 02:39:27 AM
Can you try this?


[attachment deleted by admin - too old]
Title: Re: [A14] Miniaturisation Overloaded
Post by: 123nick on August 27, 2016, 05:49:37 AM
Quote from: notfood on August 27, 2016, 02:39:27 AM
Can you try this?

it works!  ;D thanks very much, although i already deconstructed and rebuilt the 2 epoe workbenches.
Title: Re: [A14] Miniaturisation Overloaded
Post by: notfood on August 27, 2016, 12:02:42 PM
What happens is that one of the other mods you have installed, I'm guessing A Dog Said, is overriding the tables, overriding the override.

I have a better idea how to solve it.
Title: Re: [A14] Miniaturisation Overloaded
Post by: Statistical_Insanity on August 28, 2016, 05:14:01 PM
Can you give an ETA on an A15 version?
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on August 29, 2016, 05:23:55 PM
A15 updated, added the new A15 things as well. Enjoy.
Title: Re: [A15] Miniaturisation Overloaded
Post by: toric on August 29, 2016, 09:17:38 PM
am i correct in thinking the workshop version is still a14?
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on August 30, 2016, 12:25:42 AM
I wasn't sure how to tackle the updates on Steam. I discussed it and since players that want to play A14 require to do extra steps and know what they are doing, we agreed that they are better off with the version provided here or github so I went ahead and updated Steam version. Enjoy.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on August 30, 2016, 04:19:47 PM


i'm still on A14e. i noticed that 'ED - omniGel' isn't supported. there is 3 (quite expensive) crafting stations in the omni gel mod (mark 1, 2, 3 Matter Replicator) that i'd love to be able to relocate...

any chance it could get added in future?

https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207274
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on August 30, 2016, 10:20:45 PM
Has anyone successfully moved coolers in A15? I can order the movement but it's not done and I can't prioritize it.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Highlandman on August 30, 2016, 10:31:32 PM
Yes, i've managed to do so by uninstalling it first then instaling it in the new location.
Title: Re: [A15] Miniaturisation Overloaded
Post by: SpaceDorf on August 30, 2016, 11:07:56 PM
I always use this option, because somehow it's two different kinds of work,
with uninstalling having the higher priority.

So replace your building, then click uninstall. It gets uninstalled soon, and either reinstalled right after, or hauled to a stockpile, but at least it's out of the way for the redesign.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on August 30, 2016, 11:49:33 PM
Ah, that's probably it :)
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on August 31, 2016, 03:31:51 PM
another item i'd like to see official support for is the 'soylent green' machine

https://ludeon.com/forums/index.php?topic=18491.msg202274#msg202274
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on August 31, 2016, 03:35:41 PM
Can you list their defNames? They are mods I don't play with.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on August 31, 2016, 07:21:10 PM
Quote from: notfood on August 31, 2016, 03:35:41 PM
Can you list their defNames? They are mods I don't play with.
i'm a complete noob, so, i'm not sure where to locate that info.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on August 31, 2016, 07:32:03 PM
is this the info you're after?

ED-Omni Gel mod:

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK1_Replicator</DefName>
<Label>Mark 1 Matter Replicator</Label>

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK2_Replicator</DefName>
<Label>Mark 2 Matter Replicator</Label>

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK3_Replicator</DefName>
<Label>Mark 3 Matter Replicator</Label>



Soylent Green mod:

-<ThingDefs>
-<ThingDef ParentName="BuildingBase">
<DefName>soylenttable</DefName>
<Label>Soylent Machine</Label>
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on August 31, 2016, 08:13:10 PM
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationOmniGel</defName>
        <requiredMod>ED-OmniGel</requiredMod>
        <targetsDefNames>
            <li>Table_MK1_Replicator</li>
            <li>Table_MK2_Replicator</li>
            <li>Table_MK3_Replicator</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationSoylentGreen</defName>
        <requiredMod>Soylent green</requiredMod>
        <targetsDefNames>
            <li>soylenttable</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


Paste these two on new files under MiniaturisationDefs folder and it'll work. Next update they will be included.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on September 01, 2016, 01:58:13 AM
Quote from: notfood on August 31, 2016, 08:13:10 PM
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationOmniGel</defName>
        <requiredMod>ED-OmniGel</requiredMod>
        <targetsDefNames>
            <li>Table_MK1_Replicator</li>
            <li>Table_MK2_Replicator</li>
            <li>Table_MK3_Replicator</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationSoylentGreen</defName>
        <requiredMod>Soylent green</requiredMod>
        <targetsDefNames>
            <li>soylenttable</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


Paste these two on new files under MiniaturisationDefs folder and it'll work. Next update they will be included.

hmm, well i did this. i went in game to confirm the changes worked.

now the 3 tables for omni gel work (i can now move them)

but the soylent green machine i still cannot move.

checked my work for any typos. couldn't find any. :(
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 01, 2016, 04:06:16 AM
(http://i.imgur.com/GzcVFx9.png)

It does work. Did you check the file extension? it must end in .xml

Copy one of the others, rename and edit them.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on September 01, 2016, 07:29:21 AM
it is .xml just like the omni gel one i made that works fine :(

would i need to start a new world to see it work, for some reason? (the omni gel ones worked on my current world)
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 01, 2016, 12:30:50 PM
Does it throw any error on load? maybe badly formatted xml?

It doesn't require a new world.
Title: Re: [A15] Miniaturisation Overloaded
Post by: shhfiftyfive on September 01, 2016, 06:54:58 PM
Quote from: notfood on September 01, 2016, 12:30:50 PM
Does it throw any error on load? maybe badly formatted xml?

It doesn't require a new world.
after a bit of sleep irl i came back to try solving this one more time... now it works! and so does my brain! man, i get a lot less sleep than i should thanks to this game...

the solution was to make sure this mod was lower in the load order than the soylent green mod.   

so obvious, right? :-[
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 01, 2016, 08:23:23 PM
Yeah... load order matters for this mod. That's why it's best to put it last since it encompases so many mods.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Draconicrose on September 03, 2016, 03:00:58 AM
Things such as wind turbines and coolers aren't getting moved. The 'blueprint' isn't even recognized as actionable.
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 03, 2016, 04:33:55 AM
Click uninstall.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Draconicrose on September 03, 2016, 04:37:52 AM
Ah I see.
Title: [A15] Friendly Overrides
Post by: notfood on September 05, 2016, 10:20:47 AM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 8 (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15578)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15579)

Added Linq Filter. The whole Linq querying mechanism available now. You can call the object's functions, do math, and many more. It's practically SQL. I keep the Match Filter around because Linq has some quirks, for example strings need to be around " or \". You need to specify the Type as well. It's also much more complex.
<Override.Def Filter="Linq" Type="ThingDef" Match="mineable=True">

Added Comparer for comps:
<comps Mode="Replace">

I feel it's quite complete, some rough edges but it's fine for production already. Test this one last time and I make a release.

[attachment deleted by admin - too old]
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on September 05, 2016, 06:18:07 PM
The cook stove from Expanded Crops doesn't appear to work for me at all. There is no minify icon of any kind. The XML file looks alright though.

Also there seems to be a small issue with wind turbines. Apparently it saves the "blocked by ..." status. When it you reinstall it still claims to be blocked. I don't know if the game ever updates this while running, but reloading the save game fixes it.
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 05, 2016, 08:17:34 PM
Can you point me to the Expanded Crops mod to test?
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on September 05, 2016, 09:08:51 PM
https://ludeon.com/forums/index.php?topic=4373.0
Download: http://bit.ly/TMods-1121-NoTerraforming

The download is one package with all his mods I think. You can pick from it. There is also a XML file for ExpandedCloth, but I don't know if that works (don't have a textile bench atm). Maybe it's me somehow.
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 05, 2016, 09:40:30 PM
(http://i.imgur.com/6NusGyY.png)

I can move both. Is your load order correct? Miniaturisation needs to come after every mod you want to override. Last position is best.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on September 05, 2016, 10:00:07 PM
Yeah, I put it last.

Mhh, weird. Well it's not that important. I just rebuilt the thing elsewhere.

EDIT:
Ok, more weirdness. I just made an XML file for a Day/Night Switch mod. Works, but when I loaded I get note about a changed mod order. When I load the game the stove (the new one I built) worked too all of a sudden. Like something got re-initialized.
Title: Re: [A15] Miniaturisation Overloaded
Post by: EldVarg on September 09, 2016, 08:25:15 AM
Here are the defnames you requested - spawned everything on all the mods I have to see where you can't uninstall (and are not free):

[T] ExpandedCrops (for Vegetable Garden):
* TCookStove
I also can't move the Model T electric stove - even though I have this mod last.
Note: Model T kitchen cupboard works fine.

Storage Crates:
* PackingBenchTierOne
* FoodPackingBench
Though he said he will add support.

Misc. Robots++:
* Table_RPP_RoboticsBench

Medieval Times:´
* MedievalTimes_BlacksmithForge
* MedievalTimes_BlacksmithForgeTierTwo
* MedievalTimes_BlacksmithForgeTierThree
* MedievalTimes_FueledSmelter
* MedievalTimes_CraftingStation
* MedievalTimes_StoneHearth
* MedievalTimes_IceCreationStation
* MedievalTimes_TailoringStation
* MedievalTimes_Catapult
* MedievalTimes_Ballista

Medical Training:
* IF_MeditrainTable

RT's Weapon Pack:
* WeaponAssemblyTable

[T] ExpandedCloth:
* BenchTextile

Misc. Objects:
* NanoPrinter
* TurretWeaponBaseMannable

DyeVat:
* DyeVat

Rimushima v2 Modular Nuclear Power:
* UraniumCentrifuge
* TableNuclear
* DryCask
* CoolingPipe
-Might be too big:
* ReactorControl (4x3)
* CoolingTower (5x5)
* Turbine (5x7)
* ReactorCore (6x6)

Glitter Tech (No Surgery):
* PharmaTable
* Electrolyzer
* ambTable
* DynChair
* MissileTurret
* EMPAMortar
* ClusterMortar
* CannisterTurret
* EMTurret
* EMPCharge
* ImpactionCharge
-Might be too big:
* RobAssem (5x2)
* Matterfab (7x2)
* XenonIonTurbine (Steam geyser 6x6)
* Plasma Fusion Reactor (9x9)

Day/Night Switch:
* DayNightSwitch

[T] MiscStuff:
* ThreatSensor

Vegetable Garden:
* ADVHydroponicsBasin
* ADVModularHydroponicsBasin

CaveworldFlora:
* FungiponicsBasin

Practise Target:
* Target

Turrets Pack:
* EnergyTurretGun
* HeavyTurretGun
* SniperTurretGun
* StandardTurretGun
* S-Mine

Rimsenal - Security pack:
* BarrageCannon
* MoltenCannon
* NestAGS
* NestHMG

Rimsenal - Federation:
* Harmonizer
* Harvester

ED-More Vanilla Turrets:
* Turret_DevastatorMortarBomb
* VulcanCannon

MiningCo. ForceField:
* ForceFieldGenerator

MiningCo. LaserFence:
* LaserFencePylon

Vanilla:
* Door
* Autodoor
* Sarcophagus
* CryptosleepCasket
* Campfire
* GeothermalGenerator (6x6)
* Ship_Beam
* Ship_Engine
* Ship_CryptosleepCasket
* Ship_ComputerCore
* Ship_Reactor (5x5)
Title: Re: [A15] Miniaturisation Overloaded
Post by: EldVarg on September 11, 2016, 05:57:27 AM
When I edited the files myself I saw that some of these are already in the mod. Wonder why they don't work.

Edit:
There is a difference on mod names like:
"Glitter Tech" and "Glitter Tech (No Surgery)"

I guess that's why.
Title: Re: [A15] Miniaturisation Overloaded
Post by: EldVarg on September 11, 2016, 07:13:03 AM
Here are the updated files.

Replace them in (steam):
C:\Program Files (x86)\Steam\SteamApps\workshop\content\294100\751295960\Defs\MiniaturisationDefs
Or (non steam):
C:\Program Files (x86)\Steam\SteamApps\common\RimWorld\Mods\Miniaturisation\Defs\MiniaturisationDefs

[attachment deleted by admin - too old]
Title: Re: [A15] Miniaturisation Overloaded
Post by: Master Bucketsmith on September 11, 2016, 07:16:26 AM
Why not add these to the github respository?
https://github.com/notfood/RimWorld-Miniaturisation/tree/master/Defs/MiniaturisationDefs
Title: Re: [A15] Miniaturisation Overloaded
Post by: hiepbg on September 12, 2016, 02:19:50 AM
Do i need CCL to run this mod ?
Title: Re: [A15] Miniaturisation Overloaded
Post by: SpaceDorf on September 12, 2016, 06:06:38 AM
 
Quote from: hiepbg on September 12, 2016, 02:19:50 AM
Do i need CCL to run this mod ?

Gladly you do not :)
Title: Re: [A15] Miniaturisation Overloaded
Post by: RemingtonRyder on September 13, 2016, 01:08:33 AM
I've been testing out Mod Friendly Overrides. Two Only one things to report: sometimes a tag can't be overridden because in Def it is not capitalised. So for example, Fertility needs to be overridden as fertility. Also, there's no easy way to override an abstract Def, for example InsulationBase in Stats. I ended up overriding it the old-fashioned way. :/
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 13, 2016, 04:01:41 PM
Abstract defs don't exist per se. They're just used in XmlInheritance. It'd be useless to try and replace them too because they only exist per mod being loaded. And Tynan himself has said you must copy over the abstracts if you want to use them.

About the capitalisation, it respects what the Class says so it's actually fertility. Let's keep it that way, playing the case game is dangerous.

@EldVarg

While it allows you to miniaturize Sarcophagus and CryptosleepCasket, it blows up if you try and crashes Rimworld. Containers shouldn't be miniaturized. Doors, Autodoors and ship parts are out of the scope but you can add them yourself as you found out.

Medical Training modname is a bug, I'll change it right now.

Did you test if the advanced hydroponics basins in Vegetable garden work? Last time I tried to miniaturize and move they caused weird behavior.
Title: Re: [A15] Miniaturisation Overloaded
Post by: EldVarg on September 14, 2016, 10:25:27 PM
Yes the advanced hydroponics works well - both versions.

Movable doors should be logical - like it that way. But yea, maybe might not like it.

Ok about the containers, did not try them.

But the rest, will you add them?

Only one I did not get to work is Force Field Generator - probably a spelling error.
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on September 15, 2016, 01:36:26 AM
Grow plants in the hydroponics, try to move them and it causes issues.
Title: Re: [A15] Friendly Overrides
Post by: kaptain_kavern on October 16, 2016, 10:44:37 AM
Quote from: notfood on September 05, 2016, 10:20:47 AM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 8 (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15578)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=15579)

Added Linq Filter. The whole Linq querying mechanism available now. You can call the object's functions, do math, and many more. It's practically SQL. I keep the Match Filter around because Linq has some quirks, for example strings need to be around " or \". You need to specify the Type as well. It's also much more complex.
<Override.Def Filter="Linq" Type="ThingDef" Match="mineable=True">

Added Comparer for comps:
<comps Mode="Replace">

I feel it's quite complete, some rough edges but it's fine for production already. Test this one last time and I make a release.

Hi notfood,

I was wondering if this is for testing purpose only or is it something we can use in our mods? I'm not sure about it as I can't find a distinct release thread or Github repo. And don't want to use it if it's not OK with you  ;D
Title: Re: [A15] Miniaturisation Overloaded
Post by: RemingtonRyder on October 18, 2016, 12:22:36 PM
I've been trying it out myself. Just refer people back here to pick up the Mod Friendly Overrides core.

Like he said though, rough edges. Like, I haven't unleashed any MFO mods onto Steam because I'm still making sure it works as advertised. :) But I have pointed some people over here from the subreddit because one of my mods needs it.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Lubricus on October 18, 2016, 01:07:36 PM
I have problem with autoseller mod with the trading comms console I suspect it can be the miniaturization mod that disable it because it works fine with the caravans.

The Crafting Hysteresis  mod don't work either... but I can survive without it.
Title: Re: [A15] Miniaturisation Overloaded
Post by: kaptain_kavern on October 18, 2016, 01:34:00 PM
Quote from: MarvinKosh on October 18, 2016, 12:22:36 PM
I've been trying it out myself. Just refer people back here to pick up the Mod Friendly Overrides core.

Like he said though, rough edges. Like, I haven't unleashed any MFO mods onto Steam because I'm still making sure it works as advertised. :) But I have pointed some people over here from the subreddit because one of my mods needs it.
Thx Marvin,
So in the end, for the player, it is handled like for CCL? all they have to do is to activate MFO before in mod order right?

I'm still debating in my head, I don't know a dick about C# and for some of the mods I'm working on; I'm at the point where I want to just modify one tag in Vanilla code, so it's either using something like this or CCL (for "injecting"? I'm sure about the right word) or completely overwriting vanilla defs (and I'm afraid decreasing compatibility with other mods). That's why I asked there and i'm always happy to have pointers; especially from folks, I consider, more versed than me  :P
Title: Re: [A15] Miniaturisation Overloaded
Post by: Serenity on October 18, 2016, 03:23:57 PM
Quote from: Lubricus on October 18, 2016, 01:07:36 PM
The Crafting Hysteresis  mod don't work either
Works fine for me
Title: Re: [A15] Miniaturisation Overloaded
Post by: RemingtonRyder on October 19, 2016, 08:28:13 AM
Quote from: kaptain_kavern on October 18, 2016, 01:34:00 PM
Thx Marvin,
So in the end, for the player, it is handled like for CCL? all they have to do is to activate MFO before in mod order right?

Yup. As usual, restarting the game after making changes to the mod list is recommended.

Quote from: kaptain_kavern on October 18, 2016, 01:34:00 PM

I'm still debating in my head, I don't know a dick about C# and for some of the mods I'm working on; I'm at the point where I want to just modify one tag in Vanilla code, so it's either using something like this or CCL (for "injecting"? I'm sure about the right word) or completely overwriting vanilla defs (and I'm afraid decreasing compatibility with other mods). That's why I asked there and i'm always happy to have pointers; especially from folks, I consider, more versed than me  :P

Yeah, CCL's post-load injection is what I used to override defs in a friendly way before MFO.

MFO is perfect if you just want to override individual tags in defs. You're using the same XML format, it's easy to look back and understand what you're changing, and it'll be relatively easy to update your MFO mod from one major version to the next.

On the other hand, if you need to change a def value inside a nested tag, you need to override the entire nested tag using MFO (unless I'm just doing it wrong) in which case CCL's post-load injection might become the more attractive option for your override.

A nested tag is something like this:

<plant>
      <leaflessGraphicPath>Things/Plant/Grass_Leafless</leaflessGraphicPath>
      <harvestWork>40</harvestWork>
      <fertilityMin>0.05</fertilityMin>
      <maxMeshCount>9</maxMeshCount>
      <visualSizeRange>
        <min>0.4</min>
        <max>0.6</max>
      </visualSizeRange>
<seedEmitMTBDays>2</seedEmitMTBDays>
<seedShootRadius>7</seedShootRadius>
<lifespanFraction>5</lifespanFraction>
<growDays>1.66</growDays>
      <topWindExposure>0.4</topWindExposure>
      <fertilityFactorGrowthRate>0.90</fertilityFactorGrowthRate>
      <fertilityFactorPlantChance>0.90</fertilityFactorPlantChance>
</plant>


^ In which there are tags within the tag, and tags within the tags within the tag. Tagception. :)
Title: Re: [A15] Miniaturisation Overloaded
Post by: kaptain_kavern on October 19, 2016, 01:23:24 PM
Thanks a lot. That is the kind of feedbacks I was looking for.

So if I got things right, with the example you provide with grass I could change say the "lealless path" with only one change with MFO but I have to change the whole "visualRange" tag if I were to change only the "min" value; or even a tag inside a "ThingDef" is considered nested?

But I'm sure I will find out while trying, because now that I understand a bit more this could be the perfect solution for me. At first I only want vanilla factions to use a modded traderKind without overwriting  all their factiondef. Thx a-fuckin'-lot!
Title: Re: [A15] Miniaturisation Overloaded
Post by: lc-soz on October 20, 2016, 12:48:16 AM
I'm trying to use the Miniaturisation Overloaded to reinstall my furnaces from Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) (gotta love ludicrous high tempetures) but I'm failing. "My code":

<?xml version="1.0" encoding="utf-8" ?>

<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationFurnace</defName>
        <requiredMod>Furnace</requiredMod>
        <targetsDefNames>
            <li>Furnace</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


Someone knows what is happening?
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on October 25, 2016, 05:33:45 AM
Ah- I'm sorry...

Somebody recomended me Factorio and it has hijacked all my free time.

kaptain_kavern the source for MFO is in the zip, I'll upload it into github shortly.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Dingo on October 25, 2016, 05:44:29 AM
Quote from: lc-soz on October 20, 2016, 12:48:16 AM
I'm trying to use the Miniaturisation Overloaded to reinstall my furnaces from Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) (gotta love ludicrous high tempetures) but I'm failing. "My code":

Someone knows what is happening?

You wrote <requiredMod>Furnace</requiredMod> instead of <requiredMod>Glitter Tech</requiredMod>.
Title: Re: [A15] Miniaturisation Overloaded
Post by: mrsebseb on October 25, 2016, 07:42:55 AM
Quote from: Dingo on October 25, 2016, 05:44:29 AM
Quote from: lc-soz on October 20, 2016, 12:48:16 AM
I'm trying to use the Miniaturisation Overloaded to reinstall my furnaces from Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) (gotta love ludicrous high tempetures) but I'm failing. "My code":

Someone knows what is happening?

You wrote <requiredMod>Furnace</requiredMod> instead of <requiredMod>Glitter Tech</requiredMod>.
That shouldn't be it, as Furnace, while in the Glitter Tech thread, is technically it's own mod (or did I miss something?).
Title: Re: [A15] Miniaturisation Overloaded
Post by: Dingo on October 25, 2016, 08:36:00 AM
My bad!
Title: Re: [A15] Miniaturisation Overloaded
Post by: lc-soz on October 26, 2016, 01:02:11 PM
Quote from: mrsebseb on October 25, 2016, 07:42:55 AM
Quote from: Dingo on October 25, 2016, 05:44:29 AM
Quote from: lc-soz on October 20, 2016, 12:48:16 AM
I'm trying to use the Miniaturisation Overloaded to reinstall my furnaces from Glitter Tech (https://ludeon.com/forums/index.php?topic=5509.0) (gotta love ludicrous high tempetures) but I'm failing. "My code":

Someone knows what is happening?

You wrote <requiredMod>Furnace</requiredMod> instead of <requiredMod>Glitter Tech</requiredMod>.
That shouldn't be it, as Furnace, while in the Glitter Tech thread, is technically it's own mod (or did I miss something?).

Exactly, the mod name is indeed Furnace.

Edit: I can click in reinstall and chose the place but it's impossible to make a pawn do the work. Same problem with vanilla cooler.
Title: Re: [A15] Miniaturisation Overloaded
Post by: mrsebseb on October 26, 2016, 02:03:43 PM
Quote from: lc-soz on October 26, 2016, 01:02:11 PM


Exactly, the mod name is indeed Furnace.

Edit: I can click in reinstall and chose the place but it's impossible to make a pawn do the work. Same problem with vanilla cooler.

On stuff like that also press uninstall, they'll come and uninstall it and then move it
Title: Re: [A15] Miniaturisation Overloaded
Post by: lc-soz on October 26, 2016, 05:56:19 PM

Quote from: mrsebseb on October 26, 2016, 02:03:43 PM

On stuff like that also press uninstall, they'll come and uninstall it and then move it


Thank you for the tip!
Title: Re: [A15] Miniaturisation Overloaded
Post by: faltonico on November 01, 2016, 04:49:20 AM
I couldn't upload them to your Github, so I upload them here... Defs for "Turret Collection" and "More Vanilla Turrets" mods.
WTFPL (http://www.wtfpl.net/about/) license

[attachment deleted by admin due to age]
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on November 01, 2016, 05:26:32 AM
I added them to git.
Title: Re: [A15] Miniaturisation Overloaded
Post by: faltonico on November 05, 2016, 10:57:00 PM
Here you have "Redistheat" defs.
WTFPL (http://www.wtfpl.net/about/) license.

[attachment deleted by admin due to age]
Title: Re: [A15] Miniaturisation Overloaded
Post by: hiepbg on November 06, 2016, 03:38:43 AM
For ED-ShieldBasic def


[attachment deleted by admin due to age]
Title: Re: [A15] Miniaturisation Overloaded
Post by: kaptain_kavern on November 09, 2016, 04:05:13 PM
Hi Notfood,
I'm coming back to pester you a bit again about "Override" mod  :P

I recall I saw you talking about it getting integrated into CCL. Is this still a planned thing?

I ask this because I started to work on a big mod (based on Superior Crafting (https://ludeon.com/forums/index.php?topic=27252)) where I will have to do a lot of overriding (it will overhaul the game pretty extensively - but I want it to be the most compatible I can achieve) and I'm still considering my options. And it seems like ideally I will need functions from both. Hence my question.

It took me time to really understand the potential of yours, but as I'm familiar with SQL, I tend to prefer (and understand more "naturally") the way you implemented filters (the "linq" method seems so powerful ^^ I'm sure I barely scratched the surface of all possibilities). This make me think it's the best solution for my needs (overriding a lots of Vanilla defs or tag's value)
Title: Re: [A15] Miniaturisation Overloaded
Post by: Killaim on November 09, 2016, 07:25:56 PM
does this handle vanilla missing items too ?. having trouble downloading the other miniturisation mod
Title: Re: [A15] Miniaturisation Overloaded
Post by: kaptain_kavern on November 09, 2016, 08:01:36 PM
This one is more flexible IMHO.
It is also "community made" : several folks have contributed/are contributing as new defs are added for compatibility with even more mods

It's quite easy to add more
Title: Re: [A15] Miniaturisation Overloaded
Post by: Dingo on November 27, 2016, 11:39:05 PM
Would you / anyone be interested in a method that does this without using any defs?
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on December 02, 2016, 03:03:48 AM
Autodetecting would be hard, not impossible. Blanket adding miniaturized with MFO runs into issues because certain things that classify as buildings don't like to be miniaturized.

How'd you do it?
Title: Re: [A15] Miniaturisation Overloaded
Post by: Dingo on December 02, 2016, 05:16:22 AM
You can find every ThingDef of the building category (or any other parameters) and implement a StaticConstructorOnStartup that lists those, then adds the <minifiedDef> tag (or whatever it's called) if the building has none.

If very specific things behave oddly with it you can except those. If they have some sort of common tag or attribute I would except them from the list according to it. If it's random or vague you can always except certain defNames.

Look at GrenadeFixRearmed in my modlist to get an idea of how I did something similar with weapons and <minRange>.
Title: Re: [A15] Miniaturisation Overloaded
Post by: Wishmaster on December 02, 2016, 07:11:18 AM
There is a bug when I move the nutrient paste dispenser.

First, the reinstall command alone does not work, I have to designate uninstall aswell.
Second, pawns will ignore the dispenser after it's been reinstalled. Saving and loading the game DOES fix the problem.
Title: Re: [A15] Miniaturisation Overloaded
Post by: notfood on December 12, 2016, 08:49:18 PM
Yes, some things don't like to be miniaturised. Saving and loading fixes most cases.

I have uploaded Mod Friendly Overrides to https://github.com/notfood/RimWorld-MFO

It's also been updated to A16. I'll pretty much release stand alone as it is so it's going to require the support of modders since CCL will take a while to come to A16. I'm about to get back to Rimworld from my break to make MFO some publicity. I hope to do the initial objetive of making Combat Realism more mod friendly.


Beta 10 has all the verbosity disabled and is more oriented for the general public use, it can be enabled if you put Debug="True" in your Override.Def, perfect for finding out whats going on behind the scenes. Source/Examples no longer in the package. Time to work on the documentation!



(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download Beta 9 (A16)
Download ModFriendlyOverrides BETA 10 A16 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17240)
Download ModFriendlyOverrides BETA 10 A15 (https://ludeon.com/forums/index.php?action=dlattach;topic=24443.0;attach=17235)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17232)


By the way, Miniaturisation for A15 works perfectly fine for A16. I'll do a release with the About.xml changed when A16 is released, but you can just ignore the error it says when you enable it. Done.

[attachment deleted by admin due to age]
Title: Re: [A15] [A16] Miniaturisation Overloaded
Post by: Thundercraft on December 14, 2016, 06:04:00 PM
I've been too busy to actually try out the unstable A16. (I will, very soon, though.) But there's one question that's been itching me in the back of my mind:

Can we use Miniaturisation to shrink small buildings (say, turrets) in order to bring them with us in our sieges on enemy territory? We can use it to relocate buildings and such from point A to point B. But without being able to convert them into an item that can be hauled, is taking them along even possible?
Title: Re: [A15] [A16] Miniaturisation Overloaded
Post by: notfood on December 14, 2016, 07:02:41 PM
Yes you can. I just tested it. You can bring turrets/beds and a lot of miniaturised things.

For some reason miniaturised tables don't show up, there is also a bug that isn't of miniaturisation, all miniaturised tables get an error in the log. I'll report it.

There is this bug for minified benches: https://ludeon.com/forums/index.php?topic=28036.0 Don't report it.
(fixed by Tynan in 1388)

You can bring benches now after 1388. Pretty much anything. Pack and move!
Title: Re: [A15] [A16] Miniaturisation Overloaded
Post by: notfood on December 21, 2016, 08:02:29 PM
I wrote some documentation for MFO, what do you think?

https://github.com/notfood/RimWorld-MFO/wiki

Everything seems to be good and ready for release.
Title: [A16] Mod Friendly Overrides
Post by: notfood on December 23, 2016, 10:40:49 PM

(http://i.imgur.com/0GAr2AA.png)
Mod Friendly Overrides
you dug too deep

Download ModFriendlyOverrides BETA 11 A16 (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17660)

Example OverrideDef.xml (https://ludeon.com/forums/index.php?action=dlattach;topic=22763.0;attach=17232)
Source (https://github.com/notfood/RimWorld-MFO)
Documentation (https://github.com/notfood/RimWorld-MFO/wiki)

- Matcher fix for certain cases where subclass type wasn't being tested.
- Added Class Filter (https://github.com/notfood/RimWorld-MFO/wiki#class-filter).

[attachment deleted by admin due to age]
Title: Re: [A16] Miniaturisation Overloaded
Post by: Wishmaster on December 25, 2016, 11:47:54 AM
Since A16, all minified non vanilla "minifiable" objects will weight 1kg. I can haul my entire power system with one guy.
Title: Re: [A16] Miniaturisation Overloaded
Post by: Der Failer on January 04, 2017, 04:27:21 PM
While figuring out some incompatibilities in my current setup, I've found some buildings not to be shrinkable*. So I've put the files for (Deep) Core Driller (https://ludeon.com/forums/index.php?topic=25346.0) and CR together and also updated Core (Refinery) and Vegetable Garden (two Tables and some fermenting barrels).

Also small bug report:
When requiredMod is left empty the target won't get its MiniaturisationDef, this is no to surprising. But i kind of expected a warning, to show the player/modder that something is wrong.

*That's not a word, right? IDK, but I'm sure minifiable isn't either so I'm kind of lost .... -.-'

[attachment deleted by admin due to age]
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 04, 2017, 04:43:11 PM
Thank you. I added them to git and steam. Packed a new one.

New Release: 0.16.1.1

(http://i.imgur.com/wqhEhK2.png?1)
If it has a name, you can shrink it.

### Newest additions:
- Hardcore SK production tables.
- Combat Realism
- Core Driller

### Updates
- Core
- Vegetable Garden

(http://i.imgur.com/XEAiSka.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=751295960)  Miniaturisation 0.16.1.1 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.16.1.1/Miniaturisation_0.16.1.1.zip)
Title: Re: [A16] Miniaturisation Overloaded
Post by: asquirrel on January 04, 2017, 07:36:56 PM
Thanks for the update! :)
Title: Re: [A16] Miniaturisation Overloaded
Post by: Wishmaster on January 05, 2017, 10:45:04 AM
Could it be possible to add a custom, item-specific or mod-specific assembly to a miniaturisation def ?
This way maybe we could create fix for wind turbines, solar panels or dispensers that gets buggy when moved.
Title: Re: [A16] Miniaturisation Overloaded
Post by: asquirrel on January 05, 2017, 02:32:12 PM
Today I was trying to pack up the fueled generator and it I can't do it.  Is there a way to miniturize it? I think it's part of the core program so I was surprised that I could not do it.  Does that happen for other people as well (that you can't uninstall it and reinstall it elsewhere?).   This is what not I'm not able to uninstall and reinstall elsewhere.  All I can do is uninstall it:

http://rimworldwiki.com/wiki/Fueled_generator
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 05, 2017, 04:48:18 PM
It's right there in CoreExtra.xml

Perhaps some other mod is overriding it, try loading Miniaturisation last.
Title: Re: [A16] Miniaturisation Overloaded
Post by: asquirrel on January 05, 2017, 08:11:42 PM
Quote from: notfood on January 05, 2017, 04:48:18 PM
It's right there in CoreExtra.xml

Perhaps some other mod is overriding it, try loading Miniaturisation last.

Thanks for that info with the .xml file.  I didn't know where to start.  Is the generator able to be uninstalled by default?  I'm running two miniturization mods so maybe that's the problem. I'll move both of them to the bottom of the list and switch orders to see if it helps! :)

Edit - just put your mod at the end of the list and now I'm able to move my wood powered generator.  Thanks dude!! :)
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 05, 2017, 08:55:46 PM
The generator can't be uninstalled in vanilla, maybe some other mod copied it over again after Miniaturisation changed it.
Title: Re: [A16] Miniaturisation Overloaded
Post by: 123nick on January 06, 2017, 11:08:58 PM
how does it work if you are subscribed to this mod on workshop, but also have a mod compatible, with a miniaturisation def for it, but its installed manually in the mod folder in rimworld? will it also get affected? it does not seem so, i tested with RTGs, as it got updated to A16 by someone.
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 07, 2017, 02:40:26 AM
Should be automatic unless the mod name changed in About.xml
Title: Re: [A16] Miniaturisation Overloaded
Post by: Der Failer on January 07, 2017, 09:49:04 AM
Quote from: notfood on January 07, 2017, 02:40:26 AM
Should be automatic unless the mod name changed in About.xml
Yes it is now just "RTGs" instead of "RTGs [version number]". I saw now reason to keep the version in the name, since it just creates all sorts of problems, like this one.
Title: Re: [A16] Miniaturisation Overloaded
Post by: faltonico on January 17, 2017, 05:39:05 PM
Moving tables/buildings around should be in the base game!
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 17, 2017, 07:04:04 PM
Hmmmmmmmmm, this one is more aimed to mods. Try the other miniaturisation, full focus on vanilla.
Title: Re: [A16] Miniaturisation Overloaded
Post by: BTAxis on January 18, 2017, 04:00:32 PM
The link provided in about.xml leads here (https://ludeon.com/forums/index.php?topic=22093.0). You might want to update that to point to this thread.
Title: Re: [A16] Miniaturisation Overloaded
Post by: notfood on January 18, 2017, 04:03:37 PM
oh? it does? I never checked. Ok, thanks for letting me know.
Title: Re: [A16] Miniaturisation Overloaded
Post by: ADM-Ntek on January 19, 2017, 02:54:37 PM
i made a few additions but i have no idea how that GitHub thing works so here they are. modular tables was already in but the mod new wasn't set correctly.

edit:
removed LabEquipment.xml has become obsolete the mod was update to include Miniaturisation.

[attachment deleted by admin due to age]
Title: Re: [A16] Miniaturisation Overloaded
Post by: Erazil on January 31, 2017, 12:20:26 PM
My work   Add Miniaturisation (http://www.mediafire.com/file/lllvdq03l823oyx/Add_Miniaturisation.zip)
i have add

A Dog Said...
Additional Joy Objects ( no stream mod )
AMC(2) Medical Training ( unofficial and no stream mod )
Animal Hide Working ( no stream mod )
Area Rugs v1.04
Clutter Furniture Module ( no stream mod )
Glass+Lights
Glitter Tech (No Surgery)
MiningCo. LaserFence
PrisonExtensions
Repair Workbench


nofood you are free to modify / add to your mod / burning my works and del this post ;)
Title: Re: [A16] Miniaturisation Overloaded
Post by: Szara on February 01, 2017, 09:02:03 PM
I've found a problem with Miniaturisation Overloaded meshing with Hardcore SK.

If there is an ammo bench somewhere, this error occurs

Exception printing AmmoBench_Blueprint_Install1470935 at (152, 0, 50): 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
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Well, many variations of that error occur, all with slightly different numbers after install and the coordinates.
If the ammo bench is selected this error repeats rapidly.

Exception in UIRootUpdate: System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.InstallBlueprintUtility.ExistingBlueprintFor (Verse.Thing th) [0x00000] in <filename unknown>:0
  at Verse.Building.DrawExtraSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()


I haven't had any luck deciphering what is actually wrong, no other structure in the mod pack seems to do this, and I can't seem to find anything obvious in the def files to indicate why this particular structure is being a problem.
Title: Re: [A16] Miniaturisation Overloaded
Post by: raydarken on February 11, 2017, 04:15:31 PM
I have a bug to report however full disclosure I haven't taken the time to go over all the replies in the topic to see if it has already been reported.

Wind turbines seem to retain their 'blocked by X' status after being miniaturized and then reinstalled. Nutrient Paste Dispensers no longer function after being miniaturized and then reinstalled. I suspect other items may have issues as well, but these two in particular I know are having an issue.

I run with a lot of mods (not the other mini mod however) and haven't tested to see if this happens when it's the only mod installed, but I hope this feedback helps!
Title: Re: [A16] Miniaturisation Overloaded
Post by: boomalope taxidermist on February 13, 2017, 12:06:53 AM
These went off without a hitch:
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>ElectricStonecutting</defName>
        <requiredMod>ElectricStonecutting</requiredMod>
        <targetsDefNames>
            <li>TableStonecutterElectric</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationEPOEHardcore</defName>
        <requiredMod>EPOE Hardcore Version</requiredMod>
        <targetsDefNames>
            <li>BionicWorkbench</li>
            <li>AdvancedMedicalStation</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


This, on the other hand, did nothing at all:
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationExpandedCloth</defName>
        <requiredMod>[T] ExpandedCloth</requiredMod>
        <targetsDefNames>
            <li>BenchTextile</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


If someone could take a look at Telkir's Expanded Cloth (https://ludeon.com/forums/index.php?topic=4373.0) and tell me how I managed to cock that up, I'd be grateful.
Title: Re: [A16] Miniaturisation Overloaded
Post by: FreyaMaluk on February 14, 2017, 12:06:48 PM
this in one of the most useful mods in the game.... I can't play without it... thanks ... excellent job!!
I'm using it and it workd just perfect... just one little thing... I'm playing with the modpack Hardcore S.K.... This modpack has... a lot of things... like.. woow... most of the benches do work with your mod, but there are still some things missing... how can I change it those to make them movable?? please explain in simple words... i dunno anything of coding and such...
Title: Re: [A16] Miniaturisation Overloaded
Post by: ambivalence on February 16, 2017, 07:50:04 PM
Cannot get it work with «Crash Landing» – dunno why.


<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>CrashLandingMiniaturisation</defName>
        <requiredMod>Crash Landing</requiredMod>
        <targetsDefNames>
            <li>Ship_Beam_CrashLanded</li>
            <li>Ship_Reactor_CrashLanded</li>
            <li>Ship_Engine_CrashLanded</li>
            <li>Battery_CrashLanded</li>
            <li>Ammo_container_CrashLanded</li>
            <li>Bullet_RefugeePod</li>
            <li>Bullet_CrashedShipPart</li>
            <li>Bullet_CryptoSleepBlock</li>
            <li>Bullet_CryptoSleepPod</li>
            <li>Bullet_ShipReactor</li>
            <li>Bullet_CryptoSleepPod</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


Please, help.

SOLVED: boomalope taxidermist, just make sure Miniaturisation is loaded after the mod you're trying to add.

[attachment deleted by admin due to age]
Title: Re: [A16] Miniaturisation Overloaded
Post by: gendalf on February 20, 2017, 12:21:13 PM
Does this mod add ability to move more things than Miniaturisation (https://ludeon.com/forums/index.php?topic=20619.0), or is it just a modder tool?
Title: Re: [A16] Miniaturisation Overloaded
Post by: Eep on April 12, 2017, 03:28:40 AM
Trying to make this work with Dubs Bad Hygiene (https://ludeon.com/forums/index.php?topic=29043.0), which it seems to but then if I try to load a saved game after moving one of these objects (have tried shower and toilet), the game won't load and crashes. Any ideas? Here's the XML:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationDubsBadHygiene</defName>
        <requiredMod>Dubs Bad Hygiene</requiredMod>
        <targetsDefNames>
            <li>Basin</li>
            <li>BasinStuff</li>
            <li>Bathtub</li>
            <li>BathtubStuff</li>
            <li>PitLatrine</li>
            <li>SewageTreatment</li>
            <li>Shower</li>
            <li>ShowerStuff</li>
            <li>Terlet</li>
            <li>TerletStuff</li>
            <li>WashBucket</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>   
</Defs>
Title: Re: [A16] Miniaturisation Overloaded
Post by: Eep on April 14, 2017, 11:55:37 AM
Anyone? Anyone? Beuler? Beuler?
Title: Re: [A16] Miniaturisation Overloaded
Post by: BlackSmokeDMax on April 14, 2017, 01:58:31 PM
This is definitely a mod to move things. There is another mod tool that is mixed within the thread, believe that is called Mod-Friendly-Overrides MFO for short. Give this mod a shot, put it as late in the list as you can, I would think that would let it help as many items as possible.

If this one doesn't work there is a mod on the Steam Workshop called "Minify Everything" which will probably do the job. Again, I'd load that one as late as possible.
Title: Re: [A16] Miniaturisation Overloaded
Post by: Kassidoo on April 21, 2017, 09:21:26 PM
Hi
I'd like to request "RedistHeat" to be added
Thanks!
Title: Re: [A16] Miniaturisation Overloaded
Post by: Fregrant on May 20, 2017, 11:29:25 AM
Quote from: Kassidoo on April 21, 2017, 09:21:26 PM
Hi
I'd like to request "RedistHeat" to be added
Thanks!
Erdelf made a dll mod, which gives ability to reinstall any structure from any mod. I am trying it right now, you could give it a shot too. It only on Workshop, but under MIT license so I attached it.
Sometimes reinstall not works, you need to uninstall and install the structure.
Erdelf mods https://ludeon.com/forums/index.php?topic=30023.15 (https://ludeon.com/forums/index.php?topic=30023.15)

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Title: Re: [A17] Miniaturisation Overloaded
Post by: notfood on May 24, 2017, 08:31:06 PM
A17 Release - Miniaturisation Overloaded 0.17.1.0 (https://github.com/notfood/RimWorld-Miniaturisation/releases/download/0.17.1.0/Miniaturisation_0.17.1.0.zip)
Title: Re: [A17] Miniaturisation Overloaded
Post by: DarthNihilus on June 15, 2017, 11:15:06 AM
with the minified vanilla items there are errors, and other mods items sometimes are not appearing after construction finish
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on June 15, 2017, 11:39:27 AM
Quote from: DarthNihilus on June 15, 2017, 11:15:06 AM
with the minified vanilla items there are errors, and other mods items sometimes are not appearing after construction finish

Probably going to need to post your error and mod list. Everything is working great for me, so I expect you are having a mod conflict.
Title: Re: [A17] Miniaturisation Overloaded
Post by: DarthNihilus on June 17, 2017, 03:16:06 AM
sigh* ok it has conflict with the fluffy's breakdowns (the problem with the description of the minified ones). IDK if it's the same for disappearing after the construction completes...
Title: Re: [A17] Miniaturisation Overloaded
Post by: Plasmatic on June 17, 2017, 03:53:51 AM
Quote from: DarthNihilus on June 17, 2017, 03:16:06 AM
sigh* ok it has conflict with the fluffy's breakdowns (the problem with the description of the minified ones). IDK if it's the same for disappearing after the construction completes...

I've had a couple errors pop up as well and I assumed it was because of fluffy, but it never seemed to hurt my game, so I left it as is..

What exactly is the difference between this and the normal miniaturisation mod? Aka, what's the overloaded bit?
Title: Re: [A17] Miniaturisation Overloaded
Post by: Belgrath on June 19, 2017, 08:46:06 AM
Hello all.

Am I the only person unable to move the Medical Training bench?
I can see the enter for it in the Mod but I don't get the reinstall or uninstall option
Current running Rimworld 0.17.1557 and current Miniaturisation Overloaded
Title: Re: [A17] Miniaturisation Overloaded
Post by: Fregrant on June 19, 2017, 11:43:54 AM
First, the version of your MT? Im pretty sure it was not updated to A17.

PS: maybe because A16 version has no mass?
you could try this, made few changes

PPS: does patching determine mod by folder name? Because it needs mod named "Medical Training", not "Medical Training - A16" or whatever.

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Title: Re: [A17] Miniaturisation Overloaded
Post by: Belgrath on June 20, 2017, 05:00:48 AM
Hello Fregrant

I was using version MT v1.06.
Anyway when I put in the version you uploaded (v1.07) I get

XML error: Duplicate XML node name Passability in this XML block:
So I looked in the MT-TrainingBed.xml and found
line 40 <Passability>PassThroughOnly</Passability>
line 46 <Passability>Impassable</Passability>


After removing line 46 from MT-TrainingBed.xml and trying again still no change.    :(
Thanks for trying, have you got anything else I could try.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Mr_Man on June 20, 2017, 03:05:10 PM
I ran into some issues with pawns not finishing work on miniaturized buildables such as coolers. They would deconstruct the target area and never completing the work, with the work amount showing as a blueprint.
Title: Re: [A17] Miniaturisation Overloaded
Post by: sirgzu on August 28, 2017, 07:20:50 PM
How do  I write a patch to stop something from being moveable? I don't want the quarry from medieval times to be moveable!
Title: Re: [A17] Miniaturisation Overloaded
Post by: faltonico on August 28, 2017, 09:34:16 PM
Quote from: sirgzu on August 28, 2017, 07:20:50 PM
How do  I write a patch to stop something from being moveable? I don't want the quarry from medieval times to be moveable!
By removing the xml corresponding to the mod in the Defs/MiniaturisationDefs folder, but as far i can see, there is no medieval times support out of the box (though i have been proven blind sometimes).
Make sure you are not mistaking this mod with the other minify mods.
Title: Re: [A17] Miniaturisation Overloaded
Post by: sirgzu on August 28, 2017, 09:45:59 PM
I'd rather not edit other mods content. Can I use the xml patch jutsu to remove attributes? Something like this but to remove:
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "Bed"]/comps/li[1]/linkableFacilities</xpath>
<value>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</value>
</Operation>
Title: Re: [A17] Miniaturisation Overloaded
Post by: shadowstitch on September 05, 2017, 09:05:38 PM
Something's not right with miniaturized wind turbines.
If you tell it to reinstall the turbine somewhere else, the blueprint just floats there at the target location. No pawn will interact with it, and there's no right-click force priority for it. 
If you uninstall it, and try to reinstall it somewhere else within range of the original wind turbine's AOE, it appears to work, but will not generate any energy, claiming "Blocked by Wind Turbine" even when there is no turbine anywhere around. If you place the turbine back in its original position, it functions properly again.
I don't have any other mods that affect power or power generation at present.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on September 05, 2017, 10:32:21 PM
Quote from: shadowstitch on September 05, 2017, 09:05:38 PM
Something's not right with miniaturized wind turbines.
If you tell it to reinstall the turbine somewhere else, the blueprint just floats there at the target location. No pawn will interact with it, and there's no right-click force priority for it. 
If you uninstall it, and try to reinstall it somewhere else within range of the original wind turbine's AOE, it appears to work, but will not generate any energy, claiming "Blocked by Wind Turbine" even when there is no turbine anywhere around. If you place the turbine back in its original position, it functions properly again.
I don't have any other mods that affect power or power generation at present.

Think that's been an issue for a while, IIRC if you just uninstall it, then install it, you should be fine. It's the reinstall by itself that is the issue. Think coolers do something like that as well.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Valak on October 11, 2017, 09:49:26 PM
Quote from: BlackSmokeDMax on September 05, 2017, 10:32:21 PM
Quote from: shadowstitch on September 05, 2017, 09:05:38 PM
Something's not right with miniaturized wind turbines.......

Think that's been an issue for a while, IIRC if you just uninstall it, then install it, you should be fine. It's the reinstall by itself that is the issue. Think coolers do something like that as well.

Just wanted to say this doesn't seem to fully resolve the issue. If I move it into a spot where it would partially occupy it's old space, it will get installed but will never work stating it's "Blocked by Wind Turbine" despite there being no other turbines on the map. I had to use Dev mode and Clear All in the area where the original turbine was installed. Once that was complete, I could install the turbine there and it would work just fine.

It's like when you uninstall a turbine, there will always be a ghost turbine in that spot or something behaving that way.
Title: Re: [A17] Miniaturisation Overloaded
Post by: sirgzu on October 12, 2017, 05:49:30 AM
The wind turbine thing is a known problem. The game doesn't expect these to move so it only checks turbine positions when loading the game. Reloading your save will fix this.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on October 12, 2017, 11:52:42 AM
Quote from: Valak on October 11, 2017, 09:49:26 PM
Quote from: BlackSmokeDMax on September 05, 2017, 10:32:21 PM
Quote from: shadowstitch on September 05, 2017, 09:05:38 PM
Something's not right with miniaturized wind turbines.......

Think that's been an issue for a while, IIRC if you just uninstall it, then install it, you should be fine. It's the reinstall by itself that is the issue. Think coolers do something like that as well.

Just wanted to say this doesn't seem to fully resolve the issue. If I move it into a spot where it would partially occupy it's old space, it will get installed but will never work stating it's "Blocked by Wind Turbine" despite there being no other turbines on the map. I had to use Dev mode and Clear All in the area where the original turbine was installed. Once that was complete, I could install the turbine there and it would work just fine.

It's like when you uninstall a turbine, there will always be a ghost turbine in that spot or something behaving that way.

Yeah, think I was guilty of not completely reading through the post I responded to.
Title: Re: [A17] Miniaturisation Overloaded
Post by: tase on October 14, 2017, 07:27:10 PM
If anyone wants to get this working with EPOE 2.0
Assuming a Steam install,
Go to: Steam\steamapps\workshop\content\294100\751295960\Defs\MiniaturisationDefs
Open EPOE.xml
Change the line
<requiredMod>Expanded Prosthetics and Organ Engineering</requiredMod>
to
<requiredMod>Expanded Prosthetics and Organ Engineering 2.0</requiredMod>

worked for the Bionics Workshop
ez
Title: Re: [A17] Miniaturisation Overloaded
Post by: kamuii on November 07, 2017, 03:12:35 AM
Anyone test this out to see if it works on A18? If not any chance we could get a version for A18?

Edit: Tested it and nope doesn't work in A18.
Title: Re: [A17] Miniaturisation Overloaded
Post by: frenchiveruti on November 23, 2017, 03:41:39 PM
You realize how much you need this mod the moment there's a workshop to be completely removed from a terrible location.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on November 23, 2017, 04:46:20 PM
Quote from: frenchiveruti on November 23, 2017, 03:41:39 PM
You realize how much you need this mod the moment there's a workshop to be completely removed from a terrible location.

I'm using "Minify Everything" from Steam while waiting for this to update.
Title: Re: [A17] Miniaturisation Overloaded
Post by: TryB4Buy on December 05, 2017, 02:10:38 PM
Quote from: kamuii on November 07, 2017, 03:12:35 AM
Anyone test this out to see if it works on A18? If not any chance we could get a version for A18?

Edit: Tested it and nope doesn't work in A18.
:(
Title: Re: [A17] Miniaturisation Overloaded
Post by: SpaceDorf on December 19, 2017, 11:42:23 AM
I had quite the problems with minify everything now.

Multiple Instances when I could not place a blueprint of a building, floor, wall or conduit or a wrong blueprint was placed.

Sometimes I could circumvent this by using different stuffs for the blueprint.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on December 19, 2017, 11:59:19 AM
Quote from: SpaceDorf on December 19, 2017, 11:42:23 AM
I had quite the problems with minify everything now.

Multiple Instances when I could not place a blueprint of a building, floor, wall or conduit or a wrong blueprint was placed.

Sometimes I could circumvent this by using different stuffs for the blueprint.

I've seen the same thing, never occurred to me it was minify everything, happened while I was placing 'copies' of nightstands and I kept getting beds.

Would really love this mod to get updated. Suppose I should try the other "Minaturisation" mod as well, see if that has any issues.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BTAxis on December 19, 2017, 12:20:30 PM
Minify Everything likes to place furniture that you've got uninstalled in a stockpile when you're trying to build things. It's a little better if you use the master branch instead of the latest release though.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on December 19, 2017, 12:23:16 PM
Quote from: BTAxis on December 19, 2017, 12:20:30 PM
Minify Everything likes to place furniture that you've got uninstalled in a stockpile when you're trying to build things. It's a little better if you use the master branch instead of the latest release though.

I have no problem with that. If you have a stockpile setup to hold those things, they should haul them to the stockpile.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BTAxis on December 19, 2017, 12:27:27 PM
No, I mean, you'd try to put down a door, and it'd install a bed instead because there's one in a stockpile somewhere. You wouldn't get what you wanted.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BlackSmokeDMax on December 19, 2017, 12:27:56 PM
Quote from: BTAxis on December 19, 2017, 12:27:27 PM
No, I mean, you'd try to put down a door, and it'd install a bed instead because there's one in a stockpile somewhere. You wouldn't get what you wanted.

Ah, got you now!
Title: Re: [A17] Miniaturisation Overloaded
Post by: SpaceDorf on December 19, 2017, 12:32:46 PM
That actually fits the placement of things ..

so maybe if I remove furniture from storage it could work, but that defeats the purpose of the mod  ;D
Title: Re: [A17] Miniaturisation Overloaded
Post by: BTAxis on December 19, 2017, 12:33:53 PM
Like I said, I switched to the master branch and so far so good.

Bandits did steal my geothermal generator because it can be minified though.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Nightinggale on December 19, 2017, 12:48:11 PM
Quote from: BTAxis on December 19, 2017, 12:33:53 PMBandits did steal my geothermal generator because it can be minified though.
That's the problem with being able to minifying stuff. One of Barky's mod showcases or modded playthroughs with minify everything shows raiders detecting that his super durable wall of modded materials happened to be very valuable and they started to steal the wall, leaving holes for the other raiders to get inside  ;D

It would be nice if we can add a bool, which can be set to prevent minification when there are enemies on the map. This way you can move the items while at peace, but at the same time raiders will not steal them. You can't move them out of harms way during a raid though, which is ok for game balance.
Title: Re: [A17] Miniaturisation Overloaded
Post by: BTAxis on December 19, 2017, 12:53:42 PM
Well it DOES have a menu for excluding stuff from being minified (in the HugsLib mod settings). I added some stuff to the list, including walls and graves, because, well, yeah.
Title: Re: [A17] Miniaturisation Overloaded
Post by: SpaceDorf on December 19, 2017, 01:11:19 PM
I have not found that, that might be worth a shot.
Title: Re: [A17] Miniaturisation Overloaded
Post by: MechanoidHater on January 07, 2018, 03:07:47 PM
Anyone tried using this mod on B18?
Title: Re: [A17] Miniaturisation Overloaded
Post by: Harry_Dicks on January 07, 2018, 03:11:02 PM
Quote from: MechanoidHater on January 07, 2018, 03:07:47 PM
Anyone tried using this mod on B18?

Didn't know there was a B18 version. I've been using Miniaturisation https://ludeon.com/forums/index.php?topic=20619.0 (https://ludeon.com/forums/index.php?topic=20619.0)

EDIT: There's also Minify Everything http://steamcommunity.com/sharedfiles/filedetails/?id=872762753 (http://steamcommunity.com/sharedfiles/filedetails/?id=872762753)
Title: Re: [A17] Miniaturisation Overloaded
Post by: notfood on January 07, 2018, 06:06:45 PM
Please, switch to Minify Everything. It has an exclude option to remove the walls and stuff. This mod has been superseded, I can update it but unless someone is going to curate it's not good enough.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Harry_Dicks on January 07, 2018, 06:41:10 PM
Quote from: notfood on January 07, 2018, 06:06:45 PM
Please, switch to Minify Everything. It has an exclude option to remove the walls and stuff. This mod has been superseded, I can update it but unless someone is going to curate it's not good enough.

Nice, thanks for the advice. I'm guessing it will give you a list of what to allow to minify vs what not to?
Title: Re: [A17] Miniaturisation Overloaded
Post by: notfood on January 07, 2018, 07:39:54 PM
Yes, under mod settings.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Ruisuki on February 20, 2018, 08:47:36 PM
Quote from: Harry_Dicks on January 07, 2018, 03:11:02 PM
Quote from: MechanoidHater on January 07, 2018, 03:07:47 PM
Anyone tried using this mod on B18?

Didn't know there was a B18 version. I've been using Miniaturisation https://ludeon.com/forums/index.php?topic=20619.0 (https://ludeon.com/forums/index.php?topic=20619.0)

EDIT: There's also Minify Everything http://steamcommunity.com/sharedfiles/filedetails/?id=872762753 (http://steamcommunity.com/sharedfiles/filedetails/?id=872762753)
Is there any big difference between the two? From what I can tell miniturisation doesnt allow things like wind turbines(good imo) but minify gives you the option under mod settings? Not sure if this choice applies to everything or whether the former has the reinstall issue the latter does
Title: Re: [A17] Miniaturisation Overloaded
Post by: Harry_Dicks on February 20, 2018, 11:31:31 PM
Quote from: Ruisuki on February 20, 2018, 08:47:36 PM
Is there any big difference between the two? From what I can tell miniturisation doesnt allow things like wind turbines(good imo) but minify gives you the option under mod settings? Not sure if this choice applies to everything or whether the former has the reinstall issue the latter does

Use Minify Everything. Go through the mod options once, and put everything you don't want to be able to miniaturize into the column on the right. Some things will be on the list that aren't even selectable, such as terrain types from RF - Fertile Fields. I move them over anyway, but it really doesn't matter too much.

The only way I know of even being able to select terrain like that is after you minify a bridge like we talked about earlier maybe, or with RIMMSqol. Either way, I talked to Erdelf and told them, so there's a chance it will be changed soon, but it's not a big issue.

So far, I've had 0 issues from Minify Everything, and it's been exactly what I wanted.
Title: Re: [A17] Miniaturisation Overloaded
Post by: Ruisuki on February 21, 2018, 12:13:19 AM
Quote from: Harry_Dicks on February 20, 2018, 11:31:31 PM
Quote from: Ruisuki on February 20, 2018, 08:47:36 PM
Is there any big difference between the two? From what I can tell miniturisation doesnt allow things like wind turbines(good imo) but minify gives you the option under mod settings? Not sure if this choice applies to everything or whether the former has the reinstall issue the latter does

Use Minify Everything. Go through the mod options once, and put everything you don't want to be able to miniaturize into the column on the right. Some things will be on the list that aren't even selectable, such as terrain types from RF - Fertile Fields. I move them over anyway, but it really doesn't matter too much.

The only way I know of even being able to select terrain like that is after you minify a bridge like we talked about earlier maybe, or with RIMMSqol. Either way, I talked to Erdelf and told them, so there's a chance it will be changed soon, but it's not a big issue.

So far, I've had 0 issues from Minify Everything, and it's been exactly what I wanted.
Hmmm a few comments from the steam page worried me, namely:

Quote from: Hmmm... are you aware of an issue where wind turbines when uninstalled and the installed again nearby consider themselves to be "blocked by wind turbine" as they're still picking up the old placement?

QuoteCritical bug save-destructor:
Pods from vanilla or mod[Self-Launching Pods] are bugged in minify and replacement. There is an illussion of minified object near re-placed pod, untargetable.. Game not crashing, but all LOAD-caravan/pods menues are empty from this moment. Game cant load list of ur pawns/items. And and all new saves from that are unloadable.

But if youre vouching for it...I might try it out regardless. Author states its safe to uninstall