[A16] Day/Night Switch
Download at GitHub (https://github.com/Aeryl/DayNightSwitch/releases/latest)
Download on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754081979)
Adds a very simple power switch that will automatically turn itself on or off during the day or night. You can configure the switch to determine when it should be be active. I created this mod to be specifically used with sun lamps since plants don't grow at night.
[A16] Temperature Gauge
Download at GitHub (https://github.com/Aeryl/TempGauge/releases/latest)
Download on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=843504745)
Adds a buildable thermometer that displays the current ambient temperature and can be configured to provide temperature based alerts. You can set it to alert you when a room gets too hot or cold. If you have ever had food rot in a freezer or plants die in your greenhouse because you forgot to check the temperature, this mod is for you.
[A16] Condition Replacement
Download at GitHub (https://github.com/Aeryl/ConditionReplacement/releases/latest)
Download on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754081820)
Adds the ability to replace specific medical conditions with less severe options.
- Replace cataracts with a synthetic lens
- Replace hearing loss with a hearing aid
- Replace a bad back with a plasteel disc
Synthetic lenses and hearing aids can be crafted at a machining table. Requires new "medical gerontology" research.
[A16] Traps Rebalanced
Adjusts all traps so that colonists will never spring them. They are much harder to move through, however.
An A16 version was made by Love using HugsLib. You can get it below. I have not tested this version personally so please let me or Love know if there are any problems.
Download (https://mega.nz/#!KtozELyb!Mb7e1cOde0iJo2HBljZ0n9wrRqkISZyV0cpra6vSNLU)
This version requires HugsLib (https://ludeon.com/forums/index.php?topic=28066.msg284401#msg284401).
Special thanks to Adventurer for requesting this mod.
License
Feel free to use the code in these mods however you like. The source code for all my mods can be found at my GitHub (https://github.com/Aeryl).
You may also include these in your mod pack as long as the pack is provided for free.
Bob Barker would be proud.
Added a new mod: Condition Replacement
This mod lets you replace a specific hediff with another in an operation.
Ex. Use hearing aids to replace hearing loss at less than 100% efficiency.
Both great mods. Is the condition replacement values too high? My grandpa has a hearing aid and can't hear me for crap.
That's a fair point. I think I will reduce the effectiveness of some of these in the future.
Added a new mod: DayNight Switch
A very simple power switch that toggles during day or at night. Perfect for saving energy with sun lamps.
You seem to be modding very actively, so I have a request. Would you be able to make this suggestion I posted a reality?
https://ludeon.com/forums/index.php?topic=24505.0
I might be able to do something like this. The hard part will be modifying movement speed but I'll give it a shot.
For the record, I made all of these mods quite some time ago for my own personal use; I just decided to pack them up and release them recently. I'm not that fast, I swear!
You could look at the way the rocks or slags or whatever they're called in-game work, pawns can move over them but avoid them if possible and move slowly over them.
Quote from: Adventurer on August 23, 2016, 09:12:11 AM
You seem to be modding very actively, so I have a request. Would you be able to make this suggestion I posted a reality?
https://ludeon.com/forums/index.php?topic=24505.0
All done! It turned out to be a lot easier than I expected! Please let me know what you think and if you think it needs to be tweaked at all.
Added a new mod: Traps Rebalanced (https://github.com/Aeryl/TrapsReblanaced).
Colonists will never spring traps but they are much slower to walk through.
Wow, great bunch of mods, thanks!
Thank you! You misspelled 'Traps Rebalanced', though, both in the OP and the archive/folder of the mod. Just thought you should know.
Oops... Thank you for letting me know. It should be fixed now.
Can you maybe make a mod that instead of making animals sterile, you can artificialy impregnate animals so you don't have to wait for them to mate? Idea is to take sample from male (tamed) animal and inject in female (also tamed) animal (and use of glitterworld medicine would be nice for OP reasons) and the rest is natural. ;D
That's a really interesting idea! I'll see what I can do. No promises though.
Hey Aeryl, A15 is out, any ETA on an update?
I really want to get Traps Rebalanced up and running in particular.
Quote from: Adventurer on August 28, 2016, 04:06:51 PM
Hey Aeryl, A15 is out, any ETA on an update?
I really want to get Traps Rebalanced up and running in particular.
That mod in particular will have to wait until CCL updates for alpha 15. I don't know how long that will take but I'll let you know when the update is ready.
In the meantime, the mods that are not dependent on CCL have been updated.
Sigh. I really wish CCL Team hadn't dragged their feet so much on the A15 update, it was in beta for weeks.
I would like to integrate Condition Replacement into my mod pack.
Quote from: Aristocat on August 30, 2016, 06:32:00 AM
I would like to integrate Condition Replacement into my mod pack.
Go for it. You don't have to ask for permission. :)
I have a suggestion for the Day/Night power switch.
how about a new item: sun lamps with built-in day night switch ? the mod is useful but it's quite annoying to connect your sun lamp and your hydroponics to different power grids.
[Edited, thanx :p]
Quote from: Wishmaster on September 15, 2016, 03:10:03 PM
I have a suggestion for the Day/Night power switch.
how about a new item: sun lambs with built-in day night switch ? the mod is useful but it's quite annoying to connect your sun lamp and your hydroponics to different power grids.
sunlamb :p
(http://i.imgur.com/PNbJcZu.png)
Anyway! that would be something I'd use, aswell
Hello. Can you make your day / night switch movable? (i.e. reinstall command doesn't work). I placed it in the wrong spot and the only thing I can do is deconstruct it. I think deconstructing uses up resources and since this thing uses components + steel I'd prefer not to do it. Thanks for your consideration. :)
You should probably just add the switch DefName to Miniaturisation Overloaded (or ask the author there for a compatibility update) and use both of them.
Hi, I did a little update of Traps Rebalanced for A16. It now requires HugsLib instead of CCL.
mega.nz/#!TsRi3ShD!6hECXU_Hc7lNILjxSc-NFoVCzSJAT-RaJO_klvEDdhU
Recompiled for release version: https://mega.nz/#!KtozELyb!Mb7e1cOde0iJo2HBljZ0n9wrRqkISZyV0cpra6vSNLU
any plans for [a16] day/night switch? it'd be of great use!
Quote from: cammillotto on December 23, 2016, 09:18:42 AM
any plans for [a16] day/night switch? it'd be of great use!
Seems like "Love" did it.
Nope, I only did Traps Rebalanced.
Updated day/night switch to alpha 16.
thanks!
needs to be fixed
Duplicate code-linked translation key: TempGaugeAlert in language English
Verse.Log:Warning(String)
Verse.LoadedLanguage:LoadFromFile_Keyed(FileInfo)
Verse.LoadedLanguage:LoadData()
Verse.LoadedLanguage:TryGetTextFromKey(String, String&)
Verse.Translator:Translate(String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
RimWorld.<PostClose>c__AnonStorey3A4:<>m__530()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
its only a soft warning but has possiblity of causeing conflicts.
Hey there. First of all, thanks for your mods. I have a question/request: does your trap-balancing mod work well with Trap Defence (https://ludeon.com/forums/index.php?topic=25708.0)? And if it is not, can you fix/patch this?
Quote from: ambivalence on February 12, 2017, 12:04:47 PM
Hey there. First of all, thanks for your mods. I have a question/request: does your trap-balancing mod work well with Trap Defence (https://ludeon.com/forums/index.php?topic=25708.0)? And if it is not, can you fix/patch this?
Looking at Trap Defence, it should work since it's using the vanilla class. Load my mod first and let me know if you encounter any bugs or problems.
I have had several pawns spring traps, ¡s there still some conditions in which they can spring with colonists? Or does that mod conflict with some other mod? real help would be appreciated.
Love the idea of the condition replacement mod,
but the version on github is still A15 :/