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RimWorld => Mods => Releases => Topic started by: sulusdacor on September 20, 2016, 08:43:31 AM

Title: [1.0] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:43:31 AM
[sd] - Mods

Topic with all my mod, downloadlinks, short description, short changelog and so on.

My current Mods so far:

Steamworkshop list with all my mods (https://steamcommunity.com/workshop/filedetails/?id=766948549)

Dropbox folders:
Current versions (https://www.dropbox.com/sh/4b9dxw87ha830xj/AABi_b9jjm15wSFi_fZDILJxa?dl=0)
Old versions (https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0)

GitHub: https://github.com/sulusdacor

All of my Mod Preview pictures use the Rimworld font from Marnador (https://ludeon.com/forums/index.php?topic=11022.0), thx for making that and giving us the option to use it in our mods.

Modpack/License stuff etc:
My mods can be used by anyone for any purpose as long as it's free and there's proper attribution - mod name, author's name.

(http://verify.modsync.ninja?4004fdab-3a79-4d99-9d07-2239447bf7cb) (http://www.modsync.ninja)
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:44:11 AM
Of pillows and beanbags

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

Description:
"Of pillows and beanbags" - could be the title of an epic tale, which might take place in your colony.

or just a mod that adds  these to the game for your colonists to sit on ;)

Sub Topic
Adds one beanbag and one pillows for your colonists to sit on. Pillow and beanbag count as chairs. Pillow texture can be switched by rotation. They must be researched before you can build them. Color depends on the fabric or leather you use to build them.
Stats are the same as the armchair. Only exception: all pillows have reduced cover(0.4 -> 0.1) and less walking impairment(30 -> 20) and lower weight (mass 10, compared to 18 from armchair)

Author
sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760089174

Dropbox: https://www.dropbox.com/s/sfudifog714ow9z/sd_pillowsCo_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_pillowsCo/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "of pillows and beanbags"

- 20/09/2016

- added ludeon forum link to about data, updateted steamworkshop description wiht this link too
- made furniture tradeable by furniture tag (exotic goods trader)

- 14/10/2016

- removed abstract def highqualityfurniture, since it was not used. added marker in xml file for abstract bases

- 21/12/2016

- updated for a16, added mass
- removed medieval research tag
- merge pillows into one object texture switch with rotate
- removed shadow data, added edge shadows
- changed stuff coloring, by adding cutout complex shader and full red material layers
- changed texture folder structure
- added menu icon for pillow texture switch
- updated about file

- 06/01/2017

- fixed the worktobuild xml thing

- 31/05/2017

- update to a17
- changed beauty from 3 to 1, to be same as the vanilla armchair

- 28/12/2017

- update to b18
- <ResearchProjectsDefs>,<Buildings> to <Defs>
- adjusted case sensitive xml tags:
designationCategory
description
size

- 15/01/2018

- added modsync

- 25/10/2018

- rimworld 1.0 update
- xml stuff
- textures endings for multichanged
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:44:26 AM
advanced powergeneration

(http://i.imgur.com/68ChcBF.png)
(picture of solarpanels on steampage)

Description:
a light in every corner, an extra workbench there, maybe another cooking stove - wondering where your power went?
- a simple try to add some "late game" power supply.
- no maintenance/refueling, just place it and get the power.

Sub Topic
Adds advanced windturbine, advanced solarpanels, advanced goethermal and nuclear power plants. All must be researched before they can be build. Research is dependend on vanilla research (electricity/geothermal). placement restrictions for wind/solar/geothermal still apply.

power output:
- advanced windturbine: max 6k (double normal windturbine)
- advanced solarpanels: max 3,4k (double normal solarpower)
- advanced geothermal: 7,5k
- advanced nuclear power: 20k
- adv watermill: 2,2k

research:
- all are tech level spacer and need a higtech research bench and the multianalyzer

research "tree":

electricity research -> advanced winturbine research
electricity + solar research -> advanced solarpanels research
geothermal research -> advanced geothermal research -> advanced nuclear power research

The research is currently using the positions after the ship research in the tree (x 13 and 14). I could not get the placement to work how i wanted it to in the vanilla tree. This might cause/is causing some strange looking connection lines in the research tree and might "conflict" with other mods. Currently a bit unsure if/how to fix that.

as of a16 the buildings have weight:
adv wind: 500
adv solar: 450
adv geo: 1000
adv nuclar: 1250

costs:
calculated from the vanilla values of the current alpha over the wealth/power values. the dropbox folder has an openoffice table with the stats+calc: https://www.dropbox.com/s/zxm1s94s2548jcl/cost%20calculation%20adv%20powergen_b18.ods?dl=0

Author
sulusdacor

Thx to WishingLaws for the ChineseSimplified language translation

Thx to skullywag and RawCode for helping me find my mistake with the code for solarpanels here (https://ludeon.com/forums/index.php?topic=27461.0)^^

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760088748

Steamworkshop (japanese translation, done by Proxyer and Mayreal): http://steamcommunity.com/sharedfiles/filedetails/?id=1210881284

Dropbox: https://www.dropbox.com/s/5aisir6ti2poh1t/sd_adv_powergen_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_adv_powergen/releases

source code for modders: https://www.dropbox.com/s/qdav6d72msfclr2/sd_adv_powergen_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd] advanced powergeneration" (sd_power)

- 14/10/2016

- added abstract base building base, added marker for sections in xml thingsdef

- 21/10/2016

- made nulcear reactor rotatable, goe not, since it messed up the placeworker
- made all things minified

- 17/11/2016

- added bare bones def+research def for solar power
- added assemblies for solar power (texture still missing)

- 18/11/2016

- added texture for adv solar panels
- reduced the blacklines in adv geothermal texture
- added sd_power_ for variables in assemblies
- added minifieable to solarpanels

- 21/12/2016

- added note in about file for older mod version donwload in forum topic
- renamed some defs,folders, assemblies stuff variables etc. to sd_adv_powergen_ ...
- removed german language files
- set all buildings to no ai chill destination
- added mass for buildings
- set research to x 13 and 14 in the tab (after ship at the end)
- changed nuclear power to adv nuclar power (building+research)

- 25/12/2016

- moved abstract into own base xml
- adjusted weights, still way over the material used to build, but should be better
adv wind: 500
adv solar: 450
adv geo: 1000
adv nuclear: 1250
- updated descriptions to changed windpower (6k -> 4k)
- updated german language files

- 28/12/2016

- adjusted the costs for all the buildings to new market values in a16

- 06/01/2017

- fixed the xml tag Worktobuild, had old one here, which resulted in instant buildtimes

- 29/05/2017

- target version update in about file
- recompiled the assemblie, but no changes had to be done there
- still small error exception in miniaturiation of solar/nuclear power plants
- added chinesesimplyfied language files thx to WishingLaws

- 29/12/2017

- update to b18
- root <Defs> fix
- added research tab
- adjusted costs overall:
- mostly adds adv component, changes other costs a bit to hold overall wealth value
- nuclear about 10k higher workcost
- removed ignore needs power xml tag
- recompiled code, but no changes there

10/01/2018

- adv winderturbine description -> 6k max not 4k

14/01/2018

- added modsync file

10/07/2018

- russian translation file added by Hanabishi from github

22/10/2018

Rimworld 1.0 update
- updated assembly
- xml fixes, update to 1.0
- added construction skill requirements, same as vanilla counterparts (nuclar=geo)
- components, just replaced with industrial/spacer variants
- added thincategorie power to all
- added allow autoroof false to adv windturbine
- for now removed modsync file, since modninja was replaced by another, havent looked into that

13/11/2018

- added japanese translation from proxyer
- added spanish by CANALETA and spanish latin by CANALETA

14/11/2018

- added missing jap languagge info xml file

01/12/2018

- adv watermill added

02/12/2018

- added small glow for watermill
. added japanese for watermill from Proxyer
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:44:37 AM
chickennest

(http://i.imgur.com/AuO3x9l.png)
(steampage has usally a bit more pictures)

Description:
adds a nest for small animals to the game. made out of hay, same stats as the animal sleeping box. don't needs research to build.
you can switch textures by rotating the item (one lighter and one darker)

Sub Topic
the mod just adds another item like the small animal box. you can still build the normal box. the chicken nest is not restricted to chickens only. it can be used by other small animals too,like the normal box. it includes 2 chicken nests different textures (switch with rotate), one darker and one brighter. you can minify the building and reinstall to switch the textures. picture for the brighter one can be found on the steamworkshop link. just another texture to make your base/farm look nice ;)

Author
sulusdacor

Thx to WishingLaws for the ChineseSimplified language translation

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760708576

Dropbox: https://www.dropbox.com/s/64vm1ur47aaoxdx/sd_chickennest_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_chickennest/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "chickennest"

- 14/10/2016

- added abstract bases to thingDef to avoid mod conflicts

- 21/12/2016

- updated for a16
- added menu icon texture
- move both textures to one def, texture switch with rotate
- added mass (same as sleeping box)
- added room comp modifier (same as sleeping box)

- 25/12/2016

- updated german language files
- put abstracts in own xml file
- added note in description of object for rotation texture switche (german langueage file too)

- 06/01/2017

- fixed the xml line worktobuild, had old one, which got instant build

- 29/05/2017

- update to a17
- changed heal per day from 7 to 3, since that is the value all other animal beds have
- added chinesesimplyfied languae thx to WishingLaws

- 28/12/2017

- update to b18
- added surgerysucesschance 1 xml tag line for stats (same as animal sleepingbox)
- changed <Buildings> to <Defs> xml tag
- case sensitive changes: thingClass
passability
pathCost
altitudeLayer
castEdgeShadows
bed_showSleeperBody
designatinCategory

- 14/01/2018

- added modsync file

- 25/10/2018

- rimworld 1.0 update
- xml stuff

- 03/11/2018

- added spanish by CANALETA
- added spanish latin by CANALETA
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:44:49 AM
round tables

(http://i.imgur.com/GR2m4Df.png)

Description:
tired of living on the edge? want things to go round? this will (most definitly not) be the solution^^
   
adds three round tables to the game in different sizes (1x1,2x2,3x3). dont needs research to be build.
   
stats from the middle and big one are same as the vanilla tables (short/long). small round table has slightly reduced stats compared to the short vanilla tables.
   

Sub Topic
all tables have same stats like the vanilla square counter parts. small round table has stats from end table. all tables can be used like the normal ones and can be minified.

Author
sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=761403726

Dropbox: https://www.dropbox.com/s/6eepdm3rdc87dgl/sd_roundtable_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_roundtable/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "round tables"

- 20/09/2016

- added ludeon forum topic link in about file
- made tables tradeable, furniture tag (exotic goods trader)
- added changelog as of today

- 14/10/2016

- added abstract base building base, added section marker in thingdef xml

- 21/12/2016

- update for a16
- added the roomidentifier comp (like vanilla tables)
- added mass
- split xml into two: base xml and actual things xml

- 07/01/2016

- fixed the worktobuildxml tag thingy, used old worktomake, which resulted in instant build

- 03/06/2017

- updated to a17, version number in about
- added table base abstract to clean up the xml a bit

- 28/12/2017

- update to b18
- <Buildings> to <Defs> change
- adjusted stats to refelct vanilla counter parts:
small round table same as end table (= lower hp, lower beauty)
2x2 round same as 2x2 square one (= lower beauty)
3x3 round same as 3x3 squae one (= more hp,, more mass, lower beauty, more work+cost to build)

- 15/01/2018

- added modsync

- 27/10/2018

- rimworld 1.0 update

- 13/11/2018

- added - spanish by CANALETA and spanish latin by CANALETA
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:45:05 AM
goodnight

(http://i.imgur.com/33S9EUE.png)
(more pictures on steam page)

Description:
Your colony got the booze, but lacks places to snooze, fear not =)
   
   - adds some additional beds
   - all beds can be used like the vanilla beds
   - needs research before you can build them, 3 research projects (medieval, industrial, spacer)
   - adds 2 medieval beds, 3 industrial beds, 2 spacer beds
   - beds are all double + single beds, except the prisoner (only single) and the heart shaped bed (only double)
   

Sub Topic
you can change the color of the medieval+ industrial beds depending on the fabric/leather you use. the prisoner bed changes color depending on the stone/wood/metal used to build. spacer beds can't be changed colorwise. pictures for different colors of the beds can be found on the steamworkshop link.

the rest effectiveness of the beds is a bit higher then vanilla with each tier (1,1 - 1,2 -1,3). that should reflect the need to research them (with the best bed in legendary quality your colonists will still need around 6hours of sleep). tried to balance out the costs a bit too. will probably need some tweaks there. the last tier of bed hast slightly increased immunity gain (1,2 compared to the 1,144 of the vanilla hospital beds). it needs glitterworld medizine to be build to balance this out.

as of alpha 16, added mass and the heal per day ticker. mass is set to 50/60/70 for medieval/industrial/spacer single beds (vanilla normal single bed is 50). the double beds have the mass 90/100/110 (vanilla royal bed has 90). the heal per day ticker is 8/9/19 for medieval/industrial/spacer, no difference in single or double beds (vanilla royal bed has 8, normal beds have 7, hospital bed has 12).

How to add other linkable buildings/furniture like the vitalsmonitor to the mod?

(slightly changed with patches in main mod, but overall process stays the same. if you look in the mod files you get how the end result looks like.)

you will need some basic text altering program where you can open files, change stuff and save. the normal basic windows text edit thingy works fine. (i personally use notepad++, since you have some better structuring for xml files there. we only do minor editing here so you dont need this, but if you wanne do more rimworld xml modding i would recommend it.)

a general patchtutorial you can find here (https://ludeon.com/forums/index.php?topic=32785.0) too.
some explanation to other patchoperations is here (https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782)

With a17 this can be done over the patchopoerations. For an example you should look into one of the patch files below in the download section. these only include the bare bones file of a patch. an about folder (information that is displayed in the modlist ingame) and the actual patchfile in the patches folder (the patchoperation,alterting/adding/removing that is done). (the preview picture is not needed. the changelog is really only sth i do for me to keep track a bit what i did, not need too.)
to add custom things you will need at least both these folders and one xml file in them. you can just copy them and alter these.

you patchmod structure would look like this:
patchmodName/
About/About.xml
Patches/FileNameOfYourChoice.xml

the patchmodName folder with all the other stuff in that would be put into the rimworld/mods folder of your game at the end.

so the main question here is now, what goes into the patches xml file. since that is was determines what the patch actually does. for that you can look in one of the goodnight patches. it would look something linke this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<!--================================ patches for mod sd medicaddons ======================================-->


<!--========================= adding facilities =============================-->

<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
</value>
</Operation>



</Patch>

first off all things inside a <!-- and --> are just comments not "read" by the game when the file is loaded. they are just to have some better structure, add notes etc. so these we will not talk about and are not needed.

the actual file starts with:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

and ends with
</Patch>
to use the patch operations this is the base structure we need for the patch where all other stuff gets included in no matter how big the patch is.

the main thing to notice in all xml files is that things are opened and closed. so the patch tag has an opening tag and a close tag. this is true for almost all xml tags you use. it simply tells the game the information we input to a certain property. when it start and where this ends.

we could think of xml modding in general as using "linkpoints"(xml tags + the input/information in them) that the preset structure (code base of the game) is given to use. so we can not use whatever we want here. what xml tags work and what information we can put in them is limited by the game. so keep that in mind.

now to using the actual patchoperation we have the operation tag. inside this we have the class. for our case since we want to add other linkable facilities it is the add version we need. so we would have this at the moment:
<Operation Class="PatchOperationAdd">
</Operation>

next comes the xpath, which tells the game what item to alter and where this need to be done:
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
for the goodnight mod i have basicly a preset object named sd_basebed. this has some base properties and all other beds use this as a preset. so changing things there automaticlly affect all other beds. it makes things a bit simpler. to add your linkable thing to goodnight just copy that part.

if you wanted add things to your custom item you would need the defining name of the item you want to affect (defName) or the abstract it uses if the propertie you want to change is in the abstract. the xpath for an abstract would look a bit different like for example like:
[@Name = "CTSAdvHospitalBedBase"]
(check CTS patch for medicaddons or more furniture)
some problem with xpath is explained here (https://ludeon.com/forums/index.php?topic=32874.0) if you are looking to change your custom items/things. you would too have to specify for you custom xpath where changes excatly should be made. a bit mroe for that in the next section.

so moving on since the game knows now what patch operation and what object to change. the next part is the value section and the end of the xpath where we specify basiclly the excat position the patchoperation work on. for that we have to look a bit in the value section too, since the thing we change and how this is found in the xml content we want to change is important on how the value section looks like. the value tells the actuall content that is handled. so for our adding patch operation this is the meat. the stuff that is actually added to you object ingame. since we want to add other linkable things to your bed we have to check first how the linkable section on the actual object looks like to know how the value section has to look and the xpath end telling the patch where to work. for the goodnight beds and other base beds this would look like this:
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
</linkableFacilities>
</li>
....
</comps>

for goodnight you can find this in: sd_goodnight/Defs/sd_goodnight_beds__ThingDefs_a_base.xml
for the base game these would be in Rimworld/mods/core/defs/thingdefs_buildings/Buildings_Furniture.xml
just search linkable and you will find the section in the files.

so for goodnight the actual stuff that matters is:
<ThingDef Name="SDGoodnightBedBase" ParentName="SDBuildingBase" Abstract="True">
<defName>sd_basebed</defName>
...
    <comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
</linkableFacilities>
</li>
...
    </comps>
...
  </ThingDef>

the xpath he have on the goodnight patch as reference:
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
when we look at this we see we have the ThingDef since the object is a thingdef, basiclly a thing that is defined. it has a defining name (defname) we use. then we go deeper in the section and inside the thingdef section of that object we go into the cmps section. so we have /comps. the comps section itself is a list of multiple things in our case. so the compproperties_affectedbyfacilities we want to get into is the first point of the list so the next xpath thing is /li[1]. the li for list the [1] for the 1st place in the comp section list. so now we go deeper in the path and have the xml tag linkablefacilites. so next xpath is /linkableFacilites. these are itself a list. but we want to add to the list of the linkablefacilites. so the xpath in our case stops here. since the linkablefacilites are a list. here we see all things have the li tag in front+back. so if the patchoperation would add things we would have to write this tag too. so this determines the value section in your patch operation. since the linkablefacilites are a list. the things we add are list parts and have to look as such. thats the reason the value section of the patch looks the way it does. where/what we want to add determines how the patch file looks like. so at the end the whole patch xml file looks like this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
</value>
</Operation>
</Patch>

(to note here the xpath defname bracket section could be [@Name = "SDGoodnightBedBase"], since the thing we use is an abstract too. i did not know you could alter abstracts too at the time i wrote the goodnight patch, thats why the defname workaround. using the abstract version works the same. it does not change anything on the patch.)

so the last thing would be how do we know what comes in the value section. in our case we have for example sd_medicaddons_medieval_surg_washpan. how we know its not like medicaddons_washpan. we covered the sturcture it has to be with the list character,but not where the item names come from. in case of linkablefacilites that are the defnames of the objects. in case of other properties it varys what the possible input for the xml tag we alter is.

for linkable facilites the defnames can be found in the sd_medicaddons/Defs/ThingDefs/ and then the medieval, industrial, spacer xml files. the base is jsut abstract, but in that case we need the actual defining names of the objects. the names given in the defname xml tag section of the objects in the xml files.
for any other mod it depends on the file structure the mod author uses. but it should be in most cases something like: modname/Defs/ThingDefs or ThingDef_Buildings. then you have to manually check the xml files for the object you are looking for. if know the ingame name of the item,search for that in the xml files. it is determined by the label xml tag. but please keep in mind to use the patchoperation you will need the defname not the label. both can be the same, but they can be different. so make sure to check the xml files of the mod. once you got the defname the patch xml file to add your linkable stuff to goodnight beds would look liek this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>defnameOfTheLinkableThing</li>
</value>
</Operation>
</Patch>


Author

Thx to the author of PatchOperationFindmod code (not sure who came up with this), using the one from cuproPanda alloys (https://ludeon.com/forums/index.php?topic=32190.0)

sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=763943290

Dropbox: https://www.dropbox.com/s/wve0kqx7flx4idp/sd_goodnight_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_goodnight/releases

source code for modders: https://www.dropbox.com/s/vudx6549j5ijxu3/sd_goodnight_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

the main mod version now includes the patches over patchoperations and mod load checker. So you don't need these anymore as extra mods. Let me know if want some compatibility added with specific mods.

so far it includes:
CTS (https://ludeon.com/forums/index.php?topic=38010.msg389368#msg389368) = makes the adv vitals monitor that comes with CTS linkable
[sd]medicaddons (https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452) = makes all beds form goodnight linkable with the medic stuff in the addons mod
More Furniture (https://ludeon.com/forums/index.php?topic=16977.0) = makes beds form goodnight link with linkable stuff from furniture, like endtable, dresser etc.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "sd_goodnight"

- 20/09/2016 (date)

- updatet ludeon forum link in about file
- made beds tradeable, furniture category (exotic goods)
- all beds are now in seperate category (sd_beds)

- 14/10/2016

-  added abstract def building to thingdef, added section marker in xml

- 22/10/2016

- added facilites defs for medieval+industrial+space tech level in abstrract def to activate
- changed abstract base in beds to include linked stuff for easier changing stuff

- 09/11/2016

- added single beds to all medieval and industrial (not heart bed so far)
- lowered costs for all beds
- added new textures for all medieval and industrial beds (not heart bed so far)
- changed def names + texture folder structure to better identify single+double beds

- 14/11/2016

- added multi texture for cryo double bed + cryo single bed
- moved most xml lines into abstract for beds
- looked over hp values (medieval 200, industrial 250, space 300), single beds -50hp

- 15/11/2016

- added first draft multi texture for space double bed + single bed

- 17/11/2016

- added new texture for space double + single bed

- 18/11/2016

- cleaned up texture for space single bed side
- added texture multi for heartshaped bed double
- added vanilla designator uninstall in bed category
- added stuff to the space+cryo bed class (half the steel can be metallic stuff)

- 22/12/2016

- updated to a16, added mass
- moved hammock to industrial for eventual future additions of more medieval looking hammock and a futuristic one
- removed tags in research (means starting at any the techlevel, you will have to reseach the beds)
- split thingdef xml in various for better overview, added letter for order in designation category
- changed some def names, texture folder structure, texture names, filestructure to allow better overview + potential updates in future
- various def names, texture names from space to spacer
- research def names from bed to beds
- healticker is 8,9,10 for medieval,industrial,spacer (vanilla royal has 8, hospital 12)
- mass is 50,60,70 for singles and 90,100,110 for double beds (50 and 90 is vanilla value for normal single bed and royal bed)

- renamed space to spacer in medicaddons defnames additon comment in base xml

- 25/12/2016

- updated defnames of more furn mod in comment section of base xml

- 06/01/2017

- updated the worktobuild xml tag, used old worktomake one,resulted in instant building

- 30/05/2016

- update to a17
- added roomidentifier for beds, cleaned up the xml (removed some notations since new patch options allow smother compatibility patches)
- adjusted heal per day to 3 (value of all other beds in vanilla game) for medieval, 5 industrial, 7 spacer (vanilla hospital has 9)

- 29/12/2017

- update to b18
- fixed roots to <Defs>
- added research tab
- fixed case sensitive xml tags
- fixed wrong heal per day for medieval bed to basic 3
- added new linkable endtable+dresser
- spacer beds replaced component cost with advanced components: (slight wealth/cost incr)
single: 3 comp to 1 adv
double: 5 comp to 2 adv

- 06/01/2017

- added modloadedchecker to include patches in main mod
- added compatibility patches over pacthoptions, so far for medicaddons and more furniture
(patching both sides or additional xml seems to cause non errors)
-> makes load order not matter form what i tested
- so far supports: CTS, medicaddons, more furniture

- 15/01/2018

- added modsync file

- 25/10/2018

- rimworld 1.0 update
- assemblies update
- xml fixes/updates
- textures renamed for new multi endings (north,south,east)
- more furniture mod name updated for patches
- added basic constr skill requirements (4,8,12 for medieval,industr, spacer)

- 03/11/2018

- added spanish and spanislatin by canaleta
- german by sulusdacor
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 08:47:30 AM
spaceship

(http://i.imgur.com/pjUS5Ak.png)
(bit more pictures on steamworkshop page)

Description:
Get your butt off the planet in style ;)

   This Mod does override some vanilla objects!!!
   (all shipparts)
   
   - adds additional (most purely cosmetic) ship parts to the game
   - your ship still needs to have the vanilla parts needed to fly somewhere (enigne,reactor,computer,filled cryocasket)
   - overrides the vanilla ship beam with a linkable variant like walls work(same costs like vanilla beam in the end)
   - overrides the vanilla cryocasket in the ship menu to set the interaction spot in the object and remove the placeworks that forces you to put it on a beam (for better building)
   - replaces textures with old versions

Sub Topic

adds wings (1x1,1x2), fill parts (1x1,2x2,2x3,linkable shipbeam), cockpit(1x2), engine (1x2). building depends on the vanilla research:
- shipbasics -> fillparts + wings
- ship engines -> engine
- ship cryocasket -> cockpit

the linkable beam replaces the vanilla beam now (linkflag custom1). all ship parts are set to walkthrough and i removed the blocklight flag for shipppart i added. so if you use some lighting/darkness mod it does not look so ugly.

the override for the cryocasket just moves the interact spot inside the object and removes the place on beam placeworker. so you can place the casket everywhere now. this is to make building a bit easier and not such a pain. (moved the interact spot from the cockpit added by me inside the object too.)

latest b18 version includes a patchfile that scales the vanilla ship parts back to the "original"(a17) size. might cause some issues, so be aware.

Author
sulusdacor

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=766959460&searchtext=spaceship

Dropbox: https://www.dropbox.com/s/97fgrbduv8y6n9q/sd_spaceship_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_spaceship/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd] spaceship"

- 14/10/2016

- added base abstract basebuilding
- changed xml thingdef from <gamedata> to <Defs>
- added better section markers in thingdef xml
- added german language file
- renamed fill parts to _b (beam) and _s (ship) at the end to remove error message

- 15/10/2016

- added linkable ship beam
- made all ship parts minifieable

- 22/10/2016

- added 2x3 fill part

- 22/12/2016

- updated for a16
- changed filestucture, texture folder structure
- added custom abstract (shippart)
- made all shippart walkthrough (150 pathcost), place not under roof, blockwind
- set block light to false to remove the bad lightning effect when using darkness mods
- added override for vanilla cryo casket, removed on beam placeworker, set interact spot into casket
- set cockpit interact spot into the cockpit
- set dragable beam to override the vanilla beam
- adjusted costs to new shippart costs (resulted in mostly higher component costs, vanilla parts as a blueprint for costs)

- 25/12/2016

- updated german language file (added missing 2x3 fillpart)

- 07/01/2017

- fixed the worktobuild xml tag, used old worktomake, that resulted in instant build

- 03/06/2017

- update to a17
- added vanilla seillprice modifier to buildign base abstract

- 04/06/2017

- moved all the vanilla beam stuff to patch file for better compatibility
- updated linkable beam texture to new 320x size, borders are fillers
- added 3x3 fill storage/reactor looking thingy

- 21/06/2017

- added lowered cost for dragable beam (1/5)

- 29/12/2017

- update to b18
- added mass to wings 500 for 1x1 field (cockpit has 1000 per 1x1)
- lowered the plasteel cost of misc parts to <Steel>40</Steel> for a 1x1
      <Plasteel>10</Plasteel>
      <Component>2</Component>
- changed sizes back to a17 values, new ship part has 1x1 same as computer core thingy (might cause error with ship quest???)

- 15/01/2018

- added modsync

- 24/10/2018

- rimworld 1.0 update
- xml update
- thingcategory when minified to buildingspecial
- replaced textures with old versions, added sizeadjustments for the missing stuff
- about file update
- added construction skill requirement for parts added by the mod (same as beam lv5)

- 12/11/2018

- fixed an issue with sos mod not saving id properly (removed double comp from abstract)
Title: Re: [A15] sd Mods - mostly stuff
Post by: kaptain_kavern on September 20, 2016, 12:20:54 PM
Yeah keep up releasing furniture mods buddy please ;)
Title: Re: [A15] sd Mods - mostly stuff
Post by: EldVarg on September 20, 2016, 02:00:05 PM
Cool ship parts :).
As I said in steam, you should make a new tab for your new furniture as some get lost when you have a full icon list (with many mods).
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 03:10:40 PM
thx for the feedback guys =)

@furniture mods: have some other stuff in mind before i may come back to that. not sure tho. i think there are already enough furniture mods with more furniture+clutter. i mostly do stuff what i feel would be nice or what i miss in the game. not really wanne do double stuff. so yeah. or stuff i use for my personal play (like the power mod was a from superior craftung, loved the powerplant sound inside my bases^^).

@beds/goodnight mod: just updated them,should have an own category beds now, vanilla beds are still in furniture. dont wanne mess with them. didn't know about the 3 row cap before and was a bit unsure if i wanted a new category for just my beds. since players installing so many mods,that they are full would be rare, but seems legit with steam and all. sry for the delay.
Title: Re: [A15] sd Mods - mostly stuff
Post by: EldVarg on September 20, 2016, 04:56:21 PM
Great! :)
Could round tables, beanbags, pillows, nest all be in this new tab?
Can you sell all these stuff at traders?
Could you do a future version of the hospital bed?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 20, 2016, 06:10:57 PM
updated today for pillows, the beds and round tables to be tradeable. exotic goods trader should take these. have the trade tag furniture,so if a mods adds a trader who deals with that he should have them too. decided not to make the chicken nest tradeable,since its just hay.

with the tab, called it beds at the moment, was just for the one mod. havent thought about that to put all in one tab. sounds like a good idea, only problem would be someone just using one mod, would only have very few items in there, so dont know yet. will think about that.

for the hospital bed basicly stuff i wrote above. there were at least two good textures for other hospital beds in the past,not sure which mods it was or who is using them at the moment. maybe glittertech, not sure. so yeah dont have any plans for that.
Title: Re: [A15] sd Mods - mostly stuff
Post by: mabor0shi on September 21, 2016, 11:10:57 PM
cute nests! I love the human bed designs too. just curious: why hav u made all beds (other than prisoner) double beds? do u plan on releasing twin or full size?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 22, 2016, 02:25:05 AM
the prisoner bed is intent to use in the prison. since i havent seen any prisoner hocking up and demanding a double bed it ended up being single. and a double prison bed on a wall looks kinda strange. so if u mean with the last question if i wanne do a double prison bed, probably not. dont really see the sense at the moment. i plan on adding medic, prisoner and prisoner medic textures when ccl comes out, so maybe i will add more at this point, dont know myself yet ;)

as for the double beds. i usally find myself placing only double beds after a really early point in the game with the new social system. and from what i have seen from other players playthroughs on twitch is was kinda the same. so i didn't see the point of the single ones, after a certain point in game. and since you need research for my beds you are probaly at the point where you have a few colonists and some start hocking up,where double beds are more usefull if you dont wanne micro all your couples with single beds and just a few doubles. yeah, purely a practical decision. the other part you can say i was a bit lazy there,since i figured most players wouldn't use the single beds^^
Title: Re: [A15] sd Mods - mostly stuff
Post by: mabor0shi on September 22, 2016, 06:01:04 PM
I'm a bit new, only on my 2nd colony. I hadnt yet figured out that double beds shud be used even for single colonists. In fact, they take up more tiles and take more resources to build. So y is it better to build all doubles? i'm gonna build double beds now though, so I can use sulusdacor brand beds. either way, thx for answering my question. fyi, it was the lack of single beds i was curious about. I wasnt tryin to suggest double beds for prisons, although maybe it would help prisoners get along. Prisoners often share beds irl, right?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 23, 2016, 03:15:18 AM
the double beds are not better as the single ones. as i said before its a practical reason. with the social system your colonists can get in a relationship,hock up and get married. these things give them a quite good mood bonus. on the other hand they get grumpy if they cant sleep with their loved one, which is only possible in double beds. they get really pissed if they break up and so on. so if you have a couple in a colony you want them in a double bed to keep thier mood up, have a good opinion of their lover and stay in the realtionship.

you can have all single beds and if you get a couple just build a double bed, assign them to it and done. but sometimes you overlock some pop-up messages, when you do other things in your colony. if you build only double beds your couples will use the same bed automatically when they get in a relationship. you dont have to search them and assign manually. so its more a quality of life thing.

as for the space and ressouces they take over single ones. this is usally not an issue in larger colonies later on, when you get a few people, can call trades to get ressouces. and for the reason above most players i have seen build at least rooms fitting a double bed.
Title: Re: [A15] sd Mods - mostly stuff
Post by: mabor0shi on September 23, 2016, 09:41:04 PM
i know about the relationships between colonists and I hav benefited from marraiges a lot. but i never had more 8 colonists, so keepin track of everyone was easy. Anyway, to keep this post on topic I'll say: my pawns started replacing all their old beds with sulusdacor beds and they can't stop thinking about how comfortable they are ;)
Title: Re: [A15] sd Mods - mostly stuff
Post by: MinutesToWeekend on September 24, 2016, 12:29:58 AM
I like the beds! The other stuff is cool too, but the beds are really nice.
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on September 24, 2016, 04:21:46 PM
luciferium production

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

Description:
   
"These mechanoids could be the devil's spawn" - one colonist said and a crazy scientist started researching^^
   
   - adds a way to produce luciferium
   - needs research to build/produce/start, recipes need pawns with 10 crafting (extracting) and 7 medicine (medicine just for recipe on druglab)
   - how to get: kill mechs, get mech oil from them(sideproduct of disaasembly), distille it to raw luciferium batches, make luciferium with neutroamine at druglab
   - can build a stasis pod to extract mech oil
   - all stuff can be traded (exotic traders)
   

Sub Topic

the process is based of the assumption that you harvest mechanite oil from the downed mechanoid enemys. their "blood"/oil contains trace amounts of mechanites needed for luciferium, with distillerys you get some raw luciferium, which you convert at the drug lab into luciferium pills. needs neutroamine for this (maybe install a neutroamine production mod for this). you have an option to build a stasis pod to harvest mechanite oil any time and supply your colonist with luciferium all time this way. not depending on specific enemy raids. exotic goods trades can trade all the goods, if you get unlucky with raids or run low.

the research is just one project named luciferium after drugproduction, need the high tier research bench, multianalyzer to do.

the recipes to get mechanite oil from downed mechanoids is not researched locked (skill lock with 10 crafting still), so its not so much rng dependent. you get 1 oil form all mechs. the process kills them and is always sucess full. since you need downed enemys and thats already random. you can find a dragable order to easier asign the recipe to downed mechs in your orders category (should be near the end). This will assign the correct recipe to scythers/centipedes. All colonists performing tasks on mechanoids need the construction skill enabled. This is "locked" in the base games code and has nothing to do with this mod specifily.

you can build the distillerys after the research. same temperature range as beer barrels to keep them running, just needs 5 days tho. and only 10 oil, to make 5 raw luciferium batches. they need power to run (100). with the raw luciferium batch and neutroamine (each 10) you can craft 5 pills of luciferium. so basiclly 2x distillery to get a "full" recipe. the recipe on the druglab is skilllocked by 7 medicine and will give medicine exp.

the mechanite stasis pod needs 20 mechanite oil and 1 mechcorpse (besides the normal steel/component stuff). the mech corpse needs to be prepared at the machining table to be used to build the pod (use scyther or centipded corpse). prepared mechanoid corpsed can be traded and disassembled again, you will lose out on materials. compared to disassembling a mechanoid direct. just to prevent filling storage and maybe a way to buy them from exotic goods traders and get materials.

buildings are rotateable and can be minified.

as of a16, added mass. distillery 10, stasis pod 500, oil/luci batch 0.5, prepared mech corpse 50.

research project moved to x = 19.

Author
sulusdacor

Thx on theubie for using the code from his shutdown all mod. (https://ludeon.com/forums/index.php?topic=25579.0)

Thx to the author of PatchOperationFindmod code (not sure who came up with this), using the one from cuproPanda alloys (https://ludeon.com/forums/index.php?topic=32190.0)

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=769335785

Dropbox: https://www.dropbox.com/s/7kg14xx9d315bui/sd_luciprod_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_luciprod/releases

source code for modders: https://www.dropbox.com/s/yxb6o0qu9o375ex/sd_luciprod_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

should work with other mech mods if these are mechcorpses after death

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd] luciferium production""

- 24/09/2016

- released -

- 07/10/2016

- reduced workamount for pod extraction (9000 -> 3000)
(could operate 20 distillerys with 3 pods easly,with no even producing all the time)
- added abstract parents to files which missed them (mostly thingdefs)
- removed sound+effect working on pod
- removed skillrequirement medicine, 10 crafting still  there
- changed skilrequirement on druglab table to 7 medicine only (no crafting required), get around 100 exp with no passion if doing this
- reduced research cost from 5k to 3k, with crashlanded start it is around 6k,since you start with industrial tech level (was 10k before)
- added jobstring in recipe on druglab to show "produce luciferium"

- 23/12/2016

- updated to 16
- added mass to items: corpse 50, oil 0.5, luci batch 0.5
- added mass to buildings: distillery 10 (same as fermenting barrel vanilla), stasis pod 500
- renamed some def names/ variables in code/xml: with sd_luciprod all at the start
research def from ..._luci to ..._luciprod
prepared mech corpse to sd_luciprod_prep_mech_corpse
removed most case sensitive def in xmls-> all to lower case
- updated code/assemblies to a16
- moved research to x 19

- added designator (like shutdown all) in code/assemblie

- 25/12/2016

- added menu icon for designator

- 30/12/2016

- some grammar stuff, lower/upper case fixes

- 06/01/2017

- fixed worktobuild xml tag,used old one,that got debug to 1 worktomake = instant build

- 05/06/2017

- update to a17
- added sellprice factor to buildingbase
- in code updated somestuff, fixed the empty inspect line in getinspec string
- changed luciextract recipe workclass to new recipe_shutdown

- 13/06/2017

- added designator to take mechanoid oil over the patch operations to the order menue to avoid an issue with stuffed floors mod

- 28/12/2017

- update to b18
- <Defs> out of msot researchdefs jobdefs and so on.
- skillrequirement in recipedefs syntax change to current version, no list
- jobdef added suspendable false to fill job
- minor code update for b18
- switched workspeed from brewing to drugproduction speed for making luci end product
- added workgiver for mechanoids

- 06/01/2018

- added patchoperation findmod
- added patch for orions more mechanoids and mechanoids extraordinaire in main mod over patchoperations

- 15/01/2018

- added modsync

- 26/10/2018

- rimworld 1.0 update
- assembly update,mostly some stuff that was renamed
- xml updates
- changed oil to be a side product of disassembly of mechs (since shut down was removed)

- 06/11/2018

- removed the designator, since the recipe is not needed anymore
- added spanish and spanishlatin by CANALETA
- german by me
Title: Re: [A15] sd Mods - mostly stuff - new: luciferium production
Post by: sulusdacor on October 15, 2016, 07:00:59 AM
conduit wall

Description:

adds a conduit wall. haven't found a current mod for this so. nothing new.
   

Sub Topic

- linked to vanilla electricity research
- increased work to make from 150 to 185
- cost same as normal + 1 steel
- rest stats same as the normal walls

Decided not to increase its hp, since it should be more a quality of life thing.


Author
sulusdacor

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=781146488

Dropbox: https://www.dropbox.com/s/z9ihc3fek5p32l2/sd_conduitwall_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_conduitwall/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "sd_conduitwall"

- 21/12/2016

- updated to a16
- split xmls to base and building one

- 06/01/2017

- fixed the xml worktobuild, had old one there,w hich resulted in instant build

- 03/06/2017

- update to a17
- added sellprice mod to building abstract
- added overlap zones to false to wall

- 28/12/2017

- update to b18
- removed ignoreneedspower

- 14/01/2018

- added modsync file

- 27/10/2018

- rimworld 1.0 update

- 03/11/2018

- rest of the 1.0 update
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on October 23, 2016, 07:37:12 PM
medicaddons

(http://i.imgur.com/sWDt696.png)

Description:

"This is your medical area? It looks a bit ... empty."
"Don't worry just lay down and we will start with the operation"
... several missing limbs the patient died in a simple operation to replace an eye ...
   
   - adds medical facilities to link to your beds
   - needs to be researched, 3 research projects (medieval, industrial, space)
   - adds 3 medieval facilites, 2 industrial facilicies (you have the vanilla vitals monitor as the third), 3 spacy facilities
   - all stuff can be linked to the vanilla beds
   - the boni from the linked facilities are immunity gain and treatment quality only
   - the boni are quite low, but the will influence the game balance. please keep that in mind!

This mod does NOT:
   
   - it does NOT change the games mechanic in treating, illness and operations.
   - it does NOT add any additional beds. (it just makes the vanilla beds "respond" to the added facilities by "redefining" them.)
   - it does NOT work with beds added by other mods if not specified by the other mod. (to let beds use the facilites they need to have their properties changed in the mod xml defining/adding them. if you have done that it will work.)
   
Sub Topic

stats boni for the facilites are the following:
(treatment = treatment/tend quality, immunity= immunity gain speed)

medieval:
-wash pan: +2% treatment
-surg instrument: -1% treatment, +2% immunity
-lamp: +2% treatment

industrial:
-instruments: +2% immunity, +2% treatment
-lamp: +6% treatment
-vitalsmonitor(vanilla): +2% immunity, +7% treatment (vanilla values, havent changed that and the mod does not change this item. just for comparison sake here)

space:
-instruments: +2% immunity, +4% treatment
-vitals: +4% immunity, +10% treatment
-lamp: +8% treatment

All medical facilits have a quite large link range. this is wanted. so you can put them anywhere in the room and there is no need for the "next to bed issues". for the facilities there is at the moment no way to forbid one if another one of a higher tier is active. this means a bed can potentially use 9 facilites and get quite high stats. i'm aware of that issue. it is your gameplay. so it's up to youself to use or abuse this ;)

All the lamps have small bright light area. it is around 3 cells, so that u can place them at the feet side of beds and still get the boni if your docots works on the head side. this is for users of the darknes/light mod, that influences your colonists manipulation and in this way their surgerychance. it has the other "problem", that you can potentially use these as a cheaper sunlight version. like the link thing above. it is your gameplay. so it's up to youself to use or abuse this.

research cost for the 3 projects are 100, 200, and 300 points in the corresponding tech levels. the medieval one don't have any prerequisites., others rely on the previous one. the last spacer ones needs the vanilla vitalsmonitor as a research before hand. hightech bench for the industrial level and the multianalyzer for the space stuff.

the diseases and operations are balanced around the vanilla game. the boni from the mod are minor, but especially using the space tech level stuff will make the diseases way less challenging. with how the mechanic of them work to be challenging in the base game, even slight boni will take this away. so you might loose out on some ingame fun there :D

How to add the facilities to other mods?

If you have done modding you probalby know and i just need to say: i have added a comps section with all the linked facilities in comment form in the xml. so you can just copy paste this and dont have to search for every defname.

If you are not a modder there are two ways. do it yourself (describing below) or bug the creator from the other mod, link him mine and let him do a compatible version.

For the do yourself: you will need a programm to read,write and save the file format .xml. the normal note pad, word should do or another programm of your choice. you will need to open your mods folder(Rimworld/Mods) or download my mod again. If you use steam, the files from the steam mods are in the workshop folder.

Now go my mod sd_medicaddons/Patches.

(need to rewrite this, deleted the old section for the while just the info below should help, i will go inot more detail once all 17 updates are done)

you can find a broad description of the new modding operators here: https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782

as example you can look at the patch file in medic addons(sd_medicaddons/Patches). the [1] corresponds to the position the <comps> section. so if affected by facilites would be not on first place in this section, for exmplae glow or breakdown or other would be before you would see at which point this comes. for example in the vanilla files the high tech research bench compsection looks like this:
<comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
        </linkableFacilities>
      </li>
    </comps>

here the section we want to add to is at 3rd place:
<li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>MultiAnalyzer</li>
        </linkableFacilities>
      </li>

so this section you should pay attention to in the item/thingdef you want to add  the medic addons. for the research benach the brackt number would be [3] for that reason. on all vanilla beds it is at first place in the comp section therefor the [1].

the goodnight mod topic (https://ludeon.com/forums/index.php?topic=26276.msg265731#msg265731) has a more detailed description.

Author
sulusdacor

Thx to the author of PatchOperationFindmod code (not sure who came up with this), using the one from cuproPanda alloys (https://ludeon.com/forums/index.php?topic=32190.0)

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=786233894

Dropbox: https://www.dropbox.com/s/ri36v7e56lg1eb4/sd_medicaddons_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_medicaddons/releases

source code for modders: https://www.dropbox.com/s/0g05bv11fcayhpz/sd_medicaddons_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

the main mod version now includes the patches over patchoperations and mod load checker. So you don't need these anymore as extra mods. Let me know if want some compatibility added with specific mods.

so far it includes:
Vanilla = added linkable stuff from medicaddons to all beds and animal bed+box (includes adding vitalsmonitor to animalbed+box; does not include the sleepingspots)
[T]MoreBeds (https://ludeon.com/forums/index.php?topic=4373.0) = adds the linkable thing from medic addons to the additional beds from MoreBeds (works with both versions)
RIMkea (https://ludeon.com/forums/index.php?topic=26379.0) = adds the linkable thing from medic addons to the additional beds from RIMkea
CTS (https://ludeon.com/forums/index.php?topic=38010.msg389368#msg389368) = adds meddicaddons to CTS adv hospital bed
[sd]goodnight (https://ludeon.com/forums/index.php?topic=26276.msg265731#msg265731) = adds medic addons to goodnight beds
fast regen (https://steamcommunity.com/sharedfiles/filedetails/?id=943925765) = adds medicaddons stuff to all the beds from fast regen mod (even animal ones)
NeuTech Advanced Medical Pod (https://steamcommunity.com/sharedfiles/filedetails/?id=933008442) = added medicaddons stuff to the medical pod from NeuTech
Medieval Times (https://ludeon.com/forums/index.php?topic=22316.0) = added medicaddons stuff to the medieval cot beds(single+double), adds the vanilla things to them too(endtable, dresser, vitalsmonitor)
【ZP】Zipangu pack (https://steamcommunity.com/sharedfiles/filedetails/?id=1215569138) = added medicaddons stuff to both straw bed versions beds(normal+superior and single+double) and added to the 3 animal beds (includes vitals monitor), adds the vanilla things to some beds too if missing(endtable, dresser, vitalsmonitor)
Mending Beds (https://steamcommunity.com/sharedfiles/filedetails/?id=1242508171&searchtext=mending) = added medicaddons stuff to the beds, added vitalsmonitor if missing

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "sd_medicaddons"

- 30/10/2016

- fixed research prerequisite to space surgery lamp, was industrial before
- cleaned up the research sections in the xml to bring them in line with other commands using <li>

- 23/11/2016

- added comp to my vanillabedbase, since it seemed to be missing in the abstract and therefor for singlebeds

- 22/12/2016

- updated for a16
- renamed texture names space to spacer
- removed tags from research, rename space to spacer in research xml
- added research tree locations: x = 13,14,15
- set ai_chill destination to false
- moved more xml tag lines to abstract from the individual facilities
- split xml file into seperate ones, base, eras and vanilla overrides
- added trade tag furniture to facilities
- changed medical treatmentquality/immunity gain ( mostly higher boni, less mali):
medieval washpan: +0,01 -> +0,02
medieval surg instr: -0,02 -> -0,01
medieval surg lamp: +0,01 -> +0,02
industr surg instr: 0 -> 0,02
indust lamp +0,02 -> +0,06
spacer vitals: +0,06 -> +0,1
spacer instruments: +0,02 -> +0,04
spacer surg lamp: +0,04 -> + 0,08
- added generic mass from vitals monitor of 20, for all facilites in base

- 25/12/2016

- updated defnames from more furniture mod (in vanillachanged commentform)
- updated Preview image

- 06/01/2017

- fixed the worktobuild xml tag, used old worktomake, which got idebuged to instant build (work 1)

- 29/01/2017

- added display range for surgery lights. these show the overlight radius (100% light range)

- 30/05/2017

- changed masses from base 20 to 10 medieval, 20 industrial, 30 spacer
- added patch folder + file that removes the old override process, should improve compatibility

- 29/12/2017

- update to b18
- updated about file, since patchoperations do change thing with overwriting+mod compatiblity
- fixed roots <Defs>
- added research tab
- added bedrolls to patch list
- fixed some casesensitve xml tags
- added adv comp to spacer stuff (all slightly more expensive now)
- removed components 5 and replaced 2 adv (rate is 4comp about 1adv)
- 1 adv added to instruments, had no component cost

- 06/01/2018

- added patchoperationfind mod
- added the patches now in the main mod (makes additional patchmods obsolete
- so far supports: [t]morebeds(both versions), goodnight, cts, rimkea
- updated about file with note for compatibiltiy

- 07/01/2018

- added support for mod fast regen b18
- in vanilla patch replaced li[1] with the compclass variant

- 15/01/2018

- added modsync

- 23/01/2018

- added neutech to modcompatibility
- added linkable for vanilla animal sleeping box and animal bed
- added version number in about file

- 04/04/2018

- added medieval times to patches, modcomp

- 08/04/2018

Ver.: b18-1.0.6
- added compatibility with zipangu pack mod, added vitals monitor to some beds, where it was missing
- updated version in about file, not that i would forget XD

- 09/04/2018

Ver.: b18-1.0.7
- updated modsync file
- added mending beds comp

- 23/10/2018

- update for Rimworld 1.0
- xml updates for 1.0
- thingcategories buildingsmisc added for minification purposes
- replaced components just with new versions
- added construction skillrequirements (levels: 4,8,12 for medieval,industrial,spacer)
- removed old modsync file for now
- changed multi textures to new endings (noth,south,east)

- 25/10/2018

- fixed fastregen mod name so medicaddons now link

- 03/11/2018

- added japanese language file by proxyer
- added spanish and spanislatin by canaleta
- german by sulusdacor
Title: Re: [A15] sd Mods - mostly stuff
Post by: LustrousWolf on October 24, 2016, 06:36:44 AM
Medic addons will work with EPOE right? As EPOE does not change the medical bed stats correct?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on October 24, 2016, 07:10:06 AM
should be fine. as far as i know EPOE just adds the workbenches in terms of buildings/furniture.
Title: Re: [A15] sd Mods - mostly stuff
Post by: mabor0shi on October 24, 2016, 09:10:08 PM
Those Medic Addons look very vanilla. The spacer ones are so detailed, yet they still look vanilla. Really good art here!
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on October 28, 2016, 03:23:16 PM
bridges

(http://i.imgur.com/vfrFONC.png)
(more pictures on steampage)
Description:
"Time to get your feet wet (or not)"
   
   - adds 3 research projects (bridges, drawbridge, terraforming)
   - adds 1 linkable woodbridge type (sea + land bridge)
   - adds 1 linkable pontoon bridge (can only be build on water/mud/marsh)
   - adds 1 drawbridge
   - adds foundation to build on shallow water types, platform to build on your foundation for structurs later on
   - adds the option to terrafrom terrain from solid ground to deep water or from deep water to solid ground (needs several steps)
   - adds a terraforming category in the architect menu
   - adds 2 materials (foundation material and pontoons), recipes for both at stonecutter/machining table, single and bulk(10)

   
   This mod does NOT add any growable soil to place, please use other mods for this.
   
   For more information or questions about compatibility please read the extended description in the forum thread.
   (with patchoperations it should work fine with most mods currently)
   
   Keep in mind that adding "unpassable" terrain screws the AI of pawns.
   -> use at your own discretion ;)

Sub Topic

Some words of caution (again i know): The mod enables you to place impassable, indestructible terrain (deep water). This will potentially break the Ai of your enemys, makes raids a joke and so on. so as always up to you to use or abuse. on the plus side, you can build nice bases^^

The woodbridges added by the game can be build out of 20 stuff (wood,stones,metals). You can place the Landbridges on any terrain you would build normaly. To build them on water you need to add a foundation first (15 foundation material). This can be placed on mud/marsh or shallow water. You can place a bridge on that foundation. You can not place buildings on water bridges. To place buildings on water you have to construct a platform (25 foundation material) on a foundation. Building platforms is very work intensive(9000). The bridges are the fast/easy to construct solution, the platforms are more permanent and there for more work intense. Wood bridge and pontoon bridge are linkable.

The pontoon bridge is build out of 2 stuff (wood/metal/stone) and 1 pontoon. So your walkway and the swimming part. Pawns can only walk over pontoon bridges, but not stand on them. They are fast to build. The main bulk of the work goes in producing the pontoons. You can only build it on water type tiles(shallow water/marsh/deep water/mud). Pontoon bridge and woodbridge are linkable. The Pontoon bridge negates all walking impairments of the water tiles. It should not be made minifieable by other mods (will lead to problems,see compability section below).

The material/item recipes are at the stonecutter/maching table. single and bulk(10). recipes at maching table are less work intensive. the recipes should unlock after you have the bridges research. Foundation material converts 3 stuff (stone,metal,wood) and 1 metal to 4 foundation material, so basiclly a 1:1. (it's just a work around to be able to make them out of various materials). The pontoons are 10 metal/wood to 1 pontoon. You can trade pontoons with exotic goods traders or traders dealing with similar  wares(exotic tradetag). This is to have an option to get rid of the pontoons. All recipes have as a preset the normal wood,steel and the vanilla stonetypes enabled and other stuff disabled.

The research is divided in the bridges part (unlocks foundation, platform, wood bridges, pontoon bridge) and the terraforming part (options: dig up water, place shallow water, place deep water). The bridges research is neolithic tech level. the terraforming is medieval tech level. i wanted both to be a lower tech level to be able to use these in low tech runs (castle building^^).

All terrafom options just cost work. To terraform ground to deepwater, you have to dig up water first (places mud tile), place shallow water on these and then place deep water on the shallow water tiles. The process is quite work intensive. the deepwater work is double the cost of the others (5000 and 10000). To convert deep water to ground you have to place shallow water on the deepwater tiles. After that use the fundaments and place a platform on them. the platforms have the same stats and texture like concrete (just bit darker to see difference). they support heavy buildings. so you should be able to build anything on there.

the terrain tiles added are basiclly floors. which mean you can remove them with the "remove floors" command. this will result in the original terrain. the only exception if found is the original deep water will turn to sand terrain. you can terraform deep water with this (faster) by just building shallow water and then remove the floor. as always use or abuse how you like ;)
(removed the changeable terrain option for the most part on vanilla terrain so this exploit should not work anymore)

if you want the options to terraform up to growable soil use the vegetable garden (https://ludeon.com/forums/index.php?topic=12934.0) or tilled soil (https://ludeon.com/forums/index.php?topic=11009.0) mod. The vegetable garden mod needs to be loaded before the bridges mod in your load order(override some same terraindefs). the tilled soil mod should not matter, since i dont saw any overlap there in what it adds.

Due to how the game identifies things the Fishing Pier add by the Mod Fishindustry (https://ludeon.com/forums/index.php?topic=13172.0) is not compatible with the watertiles added by this mod. you can use my mod prepare for fishing (https://ludeon.com/forums/index.php?topic=26276.msg276872#msg276872) to make it compatible.

drawbridges currently cost 100 stuff (wood,stone,metall), 25 steel and 5 woodlogs. i wanted to make them medieval aproved^^

some issus/compatibility stuff

The bridges use the linkflag "custom10". as far as i know no other mod is using these at the moment. but if tho, the bridges will link to the buildings having these assigned.

The Designation category terraforming has order 187. it should be behind/next to floors. can change if you use other mods. i haven't checked all the floor mods, but i hope there are no issues here.

To make enable building on vanilla water i added the affordance "undefined" to shallow water, deep water, mud and marsh. these are done with the patchoperations added with a17. they do a sequence check so it should be compatible with most other mods using patches for terrain tiles. the terrain tiles altered by the mod have all mostly the affordance needed set to undefined and the affordance they provide are undefined. this should make nothing buildable on the water,mud and fundament tiles. as far as i know no mod uses these. the exclusion for the terraforming is done over the placeworkers. the affordance is the main reason there are two bridges, you can only set one affordance needed. it prevents the need for a placeworker taking into account every terrain added by mods on land.

The bridges are on the altitude layer floor. with the latest update (3/11/2016) you can place all buildings(walls, furniture,etc) over them. i set isedifice to false, which makes this possible. you can now use them as a kind of flooring. the side effect is, that i had to remove the fill percent line, which couses grass to poke out between the floor boards and bushes can grow over them. so yeah, think that still looks good and gives some incentive to place floor under them. you should be able to place other things from mods over them, like door mats (https://ludeon.com/forums/index.php?topic=21718.0)(mod). one issue i ran into was,that it creates some texture glitching on steam geysirs. if you place the bridges over them.

the path cost for the terrain tiles added to build/terraform have the normal values like there vanilla counter parts. the fundament has the same path cost as shallow water. since the bridges count as building and the movement speed uses the terrain under them, the sea bridge has the movement speed boni to offset these value(-12). the move speed on bridges build on fundaments will be 100% with this. the land bridges have a lower movement speed boni(-1). you can still place floors under the land bridges to get a total movement bonus over 100%. normaly this will just offset rough stones (soil has path cost 2 i think).

the mod adds new terrain tiles. these appear with the same name ingame. since each thing has a definingname(defname) and a label (the actual name you see ingame). The defname is for the game to identify things, the label is displayed as the item name ingame. This brings some issues. As an example you have basiclly two times shallow water displayed ingame,with same textures and all,but they are actually diffrenent things(as far as the game in concerned). For mods that search for these watertiles to place things (like Fishindustry) it means they cannot be placed on the new tiles. i made the mod prepare for fishing as a compatibility solution, which enables you to place vanilla water tiles. another problem is with mods overwriting the vanilla water terrain. they usally don't add the undefined affordance. so you might want to load bridges after them or just look in the xml files.

the pontoon bridge sets the terrain under it when placed and removes it when destroyed/deconstructed. If it is removed by other means somehow the placed terrain will stay (for example if you would minify it, thats why this tag is not enabled). the linkflag is set to the same as the woodbridge (custom 10), so both are linkable to each other. pawns can not stand on the bridge to make it a crossing solution and the other bridge the permanent solution to use. the recipes for the pontoon parts can be found at the stone cutter and machining table (1 and 10 parts recipes). stacksize is set to 400, since the pontoon parts are no survival relevant ressouce.

the flammability of the foundation materials is set to 0.5 to prevent it from showing up on mapgeneration. the base game makes a check for flammability < 0.5 for all materials it builds the ruins with (at Rimworld.BaseGen / BaseGenUtility / RandomCheapWallStuf ; BaseFlammability < 0.5f). the floors are generated after the wall material. so with the set 0.5 the foundation material should stay out of the pool of possible materials for ruins (for walls and terrain/floor). this can cause problems with mapgeneration mods that do not use this check on materials (meaning you still get foundation material walls and foundation terrain).

if used with other mods that use the similar terrain work around and add the affordance with the patch notes you might get an error informing you that this was added twice. this should not impact the gameplay as far as i know and can be mostly avoided if u load sd_bridges after other mods. (currently b18: "bridgello" by shinzy and "rainbeau's basic bridges" use the same workaround with terrain affordance as far as i know)

drawbridges use the same terrain replacement thing like the pontoons. for the change state they do a check on th terrain on both tiles (base and the bridge one). if they are not water/marsh you get an error and can not "activate" the bridges. converting the terrain back to any water tiles fixes that. it currently only check for vanilla tiles and the tiles added in bridges. (the prepareforfishing mod can basicly fix that for any other mod adding water terrain. if that does not work with the drawbridges. or you let me know and i can add compatibility)

with regards to minification the store+replace terrain can run into some exploits, because it leaves the old walkable terrain there and you can toggle the drawbridges as often as you want. so you can in theory make water walkable with 100% speed with them to no cost other then time (by minifiing and toggling them). not sure if/how this is fixable atm, so yeah. use how you like.

in general drawbridges (/impassable terrain) break the pawn/raid AI. take it or leave it ;)

since rimworld 1.0 all terrain works with the affordance "Bridgeable". set hitpoints to of foundation material to 250 and ponton parts to 350. drawbridge cover to 0.7 when down and 0.9 when up.

btw if you read till here without just scrolling down, here is a cookie :D  and thx for your time and patience with me rambling on^^.

Author
sulusdacor

Thx on Simulacrum0 for suggesting the method used in this mod to build on water here (https://ludeon.com/forums/index.php?topic=27078.0)

Thx on mipen for the Mechanical Defense 2 Mod (https://ludeon.com/forums/index.php?topic=7380.0) to be able to use the code for Placeworkers.

Thx on Rikiki for the Fish Industry Mod (https://ludeon.com/forums/index.php?topic=13172.0) to be able to use the code for saving terrain tiles.

Thx on BlackGyver for suggestion the mapgen ruins workaround here (https://ludeon.com/forums/index.php?topic=26276.msg297601#msg297601).

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=788610933

Dropbox: https://www.dropbox.com/s/omt0dnf7tsmctm1/sd_bridges_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_bridges/releases

source code for modders: https://www.dropbox.com/s/hsuge4ih7x0pmv0/sd_bridges_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "bridges"

- 02/11/2016

- changed the fundament to foundation in all labels and descriptions, defnames,palceworkers and other non player visible stuff stayed
- removed the tags in research, this means you have to research both projects every time
- corrected some capital F's in floors

- 03/11/2016

- made it possible to build structures over bridges, to make them some sort of flooring, by setting isedifice to false
- removed fillpercent line, coused error and seems to conflict with isedifice false

- 09/11/2016

- added buildable marsh water tile with icon
- updated about file to make compatibility wiht fishindustry clear

- 10/11/2016

- lowered costs, foundation 25 ->15, platform 50 ->25

- 21/12/2016

- updated for a16
- added foundationmaterial + recipes for that
- changed foundations + platforms to need foundationmetrial
- changed texture folder structure
- added hint to foundation material production in research + terraindef descriptions

- 06/01/2017

- changed xml WorkToMake to new tag WorkToBuild

- 07/01/2017

- added first test for pontoon bridge, added linkable texture, same linkflag as brdige,is linkable to it
- added pontoon bridge part as material
- added recipe for pontoon bridge part (1 and 10 at stonecutter and machining table)
- fixed an issue with the foundation material recipe,where the base recipe ingredient cost was added to all recipes (missed abstract true tag)
- removed some double xml lines, which were covered by the recipe abstract
- added trade tag exotic to the pontoon bridge parts to have an option to get rid of them

- 11/01/2017

- added never overlap floors xml tag to pontoon bridge to avoid a bug with floors under it
- updated the code for pontoon bridges
- updated the about file description

- 12/01/2017

- changed flammability of foundation material to 0.5, this should prevent it from spawning as the base game ruins

- 30/05/2017

- upodate to a17
- updated terrain files, water shallow/deep texture names, added teture depth shader to shallow+ deep water, added footprints to digupwater(mud)
- updated code for shallow and deep water versions ocean + moving

- 03/06/2017

- updated the linked texture in 320x , borders are just fillers, basiclly the old textures 64x with border 8x each side, borders are just fillers
- added bridge base abstract

- 28/12/2017

- update to b18
- changed researchprojectsdefs,terraindefs to <Defs>
- adjusted case sensitive xml tags
- adjusted ressoucebase abstract beauty to -4
- compiled source again, added and adjusted map in placeworker allow
- removed changeable in vanilla patch for vanilla terrains

- 30/12/2017

- added researchtab

- 01/01/2018

- updated about file, since the patchoperations rarely cause problems

- 06/01/2018

- added the changeable remove per patchoperation sequenze, the removal made buildign on deep water impossable XD

- 14/01/2018

- added modsyn file

- 25/01/2018

- added code for drawbridge and xmls
- added version in about file+synceed with mod sync and github to get same version number in all (b18-1.1.0)
- added drawbridge textures + Ui textures (removed minifiable intentional, since it causes some problems)
- added sort of placeworker check when changing drawbridge state to check for mater+marsh tiles on both base and bridge tile
- added keyed translation xml for drawbridge UI and for older placeworker so you can now translate the error messages too^^
- added never multiselect to drawbridges, since it couses some issues with the toggle (kinda harmless error, but red text)

- 14/02/2018

- changed terraforming to building that spawns ground, removed all the old terrain
- changed dragable dimensions of bridges to 2, so you can now build them floor like
- set modsync to savebreaking
- added modcheck
- added terraform symbol for building, that is shown when setting blueprints (shovel)

- 15/02/2018

- made old terrain patches "invisible"
- still all old terrainchecks to retain compatibility

- 22/02/2018

- added small fix for grandrivers

- 10/07/2018

- added small fix for buildable terrain b18

- 03/11/2018

- 1.0 rimworld update
- assembly update
- xml stuff updated
- set foundationmaterial hitpoints to 250
- set pontonbridge to 350
- set cover from drawbridge to 0.7 down and 0.9 up
Title: Re: [A15] sd Mods - mostly stuff
Post by: Canute on November 02, 2016, 12:52:34 PM
Adv. Power:
Quoteresearch:
- all are tech level spacer and need a higtech research bench and the multianalyzer
Since windturbine is a simple research project, i suggest to reduce the research for Adv. windturbine to Hightech research without Multi.

And whats about Adv. Solar modules, Adv. Batteries (75%/100% charge with 3/5k capacity) ?


Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on November 02, 2016, 01:43:04 PM
hm didn't notice the wind turbine was simple bench only. thought it was high tech bench, thanks for pointing that out. but would have to think about that. that said, the adv power options were intended as some "endgame" option at the higher tech level. so the multi analyzer seemed like the logical step to make a prerequisite for all. not sure if i would change the wind turbine only, seemed in a good place in my playthroughs so far. but i'm just one so, not sure yet.

as for adv solar panels, i can just tell you what i just wrote in the other thread here (https://ludeon.com/forums/index.php?topic=25825.msg275424#msg275424):
Quoteshort version: probably yes in the future, but i can not tell you when.

longer version: the solar panel need to be coded, since the power output is fixed. the others can just be adjusted in the xml files. much easier and faster. so i would have to make a dll file for this. at the time i did the mod, i had no real clue where to start for that. currently i would have some idea where/how to get started and would probably get this to work.

the other point is i had no good idea how i wanted advanced solar panels to look like. usally have some sort of idea in my head how it should look and go off that. probably could come up with something with some time, but yeah. i kinda skiped that, since at the time i had no way of bringing them ingame anyway.

yes will probably get around to that at some point since i want to rework the textures for the adv geothermal powerplant anyway. when i do that i will do the solar panels too. can't say when, since currently i'm doing my other bed mod, adding single beds and multi graphic and will take some time. but after that is the earliest.

as for batteries, don't know. i would have to look what other mods exist, offering battery options, if i have some good idea's for textures. so can't promise that. if yes, then probably the same time i come around to update the mod and add the solar panels, would be batterys too.
Title: Re: [A15] sd Mods - mostly stuff
Post by: Hydromancerx on November 02, 2016, 03:50:16 PM
How do you place mud?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on November 02, 2016, 04:10:24 PM
research terraforming, then you have the option to "dig up water" in the terraforming menu. thats basicly the mud. its "dig up water"(mud) -> "shallow water" -> "deep water".
Title: Re: [A15] sd Mods - mostly stuff
Post by: faltonico on November 06, 2016, 11:58:20 AM
Hello there!
Is there a way to make water tiles made with "Bridges" usable with the pier of "Fish Industries" mod by Rikiki?
Right now I can't place those piers on the water tiles i terraform.

Thank you in advance!
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on November 06, 2016, 12:20:10 PM
only current way would be to go in dev mode and place the vanilla water terrain were you want the piers, sadly currently no other way. reasoning:

Quotethe (bridges) mod adds new terrain tiles. these appear with the same name ingame. since each thing has a definingname(defname) and a label (the actual name you see ingame). The defname is for the game to identify things, the label is displayed as the item name ingame. This brings some issues. As an example you have basiclly two times shallow water displayed ingame,with same textures and all,but they are actually diffrenent things(as far as the game in concerned). For mods that search for these watertiles to place things (like Fishindustry) it means they cannot be placed on the new tiles.

the way the building with bridges workes and placing terrain has some restraints in this way. have some vage idea how i would want to fix that, but haven't had time to implement that. but i know of that problem.
Title: Re: [A15] sd Mods - mostly stuff
Post by: Bunkier on November 07, 2016, 11:00:27 AM
Is there any chance to create patch for medicaddons to make it compatible with Expanded Cloth mod?
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on November 07, 2016, 01:17:57 PM
i will probably not make a patch, since there are a lot of mods adding beds to the game and would had to make one file for each combination. that is why i wrote the short explanation in the mod description on how to add the facilites to other mods. for the expanded cloth mod you would have two ways, depending on your load order:

you can either add the changed bed costs to the xml in medic addons for the beds and load it after expanded cloth. just look in the expanded cloth mod files and search for the lines with cost of cloth and copy these to the medic addons xml containg the vanilla bed definitions.

or you could add the linked facilites from medic addons to the xml's in expanded cloth, in which case you would load medic addons first.

the last loaded mod counts. so override/change that one.
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on November 09, 2016, 05:14:16 AM
prepare for fishing

Description:

Fix to use the mod Fishindustry (https://ludeon.com/forums/index.php?topic=13172.0) with my bridges mod.
   
   This needs to be loaded after the mod "[sd] bridges"!It needs the bridges mod to work!
   
   This needs to be loaded after the [sd] bridges mod since it uses the terraform category created by bridges: 1. bridges 2. prepare for fishing
   
   Where you load fishindustry mod does not matter at all.
   
   - you can build fishfeeding box, select the watertile(shallow,deep,marsh), start and it convertes watertiles to vanilla terrain tiles (takes ~1day).
   - the fishfeeding box is in the terraforming menu
   - you can use this without fishindustry will not cause errors, but will not give you any benefit, other then converting tiles without a pawn doing activly the job of terraforming(just need to build the fishfeeder)
   
Sub Topic

the fishfood dispenser uses the passiv cooler texture. since i had a box floating on the water in mind anyway, i see no need to make an extra one at the moment. it costs 10 stuff(wood,stone,metal) and 5 kibble to build. kibble is the fishfood. not wanted to add additional stuff to the game. it uses the terraforming research from bridges to unlock.

the select option to choose between shallow/deep/marsh water currently has not lock option to prevent placing deep water on marsh etc. this means you can skip the terraforming process from bridges, by just placing a feedingbox on marsh and select deep water. it will still take the 1day to do, but skips the original process. as always use or abuse to your own liking. ;)

since this is only a fixing mod to make two other mods compatible there will probably not be any content added to this mod in the future.

the water you can select does not include the ocean and movign variants, just normal deep,shallow and marsh water.

Author
sulusdacor

Thx on mipen for the Mechanical Defense 2 Mod (https://ludeon.com/forums/index.php?topic=7380.0) to be able to use the code for Placeworkers + the building class(buttons/timer).

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=796346900

Dropbox: https://www.dropbox.com/s/fpmczc5clf61web/sd_prepareforfishing_b18.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_prepareforfishing/releases

source code for modders: https://www.dropbox.com/s/tui9hpzn0i980x1/sd_prepareforfishing_b18_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd]prepare for fishing"

- 26/12/2016

- updated code to a16
- renamed stuff to lower case (PrepareForFishing to prepareforfishing)
- renamed building class to Building_fishfeedingbox
- added mass 25

- 07/01/2017

- fixed the xml tag Worktobuild, had old one here, which resulted in instant buildtimes

- 04/06/2017

- update to a17
- updated about file,since load order does not matter with patches
- added sellpricefactor to building base
- added new water variants to placeworker (ocean/moving)
- added some code to inspect string for empty lines/new lines

- 28/12/2017

- update to b18
- added+fixed the map in placeworker code
- set rotatable to false for the box thingdef

- 15/01/2018

- added modsync
Title: Re: [A15] sd Mods - mostly stuff
Post by: faltonico on November 09, 2016, 06:29:33 AM
Thanks a lot!!
Title: Re: [A15] sd Mods - mostly stuff
Post by: Thundercraft on November 27, 2016, 07:40:24 AM
I was looking at your Luciferium Production mod and I found the production method interesting. I think that I'll give it a try.

Quote from: sulusdacor on September 24, 2016, 04:21:46 PM...you get 1 oil form scythers, 2 from centipeds. the process kills them and is always sucessfull.

Would you consider adding support for MoreLesserMechnoids (https://steamcommunity.com/sharedfiles/filedetails/?id=750776036) (and nearly identical variations like MoreLesserMechnoidsOnlyNewMechnoid (https://steamcommunity.com/sharedfiles/filedetails/?id=800196872))?

I believe that all it would take is adding just two new recipes. It would require a recipe for harvesting mechanite oil from Mecha Spiders and Mecha Beetles (probably at a rate 1 oil each). You could even leave the mechcorpse requirement (for the mechanite stasis pod) as a vanilla Mechnoid as it probably won't make a difference.
Title: Re: [A15] sd Mods - mostly stuff
Post by: Semo on December 05, 2016, 02:14:36 PM
Hey just wanted to say thank you for explaining how to make medicaddons work with other mods. Now i have Hospitality, More furniture, medicaddons and Beds need cloth all working together. Had no idea how simple it rly was. Now that i do know i fear the worst tho. Cooking boosting plant pots here i come! ;)
Title: Re: [A15] sd Mods - mostly stuff
Post by: sulusdacor on December 15, 2016, 02:56:54 PM
no power comms

(http://i.imgur.com/CWulTLC.png)
(more pictures on steamworkshop page)

Description:

"well technicly you're using animals to power your stuff"
      
   - adds 1 message table (comms console)
   - adds 1 bird cage (needs food to feed him, powers comms console literaly)
   - adds 2 type of trade markers (orbital trade beacons, one fueled, one not)
   - adds 1 research project (all buildings in this mod needs this as prerequisite)
   - adds 1 ressource (glow crystal), can be bought from exotic goods traders (or traders dealing with such wares)
   - adds 1 recipe to stonecutters table to craft glow crystals (req lv10 crafting) (more a alternate way to get them if u have bad luck on traders)
   
   There are several different textures for the trademarkers and bird cage. you can switch between them by rotating your buildling.
   
   (To be correct the message table needs 1 power and the bird cage produces one. It's a bit of a workaround. you can totaly abuse this i know, as always it's your game, so do to your liking. i just wanted a comms console, which fits with low tech/no gun runs and needs building from the electricity)
   

Sub Topic

This mostly a cosmetic mod. it is intended for tribe/medieval runs. you can still use it during your tech progression. it does not override the vanilla comms console/orbital trade beacons. i know with the 1 power thing you can abuse the mod in normal runs, but use or abuse to your liking. it is your game ;)

All buildings are rotatable/minfieable and can be build out of stuff. the 1x1 buildings change the textures by rotating. you can not change the light colors at this moment.

All the buildings have the breakdownable tag not included, so this should be fine in terms of low tech and not getting components. Since this is purely a xml mod you have some problems/features: you can still get solar flares, so you might want to disable the event if you dont want this (or the solar flare effects the birds when traveling?). You can get orbital traders with this, so disable the event if this is unwanted.  since the bird cage produces the power you must place one near the message table, same restrictions like other electric buildings in terms of connectiong to stuff.

the trade marker take wood as fuel and have the same stats (consume/light/heat) as torches. the fueled trade markers still seem to work even when not fueled, kinda an xml problem, since i would need to change the oribtal trade beacons code for that.

the bird cage takes all raw food and hay. i disabled the fertilized eggs, so that you dont lose them if your pawns accidently feed them to the birds.

added mass as of alpha 16. messager table is 25, both trademarker variants are 50, the birdcage is 15.

the research is located at the end of the vanilla tree (x row 16). i hope this solves some problems. but i'm aware that the tree is a mess with mods.

Author
sulusdacor

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=818870378

Dropbox:  https://www.dropbox.com/s/hym08d246186s7q/sd_nopowercoms_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_nopowercoms/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd] no power coms"

- 23/12/2016

- updated to a16
- added mass 1 to glow crystal
- split xmls for overview, bases + rest
- added mass, trademarker 50, birdcage 15, table 25
- set ai chilldestination to false for all objects, same as vanilla trademarker/commsconsole
- removed some case sensitive defnames, all lower case now
- fixed typo in about file

- 06/01/2017

- fixed the worktobuild xml tag

- 31/05/2017

- update to a17, just version number
- added recipe to craft crystal at stonecutters table (25 metal, 50 silver, 10 gold, 9k workamount/same as components, lv10 crafting)
- updated about file
- updated buildingbase def, sellprice factor

- 28/12/2017

- update to b18
- recipedefs, buildings to <Defs>
- adjusted resoucebase beauty to vanilla value
- removed ignore needs power form postbird cage
- skillrequirements xml update

- 15/01/2018

- added modsync

- 24/10/2018

- rimworld 1.0 update
- xml fixes
- added kibble to the postbirdcage fuel, but had to remove the fertilized eggs exception, since this feature seems to be removed

- 03/11/2018

- added languages:spanish by CANALETA, spanish latin by CANALETA, german by sulusdacor

Title: Re: [A15] sd Mods - mostly stuff
Post by: lllMWNlll on December 21, 2016, 11:00:44 PM
Looking foward for A16 Luciferum production. :)
Title: Re: [A15/16] sd Mods - mostly stuff - currently updating to a16
Post by: sulusdacor on December 23, 2016, 12:55:20 PM
nearly all updated (only prepare for fishinhg missing, but the fishing mod is not updated to a16 i think anyway).

for some reason my steam does not connect at the moment. so can not update the luci prod mod on steam, the dropbox links work. i will update that mod on steam too, as soon as it works again.

thx for waiting.

@research tree and positions of projects: i have not looked atlot into other mods and where they place there stuff. so there might be some problems. since the researchtree is quite a mess with a few mods. but might need to relocate some project to avoid the "outside the research tab" display thing.
Title: Re: [A15/16] sd Mods - mostly stuff - currently updating to a16
Post by: faltonico on December 23, 2016, 01:19:33 PM
Quote from: sulusdacor on December 23, 2016, 12:55:20 PM
"nearly all updated..."
You are awesome! Thanks a lot!

EDIT: Steam is getting a DDoS attack at the moment, that is why you can't reach it.
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on December 29, 2016, 01:40:10 AM
I found out that <Bed_HealTickInterval>1950 was changed for <bed_healPerDay> And <MedicalTreatmentQualityFactor> was changed for <MedicalTendQualityOffset>, the name tags and the units of them.
That is why a simple target version change doesn't do the trick for medicaddons.
Edit: I still can't find a description of them or how to make the units equivalent. I used the change Tynan made from A15 to A16 as a base... But i think those are not a direct "translation" of the units (e.g <Bed_HealTickInterval>1950 = <bed_healPerDay>12; 2100=3), it seems beds heal less per day, and normal beds are even less effective than before.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on December 29, 2016, 04:08:29 AM
this (https://ludeon.com/forums/index.php?topic=2486.0) might help ;)

with the 60 ticks per secound and the 20000 ticks a day (assuming these values have not changed). you would have some value like ~10 needed for the heal per day (assuming beds tick normal and the tickinterval is really just after how many ticks they get 1 health). the medical treatment/tend is just a name change i think.

But i'm sure there are some more "under the hood" changes to the medical system. at least it felt the way, since my colonists usally take forever even in medical beds, which have the 12 heal per day. so i would assume some code in terms of how stuff heals and the bandage quality effects recovery has changed. so you would most likely have to set this way higher to get an a15 feel / change the whole medical code sections.
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on December 29, 2016, 04:49:17 AM
Quote from: sulusdacor on December 29, 2016, 04:08:29 AM
this (https://ludeon.com/forums/index.php?topic=2486.0) might help ;)
I thought there were 60.000 ticks per day xD
The wiki (http://rimworldwiki.com/wiki/Time) was updated 2 months ago, and Tynan replied 2 years ago in that thread.
Who do i trust? =S
If it really has 20k then it is mostly a direct conversion for the hospital bed (buffed a lil bit), normal bed got nerfed a LOT (it would have ~10 instead of 3). If the day do has 60k ticks, then hospital beds were turned into shite.
Do you know what does <MedicalTendQualityOffset> do? do more means better?

Edit: Welp, Skullywag told me that the wiki was up to date, so Hospital beds were really turned into shite, ¿or there is something i'm missing/not reading right?.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on December 29, 2016, 05:59:13 AM
you trust the code ;)
(Rimworld.GenDate , Verse.Tickermanager)

yeah you totaly right it's 60k per day. i didn't know that. so it would be about 30ish health per day needed to reach the old values.

as for medicaltend just look for yourself:
download ilspy (download link is in one of the forum threads, just search) and open the assembly-csharp.dll (RimworldWin_Data/Managed/). most of this game related stuff is located in Rimworld and Verse. since it's in the xml comp section, i would start there. you can right click and analyze and then kinda get the linked things to the classes you are looking at and make your way to things you are looking for (if you dont know the direct class it's in). this way you can see what get influenced by the xml lines/values. good luck and happy hunting^^
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on December 29, 2016, 06:04:13 AM
Thanks xD
BTW I'm... only digging because i didn't want to wait for your update on medicaddons!. Good luck to you when updating it, if ever xDD
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on December 29, 2016, 06:16:34 AM
öhm i'm a bit confused, but all my mods are updated to a16 already.

for medicaddons, i have taken the vanilla healticker and only adjusted the medictend/quality slightly. so you still have the long heal times which come with a16.
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on December 29, 2016, 11:53:28 AM
-_-'
I CAN'T BELIEVE I DIDN'T NOTICE IT!
I thought they were partially updated ^^'
I started "updating" more furniture and then i saw that medicadons was not updated (or i didn't see it?), that is when i started delving into this, i'm clearly a n00b at moding that i took so long (just to change 2 new lines of code xD)
Thanks for the update!, i might end up changing those numbers though, vanilla healthtick seem too crappy to me.
Title: Re: [A16] sd Mods - mostly stuff
Post by: lllMWNlll on January 01, 2017, 04:59:03 PM
https://gist.github.com/0d7bfa4a57a09d2ed5529419c1db15cf

Hey, i get some XML errors from [SD] mods, i have copy them right there.

i'm using (well not now because of the erros which causes some catastrophic failures):
ADV generators
roundtables
medicaddons
luciferumprod
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 01, 2017, 06:46:22 PM
from your error log it seems that you have some old xml's/dll files. i renamed a bunch of folder/files from a15 to a16. so not sure if you are using steam or not, but seems like it just got copied over, meaning the old files are still there. these are refering to namespaces/xmls/xml tags that do not exist in this form anymore. so you get the wild erros^^.

if you have the mods in your Rimworld/Mods folder, just delete them completly and reinstall. if you are using steam, just unsub (to let steam delete) and resub should fix the problem (you can manuly delete them in the steamworkshop folder too).

edit: by the way the same issue is probably happening with another mod of yours containing some guns. since the warmupticks xml tag was changed to something else.
Title: Re: [A16] sd Mods - mostly stuff
Post by: lllMWNlll on January 01, 2017, 06:53:09 PM
Quote from: sulusdacor on January 01, 2017, 06:46:22 PM
from your error log it seems that you have some old xml's/dll files. i renamed a bunch of folder/files from a15 to a16. so not sure if you are using steam or not, but seems like it just got copied over, meaning the old files are still there. these are refering to namespaces/xmls/xml tags that do not exist in this form anymore. so you get the wild erros^^.

if you have the mods in your Rimworld/Mods folder, just delete them completly and reinstall. if you are using steam, just unsub (to let steam delete) and resub should fix the problem (you can manuly delete them in the steamworkshop folder too).

edit: by the way the same issue is probably happening with another mod of yours containing some guns. since the warmupticks xml tag was changed to something else.

Ha!!! Thanks for the help i really see the problems, right now i will fix them. Thanks!
Title: Re: [A16] sd Mods - mostly stuff
Post by: Pichu0102 on January 02, 2017, 12:21:06 AM
I'm looking through the defs for the nuclear generator and I can't tell if it catches fire if you put it outside in the rain or not. I know the description says anywhere, but I'm paranoid about it. Does it catch fire in the rain?
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 02, 2017, 04:43:15 AM
nope, you can build it really anywhere.

the catches fire outside/explode thing for batterys is coded in the building class (Building_Battery). so you will have to look there, nothing in the xml does that.
Title: Re: [A16] sd Mods - mostly stuff
Post by: ambivalence on January 05, 2017, 09:52:08 AM
Please, can you publish your medicaddons [more furnitures] @ steam? Thanks in advance.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 05, 2017, 01:38:32 PM
answered a similar question already on steam. i can only write you what i wrote then:
Quoteprobably not.
(there is a compatible version in the forum topic, dropbox download link)

the reason is simply, that if i would upload one version i would have to do the same for other mods. so it would end up in a bunch of compatible versions for this one and a lot of ones for medic addons. if i would do one, people would ask, why not do the same for mod x + medic addons. so the problem would be where to end?

i admit updating/making a xml mod compatible is not a lot of work, but it is additional work for a modder and takes away from other stuff you do. add to that the maintaining/updating the steam pages (update description pictures etc.). updating the steam mod itself get's more time intensive the more mods you got and if you add stuff to a mod, which has multiple compatible versions is even more work. so just uploading a version to dropbox is much faster/convenient and saves the work that comes with the steam workshop.

the other thing is, even if the above seems like a minor "more work" thing, most people forget modders do this for free. it is our spare time. okay it is fun, otherwise most would not do it. for me updating the steampage with a new alpha or if i add an additional thing to a mod, uplaod it on steam,dropbox, update the description are things that do not drive my motivation to mod and i do not enjoy. if i can ease the work on this part a bit i will do that.

i feel like downloading from another link is totaly fine and not to much to ask if someone wants to use a mod. that people prefer a "one click" subscribe from steam over that i can understand too, but they usally do not take all that comes with that into account. so yeah i hope you understand.
Title: Re: [A16] sd Mods - mostly stuff
Post by: BlackGyver on January 06, 2017, 02:39:02 AM
Hello! I have installed sd_bridges, and on local map generation, it seems that some ruins generate out of foundation material. Is this intended? Is it possible to remove the material from map generation?

Thanks in advance for any help provided!
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 06, 2017, 05:16:04 AM
as for intended: yes and no. could you remove it: yes with a but.

when the game creates the ruins it reades out all the terrains and then chooses them to build these.  you could change that by overriding this process to let the game skip the terrain added by bridges. But this mean you would have to override a vanilla function with a code section of your own. People usally only do this if it is needed and there is no other way to solve this. The reasons in general are that it can create problems with mods relying on this section and will conflict with mods, that override the same section. even if this might not be the case for the terrain choosing code section currently it would impact mod compatibility in a major way. I usally stay away from things that override base game stuff if it is avoidable.

the other thing is i'm no programmer so it would probably take me some time to do this and i have not looked into other map generation mods if this would create problem (i think it would not). So yeah, since i feel this would be more of a cosmetic change it's not something that is on my list really. I'm aware of this and if there would be a simple solution i would fix it. As far as i know there is no easy workaround for this.
Title: Re: [A16] sd Mods - mostly stuff
Post by: BlackGyver on January 06, 2017, 10:14:36 AM
Alright, thanks for the answer, hopefully one day a solution presents itself! Until then, I'll be enjoying the rest of your nice mods.  :)
Title: Re: [A16] sd Mods - mostly stuff
Post by: Encrtia on January 06, 2017, 10:19:00 PM
Unless I'm hitting a mod conflict, everytime the Solar Flare ends, I get an absolute non-stop spam-fest of "The Solar Flare is Ending". This doesn't happen to you?
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 07, 2017, 04:35:02 AM
i assume you mean with the adv powergeneration mod?

if yes, i just tested a solarflare and got no message. The power plants are just vanilla game stuff with other textures + numbers. So there should be no errors in theory.

As for your problem you might want to post your error outputlog, with such things since it holds the information. Just start the game up, go in dev mode, produce your error and then close the game and get the log file. For where you can find it, read here (https://steamcommunity.com/sharedfiles/filedetails/?id=725234314)("get the full error log" section). For where you can find it, read here (https://steamcommunity.com/sharedfiles/filedetails/?id=725234314)("get the full error log" section).

for producing the solarflare: In dev mode the first gearwheel + playbutton symbol opens the tab you can execute incidents (similar named button). If you have done that you can find and end mapcondition button. it's in the gearwheel playbutton tab, section misc action. if this does not get you your error, since it's a dev command it could happen. you might want to wait out the solar flare, till you get the error when it ends.
Title: Re: [A16] sd Mods - mostly stuff
Post by: Encrtia on January 07, 2017, 08:38:41 AM
Quote from: Encrtia on January 06, 2017, 10:19:00 PM
Unless I'm hitting a mod conflict, everytime the Solar Flare ends, I get an absolute non-stop spam-fest of "The Solar Flare is Ending". This doesn't happen to you?

Oh darn; apologies all - ignore that. Wrong mod. I thought SD did Solar Flare Shielding! Apologies again; though, I do use the Power Generator mod which is great xD
Title: Re: [A16] sd Mods - mostly stuff
Post by: PudgyElderGod on January 11, 2017, 05:57:37 AM
Hey, I keep running into an issue with the pontoons. A small path I have of them, and only that path, isn't able to be destroyed or deconstructed by any means.

When shot to 0 health, it generates this error
QuoteException ticking Bullet_FNF2000_rt1109146: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.String,Verse.TerrainDef].TryGetValue (System.String key, Verse.TerrainDef& value) [0x00000] in <filename unknown>:0
  at Verse.DefDatabase`1[Verse.TerrainDef].GetNamed (System.String defName, Boolean errorOnFail) [0x00000] in <filename unknown>:0
  at Verse.TerrainDef.Named (System.String defName) [0x00000] in <filename unknown>:0
  at sd_bridges.Building_sd_bridges_pontoonbridge.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker.Apply (DamageInfo dinfo, Verse.Thing victim) [0x00000] in <filename unknown>:0
  at Verse.DamageWorker_AddInjury.Apply (DamageInfo dinfo, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.Bullet.Impact (Verse.Thing hitThing) [0x00000] in <filename unknown>:0
  at Verse.Projectile.ImpactSomething () [0x00000] in <filename unknown>:0
  at Verse.Projectile.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

When attempting to deconstruct it, I get this error message:
QuoteArgument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.String,Verse.TerrainDef].TryGetValue (System.String key, Verse.TerrainDef& value) [0x00000] in <filename unknown>:0
  at Verse.DefDatabase`1[Verse.TerrainDef].GetNamed (System.String defName, Boolean errorOnFail) [0x00000] in <filename unknown>:0
  at Verse.TerrainDef.Named (System.String defName) [0x00000] in <filename unknown>:0
  at sd_bridges.Building_sd_bridges_pontoonbridge.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateThing (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateSingleCell (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.Designator.DesignateMultiCell (IEnumerable`1 cells) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

When attempting to debug destroy a pontoon, I get this message:
QuoteArgument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.String,Verse.TerrainDef].TryGetValue (System.String key, Verse.TerrainDef& value) [0x00000] in <filename unknown>:0
  at Verse.DefDatabase`1[Verse.TerrainDef].GetNamed (System.String defName, Boolean errorOnFail) [0x00000] in <filename unknown>:0
  at Verse.TerrainDef.Named (System.String defName) [0x00000] in <filename unknown>:0
  at sd_bridges.Building_sd_bridges_pontoonbridge.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__8DB () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Any help you can give me would be appreciated, I'd rather not restart this colony.

EDIT:
I managed to fix the problem by going into the save file with Notepad++ and manually changing the buildings to seabridges, deleting them, and replacing them with seabridges legitimately. If the error still interests you, however, I have a copy of the save file that I could boot up/send to you.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 11, 2017, 07:26:48 AM
the save file edit would have been my suggestion too to fix it, if other things don't work.^^

as for the problem. it was like the game "forgetting" what the original floor was if you build other flooring under the pontoon bridge (if you saved and restarted the game). i could reproduce it with the old mod, so all good. thx for letting me know.

i added a xml line to prevent you from building floor over it for now. you can still do it with dev mode. i have to do some more testing, but it should be okay. I didn't get the error with the new version so should be fine.
Title: Re: [A16] sd Mods - mostly stuff
Post by: BlackGyver on January 12, 2017, 02:29:30 AM
Hello!

So, I thought some more about foundations being generated within the world as structures, would simply switching the foundations to a wooden material prevent that from happening? The game doesn't generate natural wooden structures, so I assume something's in place to allow only stony and some metallic structures to appear, but no wooden ones. Could that be a workaround?
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 12, 2017, 12:34:43 PM
wow, thx. i kinda missed that fact with the woodwalls.

so the game checks for flammability (<0.5), since wood walls have 1 they are excluded. floors are determined after this wall material check, so no wood walls = no wood floors. i musst admit i definilty looked not carful enough last time. ::)

it's a quite nice workaround. i set the flammability to exact 0.5. so it's in the "not as ruins" range, but does not catch fire as easily. just loaded 6 maps and seems good. thx for the tip =)

Quoteedit: small addition to the ruins thing. this only counts for the base game map generation. any mod doing map generation and that does not check for that will still be able to build out of foundation material.






@pontoon bridge terrain bug thing:
if anyone has the similar problem and is wondering how to fix this.

i looked over this again. so i knida messed up in the code there. it's good with the new version now. you can still put floor over it with dev mode and if specail buildings generate floor/terrain they can too. keep in mind if you deconstruct/destroy the pontoon bridge it will place the terrain which was under it when build again.

for the error, you can only fix it by save file edit. since i forgot to store the old terrain name. so your option would be to either add the line for the variable and terrain or simply delete the pontoon bridge in the save file.

save files are (for windows) at: username/AppData/LocalLow/ludeon Studios/Rimworld by Ludeon Studios/Saves

just open with any texteditor programm and search for the section(s) defining the bridges. they should looke like this:
(old)
<thing Class="sd_bridges.Building_sd_bridges_pontoonbridge">
<def>sd_bridges_pontoonbridge</def>
<id>sd_bridges_pontoonbridge30844</id>
<map>0</map>
<pos>(140, 0, 130)</pos>
<health>100</health>
<stuff>WoodLog</stuff>
<faction>Faction_9</faction>
</thing>

delete this section or add a last line:
<TerrainTypeAtBaseCellDefAsString>Marsh</TerrainTypeAtBaseCellDefAsString>
that it looks like this:
(new)
<thing Class="sd_bridges.Building_sd_bridges_pontoonbridge">
<def>sd_bridges_pontoonbridge</def>
<id>sd_bridges_pontoonbridge30844</id>
<map>0</map>
<pos>(140, 0, 130)</pos>
<health>100</health>
<stuff>WoodLog</stuff>
<faction>Faction_9</faction>
<TerrainTypeAtBaseCellDefAsString>Marsh</TerrainTypeAtBaseCellDefAsString>
</thing>

For Marsh you can use any other terrain defname too.
Title: Re: [A16] sd Mods - mostly stuff
Post by: BlackGyver on January 12, 2017, 06:09:48 PM
Quote from: sulusdacor on January 12, 2017, 12:34:43 PM
it's a quite nice workaround. i set the flammability to exact 0.5. so it's in the "not as ruins" range, but does not catch fire as easily. just loaded 6 maps and seems good. thx for the tip =)

Quoteedit: small addition to the ruins thing. this only counts for the base game map generation. any mod doing map generation and that does not check for that will still be able to build out of foundation material.

Awesome! Off to downloading the newest version then, thanks for the quick reply and efficient work! ;D
Title: Re: [A16] sd Mods - mostly stuff
Post by: 123nick on January 12, 2017, 09:33:14 PM
can you make medicaddons compatible with telkirs mod so colored beds can also be hooked up too the medical things?
Title: Re: [A16] sd Mods - mostly stuff
Post by: BlackGyver on January 12, 2017, 09:40:34 PM
He did a tutorial on how to add it yourself to other mods;

https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452

Scroll down to "How to add the facilities to other mods?"
Title: Re: [A16] sd Mods - mostly stuff
Post by: lllMWNlll on January 13, 2017, 10:12:05 AM
Hey, Sulusdacor

https://gist.github.com/ba9bc685af36733bc8f381d8ffccdc71

I got a red line from your mod. I'm testing a lot of mods together and their compatibility with this other mods, i still want to this with another 17 mods.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 13, 2017, 11:57:08 AM
if you did you posted the wrong error log. this one do not have any of my mods ;)

@medicaddons compstuff: as BlackGyver said wrote a short tutorial/explanation thing. is quite simply to do yourself. for other compatible version not sure, since it kinda goes up exponentianly with each bed mod and there for possible combinations ... i was thinking about some solutions for this, but not really got into it much other then some vague ideas. working on another mod currently, so will tak some while.
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on January 25, 2017, 01:29:24 AM

tl;dr
I just wanted to take this out of my system and maybe, spark some interest in you and/or the readers, i'm not expecting you to do any of this: xD

I liked the idea of your luciferium producing mod very much, and i was thinking "what if i made a mod of your mod, but to produce a precursor to glitterworld medicine?".
I find it kind of ridiculous to use the regular stuff you have right now on game to make advanced items like those medicines, so i thought, ¿why not to use refined mechanites you extract from mechanoid oil? some inspiration came from the "Mechanite Augmentation" mod, but the means for extraction came from your mod...
My idea is to extract the oil from mechanoids as usual, and have "raw (or wild) mechanites" as a subproduct of the production of "raw luciferium batches", then make them go trough a process of reprogramming those wild mechanites at a machining table, to get refined mechanites, that you can use later to craft glitterworld medicine and maybe some other stuff.

The difficulty on crafting any of the products will not be measured by the amount of stuff you need to pour into them to craft them, but with the conditions the facilities have to maintain for you to be able to craft them. ("oh look, pouring 500 plasteel here makes it hard... right?" <= nono). Those refined mechanites would also serve as a material for crafting the items from the Mechanite Augmentation mod (i want a cyborg army to conquer the world >=D ).

FOR INSTANCE, mechanites have a hive-like mind, if they notice their neighbors having a change in their programming, they will attack and destroy any deviating sister, so, you need the facilities where you do the reprogramming to be at least -59°C at all times, so they are slumbered and don't react effectively to the tampering of their program. ALSO, the lighting of the room is a big problem, wavelengths of the visible spectrum causes the solvent in which refined mechanites are suspended to polymerize into a useless clump, so a new type of lamp has to be crafted to use together with a special visor to actually see what you are doing in there.
UNFORTUNATELY, you would need means for controlling said mechanites from escaping to the outside (sensory and fibrous mechanites are like a summer breeze on your face compared to raw mechanoid mechanites), so the room has to be constantly bombarded with a particular UVC radiation wavelenght in which they cease to work automatically if exposed to it (behavior imbued by their creators to control them), the intensity needed for that UVC "light" to work is very harmful to the eyes, and any unprotected pawn will get its sight severely damaged or blinded if exposed to it. Skin exposure to it would significantly raise the chances of getting cancer if your skin is not burned before that (there is no skin placeholder in Rimworld yet.. i think), so, full body protection is a must, and plasteel walls in the room are NEEDED to prevent the leakage of harmful radiation or loose mechanites. AND, the fumes of the solvent the refined mechanites are soaked in is extremely toxic as well, handling with care would be an understatement, OSHA and EPA would nag you every week if you handle that stuff on earth. Thankfully we are at a RimWorld, we can vent those fumes to the outside ;) managing exhaust rooms is necessary to improve the survivability of your workers, or you could expend a bit more money to build a scrubber, only if you are not like many other electronics manufacturers and your workers do worth the trouble. and YET AGAIN ANOTHER "AND", did i mentioned any dirt in the room area would ruin a whole batch?

Getting the knowledge to do all this is not easy, in fact, you can't really research it, you need somebody to share those secrets with you, like a "Navy Scientist" or a "Mad Scientist" pawn (they know how to do the good stuff) and then research it to actually know how to do it. You can get lucky and have one join you, or have a pirate trader to sell them to you, you could also steal them from another faction, or get it by... delivery *cofraidcof*.

I thinkTM i could probably (probably? maybe? ...perhaps?) edit all of your files to make a dumbed down version of that nonsense i just said (with only items and recipes)... eventually...
Though i wouldn't even know if it is possible to add those kinds of environmental or room conditions to working tables.
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 25, 2017, 04:24:09 AM
QuoteI thinkTM i could probably (probably? maybe? ...perhaps?) edit all of your files to make a dumbed down version of that nonsense i just said (with only items and recipes)... eventually...
feel free to edit/use my mods(see lincense in first post of the topic). totaly fine with me ;)

thx for taking the time to give feedback and write your idea out. it seems super complex and interesting. Fun thing is i thought about the negative temperature thing for the destillation building when making the mod^^. The reason the production is not more complex is mainly, because i feel you should have an okay effort/result relation. so adding more complex production for all things would make it harder to produce, but what stops the player from just calling a trader and buying the thing or go trading himself. So the idea's with the toxic fumes + lights are quite good, but for glitterworld meds/luci i don't feel the incentive is there to go through the effort over just buying these. Maybe for more valuable items (some sort of adv bionics?robots?), which have only benefits and not so big/no drawbacks this would be okay.

another slight problem is see with this is the bad scenario situation. what if things go horrible wrong (hive/raid/fire etc.) and your workroom gets breached, it's rimworld overall^^. from your description i assume the "sleeping" mechaniodes would wake up and contact there brothers, gas would flood the base and things would go down hill. If you have a bigger stockpile (which is usally the case when late game and this would be a late game process i assume), then there would be quite a few mechs "waking up" in your base. these would trigger an outside mech raid and you have gas in your base, that slowly knocks out your colonists (if it lowers conciousness -> lower shooting acccuracy). not taking into account the actual incident, which triggered the breach in the first place, making the situation probably much worse then it already is. so there should probably be some sort failsafe somewhere, that not every breach of the production room would end your colony ;)

for possibility: you can add custom code to the game so all is possible. parts of the mechanics you described are in someway or form done by other mods. for example the check for safety gear was the way uranium was handeled in the hardcore sk. i think the rimushima mod uses that too. the fumes/gas stuck in room thing was in a way done by a mine/bomb mod, which had a sleeping/knock out gas mine you could use.
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on January 25, 2017, 04:12:03 PM
Quote from: sulusdacor on January 25, 2017, 04:24:09 AM
-snip-
Thank you for reading that chunk of blabbering xD
Let me try to organize my thoughts here, first of all, at lategame, you don't have many things to worry about, running a dangerous enterprise would be good to keep you busy, the fact that is dangerous doesn't mean it would be hard to maintain, when you set all of your things all right you usually don't have to worry anymore, for the most part, just like Rimushima (though having 25 kW of spare power and RT Solar Flare Shield is a MUST otherwise your workers would be screwed by a solar flare).
Raids are, as everyone knows, a big trouble, more so with Cassandra extreme shoving you 500+ orassans the moment she can, the more pressure for you to survive and make a good shelter, and "protect that facility!". The picture you imagined is awesome example of things going wrong in the Rim!.
The result for taking that huge risk would be the possibility of pumping glitterworld medicine non stop, they are not as expensive, but a good amount would yield good benefit. Also, making Mechanite IV from the Mechanite Augmentation Mods, would be a nice addition, they give huge boosts and are not that common to see them around (and expensive asf). Using that other mod would be necessary... complicating things a bit. Having an army or augmented cyborgs to conquer the world would be awesome >=D

And that incident you mentioned is AWESOME, if you are not careful, shit is gonna get ugly, that is one of the reasons a find Rimushima to be so cool, a huge profit from maintaining the plant, but a manageable risk that everything could go wrong (as it did with my A15 colony when a 12 rod core blew up... because of not paying attention -_-'). Planning is a huge deal to avoid as much incidents as possible like infestations, fires, a pawn giving a tantrum and so forth.
The only failsafe i can think of, in the case you mentioned of a breach, when everything is lost, would be remote incendiary charges... burn that room and everything it has to hell! like A PANIC button xD  ...a second layer of non combustible wall surrounding the plasteel one would be necessary.

And yes, I would have to borrow a lot of stuff from other mods, like apparello, remote explosives, rimushima (though Rimushima has a complicated license, i don't know if "borrowing" could be done), but i'm pretty sure i can't do the more complicated coding stuff to actually make that work, and i'm REALLY slow, because i have to learn things on the go. Maybe I'll have something ready for A18 xDD

Title: Re: [A16] sd Mods - mostly stuff
Post by: Trigon on January 26, 2017, 11:12:49 AM
Personally I feel like the hammocks should be tribal or medieval tech level as opposed to industrial but otherwise I think this is really cool. These mods add just that little bit of flavor. I'm a huge fan.
Title: Re: [A16] sd Mods - mostly stuff
Post by: gendalf on January 30, 2017, 03:45:18 PM
medieval surgery lamp doesn't require refueling
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on January 31, 2017, 12:04:05 PM
QuotePersonally I feel like the hammocks should be tribal or medieval tech level as opposed to industrial but otherwise I think this is really cool. These mods add just that little bit of flavor. I'm a huge fan.
in a15 hammocks were medieval, but i kinda planed to add some more (medieval+spacer one) of them since i absolutly love these. the current texture felt more fitting to industrial with the pillow pattern, so i moved them. i don't wanted to screw save games when i do that, by renaming stuff (what definilty never happend^^). so i decided to move them with a16. it's is bit of a preperation thing for my organisation. not sure when i come around to do more hammocks, but yeah at the moment they seem a bit to high in the research tree.
Quotemedieval surgery lamp doesn't require refueling
the vanilla linkfacility sadly does not check for fuel only for power. there are some other thing i want to fix about the mod anyway. thx for letting me know ;)
Title: Re: [A16] sd Mods - mostly stuff
Post by: gendalf on February 13, 2017, 09:39:41 AM
All of the tiers and types of instruments stack. I assumed it supposed to be a direct mutually exclusive upgrade for every instrument.
The working range is 5-6 tiles away from the beds, despite the description saying adjacent. Only the vanila vitals monitor needs to be directly connected.
Title: Re: [A16] sd Mods - mostly stuff
Post by: Sh4d0w225 on February 16, 2017, 03:52:36 PM
I am extremely confused as to which versions to get, I am looking into getting the "Goodnight mod" and the "Medicaddons" mod.. I have More Furniture installed and it says it requires the compatibility version..

DO I subscribe to the mod on steam AND get the compatibility versions and have them both active or what do I do?
Title: Re: [A16] sd Mods - mostly stuff
Post by: sulusdacor on February 17, 2017, 02:54:10 AM
your mod list would look like this:
- more furnitrue [can be steam version]
- medicaddons (more furn compatibility version) [non steam]
- goodnight (more furn + medic addons comp version) [non steam]

the comp versions are whole mods. they have just the parts for the specific mods "uncommented" in the xml files so that the game reads them.

the above is the mod order too. since you need to have the objects loaded (dresder tables from mroe furniture, medicaddons) before you can reference them in another mod (goodnight comp verison).
Title: Re: [A16] sd Mods - mostly stuff
Post by: faltonico on March 29, 2017, 01:21:37 PM
Hi!
Here to report an error involving luciferium production that was preventing a save file from loading...
I overwrote the actual log, but i managed to find the reason before that.
A pawn that was extracting mechanite oil from a mechanoid was giving the error, the bit in the save file that was causing trouble was:
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>Bill_sd_luciprod_extract_mechanites_centipede_1921</bill>
<def>DoBill</def>
<targetA>Thing_sd_luciprod_mechanite_oil6108712</targetA>
<targetB>(117, 0, 213)</targetB>
<targetQueueA IsNull="True" />
<targetQueueB />
<count>99999</count>
<countQueue />
<startTick>29555026</startTick>
<placedThings IsNull="True" />
<haulMode>ToCellNonStorage</haulMode>
</curJob>
<curDriver Class="JobDriver_DoBill">
<curToilIndex>17</curToilIndex>
<ticksLeftThisToil>-2424</ticksLeftThisToil>
<curToilCompleteMode>PatherArrival</curToilCompleteMode>
<startTick>29555026</startTick>
<layingDownBed>null</layingDownBed>
<billStartTick>29555340</billStartTick>
<ticksSpentDoingRecipeWork>2000</ticksSpentDoingRecipeWork>
</curDriver>

I changed that to:
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>null</bill>
<def>GotoWander</def>
<targetA>(117, 0, 232)</targetA>
<targetQueueA IsNull="True" />
<targetQueueB IsNull="True" />
<countQueue IsNull="True" />
<startTick>29559562</startTick>
<placedThings IsNull="True" />
<locomotionUrgency>Walk</locomotionUrgency>
</curJob>
<curDriver Class="JobDriver_Goto">
<curToilIndex>0</curToilIndex>
<ticksLeftThisToil>-201</ticksLeftThisToil>
<curToilCompleteMode>PatherArrival</curToilCompleteMode>
<startTick>29559562</startTick>
<layingDownBed>null</layingDownBed>
</curDriver>

And i was able to load the save file.
I had installed fluffy's worktab, but i tested it with and without it to see if it loaded, and it didn't.

After the edit, you can see the pawn with the mechanite oil in hand, but "wandering" xD
(https://www.mediafire.com/convkey/d411/28ndnixxi8l87ta4g.jpg) (http://www.mediafire.com/view/28ndnixxi8l87ta/Glasses_job_error.png)
From now on i'll try not to save when extracting oil from mechanoids.
Title: Re: [A16] sd Mods - mostly stuff
Post by: Ruisuki on April 10, 2017, 10:22:17 PM
do the surgical instruments and medic light need to be directly adjacent like the vitals monitor has to, or do they behave like multi analyzer and tool cabinet would?

also do the spacer and medieval vitals function like the vanilla industrial vital monitors by having to be directly adjacent to the medic beds??
Title: Re: [A16] sd Mods - mostly stuff
Post by: SpaceDorf on April 20, 2017, 10:14:36 PM
post to follow ..
Title: Re: [A16] sd Mods - mostly stuff
Post by: Canute on April 21, 2017, 02:04:06 AM
Quote from: Ruisuki on April 10, 2017, 10:22:17 PM
do the surgical instruments and medic light need to be directly adjacent like the vitals monitor has to, or do they behave like multi analyzer and tool cabinet would?
also do the spacer and medieval vitals function like the vanilla industrial vital monitors by having to be directly adjacent to the medic beds??

They work like the tool cabinets, if you build or relocate them, you see possible influence lines. One of these tools are enough for small/medium hospitals. The surgery lamp got the light radius as influence area.
You can eiter check the bed if it got a increased medical care stat or if the instrument got inactive/active value.

Title: Re: [A16] sd Mods - mostly stuff
Post by: AngleWyrm on April 23, 2017, 12:16:23 AM

(https://s6.postimg.org/733m5jtg1/Clipboard-1.png)You know what's wrong with this resource?
You have to cheat it into the game from dev-mode any time you need it.

It doesn't seem to have anything to do with anything, except as exercise for a programmer, so I wound up changing the recipe for trade posts.
Title: Re: [A16/17] sd Mods - mostly stuff (in the process of updating to a17)
Post by: silentdeth on June 03, 2017, 01:50:23 AM
Is there an ETA on the bridge mod A17 update?
Title: Re: [A16/17] sd Mods - mostly stuff (in the process of updating to a17)
Post by: sulusdacor on June 03, 2017, 03:40:13 AM
for anyone wondering:

round tables+conduti walls: probably today i assume the a16 works with a17 and its really jsut the verison in the about file,so should be fast

bridges+spaceship: both have linked graphics which got changed with a17 a bit. i haven't looked over that in detail,but was planing to do it this weekend and hopefully get both done.

luciferium+prepare for fishing: both involve the a bit of code, which was not as painful to update from a15 to16, so i hope its the same with a17. still want to fix/look over the luciferum issue described few post above,so probably one of the last ones to get updated.

as for CTS: porbably after all the ones above

ocean biome: kinda planing, but there was a trader issue with new biomes in a16 which bugged me, so not 100% sure and it turned out to be way more work intense then i orignaly planed. not that i planed much there,but it is a big of a blakc hole mod XD

thx for the patience.
Title: Re: [A17] sd Mods - mostly stuff
Post by: faltonico on June 05, 2017, 01:39:05 PM
Quote from: faltonico on March 29, 2017, 01:21:37 PM
Hi!
Here to report an error involving luciferium production that was preventing a save file from loading...
I overwrote the actual log, but i managed to find the reason before that.
A pawn that was extracting mechanite oil from a mechanoid was giving the error, the bit in the save file that was causing trouble was:
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>Bill_sd_luciprod_extract_mechanites_centipede_1921</bill>
<def>DoBill</def>
<targetA>Thing_sd_luciprod_mechanite_oil6108712</targetA>
<targetB>(117, 0, 213)</targetB>
<targetQueueA IsNull="True" />
<targetQueueB />
<count>99999</count>
<countQueue />
<startTick>29555026</startTick>
<placedThings IsNull="True" />
<haulMode>ToCellNonStorage</haulMode>
</curJob>
<curDriver Class="JobDriver_DoBill">
<curToilIndex>17</curToilIndex>
<ticksLeftThisToil>-2424</ticksLeftThisToil>
<curToilCompleteMode>PatherArrival</curToilCompleteMode>
<startTick>29555026</startTick>
<layingDownBed>null</layingDownBed>
<billStartTick>29555340</billStartTick>
<ticksSpentDoingRecipeWork>2000</ticksSpentDoingRecipeWork>
</curDriver>

I changed that to:
<curJob>
<commTarget>null</commTarget>
<verbToUse>null</verbToUse>
<bill>null</bill>
<def>GotoWander</def>
<targetA>(117, 0, 232)</targetA>
<targetQueueA IsNull="True" />
<targetQueueB IsNull="True" />
<countQueue IsNull="True" />
<startTick>29559562</startTick>
<placedThings IsNull="True" />
<locomotionUrgency>Walk</locomotionUrgency>
</curJob>
<curDriver Class="JobDriver_Goto">
<curToilIndex>0</curToilIndex>
<ticksLeftThisToil>-201</ticksLeftThisToil>
<curToilCompleteMode>PatherArrival</curToilCompleteMode>
<startTick>29559562</startTick>
<layingDownBed>null</layingDownBed>
</curDriver>

And i was able to load the save file.
I had installed fluffy's worktab, but i tested it with and without it to see if it loaded, and it didn't.

After the edit, you can see the pawn with the mechanite oil in hand, but "wandering" xD
(https://www.mediafire.com/convkey/d411/28ndnixxi8l87ta4g.jpg) (http://www.mediafire.com/view/28ndnixxi8l87ta/Glasses_job_error.png)
From now on i'll try not to save when extracting oil from mechanoids.
Just to clarify, the error is not when they are doing the extraction per se, but when they are carrying the extracted mechanite oil to a stockpile or a refinery immediately after they finish the operation on the mechanoid.
Title: Re: [A17] sd Mods - mostly stuff
Post by: craftersmine on August 14, 2017, 12:07:17 PM
Hello there! I have a question, if i enable a "Bridges" mod in my already started savegame with loaded other mods, this mod will not break the savegame? P.S Sorry for my bad english, i'm Russian :)
Title: Re: [A17] sd Mods - mostly stuff
Post by: sulusdacor on August 16, 2017, 03:24:05 AM
adding should be fine i assume.

removing it is usally more a problem, due to terraformed terrain getting left behind.
Title: Re: [A17] sd Mods - mostly stuff
Post by: Aki on August 23, 2017, 12:59:39 PM
Hello!

@sulusdacor Are you planning to make a compatybility patch between "luciferium production" and this  mod: https://ludeon.com/forums/index.php?topic=35058.0 ?
Title: Re: [A17] sd Mods - mostly stuff
Post by: Smellfungus on August 30, 2017, 03:40:14 PM
I've got better vents and coolers installed, and while they can be placed on conduit walls they're never built. Not sure which mod is at fault for this, but it's a little inconvenient. :p
Title: Re: [A17] sd Mods - mostly stuff
Post by: asquirrel on November 25, 2017, 11:22:46 PM
Hi SD!

Any news whether or not you will be updating advanced power generation to A18? :)
Title: Re: [A17] sd Mods - mostly stuff
Post by: Sefiriot on November 26, 2017, 03:57:06 AM
Some of us on Steam managed to update advanced powergeneration for B18 on our own, and one guy (sisco) uploaded his updated version to the Workshop as a stand-in while we wait on sulusdacor...

Here's my updated copy at https://www.dropbox.com/s/6whytz08yflaehl/%5Bsd%5D%20advanced%20powergenerationB18.7z?dl=0 (https://www.dropbox.com/s/6whytz08yflaehl/%5Bsd%5D%20advanced%20powergenerationB18.7z?dl=0)

It's identical to the one sisco posted on Steam attached below. Just some minor XML edits, working so far without issues, but you never know.

I also updated my copy of [sd]goodnight and [sd]medicaddons with patches for More Furniture and Rimkea to B18 for personal use. If anyone wants them let me know.
Title: Re: [A17] sd Mods - mostly stuff
Post by: gearsofcandy on November 26, 2017, 09:24:06 AM
I would love to get a copy of the updated [sd]goodnight and [sd]medicaddons with patches for More Furniture and Rimkea. pretty please  ;D
Title: Re: [A17] sd Mods - mostly stuff
Post by: Sefiriot on November 26, 2017, 09:57:05 AM
Quote from: gearsofcandy on November 26, 2017, 09:24:06 AM
I would love to get a copy of the updated [sd]goodnight and [sd]medicaddons with patches for More Furniture and Rimkea. pretty please  ;D

Done. Let me know if something broke: I cleaned up my hacky patch code a bit (especially after realising I really should patch the new vanilla linkables directly in the mod itself too, and not just in the catch-all patch mod, d'oh!), but haven't rechecked in-game.

Dropbox folder with updated B18 versions of [sd] mods: https://www.dropbox.com/sh/saezkdu7igkj513/AAAhANIfsrRLhXE2qWFFCab8a?dl=0 (https://www.dropbox.com/sh/saezkdu7igkj513/AAAhANIfsrRLhXE2qWFFCab8a?dl=0)
Title: Re: [A17] sd Mods - mostly stuff
Post by: asquirrel on November 26, 2017, 12:41:01 PM
Thanks for the update!! :)

Edit -

Put advanced power generation
Then sd_goodnight + sd_medicaddons + RIMkea + patch. 
But I got the above error. :(

Can I still run the mod without the goodnight and the patch?  Will medicaddons still work if I have rimkea running as well?  Thanks! :)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not resolve cross-reference to Verse.ThingDef named Anon2Dresser

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not resolve cross-reference to Verse.ThingDef named Anon2EndTable

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not resolve cross-reference to Verse.ThingDef named Anon2EndTableLight
Title: Re: [A17] sd Mods - mostly stuff
Post by: Sefiriot on November 27, 2017, 06:42:42 PM
asquirrel, the patch is meant for those using More Furniture as well. If you're not using More Furniture then yeah, don't run the patch with it. I think I patched B18's new linkable furniture in the base mods but to be sure-- if you're comfortable with code edits, go into the patch file and comment out anything from More Furniture.

So you should get a linkables section that looks like this:


<value>
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
  <!--<li>Anon2Dresser</li>-->
  <!--<li>Anon2EndTable</li>-->
  <!--<li>Anon2EndTableLight</li>-->
  <!--<li>Anon2RoyalEndTable</li>-->
  <!--<li>Anon2RoyalEndTableLight</li>-->
  <!--<li>CCP_LEDMedLight</li> Medical light from cucumpear's LED Lights-->
  <!--<li>VitalsMonitor</li> vanilla vitals monitor-->
  <!--<li>EndTable</li> B18 vanilla end table-->
  <!--<li>Dresser</li> B18 vanilla dresser-->
</value>
Title: Re: [A17] sd Mods - mostly stuff
Post by: frenchiveruti on December 10, 2017, 07:29:18 PM
Hey, you realize how much you need Advanced Power Generators when you reach a big base hah.
Title: Re: [A17] sd Mods - mostly stuff
Post by: Canute on December 11, 2017, 03:15:26 AM
My tip, when you got a big base, try the Rimatomics mod.
A big nuclear reactor can give you alot of power.
But the danger .... :-)
Title: Re: [A17] sd Mods - mostly stuff
Post by: wwWraith on December 14, 2017, 11:28:56 AM
Whoever updates MedicAddons: I made a patch (it's in attachment) that makes beds from [sd]GoodNight or [T]MoreBeds linkable with facilities from [sd]MedicAddons. It has integrated checks and should work without problems even if [sd]GoodNight or [T]MoreBeds are not installed, so I believe it may be added to the base mod without worrying about it. Also you may be interested in replacing "li[1]" in its own patch to "li[@Class = "CompProperties_AffectedByFacilities"]" to avoid potential issues.

[attachment deleted by admin: too old]
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on December 29, 2017, 03:46:08 PM
Is the patch that wwWraith made still necessary with all of the patches that you have provided in your DropBox? Thanks!
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on December 30, 2017, 04:41:08 AM
if you use Tbeds + medicaddons then yes.
Title: Re: [B18] sd Mods - mostly stuff
Post by: JinxVanAshke on December 30, 2017, 04:51:32 PM
So not sure where I got this from originally...I thought this thread but erm as far as my limited knowledge this adds Rimkea furniture linkable as well. If I got this wrong don't hesitate to correct me. If it is useful then hurrah I helped.

I am NOT the author of this. If someone claims it as their own work and tells me to remove it, I certainly will.

[attachment deleted by admin: too old]
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on December 30, 2017, 05:45:22 PM
Quote from: JinxVanAshke on December 30, 2017, 04:51:32 PM
So not sure where I got this from originally...I thought this thread but erm as far as my limited knowledge this adds Rimkea furniture linkable as well. If I got this wrong don't hesitate to correct me. If it is useful then hurrah I helped.

I am NOT the author of this. If someone claims it as their own work and tells me to remove it, I certainly will.

I think you got it from the OP's DropBox account, because I downloaded all of his mods last night, and I have that one already.
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on December 31, 2017, 05:47:17 AM
thx for posting the download.

i forgot rimkea and tbeds when i made the patches. i still have to do these as single ones.

edit: should be up now in dropbox
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on December 31, 2017, 12:49:32 PM
Thanks for the updates, sd. Also, as an informal request, do you think there could be a way for you to sort of make a few "bundles" for your mods and their patches? I just downloaded your mods 2 days ago, but now that there are some updates to them or their patches, it can get kinda difficult trying to see what's new and what you already have. I had to have your DropBox show the date/time the files were posted, and have my RimWorld/Mods folder pulled up as well, and cross reference 14 different files just now to see what I needed. I'm not trying to tell you how to post and host your mods, but I am confident that others have had the same issue. When opening your DropBox for the first time, it can seem almost overwhelming with all of the files scattered about with no order other than alphabetical.

Either way, thanks for all of your hard work, and I hope you have a happy New Years! ;)
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on January 01, 2018, 05:42:38 AM
the patches are mostly stuff for linked items. if you want linked stuff from other mods work with beds from other mods. if you dont use the other mods or dont need the linked boni (mostly small benefits) they are by no means needed. (mostly what came the last 2 days if i recall that and a research tab in bridges, which is by no means needed, the version before works fine too).

as for updates/sorting stuff out:

before b18 i had the individual links and the changelogs all writen out for all mods in the specific page. it meant for me each time to make a drop box link per mod/patch and copy paste it and update changelog. i recently deleted the changelogs in the topics (still have them in about folders)+ wrote the reference and made the download links to dropbox generic (since this means it is a bit less work for me). sorting my dropbox into two folders and posting these links was my plan anyway. it was just my idea to save a bit of work on my part.

on the other hand i can see how this is confusing for people using my mods the first time or checking what/when stuff was updated. or searching for sth specific (without the need to download stuff). so yeah see your problem there and must say i did not think about that.

so i will copy these thing back in again later today when i got the time and bring back the specific links for the current versions. bit of a mistake on my part there.

thx for the feedback and letting me know.

+happy new year all =)

Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on January 05, 2018, 05:46:01 AM
floorpaint

(https://i.imgur.com/UizgBJf.png)

Description:

"simple shapes to make stuff -> totally necessary to not get your colonists killed!!!!!!"

- adds 1 research paint
- adds item paintbucket
- adds recipe to make paint bucket at stonecutter table
- adds category and in there a bunch of shapes that you need (you can build on top of them like carpet basicly)


(https://i.imgur.com/L4auKcL.png)

Details

you don't really need this mod. just me messing around.


the shapes are all 1x1 "buildings" with no hitpoints (=indestructible). you can deconstruct them, but get nothing back. they can stack on top, but i have no idea in what order and which/why some come out on top and some below.

you should be able to build almost anything on top of them (set to altitude level floor). you can build carpet/floors belwo them.

so yeah have fun planting your decorations in your base or show the raids with arrows where to go^^

Author
sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1258140195

Dropbox: https://www.dropbox.com/s/myqo7jw4fgr2lod/sd_floorpaint_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_floorpaint/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog
personal changelog for mod "[sd] floorpaint"

- 15/01/2018

- added modsync file

- 09/11/2018

- 1.0 update
- added dragabledimensions
Title: Re: [B18] sd Mods - mostly stuff
Post by: crusader2010 on January 09, 2018, 01:35:31 PM
@sulusdacor: please update the description on Advanced Wind Turbines -  it says they give out a maximum of 4000 power but they actually go to 6000.

Thanks for the mods, they are a life saver! :)
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on February 12, 2018, 06:00:09 PM
Holy crap I had no idea there was actually drawbridges now! Just what I've been looking for! Hmm, wondering if I should make deep water passable at like 5% speed or something ???

Thank you so much sulusdacor, I really appreciate it. Also, did you ever receive the PM?

Also, Rikiki just came out with an update to Fish Industry. Will your mod bridges work with his update, or will we still need to use Prepare For Fishing? Finally, do you ever plan to make any different sized drawbridges? I'm thinking it would be nice to have a 2x4 or something like that, so that I can have it only on "my side" of the "castle" and not have to worry about the other side being destroyed :P I know you can use only one now, but it isn't that long for that perfect castle moat look that I'm trying to achieve ::)

One more thing, do you think with Mechanical Walls, that we could ever have a sort of big "gate" that is maybe 3x1 or 4x1, that we can raise & lower all together at once? I like the idea behind Mechanical Walls a lot, but I wish they didn't have to all be separated. I think it would be really cool if we could group them together, or you have a special gate building that you can just place down. They have something similar to this in HardcoreSK, and it looks really nice, check it out:

(https://i.imgur.com/d5PN6UW.png)
(https://i.imgur.com/d1LRbGt.png)

(https://i.imgur.com/5qfkd5v.png) (https://i.imgur.com/9JX0ZG5.png)

EDIT: Also, do you have any experience with your bridge mod and RF - Fertile Fields? I've been using FF for awhile and I really do love it, and was hoping to not have to get rid of it. But I also use his bridges mod too. However, your bridge mod is the only one with a real drawbridge! ;D I was wondering, is there anyway we can use just the drawbridge from your mod, but also use RF - Fertile Fields and RF - Bridges?

Or do you know if I were to edit your bridge mod to have only the drawbridge, would it still work with FF? Or do I need to have the water changed to support your drawbridge, like you do with your mod? I will probably give this a try myself, but was curious if you had any experience with it.
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on February 13, 2018, 04:58:37 AM
i read your pm, but since it was just about the license stuff and you read the part in the first post, i thought this did not really needed a reply on my part.

@fishindustry: i haven't looked into the new version. the fishing zones he mentioned suggest that he changed something, but i can not tell you yet if that still needs prepareforfishing.
thx for letting me know.

@bigger mechanical walls + drawbridges: someone already asked about bigger drawbridges on steam :P i slightly changed my mind here, since i played a medieval run since then. so i feel the 1 square door is not so much an issue for me anymore.
but both problems are a bit in a similar position in my head. meaning if i would do that my favorite approach would be to make one "door/bridge" building that you can change size. for example each size for drawbridges would need a unique placeworker and test for water tiles. maybe there is a better solution there, that i do not see, not sure yet. from my current coding knowledge+ability, it would be quite a lot of work. so i'm kinda dodging this work a bit to be honest XD
... but i see that there is a need for people to get this ingame.
(for the bigger mechwalls i would probably want a medieval version too. + there is a decent chance that this might break the current drawbridges, with my naming OCD^^)

@hardcore sk: have not touched that since a few alphas. i tend to get stuck at a certain level of development and found the progression a bit to slow for my playstyle. have to look into that for the mechgate/wall.

@mods that add custom terrain in general(fertile fields): FF i had installed once, but found the terraforming menue confusing + a bit much myself, so not tested it and not looked into the way it works. but most terraforming work with a placeworker check for terrain def names. this adds custom terrain defs to do the terraforming usally. so this is a problem and new terrain defs will not be seen as a viable place to build, if the placeworker check exists.
as solution you can have additional placeworkers that would include the defs from other mods and with patches then replace with the one placeworker that is needed accounting for the loaded mods(with modcheck tool). this is the best solution as far as i know (it would make prepare for fishing not needed for fishindustry too).
i will have to look into the other mods for that and add a bunch the needed stuff, depending on the mod.
for FF especially i will have to look into that. probably does not work together currently without using dev mod and set terrain or prepare for fishing.

so all in all: i have to look into that or get on that. sry that i can not tell you more at the moment.

i was a bit lazy in terms of modding - playing myself :D
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on February 13, 2018, 07:53:27 AM
Quote from: sulusdacor on February 13, 2018, 04:58:37 AM
i read your pm, but since it was just about the license stuff and you read the part in the first post, i thought this did not really needed a reply on my part.

Thank you. I suppose that I missed some of the license stuff because I was doing a lot of other things with it at the time.

Quote from: sulusdacor on February 13, 2018, 04:58:37 AM
@bigger mechanical walls + drawbridges: someone already asked about bigger drawbridges on steam :P i slightly changed my mind here, since i played a medieval run since then. so i feel the 1 square door is not so much an issue for me anymore.
but both problems are a bit in a similar position in my head. meaning if i would do that my favorite approach would be to make one "door/bridge" building that you can change size. for example each size for drawbridges would need a unique placeworker and test for water tiles. maybe there is a better solution there, that i do not see, not sure yet. from my current coding knowledge+ability, it would be quite a lot of work. so i'm kinda dodging this work a bit to be honest XD

Ah I did not think that it would be so much work since you already had your base drawbridge. I understand, it is only a suggestion from a fan ;)

Quote from: sulusdacor on February 13, 2018, 04:58:37 AM
@hardcore sk: have not touched that since a few alphas. i tend to get stuck at a certain level of development and found the progression a bit to slow for my playstyle. have to look into that for the mechgate/wall.

Right, I was just wanting to show you the textures as an example/idea. I actually did find where they were located at inside of the HCSK dll with ILSpy, but I have 0 clue how to start a project in MVS, that's the next big hurdle for myself :)

Quote from: sulusdacor on February 13, 2018, 04:58:37 AM
@mods that add custom terrain in general(fertile fields): FF i had installed once, but found the terraforming menue confusing + a bit much myself, so not tested it and not looked into the way it works.

You want to know something I find quite funny? On the older version of FF I had installed, I got very confused at first too. I had to use my fingers on the monitor screen :-[ to try and trace out/connect the steps. But very recently the author has updated his mod, and now it is much, much easier and less confusing.

Quote from: sulusdacor on February 13, 2018, 04:58:37 AM
but most terraforming work with a placeworker check for terrain def names. this adds custom terrain defs to do the terraforming usally. so this is a problem and new terrain defs will not be seen as a viable place to build, if the placeworker check exists.
as solution you can have additional placeworkers that would include the defs from other mods and with patches then replace with the one placeworker that is needed accounting for the loaded mods(with modcheck tool). this is the best solution as far as i know (it would make prepare for fishing not needed for fishindustry too).
i will have to look into the other mods for that and add a bunch the needed stuff, depending on the mod.
for FF especially i will have to look into that. probably does not work together currently without using dev mod and set terrain or prepare for fishing.

so all in all: i have to look into that or get on that. sry that i can not tell you more at the moment.

i was a bit lazy in terms of modding - playing myself :D

It's quite alright and I appreciate you taking the time to write that up for me. I will have to go back later when my brain is functioning better to really understand everything you said. I am still learning how all of this works so a lot of the stuff you said goes way over my head ::)
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on February 14, 2018, 05:28:42 AM
wanted to say thx for pressing me more about fertile fields. it is way more elegant then my terraforming solution^^

it works over a building that spawns the vanilla ground, making it in general more compatible with other mods. so it works with bridges and other mods fine. this will probably be the route i will go too in the future. it needs a bit code, which i did not do at the time when starting bridges, it was purely xml first. so yeah thx for the tip.
Title: Re: [B18] sd Mods - mostly stuff
Post by: Harry_Dicks on February 14, 2018, 10:14:07 AM
Pffft, don't encourage my ramblings. I already get ignored enough around here.
Title: Re: [B18] sd Mods - mostly stuff
Post by: MercuryDoll on February 21, 2018, 01:03:57 PM
The small engines in the spaceship mod apparently don't count toward the 3 engines needed to launch, is this intentional or an oversight due to recent changes?
Title: Re: [B18] sd Mods - mostly stuff
Post by: Ruisuki on February 21, 2018, 05:22:12 PM
medic add ons seem like useful filler to add to your hospitals. no longer will there be missing space in my clinic
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on February 22, 2018, 05:00:07 AM
QuoteThe small engines in the spaceship mod apparently don't count toward the 3 engines needed to launch, is this intentional or an oversight due to recent changes?
the main game only checks for the vanilla items (def names). the dragable structure beam overrides the vanilla, but all others are different items. thats why they dont count. (was never the case in the past too) it's currently really only a xml mod.

it would have to override of the ship parts check in the code. since i only know half the time what i'm doing on the code side and my knowledge is quite limited there, i did not do this part of the mod yet. totaly on me XD
Title: Re: [A15] sd Mods - mostly stuff
Post by: henk on March 11, 2018, 02:04:11 PM
Quote from: sulusdacor on December 15, 2016, 02:56:54 PM
the research is located at the end of the vanilla tree (x row 16). i hope this solves some problems. but i'm aware that the tree is a mess with mods.

Row 16... I feel like such an idiot for not noticing the slider at the bottom. I am using mod that locked hightech research so there was nothing in that tab in rows 6-15 and I didn't checked  >:(
Title: Re: [B18] sd Mods - mostly stuff
Post by: jmababa on August 29, 2018, 09:59:30 AM
When's this mods gonna be updated to b19 I like the goodnight mod and round tables and advanced power generation
Title: Re: [B18] sd Mods - mostly stuff
Post by: Mst on September 07, 2018, 06:29:18 PM
Waiting for Goodnight and Chicken Nest too. Really appreciate mods with good art. Will be happy to see them again.
Title: Re: [B18] sd Mods - mostly stuff
Post by: ultra4 on September 14, 2018, 07:06:11 PM
Hoping you pick up some of your mods SD. the medicaddons is so simple yet i feel a void without it.

And if you came up for a solution for the luci prodution (b19: "Mechanoids now always die on downed"), wouldn't mind going for a late game mech-blood drug factory once more.
Title: Re: [B18] sd Mods - mostly stuff
Post by: TolSatha on October 13, 2018, 08:18:21 AM
Adv. Power Generation is one of my core mods and I can't play without it - so I've decided to update it myself.
I make no claims and take no credits for the mod. It is entirely the property of the original author (sulusdacor) and I'll remove the link should they request so.

Adv. Power Generation B19: https://www.dropbox.com/s/yhunb446dg7fqqo/sd_adv_powergen%20b19.zip?dl=0

One small change I made was to rename the research tab, as the default name was too long and was clipping the tab boundaries.
Title: Re: [B18] sd Mods - mostly stuff
Post by: Ruisuki on October 15, 2018, 07:26:03 AM
after today the dark days of mod incompatibility (for vanilla anyway...) will be behind us. I also wait medicaddons return, one last time for RWs (likely) final release .(
Title: Re: [B18] sd Mods - mostly stuff
Post by: sulusdacor on October 19, 2018, 12:23:07 PM
my plan was to update my mods to v1.0, since it seems to be the last rimworld update.

probably will have a bit of time next week to start with that.
Title: Re: [B18] sd Mods - mostly stuff
Post by: zmadz on October 19, 2018, 12:51:19 PM
welcome back sulusdacor can't wait to play with your mods again  ;D
Title: Re: [B18] sd Mods - mostly stuff
Post by: asquirrel on October 22, 2018, 10:52:33 PM
Waiting on Adv power gen and medicaddons.  Must haves before I go 1.0
Title: Re: [on the way to 1.0 - slowly updating my stuff] sd Mods - mostly stuff
Post by: sulusdacor on October 23, 2018, 06:19:30 PM
just finished medicaddons, adv power i already did monday.

@medicaddons patches: i did not check the patches for the other mods so far. vanilla worked so the base mechanic seemed to have stayed the same. so if the other mods defnames did not change all should be fine.
Title: Re: [1.0] sd Mods - mostly stuff
Post by: TheOne1977 on January 20, 2019, 04:20:27 AM
Got this error log for the last 2 days: (the error log will also appear when no mods are loaded. Any suggestions?

RimWorld 1.0.2096 rev473
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

XML error: <supportedVersions><li>1.0</li></supportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Mechanical Defense 2 - mechanical walls</name><author>mipen</author><!-- <targetVersion>1.0</targetVersion> --><supportedVersions><li>1.0</li></supportedVersions><url>https://ludeon.com/forums/index.php?topic=26276.0</url><description>"Mechanical Defense 2" (MD2)
   Ver.: 1.0-1.0.1
   
   - mechanical walls
   
   &gt;&gt;Mechanical Walls - walls that be raised or lowered to allow access.
   (3 states: wall, embrasure, "walkable floor")
   
   update by sulusdacor
   
   Download links for Dropbox or Steamworkshop link can be found in the ludeon forum thread linked above.</description></ModMetaData>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(WorkshopItem)
Verse.ModLister:RebuildModList()
Verse.Steam.WorkshopItems:RebuildItemsList()
Verse.Steam.WorkshopItems:.cctor()
Verse.ModLister:RebuildModList()
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator0:MoveNext()
Verse.<>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:InitializeMods()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0] sd Mods - mostly stuff
Post by: LiteEmUp on April 13, 2019, 03:17:25 AM
So about the spaceship mod, what are any known incompatibilities??

i've been checking steam workshop version comments for possibly known bugs and incompatibilities and so far not much recent comments about any negatives.. so i'd assume this mod is safe to add to a current save and no known incompatibilities?
Title: Re: [1.0] sd Mods - mostly stuff
Post by: Simmin on August 27, 2019, 05:32:42 PM
Would love to see the medic addons updated to work with vanilla furniture extended beds