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RimWorld => Releases => Mods => Outdated => Topic started by: ZorbaTHut on October 05, 2016, 02:19:13 AM

Title: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:13 AM
Zorba's Miscellanous Tweakery Mods

Most of my mods are intended to make small tweaks to the game. The game is still recognizably Rimworld and should still have roughly the same balance as vanilla Rimworld. These are (mostly) not make-the-game-easier mods! Your characters will still die, they will still be permanently crippled, you will still have to choose between keeping around dead weight and puttin' a cap in the back of their head.

These are make-the-game-slightly-less-irritating mods. And they're generally not big mods, either.

Crafting Hysteresis (https://ludeon.com/forums/index.php?topic=26623.msg269329#msg269329) - Reduces the amount of churn caused by your crafters running around and topping off stores.
OSHA Compliance (https://ludeon.com/forums/index.php?topic=26623.msg269333#msg269333) - Deters colonists from walking through already-triggered traps, preventing a rare situation where a trap would be reset at the wrong moment and unexpectedly behead a colonist.
Look At Me, I'm The Worker Now (https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335) - Makes the prioritize-work feature a lot more powerful, automatically interrupting other colonists and even allowing prioritization of jobs that aren't currently enabled.
Silly Builder, Surgery is for Doctors (https://ludeon.com/forums/index.php?topic=26623.msg269333#msg269333) - Changes mechanoid surgery to take colonists with Doctoring enabled. Note that mechanoid surgery already uses the Medicine skill and has never used Construction.
I Can Fix It! (https://ludeon.com/forums/index.php?topic=26623.msg269336#msg269336) - Destroyed buildings will automatically place a replacement blueprint that a builder will use to patch things up (eventually).
Step Away From The Medicine (https://ludeon.com/forums/index.php?topic=26623.msg269337#msg269337) - Allows you to set medical defaults for colonists, allies, enemies, and animals.

Slightly larger gameplay-modifying mods!

The Mad Rabbits of Caerbannog (https://ludeon.com/forums/index.php?topic=26623.msg269332#msg269332) - Allows any animal to appear in manhunter packs.

Cosmetic-only mods!

Let's Be Honest Here (https://ludeon.com/forums/index.php?topic=26623.msg269330#msg269330) (scroll down after hitting link) - Space weed.
A World Without Hat (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338) - Hides people's hats in the quickbar, but not in-world.

More to come!

----

A15-only mods that are now otherwise obsolete:

It's Dangerous to Come Along (https://ludeon.com/forums/index.php?topic=26623.msg269334#msg269334) - Prevents assigned animals from following their master when drafted (and, hopefully, from ending up dead by standing in crossfire.) Obsoleted by the new pet management options.
Raindrops No Longer Fall On My Head (https://ludeon.com/forums/index.php?topic=26623.msg269330#msg269330) - Tweaks construction priority order to make roofing a lot less irritating. Obsoleted by Tynan literally doing exactly the same thing in the game.

----

Like what you see here? Support me on Patreon! (http://www.patreon.com/zorbathut)
(http://imgur.com/iPENSly.png) (http://www.patreon.com/zorbathut)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:24 AM
Crafting Hysteresis

Description:
Are you tired of your cooks leaping into action the instant someone decides they want a snack? Would you like them to just calm down for a bit and stop panicking that your meal stores are at 98% instead of 100%?

Crafting Hysteresis is for you! This allows you to make crafting bills that pause themselves once they're complete, waking up only once your stocks drop below a certain number. Now your chefs can fill your storehouses, then go do other things for a while without being interrupted!
 
Does not require a new save game (look below for notes)

Instructions
(https://zorbathut.github.io/craftinghysteresis/dialog.png)
This mod adds a few new options to the Bill Details menu, awkwardly crammed into the bottom-left corner and defaulting to off. Check "pause on completion" if you want the bill to pause when it finishes its current task. Check "resume on low stock" if you want the bill to restart when stocks get low. Generally, I'm expecting people will use both of these, in conjuction with the "do until you have X" build mode, as shown above.
 
(https://zorbathut.github.io/craftinghysteresis/rect4206.png)
With the above settings, your cooks will make food until you reach ten simple meals, pause until you're below five, and then resume cooking back up to ten, forever. While the task is paused, your cook will happily run around your base, cleaning boomalope blood off the walls and whatever else you have them assigned to do! Ain't that grand?

Note that "paused" is separate from "suspended" - you can suspend a paused job and it'll cheerfully wait forever for you to un-suspend it. There's currently no way to manually unpause, but I don't know if anyone cares.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=750111404&tscn=1471994029
Manual install: https://github.com/zorbathut/craftinghysteresis/releases

Compatibility
Crafting Hysteresis should be compatible with anything that does not modify crafting code. It will work just fine with non-code mods that add new recipes and/or new crafting stations.

Mods that add new bill models (for example, Fish Industry's Aquaculture basins) may conflict, although this will generally just mean the Hysteresis behavior will not be supported on those new objects. Mods that add new bill detail dialogs (if there are any) will probably not work at all.
 
CH can be added to an existing game without issues, though existing bills won't gain the new options. You'll need to delete those bills and recreate them. I strongly recommend backing up your game, however.

Colony Manager: Colony Manager has its own bill dialog, and compatibility would need to happen on the Colony Manager side (or, more likely, just reimplement the behavior of CH within Colony Manager).

Balance Notes

This mod likely makes the game slightly easier. Technically, everything it does could be accomplished through micromanagement, but who's got time for that? It will make your crafters slightly more efficient; in theory, this applies to all forms of bulk crafting, but realistically this most applies to cooking (and perhaps kibble making). The end effect is that your cooks are slightly better at working other jobs into their cooking work. As such, it's most likely to be mechanically useful on colonies small enough that they don't need a fulltime cook, although it may be cosmetically useful on all colonies.

License
Crafting Hysteresis is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:30 AM
Raindrops No Longer Fall On My Head

Description:
Guys, guys! The building is done! Isn't that great? I mean, the walls are done. That's the most important part, of course! I'm going to go work on these other walls now. In fact I'm going to go work on literally everything besides the roof.

Including tearing down this old building! Just gonna tear down the walls here, which, as we all know, is the most important part of a building, and oh god the roof has fallen on me and I am dead, how could this happen, who could have foreseen it.

----

This mod changes the priorities for roof deconstruction and roof construction. Roof deconstruction is moved to the top of the construction queue; roof construction is moved right above building objects.

I have not found any situations so far where this order is undesirable.

Let us never speak of it again.
 
Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=775711693
Manual install: https://github.com/zorbathut/raindrops/releases

Compatibility
Compatible with anything that doesn't modify construction ordering. All the mods that do so, that I'm aware of, are either supersets of this mod or can be used to be a superset. So there shouldn't be a problem.

Balance Notes

This mod makes the game slightly easier. Everything it does can in theory be done with micromanagement, but it's a real pain. On the other hand, it makes the game slightly easier by making your pawns slightly less braindamaged (literally, depending on how well they do from the roof-falling-on-head damage roll). I don't think it's a significant change, it just makes things a lot less annoying.

License
Raindrops No Longer Fall On My Head is provided under the MIT license. Go wild, folks!



Let's Be Honest Here

Description:
Space weed!

Space weed.

Space weed? Space, weed space. Weed. Space weed space weed, space weed, space.

"Weed? Space weed. Space weed!"

Space weed space weed, space weed. Space weed, space, weed space weed.

Space weed.

(http://i.imgur.com/fjP3NFM.png)
 
Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=811575354
Manual install: https://github.com/zorbathut/letsbehonesthere/releases

Compatibility
Compatible with everything that doesn't modify the text in space weed. English-only; if you'd like to submit a translation into another language, please let me know!

Balance Notes
Purely cosmetic. No balance implications.

License
Let's Be Honest Here is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:40 AM
The Mad Rabbits of Caerbannog

Description:
So.

Manhunter packs.

Did you know there's a hardcoded list of animals that will show up in manhunter packs?

Not a long list, either. Boomalopes, boomrats, wargs, boars, muffalo, rhinos, and elephants.

Kinda boring, in my opinion. What if I want to fight off a herd of ravenous alpacas? What if the region's cobra population gets, like, super annoyed at me? What if a ship crashed, full of cats, and they're hungry?

And what about the humble rabbit?

So: I fixed it. Now any animal can show up in manhunter packs.

(http://i.imgur.com/0yDnRMR.png)

Problem.

Solved.
 
Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=779592154
Manual install: https://github.com/zorbathut/caerbannog/releases

Compatibility
Compatible with anything that doesn't modify the Manhunter Pack incident.

Balance Notes
Oh man. I have no idea.

It turns out that swarms of things are dangerous. I saw a trade caravan torn apart by yorkies. Admittedly, they mostly tore themselves apart, thanks to crossfire while fighting yorkies. But still. They lost. The yorkies won.

(http://imgur.com/ixfr2Ix.png)

Fighting swarms of animals seems to require a very different strategy than usual. The humble killbox is frequently not sufficient - squirrels are hard to hit, man! And so, in a sense, this - counterintuitively - means this mod makes the game harder.

On the other hand, you get a ton of meat and leather out of it. Enormous amounts. Because things like alpacas have a low combat rating, and they have a lot of meat.

My gut feeling is that this mod makes the game harder in environments where food is abundant, and easier in environments where food is scarce, but I could, easily, be wrong.

Finally, one warning: The game doesn't seem to handle pathfinding of large numbers of creatures well, especially if they're going through bottlenecks. This mod will cause your game to slow way down while a manhunter pack is working its way through your defenses. Not much I can do about that, and it shouldn't crash, so just grin and bear it. You get to watch chickens kill your colonists in slow motion! Ain't that grand. It all clears itself up once one side or another is dead.

License
The Mad Rabbits of Caerbannog is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:47 AM
OSHA Compliance

Description:
"Hey! Guys! Guys! Look at this!"

Emmie ran up, holding the remnants of a battered, burnt, and rain-damaged book. Barely visible on the cover were the words "ccupational Safety and Health Administration Guideli".

"It's a book, Emmie. Unreadable, like all the others, I assume. We get them all the time. Toss it in the generator."

"What? Sorry, you're talking to my missing ear."

"TOSS IT IN THE GENERATOR."

"No, look! This page has writing on it!"

They clustered around to look at the single readable page. It said:

"1927.35(b) - Human-lethal traps shall be treated as hazardous regardless of whether they are believed to be active. This prevents casualties caused by poorly-timed trap reset events."

"Huh. In retrospect, that's not a bad idea", Chef said, closing his remaining eye in thought.

----

(http://imgur.com/6seUoWq.png)

This mod deters your colonists from walking through traps that have already been triggered. This (mostly) fixes a rare situation where a colonist decides to walk through a trap right as it's being reset, and ends up literally losing their head.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=785754949
Manual install: https://github.com/zorbathut/oshacompliance/releases

Compatibility
Compatible with anything that doesn't modify trap pathing costs.

Balance Notes
This certainly makes the game slightly easier. You could accomplish the same thing with a bit of micromanagement, of course. But on the other hand, traps are already arguably overpowered, and this sure doesn't help.

License
OSHA Compliance is provided under the MIT license. Go wild, folks!

Silly Builder, Surgery is for Doctors

Description:
Geckulon Decktar's log, Mayor of Togetherness's Crag

Date: 14th of Summer, 5501

We've returned from our -

Now that I'm thinking about it, since when is "summer" a month? I must remember to talk to my astronomers about this.

Let me start over.

We've returned from our last trip to the charmingly named "Fartburg". As usual, the colonists offloaded a huge amount of nearly unusable clothing, several hats made from a rather suspicious form of leather, and "Pemmican, wink wink". It is unclear what makes this different from normal pemmican, aside from the addition of knowing glances and several nods at the hats.

In most ways, the Fartburgian colonists have done a marvelous job of establishing a foothold on this barren rock we call home. In the last year they've built a massive freezer as well as thick walls surrounding the entire colony. Their industriousness cannot be understated, which makes the upcoming events all the more confusing.

On our trip inwards, we met several scythers lying on the ground and slowly rocking back and forth. They were absolutely covered in moss, suggesting that they had been left in the elements for at least two months.

Which means they've been left there since Winter. Which is, as we all know, a month. Winter. A month. Yes.

Anyway. Continuing.

Upon sighting our caravan, several of the Fartburgian citizens left the base and ran to the scythers, carrying bags of medical tools, and proceeded to clumsily tear off the scythers' limbs. Several of the blades were damaged during this action. I asked if they had someone better at surgical manipulations, as perhaps more of the valuable limbs would survive intact, but their response was something along the lines of "you're crazy, surgery on mechanoids is for builders, not people who are skilled at surgery".

(I say "something along the lines of" because he was nearly drowned out by sounds of tearing metal. I may have the exact wording wrong.)

Black, my right-hand man, suggested that perhaps they had no better doctors, but I remembered a skilled doctor by the name of Emu who was tending minor injuries on our last visit, three months ago, in Autumn, which is definitely a month and not a season.

Black suggested we set up our trade post directly in the middle of all their turrets to ensure that we take as much damage as possible in the event of a raid. For reasons that I frankly can no longer comprehend, I agreed, and as we waited for their leader Chef to arrive, we saw Emu herself walking out of a building carrying a freshly-removed lung.

This was concerning until we remembered that lungs, like all body parts, don't rot or biodegrade in any way, and so naturally we offered Emu a large quantity of silver for her still-warm spare lung, which she accepted immediately.

After purchasing the scyther blades and other miscellany mentioned above, we suggested to Chef and Emu that perhaps Emu should do the scyther surgery in the future. Chef gave us a dark look, mumbled "I've tried", and retreated to his room; we did not see him for the remainder of our visit.

As we left, we passed a large fully-automated battle tank lying on the ground watching the stars, and a sarcophagus that commemorated a Fartburg colonist walking around naked while watched by oysters. The epitaph read:

HERE LIES PUSSYCAT
SHE DIED THE WAY SHE LIVED
WALKING AROUND NAKED AND GETTING MAULED BY A PANTHER

We spent several minutes admiring it, and can only hope to purchase art of such beauty on our next visit.

----

Addendum:

Reading over this log entry a second time, I am beginning to believe that my entire existence is a drug-induced hallucination.

----

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

See, there's this weird subtlety in how Rimworld jobs work.

The job definition says which work type is used for the job. So, for example, the "mechanoid surgery" job uses the Repair work type.

Which seems reasonable.

But there isn't necessarily any connection between what work type it *says* it uses and what skill it actually *does* use.

Mechanoid surgery is the same as all other surgery. Like all surgery, it uses Medicine.

Which is weird. Because we're talking mechanoids here. But that's what it does.

Changing it to *actually* use the Repair work type is quite complicated. But changing it to correctly link to the Medicine skill is simple. And, let's be honest, you probably have more skilled construction workers than you do doctors, so it's not like we're making things easier for you.

So now, your medicine-incompetent workers won't go try to remove scyther limbs. They'll fix stuff like they should, and your doctors will go take care of removing those pricey scyther bits.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=814898788
Manual install: https://github.com/zorbathut/sillybuilder/releases

Compatibility
Compatible with everything that doesn't modify the definition of the Mechanoid Surgery job.

Balance Notes
If you don't micromanage the game, this makes the game slightly easier, since you'll no longer get thoroughly inappropriate pawns doing mechanoid surgery. If you do micromanage the game, this makes the game no easier or harder, but slightly more convenient.

License
Silly Builder, Surgery is for Doctors is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:19:55 AM
It's Dangerous to Come Along

Description:
"Fido. Fido! Stay, boy. Stay. Stay! Fido, stay! No, over there. By the corn. Go! Go to the corn! Okay. Hold on. Okay. Come here, Fido. Come here. Now . . . Stay! Stay! No, stop! Ack! No licking! Fido! Sit! Stay! Sit! Dammit, Fido!"

"Zoya?"

"Yeah, Chef?"

"What are you doing?"

"I'm tryin' to get Fido to stay here. It's too dangerous out there, fighting that infestation. Fido'll get hurt."

"I can just assign him away from you."

"But . . . Fido! He's mah animal! I can't leave him, I'll go berserk, and the fire spirits will start talkin' to me again!"

"Okay. Yes. That would be bad. But it's just for a few minutes. That'll be okay, right?"

". . . Yeah. Ah guess. Just don't forget, okay?"

"Okay. I promise."

"Good."

"Oh, and, uh, Zoya?"

"Yeah?"

"Why did you name a camel 'Fido'?"

----

(http://imgur.com/KCThGqI.png)

I got annoyed at pets following drafted pawns around. This is almost never the thing I want, so I kept unassigning pets, then reassigning them, and it was a huge pain.

This mod makes it so that pets will no longer follow drafted pawns. In an attempt to preserve the behavior where pets will protect their masters from kidnapping, they *will* head over to their master if they're downed, for whatever reason.

This has the unintended side effect that characters undergoing surgery will be surrounded by their pets until they wake up.

Unintended, but hilarious, and kind of cute.

I left it in.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=806725083
Manual install: https://github.com/zorbathut/itsdangerous/releases

Compatibility
Compatible with anything that doesn't modify the animal follow-master conditional or forbidden zone handling.

Balance Notes
If you have a perfect memory, this doesn't make the game any easier. If you do, it probably makes the game a tiny bit easier.

If you really enjoy using animal packs sicced on enemies, this probably makes the game harder, since that becomes effectively impossible. But I don't know of anyone who really makes use of that.

In any case, if you want to do that, just, y'know, don't install this mod.

License
It's Dangerous to Come Along is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:20:04 AM
Look At Me, I'm The Worker Now

Description:
"Emu!"

"Yeah?"

"Patch up this prisoner, will you?"

"Can't."

". . . Why not?"

"Zoya's doing it."

". . . Oooookay. Zoya! Zoya! ZOYA!"

"CHEF, WHAT'S UP?"

"DON'T TEND THE PRISONER."

"WHAT? I CAN'T HEAR YA. I'M BY THE GENERATORS."

"DON'T. TEND. THE. PRISONER."

"OKAY, BOSS!"

"Alright. Emu!"

"Yeah?"

"*Now* you can patch up this prisoner."

"Nope."

"Why not now?"

"I'm not a doctor."

"Okay. Alright. Emu? You're a doctor now."

"Cool."

"Patch up this prisoner."

"You got it."

"Great. Fine. Black, you patch up the other prisoner."

"Ooh, I'd love to, but I can't."

"Why not?!"

"Zoya's doin' it."

----

Chef is hiding in his room.

The final straw was: Talked to fellow colonists

(http://i.imgur.com/5Psea1h.png)

You know that whole "prioritize work" mechanic?

You know how there's a lot of things that can prevent prioritizing work, and you have to go fix that thing, then bring up the popup again? And if you just needed someone to haul an item, but they didn't have hauling active, you have to turn it on, then get them to haul the item, then turn it off again, and it's just a big pain.

I don't like big pains.

If another colonist is already doing the job, it'll now interrupt them and assign the job to the desired colonist. If the desired colonist doesn't have the right job assigned, that's OK, they'll go do the job anyway.

This is very convenient when you're trying to assign quick work to a bunch of colonists, like "build a really important structure" or "haul some stuff" or "butcher a corpse, I don't care if you're bad at it, just get it done right now."

Caveats:

This won't let you assign jobs if the pawn is incapable of that work - it's meant as a convenience feature, nothing else. It doesn't seem to work well for mining (future updates may fix this.) It is *by far* the most finicky and complicated thing I've written; it may be buggy. It probably is.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=810339752
Manual install: https://github.com/zorbathut/imtheworkernow/releases

Compatibility
Compatible with . . . uh, some things? Yeah, this is a complicated one. Likely compatible with anything that doesn't modify right-click menus or object reservations.

Not compatible with Combat Realism. Sorry - we're both trying to change the same code.

Balance Notes
In my experience, I'm only forcing jobs when the game is paused. This means that this doesn't make the game any easier but sure does make the game less irritating.

License
Look At Me, I'm The Worker Now is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:20:21 AM
I Can Fix It!

Description:
"Sparkles?"

"Yeah, boss?"

"Remind me why we're locked in a closet."

"There's wargs outside, boss. They'd probably eat us."

"Wargs."

"Yep."

"Why are there wargs outside?"

"There was a gap in the wall, so they just, y'know, came right in."

"They just came right in?"

"Sure thing, boss. Just walked through the wall."

"How did they walk through the wall?"

"Well, there was a hole in the wall."

"And why was there a hole in the wall?"

"That was the raiders, boss. Blew it up with grenades."

"The raiders. Got it."

"Sure thing. Can't stand those raiders."

"Sparkles?"

"Yeah, boss?"

"Did I, or did I not, tell you to repair the wall?"

"Sure did! Patched it all up in a few hours, just like you asked."

"Then *why was there a hole in the wall*?"

"Well, they destroyed that part of the wall, boss."

"And so you didn't repair it?"

"Can't repair it, boss. It's destroyed. Not there anymore."

"Could you . . . build a new wall, maybe? In the same spot as the old one?"

"Oh, yeah. Could've done that, I suppose."

"Why didn't you?"

"Didn't tell me to build a new wall, boss. Just repair the old wall."

"Right. Got it."

"Y'know . . . boss . . ."

". . . Yes?"

"Just occurred to me. Maybe I should have built a new wall?"

". . ."

"You know. Where the old one was."

". . ."

"And then the wargs wouldn't have gotten in."

". . ."

"And eaten our dogs."

". . ."

"And trapped us in this closet."

". . ."

"Maybe that would have been a good idea, boss?"

". . . Yes, Sparkles. That would have been a good idea."

"Great, boss! I'll do that next time."

"Wonderful. You do that."

"Glad I could help!"

"Sparkles?"

"Yeah, boss?"

"How are you with melee weapons?"

"Terrible, boss!"

"Perfect. Here, take this spear."

(http://i.imgur.com/z3JObYM.png)

Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance. Also, due to how bright construction plans are, it'll be a lot easier to see what's been destroyed.

Friends don't let friends get eaten by wargs.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=817231829
Manual install: https://github.com/zorbathut/icanfixit/releases

Compatibility
Compatible with anything that doesn't modify the behavior of object destruction. This shouldn't be many things; there's at least one thing I can do to make it even more compatible if necessary, though, so report conflicts.

Balance Notes
This is purely a memory aid, for people whose memories are like a sieve.

License
I Can Fix It! is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:20:33 AM
Step Away From The Medicine

Description:
"Ahlright, lemme take a look at that. Hmmm. Leg's been shot a few times, but nuthin' I cahn't fix! How about some glitterworld medicine for that? Ahl's just walk over here and . . ."

"Zoya!"

"Yeah, Chef? What can I do for ya?"

"What are you doing, Zoya?"

"Treatin' our guests! Least ah can do, given what they've been through."

"No, Zoya. The medicine. Why are you giving them our best and rarest medicine?"

"Well, they're hurt, so ah'm gonna heal them. And they're friendly, so they get the best!"

"Nobody gets the best without authorization. Nobody. Herbal medicine, Zoya."

"Okay, okay. Herbal medicine, pack the wound, stitch it closed . . . done! Now, who's up next? Looks like ah rat bite! Lemme just grab the glitterworld medicine."

"ZOYA."

"What?"

"Herbal medicine. Grab the herbal medicine."

"Okay, okay! Here, this'll just take ah minute . . . Done! Now, one last person. Well, that's nuthin' major! Just a bruise. I'll just pick up this glitterworld medicine, and . . ."

"ZOYA! STOP!"

(http://i.imgur.com/on2f319.png)

Tired of your doctors using the wrong medicine entirely?

This lets you set global defaults for colonists, friendlies, and enemies, plus different options for humans and animals. Never waste your glitterworld medicine again!

Does not require a new save game - this can be transparently added to any savegame you already have. Unfortunately, it currently cannot be removed.

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=819520926
Manual install: https://github.com/zorbathut/stepaway/releases and you'll also have to install HugsLib (https://ludeon.com/forums/index.php?topic=28066.0)

Compatibility
Should be compatible with anything that doesn't modify the actual medicine setter widget or the faction change code.

Balance Notes
Like most of my mods, all the benefit of this mod can be granted with perfect memory. If, like me, you don't have perfect memory, this will probably prevent you from wasting medicine in a few really stupid ways.

License
Step Away From The Medicine is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:20:41 AM
A World Without Hat

Description:
"TX-50? You around?"

I AM HERE. HELLO, HUMAN. HOW MAY I HELP YOU.

"Yeah, so, uh. There's this . . . thing . . . that happened. With our clothes. You know anything about it?"

INDEED. IT WAS REQUESTED OF ME BY ZOYA.

". . . Why?"

SHE SPOKE OF A WONDEROUS REALITY. A REALITY OF JOY. A REALITY OF HAPPINESS. A REALITY WHERE ALL WOULD LIVE IN HAPPY UNITY.

"Gonna admit, I don't see the relevance.."

SHE SPOKE OF A WORLD WHERE WE COULD FIND JOY IN THE SMALLEST THINGS AND THE LARGEST THINGS. FOR EXAMPLE. DO YOU REMEMBER SEVERAL MONTHS AGO. THE CARAVAN THAT ARRIVED.

"Yeah. Yeah, I do. Why?"

DO YOU REMEMBER THE ENTITY KNOWN AS BLACK. HE WAS WEARING CLOTHES.

"Most humans wear clothes, TX. But, yes, I remember him."

DO YOU REMEMBER HIS HAIR.

"What?"

DO YOU REMEMEBER. HIS HAIR.

"I can honestly say that I do not remember his hair."

YES. EXACTLY.

"Uh."

HIS HAIR WAS GORGEOUS. IT FLOWED LIKE A RIVER OF DARKNESS. BUT ALSO LIKE A RIVER. IN DARKNESS.

". . ."

FOR YOU SEE. HE WAS WEARING. A HAT.

"I. Yes. That explains why I don't remember his hair, I suppose."

I SAW THROUGH HIS HAT. TO THE HAIR BENEATH. AND NOW YOU CAN DO THE SAME.

"Okay . . . I suppose that's true. I imagine his hat, like all of our hats, is now invisible. But why would I want to see his hair?"

YOU CAN NOW APPRECIATE ALL MANNERS OF HAIR. ZOYA'S FLOWING LOCKS. EMU'S WHITE CURLS. EMMIE'S SHORT, CAREFULLY CROPPED COIFFURE. CHEDA'S . . . LACK OF HAIR. IT IS ALL WORTH GAZING UPON.

"This conversation is giving me a headache. TX, what exactly did Zoya ask for?"

ZOYA ASKED FOR A WORLD WHERE HATS DID NOT EXIST. I CANNOT REMOVE HATS. BUT WITH MY NANOBOTS, I CAN HIDE HATS. FROM HUMAN OPTICS. I ASSUMED HER REQUEST WAS FOR GAZING UPON THE HAIR UNDERNEATH. IT WAS THE ONLY LOGICAL POSSIBILITY.

". . . Riiiight. Let me go talk to Zoya."

I SHALL REMAIN HERE.

"Zoya!"

. . .

"ZOYA!"

. . .

"You been talking to TX again?"

. . .

"Did you say anything about hats?"

. . .

"Well, all our hats are invisible. And TX says he did it."

. . .

"What *did* you talk to him about?"

. . .

"Like, raiders? And bandits?"

. . .

". . . What, exactly, did you say about the raiders' motivations?"

. . .

"Yeah, no argument, I don't like them either, but what *exactly* did you say?"

. . .

"Wait. You asked for 'a world without . . .'"

. . .

"Zoya, we *really* need to work on your accent."

----

I MAY HAVE MADE A MISTAKE.

(http://i.imgur.com/9tLe1L3.png)

There's this mod that makes all hats invisible. The problem is then you can't see people's hats.

Yeah that's the dumbest thing I've ever said. Bear with me.

See, hats are kind of pretty. But hair is also kind of pretty! And it's also a lot more distinctive, because, seriously, how often do you *not* have all your colonists wearing identical hats?

Mostly, I want to see hats in the main game, but not see hats in the character portraits. I don't need to see at a glance whether someone's wearing a hat, but it seems wrong if they're just walking around hatless in the rain, or fighting off raiders with bare heads. Seems like a bad idea, Morgan. Put on your helmet already. Sheesh.

So I fixed it! This mod removes hats from the character portraits along the top of the screen. But they still wear their hats in the game! That's pretty cool, right?

The name of this mod is entirely inaccurate. Whatever. You've stuck with me this long, you can live with yet another weirdly named mod.

Does not require a new save game - this can be transparently added and removed from any savegame you already have.

TRANSPARENTLY.

LIKE YOUR HATS.

HEY-OOOOOOO

Download
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=821065788
Manual install: https://github.com/zorbathut/aworldwithouthat/releases

Compatibility
Should be compatible with anything that doesn't change the pawn rendering code. I can't think of anything offhand that does so, but I bet *something* does.

Balance Notes
Purely cosmetic, no balance impact. It may make the game *slightly* harder because it makes it take a little longer to determine what hats people are wearing.

License
A World Without Hat is provided under the MIT license. Go wild, folks!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 05, 2016, 02:39:48 AM
Alright! More mods, new thread! I'm doing a little cleanup on Crafting Hysteresis, then posting some more mods, probably one a week or so, just so I don't get slammed by inevitable fixes.

Mods on the list to be released, in alphabetical order:

* The Mad Rabbits of Caerbannog
* OSHA Compliance
* Raindrops No Longer Fall On My Head
* Step Away From The Medicine (in development)
* wE hAVe YOur COlonIsT (in development)

If any of these sound particularly exciting, let me know and I'll prioritize that one!

Also, v1.0.5 of Crafting Hysteresis is released. This is entirely an icon change - don't feel obliged to update. Yes, v1.0.4 was also an icon change. Shut up. I'm indecisive. >:(
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: r4ncr4ft on October 05, 2016, 04:14:43 AM
I didnt know I needed this so much.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: BlueWinds on October 05, 2016, 11:35:08 AM
I'm interested in "Raindrops No Longer Fall On My Head" - not sure what it is exactly, but sounds intriguing!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Dingo on October 05, 2016, 11:47:23 AM
Raindrops refactors roof construction and deconstruction priorities. You might as well release it right now...
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Thirite on October 05, 2016, 01:21:39 PM
Quote from: ZorbaTHut on October 05, 2016, 02:39:48 AM
* wE hAVe YOur COlonIsT (in development)

This sounds very interesting
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: BMS on October 05, 2016, 05:15:23 PM
Quote from: ZorbaTHut on October 05, 2016, 02:19:24 AM
Crafting Hysteresis is for you!

Cant believe no one has conquered this yet.  We are in the presence of greatness.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 06, 2016, 04:56:55 AM
Quote from: BlueWinds on October 05, 2016, 11:35:08 AM
I'm interested in "Raindrops No Longer Fall On My Head" - not sure what it is exactly, but sounds intriguing!
Quote from: Dingo on October 05, 2016, 11:47:23 AM
Raindrops refactors roof construction and deconstruction priorities. You might as well release it right now...

Done!

Note that I'm releasing these slowly because writing the descriptive text takes a bunch of time. So, yeah, don't expect amazing stuff from any of these upcoming mods, but you never know - I'm surprised Crafting Hysteresis is as popular as it is.

Anyway, probably posting another one in a week or so, once I can rotate back around to mod releasing :V
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 12, 2016, 11:41:41 AM
Boom, baby! Mad Rabbits of Caerbannog (https://ludeon.com/forums/index.php?topic=26623.msg269332#msg269332) is released.

Commentary welcome, as always!

I've been playing a tribal game with this mod, and let's just say it makes things interesting, and also, kind of hilarious, right up until the alpaca nation attacks.

Current list of mods I'm vaguely considering making:

* OSHA Compliance
* Silly Stonecutter, Surgery is for Doctors
* Step Away From The Medicine
* wE hAVe YOur COlonIsT
* Let's Be Honest Here
* Don't Define Yourself Through Hat
* Spaceships Are Complicated, Man

I give no guarantee that any of these will be finished. And most of them are *very* small. Some of them are *very* silly.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on October 12, 2016, 03:33:51 PM
Quote from: ZorbaTHut on October 12, 2016, 11:41:41 AM
* OSHA Compliance
* Silly Stonecutter, Surgery is for Doctors
* Step Away From The Medicine
* wE hAVe YOur COlonIsT
* Let's Be Honest Here
* Don't Define Yourself Through Hat
* Spaceships Are Complicated, Man

Those names... you got my attention xD
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: BMS on October 15, 2016, 05:55:45 AM
Quote from: ZorbaTHut on October 12, 2016, 11:41:41 AM
Current list of mods I'm vaguely considering making:

* OSHA Compliance

steel toe boots?
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: kaptain_kavern on October 15, 2016, 12:46:23 PM
Quote from: ZorbaTHut on October 05, 2016, 02:19:40 AM
The Mad Rabbits of Caerbannog
So: I fixed it. Now any animal can show up in manhunter packs.

Hi Zorba,  First thanks for your mods.

About "The Mad Rabbits of Caerbannog" :
does that mean we now can use the xml def located in Incidents\Incidents_ThreatsBig.xml about manhunter pack? Or are your list of animals is also hardcoded? ^^ 

The thing is, I work on a mod that add animal and wish to add/tweak manhunterpack. (In fact I wasn't aware it was not working in Vanilla)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 19, 2016, 03:24:57 AM
Quote from: kaptain_kavern on October 15, 2016, 12:46:23 PM
does that mean we now can use the xml def located in Incidents\Incidents_ThreatsBig.xml about manhunter pack? Or are your list of animals is also hardcoded? ^^ 

The thing is, I work on a mod that add animal and wish to add/tweak manhunterpack. (In fact I wasn't aware it was not working in Vanilla)

It overrides the manhunter pack event with a slightly different code. The new code, when called, grabs all the animals available in the game, jams them in the old pawnKinds list, and then defers to the old code. There aren't any adjustments provided - pawnKinds will be ignored, but overriding ManhunterPack with a new worker class will remove the new behavior.

However, it will include all animal types, regardless of what mod they come from, regardless of where they are in the load list.

So if you want all animal types to be available for manhunter packs, just tell your users to install Caerbannog along with your mod and it'll just plain work :) If you just want some animal types to be available, you'd want to override the ManhunterPack incident yourself (and whichever mod loaded second would get authority over the manhunter list.)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: kaptain_kavern on October 19, 2016, 03:04:31 PM
Thanks for the clarification.

So if I want to include a modded manhunter event with say only tigers (defined in an XML file with "<IncidentDef>") as long as I use "<workerClass>IncidentWorker_ManhunterPack</workerClass>"
and set your mod first in mod order, this particular incident can use only a few animals (tigers only in this example) or will it use "all animals from all mods" as you stated earlier.

Sorry i'm not a natural english speaker, it may have been clear and it's just me that don't understand
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 19, 2016, 04:18:55 PM
Quote from: kaptain_kavern on October 19, 2016, 03:04:31 PM
So if I want to include a modded manhunter event with say only tigers (defined in an XML file with "<IncidentDef>") as long as I use "<workerClass>IncidentWorker_ManhunterPack</workerClass>"
and set your mod first in mod order, this particular incident can use only a few animals (tigers only in this example) or will it use "all animals from all mods" as you stated earlier.

I believe it would use only tigers. The ManhunterPack event will be overwritten by your mod, and the changes introduced in Caerbannog will be removed. Although I haven't tested it. But I think so :)

All that said, if you don't want all animals in manhunter packs, you should just disable Caerbannog!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: kaptain_kavern on October 19, 2016, 04:56:33 PM
What I want to do is several different manhunter incidents , with even some that trigger in some biome only. I was in the impression I could do it easily with the XML tags at my disposition, but then reading your mod description, i understood that Vanilla incident was broken. Or I have totally misunderstood the all thing ?
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 21, 2016, 05:56:56 AM
Quote from: kaptain_kavern on October 19, 2016, 04:56:33 PM
What I want to do is several different manhunter incidents , with even some that trigger in some biome only. I was in the impression I could do it easily with the XML tags at my disposition, but then reading your mod description, i understood that Vanilla incident was broken. Or I have totally misunderstood the all thing ?

That should work. The vanilla incident wasn't really "broken", it just restricted the animals rather severely. I didn't like that restriction. But it worked as it was designed.

You should be fine creating several manhunter incidents with different creature lists.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 23, 2016, 04:27:47 AM
Quote from: BMS on October 15, 2016, 05:55:45 AM
steel toe boots?

New mod release, folks!

OSHA Compliance prevents an uncommon case where a colonist would walk through a trap as it's being reset. It does this by convincing your colonists to avoid traps even if they're super-certain the trap isn't dangerous right now.

Very small tweak, can be installed in a running game as usual.

Current tentative list of upcoming mods, depending on if I can get time, and in no particular order:

* Let's Be Honest Here
* Silly Stonecutter, Surgery is for Doctors
* Step Away From The Medicine
* wE hAVe YOur COlonIsT
* Don't Define Yourself Through Hat
* Spaceships Are Complicated, Man
* I'm The Worker Now

(Let's Be Honest Here is probably next, though.)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Dingo on October 23, 2016, 04:37:30 AM
Let's say the only entrance to your base in a 1-tile-wide hallway and it has traps scattered inside. Will colonists outside of this hallway never go inside the colony when using OSHA Compliance? Or will they do it as a last resort if there's is no other way?

*EDIT: Also, there's probably a way for you to make it compatible with mods that change traps. Instead of returning 60 for pathCost you might be able to do "return trap.def.pathcost" or something (I haven't looked into it closely).
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 23, 2016, 07:28:53 AM
Quote from: Dingo on October 23, 2016, 04:37:30 AM
Let's say the only entrance to your base in a 1-tile-wide hallway and it has traps scattered inside. Will colonists outside of this hallway never go inside the colony when using OSHA Compliance? Or will they do it as a last resort if there's is no other way?

They'll walk over the trap if going any other way would be more than about a second of detour. It's only a mild discouragement - it's enough to convince them not to stand on a trap if they can walk a square in any direction, but not much more.

To put it another way, your pawn will walk over 13 disabled traps, but not 14 disabled traps, in order to avoid a single set trap. (Plus distance adjustments.)

Quote from: Dingo on October 23, 2016, 04:37:30 AM
*EDIT: Also, there's probably a way for you to make it compatible with mods that change traps. Instead of returning 60 for pathCost you might be able to do "return trap.def.pathcost" or something (I haven't looked into it closely).

It's worth noting that the base code already doesn't provide any tuning factors for those - it's got some faction-specific special-casing so that friendlies and enemies treat it differently. All hardcoded numbers at the moment.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Litcube on October 23, 2016, 05:09:13 PM
I use all of these.  These are rad.  You seem like the kind of guy who would implement, say, a mod where you can set default medicine for prisoners so medics don't poorly patch them up with nothing.  As a hypothetical, of course.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 24, 2016, 04:12:21 AM
Quote from: Litcube on October 23, 2016, 05:09:13 PM
I use all of these.  These are rad.  You seem like the kind of guy who would implement, say, a mod where you can set default medicine for prisoners so medics don't poorly patch them up with nothing.  As a hypothetical, of course.
Quote from: ZorbaTHut on October 23, 2016, 04:27:47 AM
Current tentative list of upcoming mods, depending on if I can get time, and in no particular order:

* Step Away From The Medicine

You know. Purely hypothetically. Yep.

(But don't hold your breath, I need to come up with a better way of storing mod-related data, and my day job/side job/home maintenance is pretty packed right now.)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Nictis on October 24, 2016, 10:23:26 AM
I know what I'm doing with this...

I'm giving this to like, all the twitch streamers.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: bullet on October 25, 2016, 05:38:25 PM
very useful mods. We need more macro! How about some copy\paste functions for work tables settings?  ::)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on October 26, 2016, 03:36:29 PM
Quote from: bullet on October 25, 2016, 05:38:25 PM
very useful mods. We need more macro! How about some copy\paste functions for work tables settings?  ::)

Someone's already done that one! :) (http://steamcommunity.com/sharedfiles/filedetails/?id=779460068)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: picatso on November 03, 2016, 12:55:09 AM
Awesome mods, I look forward to rabbit swarms, though I don't know how I feel about possibly killing many feral cute kitties :D.
Keep them coming!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Zhentar on November 18, 2016, 09:57:54 PM
Quote from: picatso on November 03, 2016, 12:55:09 AM
Awesome mods, I look forward to rabbit swarms, though I don't know how I feel about possibly killing many feral cute kitties :D.
Keep them coming!

I present to you: The Disgruntled Rabbits of Caerbannog (https://github.com/Zhentar/caerbannog/releases/download/v1.0/caerbannog-lite.zip)!

This takes the original, and adds a restriction: only animals with a wildness of 35% or qualify, which effectively filters out all pets and farm animals. I wanted a version without pets because  :'( and without farm animals because I think the value from taming the survivors would be unbalanced. It also makes the the manhunter event the inverse of the 'farm animal joins' event, which I think is a nice symmetry and a bit more consistent with what "wildness" represents.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Supercheese on November 20, 2016, 11:31:13 PM
Hey just wanted to let you know: your manual download link for OSHA Compliance points us to the Github releases (https://github.com/zorbathut/oshacompliance/releases) -- but that download only has the source available, no compiled .dll.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on November 26, 2016, 11:10:13 AM
Time for another mod! (https://ludeon.com/forums/index.php?topic=26623.msg269334#msg269334)

This fixes an issue I had with a colony that had a lot of animals. Combat was annoying. Too annoying.

More mods will be coming out as I get them finished up - probably soon!

Coming up next: the most finicky mod I have ever written

Quote from: Supercheese on November 20, 2016, 11:31:13 PM
Hey just wanted to let you know: your manual download link for OSHA Compliance points us to the Github releases (https://github.com/zorbathut/oshacompliance/releases) -- but that download only has the source available, no compiled .dll.

Whoops! Fixed - I must have forgotten to upload the file.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 01, 2016, 08:44:39 PM
And it's new-mod time again! (https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335)

Currently slated for release, and I really mean I'm just putting icons and descriptions on 'em before unleashing them:

* Let's Be Honest Here
* I Can Fix It!
* Step Away From The Medicine
* A World Without Hat
* Silly Builder, Surgery is for Doctors

Let's see if I can get this done before A16 hits and I have to modify all of them
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Thundercraft on December 02, 2016, 11:11:54 AM
I'm very tempted to try Look At Me (https://ludeon.com/forums/index.php?topic=26623.msg269335#msg269335). But...

Quote from: ZorbaTHut on October 05, 2016, 02:20:04 AMCompatibility
Compatible with . . . uh, some things? Yeah, this is a complicated one. Likely compatible with anything that doesn't modify right-click menus or object reservations.

This is the stickler part for me, as I have a lot of mods installed.

You mention right-click menus and object reservations. But what about other mods which modify work priorities? What about mods like Refactored Work Priorities (https://ludeon.com/forums/index.php?topic=26077.0), Hand Me That Brick (http://steamcommunity.com/sharedfiles/filedetails/?id=776679895), Cooks Can Refuel (http://steamcommunity.com/sharedfiles/filedetails/?id=781383672), Work Smarter (https://ludeon.com/forums/index.php?topic=27551.msg279568#msg279568), Please Clean The Mine (http://steamcommunity.com/sharedfiles/filedetails/?id=795185821), or Smart Snow Clearance (http://steamcommunity.com/sharedfiles/filedetails/?id=797829288)? Those are the kind I worry about.

Also, can anyone name any mods which change right-click menus or object reservations? I can't seem to think of any. Except... I'm sure that I've seen some that change right-click menus. What about Follow Me (http://steamcommunity.com/sharedfiles/filedetails/?id=715759739)? It allows us to right click on a colonists so the camera follows him or her. Or, what about the Achtung portion of Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0)? It gives more control over colonists. Example: "...select three brawlers and right click an enemy, then choose 'melee'."
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 02, 2016, 01:23:17 PM
Quote from: Thundercraft on December 02, 2016, 11:11:54 AM
But what about other mods which modify work priorities?

Should be fine!

Rimworld is a very data-driven game. Most "gameplay" things are defined in .xml files as information. When you're right-clicking, say, a stove, the code it's running does something like:

* Find all possible work types
* For each possible work type, see if it applies to this building
* If it does, see if the selected character can do it
* If so, make a little routine to assign the selected character to that job
* Add an entry to the right-click menu pointing at that routine

I'm The Worker Now mucks with that third step and fifth step quite a bit, but it does so in a rather abstract way; it just interfaces with the general concept of "jobs", and it mostly doesn't touch the jobs themselves. It should be 100% fine with things that change job implementation, things that change job requirements and priorities, or things that add jobs; as far the mod's concerned, they're just more jobs, and all jobs are kinda the same.

The stuff it's likely to conflict with are things that add new behaviors that aren't jobs, or that modify how the menu itself is generated. For example, it's got explicit support for the comms console; there isn't a general "comms console job" that it prioritizes in the normal system, that's a special beast. Similarly, rescue/capture is special and taking drugs are special, although, again, the code doesn't care what the drug is, it just interfaces with the generalized concept of "drug".

So tl;dr: if it's just tweaks to a job that can be toggled on and off in the "work" pane, it's probably going to be okay.

But honestly, give it a try! The game contains very little persistent state along these lines and tends to be good at recovering from errors; keep a backup, but if it turns out it doesn't work, you can *probably* just disable the mod and keep on playin'.

Quote from: Thundercraft on December 02, 2016, 11:11:54 AM
What about Follow Me? It allows us to right click on a colonists so the camera follows him or her. Or, what about the Achtung portion of Combat Realism? It gives more control over colonists. Example: "...select three brawlers and right click an enemy, then choose 'melee'."

Follow Me: I actually can't figure out how this works, but I also don't see anything likely to conflict.

Achtung portion of Combat Realism: Will conflict. Achtung intercepts an earlier function and will (almost) completely disable I'm The Worker Now. For what it's worth, I was considering implementing some of the same stuff, and I may eventually roll it into I'm The Worker Now on its own.

(The right-click-to-melee part is fine, it's "the context menu contains all possible actions regardless of the current drafting status of the selected colonist" that kills it.)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on December 02, 2016, 06:13:21 PM
Quote from: ZorbaTHut on October 05, 2016, 02:20:04 AM
Look At Me, I'm The Worker Now
Thank you! just what i was loking for =D
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: 14m1337 on December 02, 2016, 10:56:50 PM
Hi Zorba, could you please consider working together with AlcoholV regarding a combination of your Crafting Hysteresis and his mod Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.0)? This would be really great!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 03, 2016, 08:37:54 AM
Quote from: 14m1337 on December 02, 2016, 10:56:50 PM
Hi Zorba, could you please consider working together with AlcoholV regarding a combination of your Crafting Hysteresis and his mod Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.0)? This would be really great!

Looks like he's already reimplemented the same functionality :)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: FoxXeL on December 03, 2016, 09:28:49 AM
just... simply awesome!! This should really be in vanilla, except for the animal following because that is a matter of preferences.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 03, 2016, 03:21:41 PM
Here is a vitally important new mod with massive gameplay ramifications (https://ludeon.com/forums/index.php?topic=26623.msg269330#msg269330). (Scroll down after clicking that link - I'm running out of reserved posts.)

Also, someone asked if they could give me a few bucks on Patreon. So I made a Patreon! I can't promise I'll keep doing Rimworld mods forever, but if you like what I'm doing enough to donate a beer-equivalent or two, the link's here!

(http://imgur.com/iPENSly.png) (http://www.patreon.com/zorbathut)

In retrospect I probably should have announced that along with a less silly mod.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: 14m1337 on December 03, 2016, 05:34:09 PM
Quote from: ZorbaTHut on December 03, 2016, 08:37:54 AM
Quote from: 14m1337 on December 02, 2016, 10:56:50 PM
Hi Zorba, could you please consider working together with AlcoholV regarding a combination of your Crafting Hysteresis and his mod Enhanced Crafting (https://ludeon.com/forums/index.php?topic=27716.0)? This would be really great!


Looks like he's already reimplemented the same functionality :)

but not completely. I'm gonna test his mod with my next colony. sry to say that, but if his implementation works as good as your mod, then I'll probably stop using your mod.
I'd be far happier if I knew that two modders whose mods I like would work something out together. that will potentially better than what one of them could do on his own -  of course this only works, if both of them kinda "match"
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 03, 2016, 05:46:03 PM
Quote from: 14m1337 on December 03, 2016, 05:34:09 PM
sry to say that, but if his implementation works as good as your mod, then I'll probably stop using your mod.

No worries at all! I'm actually happy if people are rolling this functionality into larger mods - I don't have the time or interest to build anything huge right now, I'm just glad that people get to use the features they want.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 09, 2016, 05:41:30 AM
Another new mod! (https://ludeon.com/forums/index.php?topic=26623.msg269333#msg269333)

(Scroll down, it's below OSHA Compliance. I didn't reserve enough posts. Oh, the mistakes I've made.)

Hoping to get the last few released before A16 hits and I have to release them all again!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Rock5 on December 09, 2016, 10:49:04 AM
I don't have need of it but I once had the idea that you could have the first post with links to the separate mod posts. That way the mods could be anywhere and the first post will always link to it. Easy to find. I might do it that way if I ever have the need.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Supercheese on December 09, 2016, 06:44:59 PM
Quote from: ZorbaTHut on December 09, 2016, 05:41:30 AM
Another new mod! (https://ludeon.com/forums/index.php?topic=26623.msg269333#msg269333)

Very nice! Saves me from swapping work priorities around like crazy after a mechanoid raid!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 09, 2016, 07:28:00 PM
Quote from: Rock5 on December 09, 2016, 10:49:04 AM
I don't have need of it but I once had the idea that you could have the first post with links to the separate mod posts. That way the mods could be anywhere and the first post will always link to it. Easy to find. I might do it that way if I ever have the need.

Yeah, I like being able to scroll down, but I think I'm stretching its ability to work. If I do another batch after this one, I'll probably split it apart just like that.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on December 11, 2016, 06:52:15 PM
Quote from: ZorbaTHut on December 09, 2016, 07:28:00 PM
Yeah, I like being able to scroll down, but I think I'm stretching its ability to work. If I do another batch after this one, I'll probably split it apart just like that.
You can also post all of your mods in here (please do):
[A15] Mod Announcements Thread (https://ludeon.com/forums/index.php?topic=25286.15)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Cancun101 on December 11, 2016, 09:33:07 PM
Hey Zorba, just noticed a typo in your description - "Note that mechanoid surgery already uses the MECHANOID skill and has never used Construction." Should read "medicine skill." Sorry for being a grammar nazi; I just couldn't let that one off my OCD radar. On another note, loving your mods! Keep up the good work. :)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 12, 2016, 02:49:52 PM
Another day, another mod (https://ludeon.com/forums/index.php?topic=26623.msg269336#msg269336). This one goes out to all the people who have forgotten to build a door and woken up to a base full of boomrats.

That's the worst kind of base.

Quote from: faltonico on December 11, 2016, 06:52:15 PM
You can also post all of your mods in here (please do):
[A15] Mod Announcements Thread (https://ludeon.com/forums/index.php?topic=25286.15)

Will do!

Quote from: Cancun101 on December 11, 2016, 09:33:07 PM
Hey Zorba, just noticed a typo in your description - "Note that mechanoid surgery already uses the MECHANOID skill and has never used Construction." Should read "medicine skill." Sorry for being a grammar nazi; I just couldn't let that one off my OCD radar. On another note, loving your mods! Keep up the good work. :)

Lol. Mechanoid skill. Fixed, thanks :D And I'm glad you're enjoying them!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Rock5 on December 13, 2016, 07:03:48 AM
You've done it again. Another must have mod.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: joaonunes on December 13, 2016, 12:01:42 PM
"Sparkles?"

"Yeah, boss?"

"Remind me why we're locked in a closet."

"There's wargs outside, boss. They'd probably eat us."

"Wargs."

"Yep."

"Why are there wargs outside?"

"There was a gap in the wall, so they just, y'know, came right in."

"They just came right in?"

"Sure thing, boss. Just walked through the wall."

"How did they walk through the wall?"

"Well, there was a hole in the wall."

"And why was there a hole in the wall?"

"That was the raiders, boss. Blew it up with grenades."

"The raiders. Got it."

"Sure thing. Can't stand those raiders."

"Sparkles?"

"Yeah, boss?"

"Did I, or did I not, tell you to repair the wall?"

"Sure did! Patched it all up in a few hours, just like you asked."

"Then *why was there a hole in the wall*?"

"Well, they destroyed that part of the wall, boss."

"And so you didn't repair it?"

"Can't repair it, boss. It's destroyed. Not there anymore."

"Could you . . . build a new wall, maybe? In the same spot as the old one?"

"Oh, yeah. Could've done that, I suppose."

"Why didn't you?"

"Didn't tell me to build a new wall, boss. Just repair the old wall."

"Right. Got it."

"Y'know . . . boss . . ."

". . . Yes?"

"Just occurred to me. Maybe I should have built a new wall?"

". . ."

"You know. Where the old one was."

". . ."

"And then the wargs wouldn't have gotten in."

". . ."

"And eaten our dogs."

". . ."

"And trapped us in this closet."

". . ."

"Maybe that would have been a good idea, boss?"

". . . Yes, Sparkles. That would have been a good idea."

"Great, boss! I'll do that next time."

"Wonderful. You do that."

"Glad I could help!"

"Sparkles?"

"Yeah, boss?"

"How are you with melee weapons?"

"Terrible, boss!"

"Perfect. Here, take this spear."


This has made me laugh so much xD

This mod is awesome! It always felt so time consuming and boring to rebuild every single thing after a (successful) pirate/spacer attack
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 16, 2016, 04:20:46 PM
release mods erryday (http://steamcommunity.com/sharedfiles/filedetails/?id=819520926)

or, like, once or twice a week, I guess

----

So! Alpha16!

My plan for A16 is that I'm going to start porting mods over to A16 and releasing those versions on GitHub. There's no good way for me to release A16-specific versions on Steam, unfortunately. Once A16 is released I'll update everything on Steam, thereby annoying everyone who's still using A15, but they can still grab versions off GitHub if they want.

At least one of my mods has been essentially pulled into Core, and I won't be updating that one. You can just . . . you know . . . not use it anymore.

I dunno. Maybe I'll update it with a mod that does nothing. That entertains me. I might do that.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: joaonunes on December 16, 2016, 08:04:20 PM
Look At Me, I'm The Worker Now - A real tale from my most recent game and why this mod must be installed ASAP


Willow: "Hey Lexi..."
Lexi: "What?"
Willow: "What are you doing?"
Lexi: "Taking care of Trev, he has been shot 4 times in the chest and the situation is pretty bad... Wish me luck!"
Willow: "Dude... You are at best considered a nurse, I am a surgeon, the best one in the colony! You are going to kill the guy!!"
Lexi: "What?? Come on, it will work... Let me just grab some herbal medicine and I'll..."
Willow: "...Herbal Medicine? We have Glitterworld medicine available what are you doing??? Let me heal him you will only make the situation worse!!"
Lexi: "Don't worry! Jesus..."
Willow: "BOSS!!"
Boss: "What?"
Willow: "Lexi is an idiot, he doesn't have any medicine knowledge and he is going to perform a surgery, the most he should be doing is give medicine to people with the flu or a cold, leave this job for an expert like me!"
Boss: "But he's already on his way to Trev, I can't send you to do something he is already doing..."
Willow: "Just... tell him to stop, send him after a wild boar or into the bug infested cave!"
Boss: "Afff... fine... LEXI!!!!"
Lexi: "Yes boss?"
Boss: "Stop what you are doing!"
Lexi: "But... I'm literally standing right next to Trev, he is in immense pain"
Boss: "Yeah I know, but you suck at healing people, please stand aside and let the real doctors help him"
Lexi: "Hummm nahh..."
Boss: "Jesus Christ are you really forcing me to draft you so you can move?"
Lexi: "Yeah... Sorry about it..."
Boss: "OK. Now, stand still while I send Willow to heal Trev..."
Willow: "Thanks boss!! You can send Lexi to do something else now!"
Lexi: "This is stupid... You are making a huge mistake!"
Boss: "Not really, last time I let you heal a patient instead of Willow you cut off a leg from the patient, and all he had was a cut to the arm, I seriously have no idea why I saved you from the pirates..."



On a side note, is "Raindrops No Longer Fall On My Head" compatible with, lets say, Hand me That Brick and Refactored Work Priorities? I'll try it anyways and report back if something goes wrong, but confirmation is always nice :D
I use almost all of your mods by now xD They add so much quality of life I'm starting to love more and more the game :)

EDIT: The mod "Raindrops No Longer Fall On My Head" does not seem to be working... Roof collapsed on all tests in multiple load positions.
Here is my mod list:
    <li>Core</li>
    <li>LessIncidentTrolling</li>
    <li>BalancingAct</li>
    <li>Grenade Fix Rearmed</li>
    <li>Less-Rebuff</li>
    <li>Stonecutting Tweak</li>
    <li>WanderDontDrop</li>
    <li>Better Pathfinding</li>
    <li>Refactored Work Priorities</li>
    <li>Hand Me That Brick</li>
    <li>PetFollow</li>
    <li>Efficient Light</li>
    <li>More Factions Spawn</li>
    <li>CombatReadinessCheck</li>
    <li>MarvsCRC_DoublePopAddon</li>
    <li>FluffierThanThou-RW_Manager-ae03913</li>
    <li>FluffierThanThou-RW_EnhancedTabs-f5e58d9</li>
    <li>FluffierThanThou-RW_MedicalInfo-62a1705</li>
    <li>kNumbers-0.5.2-A15</li>
    <li>RW_ColonistBarKF-0.15.3.2</li>
    <li>RW_Outfitter-0.15.3</li>
    <li>MadSkills-A15-1.1.7-T</li>
    <li>[A15] Expanded Traits 1.4</li>
    <li>[A15] Realistic Darkness</li>
    <li>AMC(1) DE Surgeries</li>
    <li>AMC(1) ExpandedProsthetics&amp;OrganEngineering</li>
    <li>AMC(2) ADogSaid</li>
    <li>AMC(2) Chemicals &amp; Neutroamine</li>
    <li>AMC(2) EmergencyTreatment</li>
    <li>AMC(2) Improved Surgery</li>
    <li>AMC(2) Medical Training</li>
    <li>AMC(2) Realistic Medical System EPOE Version</li>
    <li>AMC(3) Compatibility patch_ADog &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_DESurgery &amp; ISurgery</li>
    <li>AMC(3) Compatibility patch_EPOE &amp; ISurgery</li>
    <li>AMC(4) Compatibility patch_EPOE Realiistic Medical &amp; ISurgery</li>
    <li>JTEfficientBatteries</li>
    <li>JTReplaceWalls</li>
    <li>Medical Training</li>
    <li>Apparello</li>
    <li>FashionRIMsta</li>
    <li>RTFTJ</li>
    <li>TradingSpot</li>
    <li>TimerSwitches</li>
    <li>TilledSoil-0.15.1280</li>
    <li>TargetPractise</li>
    <li>sd_power</li>
    <li>AllowTool</li>
    <li>CrashLanding</li>
    <li>Bulk_Meals</li>
    <li>DefensivePositions</li>
    <li>ED-LaserDrill</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-ShieldsBasic</li>
    <li>CP</li>
    <li>CPD</li>
    <li>Vegetable Garden</li>
    <li>ADDON_Soda Garden v15</li>
    <li>Animal Feed Trough V1.1 A15 [V.G.]</li>
    <li>AJO</li>
    <li>EXP</li>
    <li>QRY</li>
    <li>ExtendedStorage-ExtendedStorage1.12</li>
    <li>RimFridge</li>
    <li>RT_Fuse-A15-1.0.3</li>
    <li>RT_SolarFlareShield-A15-1.0.6</li>
    <li>RumoursAndDeception</li>
    <li>VeinMiner</li>
    <li>Improved Increased Stack</li>
    <li>CraftingHysteresis</li>
    <li>RW_FacialStuff-0.15.3.1</li>
    <li>Mending</li>
    <li>Hospitality</li>
    <li>DoIT</li>
    <li>BigBatterys</li>
    <li>Organ thoughts</li>
    <li>20th Century Weapons Mod (20CWМ)</li>
    <li>High Caliber</li>
    <li>LT_DoorMat</li>
    <li>TrueMods - immersive balance - cosmetic - armor vest cost fix</li>
    <li>TrueMods - immersive balance - cosmetic - foxes and wolves comfortable temperature fix</li>
    <li>TrueMods - immersive balance - cosmetic - no medicine for hospital bed</li>
    <li>TrueMods - immersive balance - cosmetic - vitals monitor resources mod</li>
    <li>No more random death</li>
    <li>AC-Work Tab</li>
    <li>ICanFixIt</li>
    <li>SillyBuilder</li>
    <li>RainDrops</li>



(I'm sorry if the story is poorly written, I'm not that good at telling them)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on December 17, 2016, 08:29:55 AM
Quote from: ZorbaTHut on December 16, 2016, 04:20:46 PM
"..thereby annoying everyone who's still using A15.."
Their fault for using Steam >=D

Tynan, rob him of all of his mods already!.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Thundercraft on December 17, 2016, 03:40:12 PM
Quote from: ZorbaTHut on December 16, 2016, 04:20:46 PMOnce A16 is released I'll update everything on Steam, thereby annoying everyone who's still using A15, but they can still grab versions off GitHub if they want.

Doing it that way might break saves (for anyone who ignores a game save warning). Even being able to grab A15 versions off GitHub, it's a bit of a hassle (such as remembering where your mods were in our install order and getting your mods exactly in the right order again). And not all players are comfortable mucking around with game files, even if it is a simple affair.

You know that there will be a lot of holdovers who stick with A15 for a while. Not everyone is going to jump onto the A16 bandwagon as soon as we see the big, official release.

Quote from: ZorbaTHut on December 16, 2016, 04:20:46 PM
My plan for A16 is that I'm going to start porting mods over to A16 and releasing those versions on GitHub. There's no good way for me to release A16-specific versions on Steam, unfortunately.

It's your choice. But there is a solution which would both prevent the above issue and which would allow you to release for A16 on Steam. Have you seen the list of RimWorld mods on Steam with the "0.16" tag. There are already 42 of them (and counting). Is there a reason why you won't make separate 0.16 Steam releases for your mods?
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: knortar on December 18, 2016, 05:59:45 AM
Dear ZorbaTHut,

thank you for the "Crafting Hysteresis" mod - I appreciate it very much while playing Rimworld. Great!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 18, 2016, 04:48:13 PM
Quote from: joaonunes on December 16, 2016, 08:04:20 PM
EDIT: The mod "Raindrops No Longer Fall On My Head" does not seem to be working... Roof collapsed on all tests in multiple load positions.

I believe that Refactored Work Priorities pretty much subsumes Raindrops - I don't think you need Raindrops at all. Note, however, that Raindrops doesn't automatically flag ceilings for removal, it just takes care of flagged ceiling removals before tearing down the walls. You still need to flag the ceiling yourself. (Yeah, it'd be nice if you didn't, but it's a bunch more work.)

Quote from: faltonico on December 17, 2016, 08:29:55 AM
Tynan, rob him of all of his mods already!.

please do this tynan I don't want to maintain these forever

Quote from: Thundercraft on December 17, 2016, 03:40:12 PM
Doing it that way might break saves (for anyone who ignores a game save warning). Even being able to grab A15 versions off GitHub, it's a bit of a hassle (such as remembering where your mods were in our install order and getting your mods exactly in the right order again). And not all players are comfortable mucking around with game files, even if it is a simple affair.

You know that there will be a lot of holdovers who stick with A15 for a while. Not everyone is going to jump onto the A16 bandwagon as soon as we see the big, official release.

I think players who know to choose the "Alpha15" option are going to be relatively comfortable with installing things manually. And thankfully, my mods aren't very order-sensitive.

Quote from: Thundercraft on December 17, 2016, 03:40:12 PM
It's your choice. But there is a solution which would both prevent the above issue and which would allow you to release for A16 on Steam. Have you seen the list of RimWorld mods on Steam with the "0.16" tag. There are already 42 of them (and counting). Is there a reason why you won't make separate 0.16 Steam releases for your mods?

A few, yeah.

First, it's a big headache for me. That doubles the number of releases I need to make.

Second, it's not clear how to cleanly transition. If I don't update the "main" mod to A16 when A16 comes out, then everyone who *doesn't* hold their game back will have problems. If I do update the main mod to A16, then we're right back where we started.

Third, it splits up the user list; people use popularity to figure out which mods to use, and I don't want to drop mine in the rankings that far.

Overall I just don't see a lot of benefits to doing that; it's a big timesink for the sake of a relatively small chunk of the userbase.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 18, 2016, 04:58:31 PM
Also, new mod! (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338)

This is the last new mod I'll be posting for a while - next up is all that A16 porting I need to do.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: joaonunes on December 18, 2016, 05:29:15 PM
Quote from: ZorbaTHut on December 18, 2016, 04:48:13 PM
I believe that Refactored Work Priorities pretty much subsumes Raindrops - I don't think you need Raindrops at all. Note, however, that Raindrops doesn't automatically flag ceilings for removal, it just takes care of flagged ceiling removals before tearing down the walls. You still need to flag the ceiling yourself. (Yeah, it'd be nice if you didn't, but it's a bunch more work.)

Ahh, I see I misinterpreted the mod description. Thanks for the clarification!

Quote from: ZorbaTHut on December 18, 2016, 04:58:31 PM
Also, new mod! (https://ludeon.com/forums/index.php?topic=26623.msg269338#msg269338)

Is it compatible with Killface's FacialStuff? He does change the pawn graphics method, if for once I'm correct you might want to add that mod to the compatibility list in the description. There is another mod that changes the actual model of the pawns to make them use the thinner model and such, cant remember the name, but the situation should be the same...
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 19, 2016, 01:14:12 AM
Quote from: joaonunes on December 18, 2016, 05:29:15 PM
Is it compatible with Killface's FacialStuff? He does change the pawn graphics method, if for once I'm correct you might want to add that mod to the compatibility list in the description. There is another mod that changes the actual model of the pawns to make them use the thinner model and such, cant remember the name, but the situation should be the same...

I'm honestly not sure. The easiest way to test it would be to just load both of 'em and see what happens - it should take seconds to figure it out :V

Graphics changes will be compatible, new items will be compatible, but entire new pawn rendering routines won't be compatible. I'm leaning towards FacialStuff being incompatible, but give it a try, see what happens!

Edit: I managed to find the source for FacialStuff and it actually looks like it would be compatible. So, reversing my previous guess. Should work! No promises. Should work! :D
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: joaonunes on December 19, 2016, 06:01:34 AM
Quote from: ZorbaTHut on December 19, 2016, 01:14:12 AM
I'm honestly not sure. The easiest way to test it would be to just load both of 'em and see what happens - it should take seconds to figure it out :V

Graphics changes will be compatible, new items will be compatible, but entire new pawn rendering routines won't be compatible. I'm leaning towards FacialStuff being incompatible, but give it a try, see what happens!

Edit: I managed to find the source for FacialStuff and it actually looks like it would be compatible. So, reversing my previous guess. Should work! No promises. Should work! :D

Ok then :)
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Love on December 20, 2016, 02:37:45 AM
I've updated a few of Zorba's mods for A16, however they are untested.

Here is A World Without Hat, Crafting Hysteresis, I Can Fix It, and Silly Builder.

Edit: No longer needed.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Thundercraft on December 20, 2016, 03:44:17 AM
Quote from: Love on December 20, 2016, 02:37:45 AM
...Here is A World Without Hat, Crafting Hysteresis, I Can Fix It, and Silly Builder.

Since you've updated Silly Builder for A16, does this mean that A16 mechanoid surgery still uses the Medicine skill instead of Construction?
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: Love on December 20, 2016, 07:27:20 AM
Quote from: Thundercraft on December 20, 2016, 03:44:17 AM
Quote from: Love on December 20, 2016, 02:37:45 AM
...Here is A World Without Hat, Crafting Hysteresis, I Can Fix It, and Silly Builder.

Since you've updated Silly Builder for A16, does this mean that A16 mechanoid surgery still uses the Medicine skill instead of Construction?

Honestly, I've been so busy converting mods I haven't had time to check, I just knew that the mod that Zorba said A16 made obsolete is the pet one, so I simply assumed the rest are still needed.
Title: Re: [A16/A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 20, 2016, 02:18:16 PM
Various A16 compatibility updates.

For the curious, here's the current state of things:

It's Dangerous To Come Along: No longer needed for A16.

Raindrops No Longer Fall On My Head: No longer needed for A16.

Let's Be Honest Here: Updated; no changes required, just a version number bump.

OSHA Compliance: Updated; no changes required, just a version number bump.

Silly Builder, Surgery is for Doctors: Updated; no changes required, just a version number bump.

A World Without Hat: Updated; minor changes required.

Crafting Hysteresis: Updated; minor changes required. I've got some pending pull requests that are not yet integrated in, I'll do that after the rest are finished.

I Can Fix It: Updated; significant changes required. (The version posted earlier in this thread does not, unfortunately, work.)

Mad Rabbits of Caerbannog: Updated. I could have gotten away with minor changes, but instead I reimplemented it in a new way that should make it much more compatible with other mods.

Step Away From The Medicine: Not yet updated. This one turns out to be complicated to update. Will work on it tonight/tomorrow.

I'm The Worker Now: Haven't even looked at it yet, I know this one's going to be a nightmare. Will work on it tonight/tomorrow.

If you still want the A15 versions, they're available via the manual installation route. Otherwise, I've updated Steam!

Quote from: Thundercraft on December 20, 2016, 03:44:17 AM
Since you've updated Silly Builder for A16, does this mean that A16 mechanoid surgery still uses the Medicine skill instead of Construction?

Yup. :V
Title: Re: [A16/A15] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 21, 2016, 05:35:38 AM
Step Away From The Medicine updated! I've added HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) as a dependency; hopefully it won't turn out to be nightmarishly glitchy. Seems promising so far!

If you get it from Steam, it should just work. If you install manually, you'll need to add it on your own.

I'm The Worker Now will (hopefully) come tomorrow.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 22, 2016, 08:00:55 AM
I'm The Worker Now has been updated to A16. All my updating is done! I still have a few fixes and updates for a few mods, but in general, they should be stable and ready to use.

. . . okay, I'm not sure I'd call I'm The Worker Now "stable".

But it's no less stable than it was before.

Probably.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Alenerel on December 22, 2016, 08:14:16 AM
Is it... Is it gonna explode...?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: LewisDTC on December 22, 2016, 10:28:06 AM
Used Crafting Hysteresis and I'm the Worker Now in A15 - now I've just downloaded the majority of your mods for A16.

So useful. Many thanks. Much impressed. :)
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ColdCaseShooter on December 24, 2016, 10:14:11 AM
The only thing better then the mods themselves is the little stories you add, honestly are entertaining. Good job on the tweaks!
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 27, 2016, 05:02:38 AM
Quote from: Alenerel on December 22, 2016, 08:14:16 AM
Is it... Is it gonna explode...?

Probably not.

No promises, though.

In all seriousness, there's a few of my mods that I'd call rock-solid. I'm The Worker Now is none of those - it does some really hacky and invasive things to the reservation system. I'm frankly surprised it works at all.

But it does seem to work.

On the plus side, it does absolutely nothing that ends up saved to disk, nor is it likely to damage the savegame process to the point where it generates bad output. Anything it screws up should be fixable by simply turning the mod off and loading your last game.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 29, 2016, 10:21:00 AM
OSHA Compliance 1.0.2 released. This slightly increases the pathing penalty for armed traps to avoid a common case where pawns would still take a shortcut across the trap.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Love on December 29, 2016, 10:31:54 AM
Still no luck in fixing the null faction error messages from Step Away?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 29, 2016, 11:10:34 AM
Haven't taken a serious look, honestly - I never had a great way to reproduce it, and they seem harmless, just annoying. I'll see if I can get to it after some much-needed Crafting Hysteresis fixes, though.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on December 29, 2016, 11:38:52 AM
Speaking of Crafting Hysteresis improvements, v1.0.7 released.

* Fix a missing hook for the tutorial
* New feature - shift-click the +/- in the bill window, or the low-stock-threshold values in the bill details window, to change values more quickly
* Add translation keys
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Wishmaster on January 03, 2017, 06:44:42 PM
Playing with Look At Me, I'm The Worker Now.

my colonist was hunting something, and before he picks up the dead prey, another colonists took over the job automatically.
So I tried to give back the hauling job to the hunter, but I couldn't. The menu on the corpse wasn't showing up the job option (only "consume corpse" no thanx :D ) until I draft/undraft the colonist who was hauling the corpse.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on January 03, 2017, 08:24:40 PM
Quote from: Wishmaster on January 03, 2017, 06:44:42 PM
Playing with Look At Me, I'm The Worker Now.

my colonist was hunting something, and before he picks up the dead prey, another colonists took over the job automatically.
So I tried to give back the hauling job to the hunter, but I couldn't. The menu on the corpse wasn't showing up the job option (only "consume corpse" no thanx :D ) until I draft/undraft the colonist who was hauling the corpse.

I too have noticed that it is not behaving as it did in A15, simply the menu is not always available, the situations in which it happens seems to be random, and inconsistent.
Sorry for the shitty bug report -_-'
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on January 08, 2017, 03:05:41 AM
Fixed some issues with Step Away From The Medicine and Let's Be Honest Here. If you're using Step Away, I strongly recommend updating; honestly the bug is bad enough that it kind of makes the old version broken.

If you're using Let's Be Honest Here, I also recommend updating. If you're not using Let's Be Honest Here, I recommend installing it, and telling all your friends about it, and installing it on their computers, spread the gospel of space weed

Quote from: Wishmaster on January 03, 2017, 06:44:42 PM
my colonist was hunting something, and before he picks up the dead prey, another colonists took over the job automatically.
So I tried to give back the hauling job to the hunter, but I couldn't. The menu on the corpse wasn't showing up the job option (only "consume corpse" no thanx :D ) until I draft/undraft the colonist who was hauling the corpse.

Added to the bugfix list, I'll see what I can figure out. That said, this feels a little like a mod conflict; normally, hunters haul their own corpse, and nobody can interrupt them regarding this. Are you using any mods that might change this behavior?

(I've got enough outstanding bugs for this mod that I suspect something's broken, note, this is just not quite the same feel as those)
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Strafer on January 14, 2017, 07:39:55 PM
Ran into a minor issue with Silly Builder, Surgery is for Doctors and the escape pod survivor event.  If you choose to rescue the survivor it seems to disable treatment options for them entirely.  Can't command any pawn to treat and the pawns ignore the guest until they die (or leave I suppose).  It was the only mod active, so other than figuring out which mod I haven't really tested it further.

Also, awesome mods overall, all have been very useful and welcome.  Thank you.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Zhentar on January 15, 2017, 12:20:19 AM
I think that's a vanilla issue; there have been a number of similar reports in the bugs forum.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ZorbaTHut on January 16, 2017, 04:20:26 AM
Fixes!

* Look At Me, I'm The Worker Now: Fixed a few cases that could result in the right-click menu not appearing at all.
* I Can Fix It!: Fixed an error generated when non-blueprintable owned buildings were destroyed (most commonly, snowmen.)
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: sirgzu on January 18, 2017, 10:16:47 AM
reported a bug where new pawns don't have their medical settings set to the mod default:
https://github.com/zorbathut/stepaway/issues/1
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: gendalf on January 29, 2017, 09:03:47 PM
- Does the The Mad Rabbits of Caerbannog include the whole list like Thrumbo and panthers? Does it change the number of animals or the frequency of the event?
also do they ever calm down or they're like mechanoids - never stop?

- Step Away From The Medicine "reset medicine to these values" - make it a separate button for animals and colonists.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: JaxelT on January 29, 2017, 09:15:26 PM
Out of curiosity, why on Earth did you take the approach in your mechanoid surgery mod of making it so that only doctors did it, instead of that it was based on Construction skill? Knowledge of medicine does not make one better at disassembling a TV, but being able to assemble a TV might.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Viewtiful on January 30, 2017, 12:21:53 AM
Thank you for A World Without Hats! Tuques and cowboy hats makes everyone look the same xD
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: gendalf on January 31, 2017, 09:54:56 AM
Look At Me, I'm The Worker Now isn't working on roofs.


Crafting Hysteresis suggestion: add a way to prioritize crafting with spoiling soon items (the text counting days, not the quality meter)
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on January 31, 2017, 12:24:57 PM
"ZorbaTHut"
"Developer"

Congratulations on your promotion!
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Thorbane on February 03, 2017, 08:57:24 PM
I love the Rabbits of Caerbannog mod, but it can get insanely laggy when the RNG decides you should get a pack of rodents.  Could we get a version that only allows any animal over a certain bodysize?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: dylpil1998 on February 08, 2017, 11:00:54 PM
Quote from: JaxelT on January 29, 2017, 09:15:26 PM
Out of curiosity, why on Earth did you take the approach in your mechanoid surgery mod of making it so that only doctors did it, instead of that it was based on Construction skill? Knowledge of medicine does not make one better at disassembling a TV, but being able to assemble a TV might.
He did this because it's just an absolute pain to set different work skills for jobs in Rimworld, but it's really easy to set the person who does a job with certain skills e.g. Mechanoid part removal is set to be the surgery skill, so a doctor should do the job, not a builder. Although I do agree with you, a builder should be the one who takes apart the mechanoids, not a doctor.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: MarineStardust on February 11, 2017, 11:53:04 PM
so why is the Raindrops No Longer Fall On My Head mod obsolete?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Zhentar on February 12, 2017, 01:54:53 AM
Because in A16 the base game was changed to work exactly the same way that Raindrops did, so there's nothing for the mod to do.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: boomalope taxidermist on February 16, 2017, 03:59:34 AM
A World Without Hats appears to be incompatible with Thirite's Simple Beard Framework (https://ludeon.com/forums/index.php?topic=29704.0). When using both mods together, the game behaves as if A World Without Hats isn't installed, even when AWWH is lower in the modlist.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Spiralwind on February 16, 2017, 09:58:30 AM
I really, really like your novel-like description. A perfect summary of the mods with such interesting dialogues as your mods does.

I downloaded a lot of your mods, and I feel really satisfying... Thank you for making such brilliant mods :)

Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: crusader2010 on February 17, 2017, 01:40:44 PM
Hello. I seem to be getting some errors from "Step away from the medicine". Are there any incompatibilities with Psychology? Attaching modsconfig.xml too.

[attachment deleted by admin due to age]
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Lethe on February 17, 2017, 08:42:54 PM
So, for the invisible hat mod, could you add an option in like mod settings or hotkey shortcut to enable and re-enable the mod while you're playing the game live? Or can you not really modify the running config like that? Because I, too, like hats on my pawns on the map, but also want to see their hair on portrait, but sometimes it's nice to have hatted portraits to check what hats (if any) everyone is wearing. We'll just refer to this dilemma as Schrodinger's hats.

So, um, here's some other mods ideas that seem up your alley.

A mod to strip and bury the dead. Or strip and haul, or strip and consume; you know, whatever floats your colony's boat. Basically when you have a corpse on your hands you're gonna wanna do something to it after you strip it. It just makes sense to combine it into one order issued.

A 'Clean your fucking room' mod which is exactly as it sounds. Forces non-cleaners to clean within X tiles of their own assigned bed. They still won't clean anywhere else, just their rooms. I see it playing out like this:

"Sammy, you keep complaining about this place being dirty. Why don't you just clean it up?"
"I don't clean. I cook and research. I can't possibly clean."
"You're seriously claiming you can't take a rag with water and scrub the dirt off the ground?"
"Yes, exactly!"
Fred pauses, then stares at Sammy.

"I'm stuck cleaning the entire colony everyday for two hours straight! I just want you to help out a little."
"I refuse to clean up other people's messes. Even my own. I'm far too skilled for such lowly work."

Fred picks up his gun.
"Sam, you're ugly, no one likes you here and you're unarmed. Just fucking do it or I'll shoot your god damn brains out."
A brief struggle ensues. Fred is able to press a gun against Sammy's head without much difficulty.
"Wait! Don't! What if... what if I just clean my room?"

'...'

"What's your cooking level again?"

< />

The last idea is for a mod that lets you makes tables not tables, but they're still tables, of course. You just can't use them. You're able to mark tables as do not use. They're just decorative, non-functioning tables.

Tables can have high beauty, thus placing them in colonist bedrooms for buffs is useful, but then they don't eat together and get buffs for that.


Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: crusader2010 on February 18, 2017, 03:12:41 AM
Quote from: ZorbaTHut on January 16, 2017, 04:20:26 AM
Fixes!

* Look At Me, I'm The Worker Now: Fixed a few cases that could result in the right-click menu not appearing at all.
* I Can Fix It!: Fixed an error generated when non-blueprintable owned buildings were destroyed (most commonly, snowmen.)

Hi. There might be an issue remaining from "Look at me, I'm the worker now" or maybe some other related mod (like the poster from here had: https://ludeon.com/forums/index.php?topic=30561.0 (https://ludeon.com/forums/index.php?topic=30561.0)). The strange thing is I am having the exact same error with a save, but I don't have the mod installed (nor do I remember having it by mistake at the start of the colony, since it's not compatible with CR). Thank you! :)


[attachment deleted by admin due to age]
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on February 18, 2017, 07:26:27 AM
Hi there!
This is not an error but a warning, but an extremely spammy one, extremely as in having 5000+ lines of the same thing in a row, and i think it can be related to "look at me, I am the worker now:
    hege
Verse.Log:Warning(String)
ImTheWorkerNow.FloatMenuMakerMap_Detour:AddUndraftedOrders(Vector3, Pawn, List`1)
RimWorld.FloatMenuMakerMap:ChoicesAtFor(Vector3, Pawn)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu(Pawn)
RimWorld.Selector:HandleMapClicks()
RimWorld.Selector:SelectorOnGUI()
RimWorld.MapInterface:HandleLowPriorityInput()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Also as of late, i have been noticing that, when using a floating menu (like right click on an item), all of the things currently at the screen like pawns and animals, become shaky, and start zig-zaging increasingly more violently.
Also, several times i had the following error when the same shakiness got so out of hand, that the pawns animals just got out of the borders of the map, that error though, didn't happen again when i uninstalled zhentar's better pathfinding:
Exception drawing Boomrat2597121: System.IndexOutOfRangeException: Array index is out of range.
  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn_DrawTracker.DrawAt (Vector3 loc) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


EDIT: I confirmed that I'm the worker now was the one spamming the warnings, but the shakiness seems to be related to other mod.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on February 19, 2017, 05:43:07 PM
Another post for another error, this time is related to "Step away from the medicine" and "alien races framework" somehow:
Faction Hinhiterera Amalgamation has null relation with Hinhiterera Amalgamation. Returning dummy relation.
Verse.Log:Error(String)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.FactionUtility:HostileTo(Faction, Faction)
StepAway.Pawn_PlayerSettings_Detour:ResetPPSMedicalCare(Pawn_PlayerSettings, Pawn)
StepAway.Pawn_PlayerSettings_Detour:Pawn_PlayerSettings(Pawn_PlayerSettings, Pawn)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_PlayerSettings&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(Pawn_PlayerSettings&, String, Object[])
Verse.Pawn:ExposeData()
AlienRace.AlienPawn:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:LookList(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:LookHashSet(HashSet`1&, Boolean, String, LookMode)
Verse.Scribe_Collections:LookHashSet(HashSet`1&, String, LookMode)
RimWorld.Planet.WorldPawns:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:LookDeep(WorldPawns&, Boolean, String, Object[])
Verse.Scribe_Deep:LookDeep(WorldPawns&, String, Object[])
RimWorld.Planet.World:ExposeComponents()
RimWorld.Planet.World:ExposeData()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

There is an error string for every faction in my game. Disabling step away stops the error.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Ruisuki on March 09, 2017, 02:34:54 AM
Quote from: Lethe on February 17, 2017, 08:42:54 PM
So, for the invisible hat mod, could you add an option in like mod settings or hotkey shortcut to enable and re-enable the mod while you're playing the game live? Or can you not really modify the running config like that? Because I, too, like hats on my pawns on the map, but also want to see their hair on portrait, but sometimes it's nice to have hatted portraits to check what hats (if any) everyone is wearing. We'll just refer to this dilemma as Schrodinger's hats.

So, um, here's some other mods ideas that seem up your alley.

A mod to strip and bury the dead. Or strip and haul, or strip and consume; you know, whatever floats your colony's boat. Basically when you have a corpse on your hands you're gonna wanna do something to it after you strip it. It just makes sense to combine it into one order issued.

A 'Clean your fucking room' mod which is exactly as it sounds. Forces non-cleaners to clean within X tiles of their own assigned bed. They still won't clean anywhere else, just their rooms. I see it playing out like this:

"Sammy, you keep complaining about this place being dirty. Why don't you just clean it up?"
"I don't clean. I cook and research. I can't possibly clean."
"You're seriously claiming you can't take a rag with water and scrub the dirt off the ground?"
"Yes, exactly!"
Fred pauses, then stares at Sammy.

"I'm stuck cleaning the entire colony everyday for two hours straight! I just want you to help out a little."
"I refuse to clean up other people's messes. Even my own. I'm far too skilled for such lowly work."

Fred picks up his gun.
"Sam, you're ugly, no one likes you here and you're unarmed. Just fucking do it or I'll shoot your god damn brains out."
A brief struggle ensues. Fred is able to press a gun against Sammy's head without much difficulty.
"Wait! Don't! What if... what if I just clean my room?"

'...'

"What's your cooking level again?"

< />

The last idea is for a mod that lets you makes tables not tables, but they're still tables, of course. You just can't use them. You're able to mark tables as do not use. They're just decorative, non-functioning tables.

Tables can have high beauty, thus placing them in colonist bedrooms for buffs is useful, but then they don't eat together and get buffs for that.
just wondering is there any issues that arise from disabling it from the mod menu mid game?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: AngleWyrm on April 24, 2017, 12:07:07 AM

(https://s6.postimg.org/l68dmv9ap/firepit.png) Suggestion for I Can Fix It (https://ludeon.com/forums/index.php?topic=26623.msg269336#msg269336)

Can it also cause a rebuild order to be issued when fireplaces and torches burn out?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Bob_Namg on April 24, 2017, 06:20:43 PM
These mod names are as awesome as the mods themselves. Thank you so much my friend!
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: JT on April 25, 2017, 06:24:21 PM
Quote from: ZorbaTHut on October 05, 2016, 02:19:40 AM
The Mad Rabbits of Caerbannog

I just wanted to say thanks for this mod, because it really made my day.  My greatest laugh-out-loud moment in my RimWorld play experience has to be, by far, being attacked by a horde of squawking chickens.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: faltonico on May 02, 2017, 05:57:54 AM
Also related to "I'm the worker now"
Could not reserve Thing_BlocksLimestone12925991 for Misaki doing job HaulToContainer A=Thing_BlocksLimestone12925991 B=Thing_Wall_Frame12926012(curToil=0) for maxPawns 1.Existing reserver: Cantrell doing job HaulToCell A=Thing_BlocksLimestone12925991 B=(136, 0, 239)(curToil=2)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.<Reserve>c__AnonStorey466:<>m__6CE()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
ImTheWorkerNow.<>c__DisplayClass2_1:<AddUndraftedOrders>b__0()
ImTheWorkerNow.<>c__DisplayClass0_0:<PostMenuOption>b__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: enosu on June 01, 2017, 06:44:52 PM
 Tynan integrated most of your mods FeelsGoodMan?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: tgbps4 on June 11, 2017, 07:50:40 PM
reserved
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: cl on June 17, 2017, 03:31:26 PM
These are fantastic, and your descriptions really crack me up. You're a good writer!

Any chance of these getting updated to A17?
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ultra4 on June 20, 2017, 04:48:21 AM
please update world without hat
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: cl on June 20, 2017, 01:37:51 PM
Pretty sure world without hat was incorporated into the main game. You can go into options and disable it from there.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: ultra4 on June 21, 2017, 07:49:06 PM
I.... didn't noticed.... TY   ;D
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Simmin on June 24, 2017, 11:07:28 PM
Kind of amazing that pretty much all your mods have become apart of the actual game. If only they made space weed a reality.
Title: Re: [A15] Zorba's Miscellaneous Tweakery Mods
Post by: CplCuddles on April 13, 2018, 12:56:27 AM
Quote from: ZorbaTHut on October 05, 2016, 02:20:21 AM

I found an issue with I Can Fix It!. If something gets destroyed that you shouldn't know how to make it, it still places the blueprint for it. for example, I had a steel mortar I got from seigers and it blew up, then a blueprint was left, even though I didn't have the tech for mortars researched.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Grabarz on October 21, 2018, 06:09:56 PM
I need you guys!
I need "A World Without Hat" :)
please update this mod
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: BlackSmokeDMax on October 21, 2018, 11:04:31 PM
Quote from: Grabarz on October 21, 2018, 06:09:56 PM
I need you guys!
I need "A World Without Hat" :)
please update this mod

When Zorba started helping the dev team didn't that get included in vanilla? Check the options screen. First column, towards bottom, if I recall correctly.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: gendalf on October 07, 2020, 02:11:07 PM
are there updates/alternatives to:
CraftingHysteresis
ImTheWorkerNow
StepAway
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Alenerel on October 07, 2020, 03:31:37 PM
Quote from: gendalf on October 07, 2020, 02:11:07 PM
are there updates/alternatives to:
CraftingHysteresis
ImTheWorkerNow
StepAway

Crafting hysteresis is already implemented in the game. The option is "pause when completed" in the bills.

ImTheWorkerNow, I think Achtung can fill the bill. It has a force option that makes a pawn do that job. Example: instead of building one wall, it will build all the walls next to that one. Or sowing an entire zone instead of just one plant. It also lets you force works that pawns arent set to, like you can tell a non builder to build a wall, or to haul something outside the assigned area.

StepAway, Pharmacist.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: Alenerel on October 08, 2020, 05:57:34 AM
I also forgot, I think "better workbench management" makes much easier to organize the benches. It gives you several additional options about the hysteresis.
Title: Re: [A16] Zorba's Miscellaneous Tweakery Mods
Post by: gendalf on October 10, 2021, 01:39:13 PM
Alenerel, Thanks