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RimWorld => Releases => Mods => Outdated => Topic started by: Nandonalt on January 04, 2017, 08:27:06 PM

Title: [A16] Camping Stuff v0.2.3
Post by: Nandonalt on January 04, 2017, 08:27:06 PM
(http://i.imgur.com/8VMAbLJ.png)

Adds:
-> Deployable Tent
-> Sleeping Bags
-> Portable Stove
-> Butchering Spot

DOWNLOAD:
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=834823750)
Dropbox (https://www.dropbox.com/s/x12imxneb1vmklo/Nandonalt%20-%20Camping%20Stuff.rar?dl=0)

Seeing the popularity of the Set-Up Camp mod (https://ludeon.com/forums/index.php?topic=29054.0) (not required), I decided to make some new objects to improve your camping experience.
This does not require a new save.
(http://i.imgur.com/xgajZxF.png)

CHANGELOG:


1/18/2016 - VERSION 0.2.3:
-> Tent rotating is now less sensitive
-> Added unfinished tent to the recipe, so colonists pause tent tailoring (thanks MarvinKosh!)
-> New sleeping bad texture (thanks drakulux!)
-> FIX: Portable heater requires fuel to heat spaces

1/10/2016 - VERSION 0.2.2:
-> Changed the portable stove texture. The new one was made by user Deon. Thanks! :)
-> Now it really works on cave biomes (I tested it!)

1/9/2016 - VERSION 0.2.1:
-> Tents are now rotatable (Q and E to rotate)
->  Should be compatible with Cave Biomes mod now

1/8/2016 - VERSION 0.2.0:
-> Tents are now made with textiles (fabric or leather) instead of cloth only (your existing tents will be updated when deployed again);
-> There are two new sizes of tents: medium and big;
-> Small texture change on the tent wall;
-> Big tents are not craftable from the crafting spot.

1/6/2017 - VERSION 0.1.2:
-> BUGFIX - hopefully the error and the missing tent support bug is fixed, as I changed some mistakes on the defs
-> Tent supports are no longer ugly (they were beauty -8, making colonists feel bad)
-> Tents can now be crafted on crafting spots, to allow tribalists colonies to make tents.

1/5/2017 - VERSION 0.1.1:
-> You can now see the outline of the tent while choosing where to place it. The color will indicate if the spot is suitable or not (white for good, red for bad);
-> Decreased sleeping bag rest effectiveness to 80% (was 95%, while normal beds are 100%).




(http://i.imgur.com/Oqppf9h.png)
DEPLOYABLE TENT:
-> Craftable in any Tailoring Bench or in a Crafting Spot (Except for the big one).
-> Can be made from any textile material.
-> Requires:
Normal: (http://i.imgur.com/W6xXghN.png) 140 textiles and 25 wood;
Medium (http://i.imgur.com/4MtuI5g.png): 300 textiles and 50 wood;
Big (http://i.imgur.com/XAFxmwf.png): 400 textiles and 75 wood.
-> The center tile is the tent support, where you right click to pack up the tent.
-> If the tent was damaged (walls removed/exploded/etc), the pack will be damaged too. Right click to use nearby stacks of textiles to repair it (10 textiles = 1 wall).  (http://i.imgur.com/FtgBMSq.png)
-> The tent walls and door are fragile and most likely won't stop raider chasing your pawns.
(http://i.imgur.com/DLX8tpH.png)

(http://i.imgur.com/KfYLjWM.png)
SLEEPING BAGS:
-> Can be found on Architect/Furniture and can be built with fabric or leather.
-> Requires 30 fabric/leather to build.
-> They are lightweight (1.5kg) thus can be uninstalled and transported on a caravan with ease.
-> Can be set to be medical and prisoner, like any bed.
-> Can be used normally on your colony.
-> Textures by drakulux

(http://i.imgur.com/J3fDETT.png)
PORTABLE STOVE:
-> Can be found on Architect/Temperature.
-> Requires 50 steel and 2 component.
-> A better version of the campfire, but the fuel is chemfuel (holds 15).
-> Can be uninstalled/reinstalled.
-> Can be used to cook simple meals, pemnican and to heat up spaces.
-> Isn't powered by batteries but requires the electricity research to build.
-> Texture made by user Deon.

BUTCHERING SPOT:
-> A costless butchering spot that you can place on the ground.
-> I made this so you don't need to build a table if you want to hunt on camps.
-> Butchering is slower on this spot

----------------------------
Please report any unusual behavior of any of these objects, especially the deployable tent.
Also, I would like your feedback on balancing so the items aren't so overpowered.

Enjoy!

Title: Re: [A16] Camping Stuff v0.1.0
Post by: Hydromancerx on January 04, 2017, 08:47:30 PM
Very cool!  ;D
Title: Re: [A16] Camping Stuff v0.1.0
Post by: joaonunes on January 04, 2017, 09:15:08 PM
Awesome :D

You know, this is how it starts... When the game updates I install some mods, then I find another cool mod and add it to the game. Later on more mods join in and when I read through the mod order or open the mods folder I see 100 folders... Skyrim's modding all over again but in a different game xD The difference is I don't have 160 mods installed on Rimworld (yet).

EDIT:
Mod's name, "Camping Stuff" or "Camping Supplies", which would be better? Only a suggestion ;)
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Iwillbenicetou on January 04, 2017, 09:37:58 PM
These are nice photos and models
Title: Re: [A16] Camping Stuff v0.1.0
Post by: FridayBiology on January 04, 2017, 10:01:26 PM
pure awesomeness
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Owlchemist on January 04, 2017, 10:17:23 PM
Exactly what I was asking for in the camping mod, sweet! Thanks ^_^

Time to go on a big trip.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Degraine on January 04, 2017, 10:25:27 PM
These are both great mods, grabbing both.

Once Reusable Pods works properly for me, I'm seriously considering setting up colonies with permanent Cannon Travel outposts between them. This'll be perfect for it.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Nandonalt on January 04, 2017, 10:50:37 PM
Quote from: Iwillbenicetou on January 04, 2017, 09:37:58 PM
These are nice photos and models

Thanks! This time I didn't use steam's screenshot tool, so the captures have more quality  :P
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Yoso on January 04, 2017, 11:14:07 PM
Excellent mod. My major problem with the Set-Up Camp mod was that actually camping basically meant building a micro colony.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Osucarus on January 04, 2017, 11:48:18 PM
I think you should add a "Dried Meat" for meals made from 10 units of meat, it's like a pemmican but has shorter lifespan  7 days maybe? and only has half amount of nutrient of simple meals.

How do you think?
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Degraine on January 05, 2017, 12:22:31 AM
Usage tip: If you have ED-Embrasures as well, make sure Camping Stuff is loaded before it.

And Reusable Pods works just fine on the campsite maps too, so Cannon Travel networks are possible! The only downside is having to maintain a colonist presence on the map. What would be really nice is being able to choose the size of new settlements, but that's beyond this mod's scope, really.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Smexy_Vampire on January 05, 2017, 12:27:40 AM
how do pawns react to a 3x2 tent as a bed room ?
Title: Re: [A16] Camping Stuff v0.1.0
Post by: joaonunes on January 05, 2017, 04:08:16 AM
Quote from: Smexy_Vampire on January 05, 2017, 12:27:40 AM
how do pawns react to a 3x2 tent as a bed room ?

Probably not well :P
Title: Re: [A16] Camping Stuff v0.1.0
Post by: WoodyDaOcas on January 05, 2017, 05:03:04 AM
wow.. that was a nice idea, thank you for the mod :)
edit: one small request if I may: please, use the mod version in the file name, helps tremendously when keeping things up to date manually. Ty!
Title: Re: [A16] Camping Stuff v0.1.0
Post by: 123nick on January 05, 2017, 05:43:49 AM
i think i got a bug: (http://i.imgur.com/hBjSMTc.jpg)

says something about a tent being deployed. maybe its just minor, maybe it isnt.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: WoodyDaOcas on January 05, 2017, 05:49:06 AM
yeah, unfortunately I have troubles adding this mod too :/ Can't help you more, sorry, I don't know how :D I am just using fluffy's mods for gui, one is a reworked Work tab. So in there I am getting an error that workxxx something was added and that should not be done mid-save. Which I completely understand in mods that does that, ie. Hospitality and couple others which I'll have to use on the next game, but it was quite unexpected in here to be honest :)
Thanks
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Iwillbenicetou on January 05, 2017, 07:36:19 AM
Quote from: 123nick on January 05, 2017, 05:43:49 AM
i think i got a bug: -snip-

says something about a tent being deployed. maybe its just minor, maybe it isnt.
What's your mod load order? It may have something to do with it. make sure that Hugslib is loaded after this mod and try it again
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Degraine on January 05, 2017, 07:52:10 AM
*points up* I didn't have a problem with putting it after HugsLib, but EdEmbrasures was an issue for me. If you have that (and you really need to report your mod list/load order too, btw) then try putting Camping Stuff and Reuse Pods before it.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Robloxsina66 on January 05, 2017, 08:01:43 AM
am getting the error when I made the tent
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Nandonalt on January 05, 2017, 09:33:51 AM
Quote from: Robloxsina66 on January 05, 2017, 08:01:43 AM
am getting the error when I made the tent

Quote from: WoodyDaOcas on January 05, 2017, 05:49:06 AM
yeah, unfortunately I have troubles adding this mod too :/ Can't help you more, sorry, I don't know how :D I am just using fluffy's mods for gui, one is a reworked Work tab. So in there I am getting an error that workxxx something was added and that should not be done mid-save. Which I completely understand in mods that does that, ie. Hospitality and couple others which I'll have to use on the next game, but it was quite unexpected in here to be honest :)
Thanks


Hello! Can you post the error log,  your mod load order and possibly the steps to reproduce it?
Title: Re: [A16] Camping Stuff v0.1.0
Post by: WoodyDaOcas on January 05, 2017, 09:46:58 AM
Hello, of course )

Here's the modsconfig, also, like I mentioned, I got couple of the "workjob" changing (adding..) mods downloaded and prepared for next playthrough, not activated, like this:
http://prntscr.com/drtoad
your's being one of them. So, in this situation, as kindly suggested by others, I'll activate your mod AND put it in front of the embrasures in the loadorder .. http://prntscr.com/drtp66
Then I would restart the game properly, load my save and this happens:
http://prntscr.com/drtpyt

I thought I knew what this means already, thus the list of deactivated mods that does the same, but as I said, I was surprised since afaik your's shouldn't add any new workorders, no ?

Thank you for the time to take a look on this one

edit:
just realized I didn't take a look in the log..

MissingMethodException: Method not found: 'Default constructor not found...ctor() of TechAdvancing.MapComponent_TA_Expose'.
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at TechAdvancing.MapComponentInjector.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

I apologize :( Seems like my troubles with (possibly all the other mentioned, non-activated) mods are caused by this one ? I got it installed as a one of the first mods, so, it's completely possibly :) Anyone would know ?

[attachment deleted by admin due to age]
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Nandonalt on January 05, 2017, 10:02:22 AM
I think the WorkGiver error is from the Work Tab mod, and happens when you load mods with new workgivers (like mine). That happened some times with my own saves and other mods, and didn't do any damage to the game.
Title: Re: [A16] Camping Stuff v0.1.0
Post by: ajaviide on January 05, 2017, 10:05:06 AM
nice mod, ty for your work :)
Title: Re: [A16] Camping Stuff v0.1.0
Post by: WoodyDaOcas on January 05, 2017, 10:10:28 AM
Yeah, this time I read that actually, just about resetting the priorities :D
In the meantime I deactivated the TechAdvancing and not surprisingly that error article (which was there like couple thousand times) changed to
Exception filling window for Fluffy_Tabs.MainTabWindow_Work: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[System.Int32].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.DefMap`2[RimWorld.WorkGiverDef,System.Int32].get_Item (RimWorld.WorkGiverDef def) [0x00000] in <filename unknown>:0
  at Fluffy_Tabs.PawnPrioritiesTracker.GetPriority (RimWorld.WorkGiverDef workgiver, Int32 hour) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 422)
And here we are at the worktab. So you're saying it's safe to start using it like this, even ? To be fair, the sleeping bag etc was found in the build menus.. :)
Ty
Title: Re: [A16] Camping Stuff v0.1.0
Post by: WoodyDaOcas on January 05, 2017, 10:17:40 AM
Sorry, my bad, now I remember what was the other problem I faced. I was able to load and play just fine, but I was getting nullPointer during saving, that's why I have those mods disabled right now :) I can load the game with your mod and save just fine, so.. thank you, once again
Title: Re: [A16] Camping Stuff v0.1.0
Post by: EldVarg on January 05, 2017, 11:48:16 AM
Cool mod. Would it be possible to make the walls look less thick? Maybe slope in more. Or if walls does not need to fill the whole tile even make them thinner?
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Nandonalt on January 05, 2017, 11:51:36 AM
Small update, guys:

Update on 1/5/2017 - 2:47:35 PM.

VERSION 0.1.1 - CHANGELOG:
-> You can now see the outline of the tent while choosing where to place it. The color will indicate if the spot is suitable or not (white for good, red for bad);
-> Decreased sleeping bag rest effectiveness to 80% (was 95%, while normal beds are 100%).

Quote from: EldVarg on January 05, 2017, 11:48:16 AM
Cool mod. Would it be possible to make the walls look less thick? Maybe slope in more. Or if walls does not need to fill the whole tile even make them thinner?
It's possible but walls use a lot of textures and it would take some time. I'll look into it :)
Title: Re: [A16] Camping Stuff v0.1.1
Post by: Zakhad on January 05, 2017, 11:57:52 AM
A pretty nice mod, every little addition like these makes Rimworld feel more complete
Title: Re: [A16] Camping Stuff v0.1.1
Post by: nbielinski on January 06, 2017, 02:06:13 AM
No more wooden walls for my Legion raiding party. Thank you so much for the mod, I love it.
Title: Re: [A16] Camping Stuff v0.1.1
Post by: Canute on January 06, 2017, 09:14:36 AM
Nice idea's, would be great for caravan's if the stuff isn't that heavy.

QuotePORTABLE STOVE:
-> A better version of the campfire, but the fuel is chemfuel (holds 15).
It is flickable ? Then these stove would be nice for indoor greenhouses during solarflares too.

Title: Re: [A16] Camping Stuff v0.1.1
Post by: Nandonalt on January 06, 2017, 12:07:19 PM
VERSION 0.1.2 - CHANGELOG:
-> BUGFIX - hopefully the error and the missing tent support bug is fixed, as I changed some mistakes on the defs
-> Tent supports are no longer ugly (they were beauty -8, making colonists feel bad)
-> Tents can now be crafted on crafting spots, to allow tribalists colonies to make tents.
Title: Re: [A16] Camping Stuff v0.1.1
Post by: Seeker89 on January 06, 2017, 12:22:02 PM
Is there a plan to add bigger tents?
Title: Re: [A16] Camping Stuff v0.1.0
Post by: Ashnal on January 06, 2017, 04:46:19 PM
Quote from: Degraine on January 05, 2017, 12:22:31 AM
Usage tip: If you have ED-Embrasures as well, make sure Camping Stuff is loaded before it.

And Reusable Pods works just fine on the campsite maps too, so Cannon Travel networks are possible! The only downside is having to maintain a colonist presence on the map. What would be really nice is being able to choose the size of new settlements, but that's beyond this mod's scope, really.
You know you could just "settle" a new colony at your transport hops. It will show up on the map as one and will not actually need any colonists at it to remain active. Set up camp is mainly useful because if you abandon a colony site you'll get ruins where it was and be unable to make a new colony there again, so horrible for temporary camps. But doing ti the permanent way would work great for transport hops.
Title: Re: [A16] Camping Stuff v0.1.1
Post by: Degraine on January 06, 2017, 05:10:22 PM
That's true, but I like to play on larger maps, so every travel station would be that much more work for my (now somewhat aging) computer to do for minimal benefit.

I'll wait until someone writes a mod to choose new settlement sizes.
Title: Re: [A16] Camping Stuff v0.1.1
Post by: XeoNovaDan on January 06, 2017, 05:19:46 PM
This + Set-Up Camp = Awesomesauce :D
Title: Re: [A16] Camping Stuff v0.1.2
Post by: Nandonalt on January 08, 2017, 08:44:53 PM
VERSION 0.2.0 - CHANGELOG:
-> Tents are now made with textiles (fabric or leather) instead of cloth only (your existing tents will be updated when deployed again);
-> There are two new sizes of tents: medium and big;
-> Small texture change on tent walls;
-> Big tents are not craftable from the crafting spot.
Title: Re: [A16] Camping Stuff v0.2.0
Post by: udAL on January 09, 2017, 06:46:30 AM
Awesome!

I was just going to suggest bigger tents and being able to make them out of leather.

I love the mod, great idea, good implementation 10/10.
I've suggested you to be included in the game
Title: Re: [A16] Camping Stuff v0.2.0
Post by: Deon on January 09, 2017, 07:29:08 AM
What do you think about making the stove to look like a Primus stove? It would make sense for a portable stove :)
https://en.wikipedia.org/wiki/Primus_stove

I made a tile for it, I will improve it today if you are interested.
(http://i.imgur.com/nZJf8PR.png)
Title: Re: [A16] Camping Stuff v0.2.0
Post by: WoodyDaOcas on January 09, 2017, 10:14:04 AM
Thank you once again, nice update :)
I'd like to suggest a tiny change, the portable stove, could it be made flickable ? Kinda like generator is, it accepts fuel, but can be turned off. But I am afraid only power-related stuff could be, no ?
Ty
Title: Re: [A16] Camping Stuff v0.2.0
Post by: Pez on January 09, 2017, 12:23:06 PM
I like the way this mod sounds.  For a long time, I wished there was a primitive mod, removing all the advanced tech from the game.  Something to turn Rimworld into UnReal World.
Title: Re: [A16] Camping Stuff v0.2.0
Post by: Nandonalt on January 09, 2017, 02:02:29 PM
VERSION 0.2.1 - CHANGELOG
-> Tents are now rotatable (default keys are Q and E while selecting a place)
-> Should be compatible with Cave Biomes mod.
Title: Re: [A16] Camping Stuff v0.2.1
Post by: Canute on January 10, 2017, 06:32:40 AM
What do you think to redesign the big tent a bit.
So you have 4 seperated rooms with 2 1x1 tables/stools at the middle way. The tables/stools are unfold from the tent base when you put down the tent :-)
Sure the tent need a bit bigger then the current desgin, but the big one isn't realy bigger then the medium one.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Zebukin on January 12, 2017, 11:42:01 AM
Thanks for mod!
Pretty useful!
8 day with temporary mining camp was good.
And one suggestion.
Small and lightweight packing tables 2x1 (requires plasteel) and folding stools (requred fabrique and plasteel). Less basic comfort than regular stool.
Also sleeping bag is making by builder now. I think, the tailor should make em with fabrique+wool. The better wool — the better temperature protection.

Feel free to ask me to draw sprites. I am pro.
Title: Re: [A16] Camping Stuff v0.2.0
Post by: Zebukin on January 14, 2017, 10:23:40 AM
Quote from: Nandonalt on January 09, 2017, 02:02:29 PM
-> Tents are now rotatable (default keys are Q and E while selecting a place)
Good!

This ability helps to unite few tents.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Zebukin on January 14, 2017, 10:29:09 AM
I found one thing. Even without fuel, stove still warming up the tent.
Title: Re: [A16] Camping Stuff v0.1.1
Post by: Zebukin on January 14, 2017, 11:17:34 AM
Quote from: Seeker89 on January 06, 2017, 12:22:02 PM
Is there a plan to add bigger tents?
You can deconstruct 1 wall, place another tent, deconstruct wall between them.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Sideburn100 on January 14, 2017, 06:20:57 PM
Right I have subscribed to camping mod and it seems to have updated. But why am I not seeing any change in game after rebooting?
I go into my tailoring bench to make the gear and there is nothing. Make new caravan and no camp option. What am I missing.
Thanks.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Degraine on January 14, 2017, 08:22:28 PM
I'm having an odd issue where trying to rotate the tent causes it to behave like I'm pressing Q or E twice, most of the time. Makes it very difficult to change from a N or S alignment to E or W, for instance.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Canute on January 15, 2017, 06:43:33 AM
Portable stove's without fuel are still heating.

Could you move the download-link a bit bigger and/or move it at the top/end of the 1. posting ?
It is a bit hard to find between all the pictures.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Sideburn100 on January 15, 2017, 08:52:51 AM
How do I get this mod working in game? Ive subscribed and its updated. But when I get into my save, I cant craft tents, sleeping bags etc. Is there something im missing?
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Canute on January 15, 2017, 09:07:04 AM
When you are a steam user, sorry i don't know.

Otherside, from the mainmenu open the Mods, look if the mod is activated.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Hayhorse on January 15, 2017, 02:35:20 PM
Cant figure out how to place tents, any help?

Edit: Do I need to have a specific tech to place the tent even if I already have it as a portable tent object?

Edit 2: NVM read through the OP again.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Nandonalt on January 15, 2017, 07:55:40 PM
Quote from: Canute on January 15, 2017, 06:43:33 AM
Portable stove's without fuel are still heating.

Could you move the download-link a bit bigger and/or move it at the top/end of the 1. posting ?
It is a bit hard to find between all the pictures.

Thanks for the bug report and feedback, it'll be fixed on the next update.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: drakulux on January 16, 2017, 09:50:19 AM
Hey, great mod to go with your other mod, its nice that you thought about this too. Havent started playing yet, just gathering mods but this is already in my modlist. Wanted to add a little helping hand cuz no offence but I aint sleeping in that...what is that micheline man?

So here is somehing to help out  ;)

You need to rotate the picture and save it to have it for all rotation sides, just look in the mod textures molder you will understand.

[attachment deleted by admin due to age]
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Zebukin on January 16, 2017, 11:48:51 AM
Quote from: drakulux on January 16, 2017, 09:50:19 AM
Hey, great mod to go with your other mod, its nice that you thought about this too. Havent started playing yet, just gathering mods but this is already in my modlist. Wanted to add a little helping hand cuz no offence but I aint sleeping in that...what is that micheline man?

So here is somehing to help out  ;)

You need to rotate the picture and save it to have it for all rotation sides, just look in the mod textures molder you will understand.
I think, the initial sprite was just a placeholder.
Also I made new one for myself. So here it is.
All positions in archive. Tested in game, optimized with pngcrush.

[attachment deleted by admin due to age]
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Zebukin on January 16, 2017, 12:08:37 PM
Also I request of ability to switch off portable stove. In the summer it is only useful to cook, but not all day long. Now I need uninstall it to switch off and not to waste fuel.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Canute on January 16, 2017, 12:37:11 PM
I requested that too, but non electrical devices are not flickable.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Hayhorse on January 16, 2017, 10:03:01 PM
He could just make it forbid-able, or set the "switch" campfires have that say to not fuel it.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Nandonalt on January 17, 2017, 11:51:20 AM
Quote from: Zebukin on January 16, 2017, 11:48:51 AM
Quote from: drakulux on January 16, 2017, 09:50:19 AM
Hey, great mod to go with your other mod, its nice that you thought about this too. Havent started playing yet, just gathering mods but this is already in my modlist. Wanted to add a little helping hand cuz no offence but I aint sleeping in that...what is that micheline man?

So here is somehing to help out  ;)

You need to rotate the picture and save it to have it for all rotation sides, just look in the mod textures molder you will understand.
I think, the initial sprite was just a placeholder.
Also I made new one for myself. So here it is.
All positions in archive. Tested in game, optimized with pngcrush.

Ooh, I like it. Do I have your permission to use it on the mod?

I'm aware of your portable stove suggestions. I'll take a look into it, I'm a little busy this week but I'll work on it soon.
Title: Re: [A16] Camping Stuff v0.2.2
Post by: Sarelth on January 17, 2017, 12:03:03 PM
Is it possible to get a double sleeping bag for those long lonely nights...
Title: Re: [A16] Camping Stuff v0.2.2
Post by: drakulux on January 17, 2017, 01:09:48 PM
Yep you can use the images :)
Title: Re: [A16] Camping Stuff v0.2.2
Post by: RemingtonRyder on January 17, 2017, 05:11:00 PM
I had some free time to test out and texture an Unfinished Item for the tents. See attachments.

You can probably come up with a better texture, I just wanted to see if it worked. :)





[attachment deleted by admin due to age]
Title: Re: [A16] Camping Stuff v0.2.2
Post by: faltonico on January 17, 2017, 05:25:26 PM
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Nandonalt on January 18, 2017, 11:25:11 AM
VERSION 0.2.3 - CHANGELOG:
-> Tent rotating is now less sensitive
-> Added unfinished tent to the recipe, so colonists pause tent tailoring (thanks MarvinKosh!)
-> New sleeping bad texture (thanks drakulux!)
-> FIX: Portable heater requires fuel to heat spaces
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Draxis on January 18, 2017, 07:22:30 PM
This is an excellent mod and I'm really enjoying it. I was about to start a nomad play through, but I had a few ideas which hopefully would be simple to implement and really add to the whole mobile lifestyle. If possible, would you consider adding the following? My idea was to have as much of a base which easily picked up and moved to support a nomadic lifestyle. You would need pack animals to move things since the bigger tents would be very heavy, but it would provide an incentive to really base things around pack animals and keep moving. Keep up the great work!

Title: Re: [A16] Camping Stuff v0.2.3
Post by: forestfey on January 19, 2017, 04:26:00 PM
hey dear, i'm still positively outraged by your ingenious mod!!! Like, I really lost it (as in flailing arms, exclamating sounds and chair-bouncing) when I saw its first upload :D
I'd like to know if I could use your refuelable-heatpusher-comp for another, different portable stove I'm working on? My just finished inspection showed, that not even Jecrell's wood stove furnace has it... You would be credited duly where you want, like in the about text, of course...
Cheers!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Kryas on January 28, 2017, 01:12:28 PM
I'm having some trouble. If a pack animal picks up the tent or sleeping bag, I can't order them to drop it? My caravan can't sleep because the muffalo's won't drop them
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Sebastian Cigar on March 06, 2017, 11:39:50 AM
Hello!
Would it be possible to implement automatically placed flooring for the smaller tents? The medium and the large ones look more like festive tents in my opinion and those usually don't come in with a groundsheet attached. The same mechanics of missing walls (or floor tiles only, or both, if that's even possible) should be applied in case a piece of flooring was deconstructed.  I'm quite surprised noone has suggested that before.
Other than that, it's a great mod you've created, I absolutely love it  ;D
Title: Re: [A16] Camping Stuff v0.2.3
Post by: becomeweaker on March 06, 2017, 03:16:58 PM
Great! Now I have to make a base using only those!

And of course, walls around them... it wouldn't last long otherwise...
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Trigon on March 06, 2017, 06:51:19 PM
I enjoy using them as medical facilities for quick setup rather than a spot in my filthy hovels.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on March 25, 2017, 01:10:47 AM
How about some backpacks to improve carry weight slightly mate?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: lperkins2 on May 02, 2017, 08:36:50 PM
If you're having trouble adding this mid-game due to the workgiver issue, set use priorities to false in the work tab before adding this mod.  (Or by editing the save file).  You can then re-enable it once you load the game.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: 1 Kiwi on May 27, 2017, 08:31:23 PM
Is this compatible with Alpha 17?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: DariusWolfe on May 27, 2017, 09:25:42 PM
It doesn't break the game, but it doesn't work right, either. I think sleeping bags are fine, but I think tents and the camp heater/stove is broken. Nandonalt has said elsewhere recently that updates are coming, though.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: rambo on June 10, 2017, 08:48:19 PM
Update it please
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Love on June 10, 2017, 08:58:39 PM
Quote from: rambo on June 10, 2017, 08:48:19 PM
Update it now

Wow, not even a please.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: rambo on June 10, 2017, 09:55:02 PM
Quote from: Love on June 10, 2017, 08:58:39 PM
Quote from: rambo on June 10, 2017, 08:48:19 PM
Update it now

Wow, not even a please.
I apologise for my mistake. I corrected it
Title: Re: [A16] Camping Stuff v0.2.3
Post by: AngleWyrm on June 10, 2017, 11:04:28 PM

(https://s-media-cache-ak0.pinimg.com/236x/fc/c2/fd/fcc2fdf0c3a89be1df9d2d712a10e27c.jpg)Caravans could use some joy objects, maybe something that can go into pawn gear, like a flute or some dice or holo-game visors. Effects? Maybe a mood boost while carried, or an increase to minimum mood.

Or an activity that can take place on the road that boosts morale, maybe when a caravan gets ready to take a nap, gets up in the morning, is hungry, tired, or in need of some fun.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on June 11, 2017, 03:52:23 AM
I think each caravan need it own AngleWyrm, that show pics from the last caravans and entertain the people with her presents ! :-)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alexander_Lem on June 11, 2017, 06:14:57 AM
And here i am, starting an A17 game with A16 camping stuff. No errors, everything's working fine, even crafted a few tents. And then a need arises to deploy one and... nothing happens on rightclick :c
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Rafe009 on June 13, 2017, 01:54:59 PM
Quote from: Alexander_Lem on June 11, 2017, 06:14:57 AM
And here i am, starting an A17 game with A16 camping stuff. No errors, everything's working fine, even crafted a few tents. And then a need arises to deploy one and... nothing happens on rightclick :c

I'de be happy with just the butchering spot. Can you confirm that works?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Cabdono on June 13, 2017, 02:01:09 PM
Quote from: Rafe009 on June 13, 2017, 01:54:59 PM
I'de be happy with just the butchering spot. Can you confirm that works?

There's no reason it shouldn't, give it a try.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Love on June 13, 2017, 04:39:12 PM
Quote from: Rafe009 on June 13, 2017, 01:54:59 PM
Quote from: Alexander_Lem on June 11, 2017, 06:14:57 AM
And here i am, starting an A17 game with A16 camping stuff. No errors, everything's working fine, even crafted a few tents. And then a need arises to deploy one and... nothing happens on rightclick :c

I'de be happy with just the butchering spot. Can you confirm that works?
Download the Tribal Production mod.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: zarathustra_bezbozhnik on June 15, 2017, 08:22:03 AM
Thanks in advance for the A17 update! We're so waiting for it.
..no pressure btw)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Xubrim on June 16, 2017, 02:55:24 PM
Quote from: AngleWyrm on June 10, 2017, 11:04:28 PM

Caravans could use some joy objects, maybe something that can go into pawn gear, like a flute or some dice or holo-game visors. Effects? Maybe a mood boost while carried, or an increase to minimum mood.

Just an fyi, a minified horseshoe set weights only 0.9 kg. That's less than any of the objects added by this mod, plus it fits very well with the camping theme, imo.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Rusco on June 19, 2017, 01:07:14 AM
Do you think there's a chance there could be a low-tech version of the tent for tribal runs? Something made out of leathers or something?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on June 19, 2017, 02:36:33 AM
Maybe you didn't notice:
1/8/2016 - VERSION 0.2.0:
-> Tents are now made with textiles (fabric or leather) instead of cloth only (your existing tents will be updated when deployed again);
-> There are two new sizes of tents: medium and big;


Both tents are craftable at the crafting spot. Only the Large tent need the tailoring bench.
All you want is allready done.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: JT on June 25, 2017, 12:09:13 PM
Quote from: Love on June 13, 2017, 04:39:12 PM
Download the Tribal Production mod.

So we're now in a triangle of butchery spots!  I never updated my own Butchery Spot mod because of Camping Stuff, and now Camping Stuff hasn't updated its Butchery Spot and someone else has stepped in.  Heh.  Seems like at the very least Tribal Production should be rolled into vanilla proper, since the various "spots" are a far more popular feature than I think people originally figured...
Title: Re: [A16] Camping Stuff v0.2.3
Post by: DariusWolfe on June 25, 2017, 12:17:19 PM
The Camping Stuff butcher spot works. Literally the only thing broken about this mod in A17 is the tents. The rest of the mod still adds enough functionalit that I'm using it despite tents not working.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: rambo on June 26, 2017, 07:52:52 PM
The reason i wanted the mod is because of the tents so...
Title: Re: [A16] Camping Stuff v0.2.3
Post by: rambo on July 05, 2017, 06:15:47 AM
Method not found: 'Verse.AI.ReservationUtility.CanReserve'.
at Verse.ThingWithComps/<GetFloatMenuOptions>c__Iterator140.MoveNext () <0x0023f>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.AddHumanlikeOrders_Patch4 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0415c>
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch1 (UnityEngine.Vector3,Verse.Pawn) <0x001f2>
at AchtungMod.Controller.MouseDown (UnityEngine.Vector3) <0x00126>
at AchtungMod.Controller.HandleEvents () <0x00155>
at AchtungMod.MainTabsRoot_HandleLowPriorityShortcuts_Patch.Prefix () <0x00015>
at (wrapper dynamic-method) RimWorld.MainTabsRoot.HandleLowPriorityShortcuts_Patch1 (object) <0x00010>
at RimWorld.MainButtonsRoot.HandleLowPriorityShortcuts () <0x00016>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0017f>
at Verse.Root.OnGUI () <0x000c6>
got this error form the tent
Title: Re: [A16] Camping Stuff v0.2.3
Post by: SpaceDorf on July 05, 2017, 08:03:16 AM
The Fur Beds from the Tribal Pack are also similiar enough to Sleeping Bags that I used them for exactly this ..

Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 18, 2017, 02:26:03 PM
I was poking around the mod's source files and I *think* I was able to update the mod to A17 compatibility by:

I've included a zip with the changes for anyone interested (and Nandonalt if he'd like to use it to push an official A17 update). Let me know if I've broken something and I'll do some more poking and try to fix it.

Edits 1 & 5:
GitHub link: GitHub (a17) (https://github.com/Alias44/-A17-Camping-Stuff-v0.2.3)
GitHub link: GitHub (b18) (https://github.com/Alias44/B18-Camping-Stuff-v0.2.3/)

Edit2: Changed author in about.xml to Nandonalt
Edit3: Fixed endless tent repair bug (change #8) and re-uploaded mod
Edit4: Attachment re-uploaded by Alias due to age

[attachment deleted by admin: too old]
Title: Re: [A16] Camping Stuff v0.2.3
Post by: abarilov on July 18, 2017, 10:03:24 PM
Woohoo thank you Alias! Gonna test it out!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: alexander_q on July 19, 2017, 10:01:24 AM
Tried A17 version above. Can confirm I'm able to craft tents in each of the three sizes, and each can be packed and unpacked, and rotated. Each also correctly interacts with terrain.

Great job!

EDIT: Unfortunately, I have found a bug with the tents. After having damaged them, and packed them, a new right click menu item "repair tent" is available. Executing this action however fails to repair the tent (pawn will still use materials, perform action). Upon unpacking again, a damaged tent has no doors and gives a "some walls will be missing" message. No amount of performing the repair action successfully repairs the tent.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 20, 2017, 11:15:39 AM
Nice! I probably should have tested that part (I was just happy that the tents were packing okay, at one point they were leaving doors all over the place). Give me some time and I'll see what I can do about that.

Edit: All fixed! I've re-uploaded the mod in my original post and on GitHub
Title: Re: [A16] Camping Stuff v0.2.3
Post by: alexander_q on July 21, 2017, 02:01:52 AM
Tested just now, can confirm tents can now be repaired successfully. I did notice that there are some errors in the text of the right click menu for the repair material, but it makes no functional difference.

Question: when a tent is damaged, packed and re-deployed, is it always the doors that are missing, regardless of how much damage was done? Is this the behaviour of previous versions of the mod?

EDIT: No, there seem to be several stages of damaged tent. One interesting thing that happened during my tent experiments was that after having destroyed all walls and doors, the roof collapsed and severely injured a colonist... I wonder if this room collapse behaviour can be changed for the tent.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 24, 2017, 03:36:35 PM
There are no errors in the right click menu, the game is behaving exactly as it should. Nandonalt's code makes use of the translate() method, likely to allow the mod to play nicely with other languages (not entirely sure why "repair the tent (" is hard coded in English, but I read code not minds). As part of the translate method the text gets handed off to the PseudoTranslated() method when the game is in developer mode, hence creating the funny characters.
Yes, broken tents will always deploy with the same chunks missing, in the same order (doors, then walls), given they are in the same orientation, that's just the way Nandonalt coded it.
The roof collapse behavior is due the fact that the game has three roofs (constructed, rock thin, and rock thick), the tents spawn constructed roof in their deployment and destroy it when they get packed back down. At the moment I'm not entirely sure how to fix this (I would have to define a new type of roof that has all of the properties of a regular roof, except that it has a 0 damage multiplier) or even sure if I want to fix this behavior, as quite frankly if your let your tent get destroyed to the point where it has no walls you kind of deserve what happens next.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Katarumi on July 24, 2017, 04:42:31 PM
You craft the tent at a crafting spot or a hand / electric tailor bench, right? With no required research?

I'm not seeing how to craft one, even in God Mode. I have just core and the mod enabled and the most recent github version (0.2.3). No visible errors in the log, other than the irrelevant 'Version 'unknown'' error.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 24, 2017, 04:52:56 PM
Correct, however version is defined in the about.xml file, are you sure you downloaded the entire thing? Even in the official a16 version you could craft tents, you just couldn't deploy them.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Katarumi on July 25, 2017, 08:47:52 AM
Yep, it was a problem on my end! Sorry about that, and thank you for the update.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Mitsael on August 02, 2017, 04:37:21 PM
Quote from: Alias on July 18, 2017, 02:26:03 PM
I was poking around the mod's source files and I *think* I was able to update the mod to A17 compatibility by:

  • Removing the references to Microsoft.CSharp and System.Net.Http and setting .net target to 3.5 (these may just be my visual studio adding stuff on me)
  • Changing 'stringToLines' to 'StringToLines' on CompTargetable_Tent.cs lines 53 & 195
  • Changing 'getPlacements' to 'GetPlacements' on CompTargetable_Tent.cs lines 191, 306, & 530 and CompPackTents.cs line 93
  • Adding a '-1,' to CompTargetable_Tent.cs line 446 so it reads: return GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(this.parent.Stuff), PathEndMode.InteractionCell, TraverseParms.For(pawn, pawn.NormalMaxDanger(), TraverseMode.ByPawn, false), 9999f, validator, null, -1, -1, false);
  • Changing 'Scribe_Values.LookValue' to 'Scribe_Values.Look' on CompPackTent.cs lines 64 & 65
  • Commenting out (or deleting) CompPackTent.cs lines 179-204
  • Changing CompPackTent.cs lines 153-164 to:
    'nodoor = false;
    thingList2.Destroy(DestroyMode.Vanish);'
  • moved original JobDriver_RepairTent.cs line 48 to after line 53

I've included a zip with the changes for anyone interested (and Nandonalt if he'd like to use it to push an official A17 update). Let me know if I've broken something and I'll do some more poking and try to fix it.

Edit: GitHub link: GitHub (https://github.com/Alias44/-A17-Camping-Stuff-v0.2.3)
Edit2: Changed author in about.xml to Nandonalt
Edit3: Fixed endless tent repair bug (change #8) and re-uploaded mod

I was just going to comment on the serious error of deploying the store, but I see a possible solution ... thanks, I'll try it
Title: Re: [A16] Camping Stuff v0.2.3
Post by: tag8833 on August 21, 2017, 03:09:19 PM
I downloaded the A17 version posted above, and I can craft tents, but can't deploy them.  Any thoughts?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: sirgzu on August 21, 2017, 03:23:41 PM
Quote from: tag8833 on August 21, 2017, 03:09:19 PM
I downloaded the A17 version posted above, and I can craft tents, but can't deploy them.  Any thoughts?
Try restarting the game and then first thing try deploying the tent.

I've had issues like that where features get broken after a few hours gameplay, it's worth a shot.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: tag8833 on August 21, 2017, 04:28:00 PM
Quote from: sirgzu on August 21, 2017, 03:23:41 PMTry restarting the game and then first thing try deploying the tent.
Good idea, but that didn't do it.  I'm wondering if I've got a conflict with another mod.  1st thought is miniaturization or the allow tool.  I'll do some tests by removing them.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on August 21, 2017, 06:36:19 PM
Quote from: tag8833 on August 21, 2017, 03:09:19 PM
I downloaded the A17 version posted above, and I can craft tents, but can't deploy them.  Any thoughts?

Hmm, that's a new one... That issue is known to the a16 version, Can you confirm that you downloaded the entire file, placed it in mods, and are only running the a17 version?
Also is the log in devmode spewing any errors (when you try to interact with the tent)?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: tag8833 on August 23, 2017, 11:32:16 AM
Quote from: Alias on August 21, 2017, 06:36:19 PM
Hmm, that's a new one... That issue is known to the a16 version, Can you confirm that you downloaded the entire file, placed it in mods, and are only running the a17 version?
Also is the log in devmode spewing any errors (when you try to interact with the tent)?
Pretty sure I installed the mod right. 

I've attached screenshots of my Rimworld Version, my mods list, and the results if I do a DeepInspector on the Tent.

Here is the About.xml:
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>

    <name>Camping Stuff</name>

    <author>Nandonalt</author>

    <url>https://ludeon.com/forums/index.php?action=profile;u=58544</url>

    <targetVersion>0.17.1557</targetVersion>

    <description>v0.2.3 Camping Stuff Mod By Nandonalt (made compatible with a17 by Alias): Adds Deployable Tents(Normal, Medium and Big), Sleeping Bags, Portable Stoves and the Butchering Spot.
   Version 2.0 enables you to make tents from any textile and adds two new sizes to tents: medium and big.</description>

</ModMetaData>

[attachment deleted by admin: too old]
Title: Re: [A16] Camping Stuff v0.2.3
Post by: tag8833 on August 24, 2017, 03:32:57 PM
You know what I just realized.  You have to select a pawn and then right click on a tent to deploy it.  It isn't an option when you select the tent. 

That was my problem.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on August 25, 2017, 12:50:40 AM
Quote from: tag8833 on August 24, 2017, 03:32:57 PM
You know what I just realized.  You have to select a pawn and then right click on a tent to deploy it.  It isn't an option when you select the tent. 

That was my problem.

Yeah, that would do it. Glad you got that figured out before I spent hours reading code trying to find a bug that wasn't there :)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Twistedalice on October 21, 2017, 07:06:28 AM
Hello guys, I realise this thread is a couple of months old, but I'm hoping someone can help me.  I've managed to download the mod and I think I have installed it correctly into the folders, because I'm getting an error message when it is loading.

Mod -A17-Camping-Stuff-v0.2.3-master has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.17.1557</targetVersion>
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
Verse.ModLister:.cctor()
Verse.<>c__Iterator211:MoveNext()
Verse.<>c__Iterator211:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

I can confirm that this is the most current version of the mod as far as I can tell, but I'm really not sure what to do about this, as none of the tents are showing up on the crafting spot, and I don't have the sleeping bags either...

Could someone advise on what I need to do to fix this at all?

Thank you!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on October 21, 2017, 07:16:24 AM
QuoteHello guys, I realise this thread is a couple of months old, but I'm hoping someone can help me.  I've managed to download the mod and I think I have installed it correctly into the folders, because I'm getting an error message when it is loading.
I think you didn't install it correct.
You download the master from github and unzip all into Mods, you like do with other mods too.
But the author of the github just use github at distribution.
Inside the -A17-Camping-Stuff-v0.2.3-master
is another folder Nandonalt_CampingStuff-a17
this folder you need to move to Mods.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on October 21, 2017, 05:16:53 PM
QuoteHello guys, I realise this thread is a couple of months old, but I'm hoping someone can help me.  I've managed to download the mod and I think I have installed it correctly into the folders, because I'm getting an error message when it is loading.
@Canute is probably right it sounds like some part of the mod is missing or corrupted.

QuoteBut the author of the github just use github at distribution.
The author would be me, and the file in my post got marked as old and was removed from my post, I'll reattach it
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Shauano on October 23, 2017, 03:01:02 PM
This mod works on A17
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Toragor on November 19, 2017, 07:35:07 AM
Any chance you can update it again for B18?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on November 19, 2017, 04:26:18 PM
Quote from: Toragor on November 19, 2017, 07:35:07 AM
Any chance you can update it again for B18?

I can try, but I have semester finals coming up soon, so I can't guarantee that I'll be able work on it until after finals.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Sniper Pilot on November 23, 2017, 11:24:29 AM
Much appreciated!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: CecilFF4 on December 29, 2017, 12:31:05 PM
v0.2.4 shows up in steam workshop but has no non-steam link. Anyone got that version zipped for us non-steamies?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on December 29, 2017, 04:34:26 PM
I promised I'd update, but Vaniat beat me to the workshop (by 2 days). I also rather liked the butchering spot, so I added it back (or rather didn't remove it).

GitHub link: GitHub (https://github.com/Alias44/B18-Camping-Stuff-v0.2.3)

[attachment deleted by admin: too old]
Title: Re: [A16] Camping Stuff v0.2.3
Post by: CecilFF4 on December 29, 2017, 05:59:46 PM
Ah, thanks! Now my life is complete. Also, I liked the butchering spot, too. Thanks again!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: borrego on February 01, 2018, 04:42:23 PM
can you update it to A18? thanks!! great mod
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on February 01, 2018, 04:55:59 PM
2 posts above :)
Quote from: Alias on December 29, 2017, 04:34:26 PM
I promised I'd update, but Vaniat beat me to the workshop (by 2 days). I also rather liked the butchering spot, so I added it back (or rather didn't remove it).

GitHub link: GitHub (https://github.com/Alias44/B18-Camping-Stuff-v0.2.3)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on February 12, 2018, 09:47:25 AM
Quote from: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on February 12, 2018, 10:26:59 AM
Quote from: Alias on February 12, 2018, 09:47:25 AM
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.

Alias, thank you so much for updating this mod. However, there is this ONE mod that I have left that I really, really want to have updated to B18, and I will seriously feel like my list is complete. Or at least to my satisfaction, because I feel like without this mod, that my immersion is getting really hurt. The mod is Snowy Trees, and it was made by Nandonalt. So instead of most of your trees going leafless when it snowed, they would get "snowy". Anyway, it makes the boreal forest biome look so beautiful, like a winter wonderland. Now playing without this mod makes it look not nearly as nice in the snow, knowing what I'm missing out on :-\

Anyway, I was curious. Do you think you could find it in your heart, to help out a friendly internet stranger? Honestly, I would be so freaking grateful! I even have my own mods that I've been working on, and will release someday hopefully soon, to help give back to the community. But I am not a C# programmer, so I am completely stuck when it comes to stuff like this  :-[

Either way, I fully understand if this is something you can not do. I am still very grateful for you maintaining Camping Stuff, because these tents are really awesome. Thank you! ;D

https://ludeon.com/forums/index.php?topic=29221.0
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Kori on February 12, 2018, 11:34:39 AM
Quote from: Harry_Dicks on February 12, 2018, 10:26:59 AM
https://ludeon.com/forums/index.php?topic=29221.0

These snowy trees look beautiful!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on February 12, 2018, 11:47:41 AM
Quote from: Kori on February 12, 2018, 11:34:39 AM
Quote from: Harry_Dicks on February 12, 2018, 10:26:59 AM
https://ludeon.com/forums/index.php?topic=29221.0

These snowy trees look beautiful!

Oh yeah! It almost makes me upset that I discovered that mod, because now I can't play with it and know what I'm missing out on! ;D

But really, if someone could just please bring this to B18, even if it is missing textures for any new trees that were added (I'm not even sure if any were) and I will make my own textures if I need to. I just can't do any of the C# stuff! :-\

Kori, I recommend you check this out https://steamcommunity.com/sharedfiles/filedetails/?id=751887749 After I saw this, it made me realize something. That RimWorld's trees are really lacking in size, they never have any actually big ones. With this mod, it will make the trees simply look bigger and have tighter clusters. It also changes around some of the vegetation and animal spawn rates for each biome. I only wanted the increase in tree size. If you wanted to do the same, you can open up the mod's folder, and the only things you would need to keep is everything in the About folder, and for the Defs you only need Kudzu_Plants.xml

The reason I turn the other stuff off in it, is because I use RF - Configurable Maps to alter flora and fauna. You also might be using Wild Animal Sex, which alters animal life as well.

Here's what I plan on bringing into my games next, the redwood trees from Nature's Pretty Sweet, just look how freaking awesome actually TALL trees look!

(https://steamuserimages-a.akamaihd.net/ugc/875251364537608559/0D4959E23E7EB0A412456259B947CC54A26C29C6/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on February 12, 2018, 12:03:45 PM
Quote from: Harry_Dicks on February 12, 2018, 10:26:59 AM
Anyway, I was curious. Do you think you could find it in your heart, to help out a friendly internet stranger? Honestly, I would be so freaking grateful! I even have my own mods that I've been working on, and will release someday hopefully soon, to help give back to the community. But I am not a C# programmer, so I am completely stuck when it comes to stuff like this  :-[

Either way, I fully understand if this is something you can not do. I am still very grateful for you maintaining Camping Stuff, because these tents are really awesome. Thank you! ;D

https://ludeon.com/forums/index.php?topic=29221.0

I'm supper swamped with school right now, but I have a break coming up in a few weeks, I can try to take a look then (assuming I don't get homework that needs doing). I will give fair warning: I have't really worked with hugsLib and my C# programming is mostly a combination of knowing Object Oriented concepts (from C++ and Java) and playing whack-a-mole with the red squiggle lines in Visual Studio.

And your welcome!
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Kori on February 12, 2018, 01:41:10 PM
Quote from: Harry_Dicks on February 12, 2018, 11:47:41 AM
Kori, I recommend you check this out https://steamcommunity.com/sharedfiles/filedetails/?id=751887749 After I saw this, it made me realize something. That RimWorld's trees are really lacking in size, they never have any actually big ones. With this mod, it will make the trees simply look bigger and have tighter clusters. It also changes around some of the vegetation and animal spawn rates for each biome. I only wanted the increase in tree size. If you wanted to do the same, you can open up the mod's folder, and the only things you would need to keep is everything in the About folder, and for the Defs you only need Kudzu_Plants.xml

Thank you, I will definitely try that out! I always wanted more trees in the rainforest biome.
Nature's Pretty Sweet looks really good, too! But too many bugs at the moment.  :-\
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on February 12, 2018, 05:18:06 PM
Quote from: Kori on February 12, 2018, 01:41:10 PM
Thank you, I will definitely try that out! I always wanted more trees in the rainforest biome.
Nature's Pretty Sweet looks really good, too! But too many bugs at the moment.  :-\

Yeah all I ever really hear about are problems from NPS, which is why I only want to get those trees ;D

Also have you ever checked out the TropiCKAPP Rainforest mod? I have a B18 version of that too if you're interested.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Kori on February 12, 2018, 05:54:58 PM
Quote from: Harry_Dicks on February 12, 2018, 05:18:06 PM
Also have you ever checked out the TropiCKAPP Rainforest mod? I have a B18 version of that too if you're interested.

The TropiCKAPP mod looks beautiful, but it adds new animals and I'm using CE, so it depends on how easily the new animals can be disabled without breaking the mod.  :-\
Do you think this can be done via XML?

edit: let's talk about this in the TropiCKAPP thread  :)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on February 13, 2018, 03:10:08 AM
Quote from: Alias on February 12, 2018, 09:47:25 AM
Quote from: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.
I still see them. Zip folder says b18 v0.2.3-masterzip
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on February 13, 2018, 07:30:00 AM
I was able to build the portable stove but after constructing it just disappeared. its not in anyones gear inventory, and when I try to form caravan it doesnt show up either??
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on February 13, 2018, 07:37:50 AM
Quote from: Ruisuki on February 13, 2018, 03:10:08 AM
Quote from: Alias on February 12, 2018, 09:47:25 AM
Quote from: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.
I still see them. Zip folder says b18 v0.2.3-masterzip

They exist as textures but I didn't see any evidence of them existing in my defs when I browsed over them. Are we all using the same version?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on February 18, 2018, 03:39:47 AM


Quote from: Harry_Dicks on February 13, 2018, 07:37:50 AM
Quote from: Ruisuki on February 13, 2018, 03:10:08 AM
Quote from: Alias on February 12, 2018, 09:47:25 AM
Quote from: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.
I still see them. Zip folder says b18 v0.2.3-masterzip

They exist as textures but I didn't see any evidence of them existing in my defs when I browsed over them. Are we all using the same version?
I see the sleeping bag(upside down) when looking under the furniture tab but havent tried to build it. More troubling is the portable stove which just seems to eat up my resources after being built and disappearing.

edit: i managed to get the stove to appear after uninstalling, deleting and reextracting then reinstalling the mod at least
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on February 23, 2018, 10:10:20 PM
Any chance of the portable stove being improved? Most of the time im using campfire to make 4x meatballs, and the stove only has 2 recipes plus uses chemfuel. Kinda feel it should be buffed to at least do bulk meals?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on February 23, 2018, 10:44:36 PM
Quote from: Ruisuki on February 23, 2018, 10:10:20 PM
Any chance of the portable stove being improved? Most of the time im using campfire to make 4x meatballs, and the stove only has 2 recipes plus uses chemfuel. Kinda feel it should be buffed to at least do bulk meals?

I can help you add recipes to any workstation if you need you can message me on Discord. Mind you, you will need to already have the recipes in either the base game, or a mod that will be loaded before the one we modify, because I am too lazy to make a proper patch but not that lazy that I won't help you add in a recipe ;)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Mr_Man on February 24, 2018, 12:25:31 AM
Quote from: Alias on December 29, 2017, 04:34:26 PM
I promised I'd update, but Vaniat beat me to the workshop (by 2 days). I also rather liked the butchering spot, so I added it back (or rather didn't remove it).

GitHub link: GitHub (https://github.com/Alias44/B18-Camping-Stuff-v0.2.3)


Someone should update the OP with this link.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on February 26, 2018, 03:38:10 PM
Quote from: Ruisuki on February 18, 2018, 03:39:47 AM


Quote from: Harry_Dicks on February 13, 2018, 07:37:50 AM
Quote from: Ruisuki on February 13, 2018, 03:10:08 AM
Quote from: Alias on February 12, 2018, 09:47:25 AM
Quote from: Ruisuki on February 12, 2018, 03:00:38 AM
is there a point to sleeping bags since I think b18 added sleeping rolls??
Nope, that's why they were removed in the b18 version. I forgot to change the mod description when I updated it, but its fixed now.
I still see them. Zip folder says b18 v0.2.3-masterzip

They exist as textures but I didn't see any evidence of them existing in my defs when I browsed over them. Are we all using the same version?
I see the sleeping bag(upside down) when looking under the furniture tab but havent tried to build it. More troubling is the portable stove which just seems to eat up my resources after being built and disappearing.

edit: i managed to get the stove to appear after uninstalling, deleting and reextracting then reinstalling the mod at least

I left the texture in case I decided that I wanted to reuse it or patch it over the existing bedroll. Otherwise the code does not touch bedrolls/ sleeping bags.

If the portable stove is having issues/ needs recipes, I can take a look when I find a second to.

Quote from: Mr_Man on February 24, 2018, 12:25:31 AM
Quote from: Alias on December 29, 2017, 04:34:26 PM
I promised I'd update, but Vaniat beat me to the workshop (by 2 days). I also rather liked the butchering spot, so I added it back (or rather didn't remove it).

GitHub link: GitHub (https://github.com/Alias44/B18-Camping-Stuff-v0.2.3)


Someone should update the OP with this link.
I updated my original post with the b18 link, but as far as Nandonalt's post, he hasn't been super active lately...
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on March 02, 2018, 12:18:49 PM
Quote from: Ruisuki on February 23, 2018, 10:10:20 PM
Any chance of the portable stove being improved? Most of the time im using campfire to make 4x meatballs, and the stove only has 2 recipes plus uses chemfuel. Kinda feel it should be buffed to at least do bulk meals?

Ruisuki, What mod are you using that adds meatballs and what recipes would you like to see added to the stove?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on March 02, 2018, 01:35:02 PM
Quote from: Alias on March 02, 2018, 12:18:49 PM
Ruisuki, What mod are you using that adds meatballs and what recipes would you like to see added to the stove?

I'm not completely sure, but I would guess either Vegetable Garden, or GouRIMet.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on March 02, 2018, 07:43:47 PM
Quote from: Alias on March 02, 2018, 12:18:49 PM
Quote from: Ruisuki on February 23, 2018, 10:10:20 PM
Any chance of the portable stove being improved? Most of the time im using campfire to make 4x meatballs, and the stove only has 2 recipes plus uses chemfuel. Kinda feel it should be buffed to at least do bulk meals?

Ruisuki, What mod are you using that adds meatballs and what recipes would you like to see added to the stove?
Yeah harry got it, gourimet is what im using for meatballs. Its got the same nutrition as pemmican but the bulk option costs you 40 meat. https://ludeon.com/forums/index.php?topic=27860.0

Hmmm well I'd say itd have to be weaker than a stove still, but I think it should be stronger than whats available in a campfire, to give incentive to use it instead.. Though I'd be content if it carried the same of whats available for the campfire but with the option of cooking in bulk. Then again if you have any ideas to create new recipes exclusively for the campfire that'd be good too.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on March 02, 2018, 09:32:49 PM
Quote from: Ruisuki on March 02, 2018, 07:43:47 PM
Yeah harry got it, gourimet is what im using for meatballs. Its got the same nutrition as pemmican but the bulk option costs you 40 meat. https://ludeon.com/forums/index.php?topic=27860.0

Hmmm well I'd say itd have to be weaker than a stove still, but I think it should be stronger than whats available in a campfire, to give incentive to use it instead.. Though I'd be content if it carried the same of whats available for the campfire but with the option of cooking in bulk. Then again if you have any ideas to create new recipes exclusively for the campfire that'd be good too.

Hmm, I think the original idea for the stove was to essentially be a campfire (that doesn't disappear when it's out of fuel) that you can pick-up and haul with your caravan. I'm not opposed to buffing it slightly, but I don't want to force bulk meals on players who don't want them, so I can do one of two things:
1. Add a conditional x-path to patch in bulk meals if there is a mod that puts bulk meals into play (Feed The Colonists, Bulk Crafting, Master of Cooking, GouRIMet, etc.)
2. Write the recipes in and comment them out, to be un-commented by those who want them
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on March 03, 2018, 03:40:43 AM
I don't think a portable stove is suitable for bulk meal's. Not very realistic that you can cook a large amount on that single heat spot.
(https://tse1.mm.bing.net/th?id=OIP.HKTPsyxBtSgvV-CIVyHMaAHaHa&pid=15.1&P=0&w=300&h=300)

For bulk meal's you need something like a mobile kitchen the army use.
But then you would need giddy up, to have a transport animal which can be assigned to that.
(https://tse1.mm.bing.net/th?id=OIP.ZklBAdcoAk8RWQRmw8ZbWAHaFj&pid=15.1&P=0&w=211&h=159)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on March 03, 2018, 03:42:09 AM
Ruisuki we can always just add in recipes to whatever we want to. If you need help doing this in xml, I can help you.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on March 03, 2018, 03:52:48 AM
And don't forget campfire is vanila, other mod's easyly can add stuff to that.
But the stove is a mod thing, other modder need to be aware of that mod, and create an extra patch or use modcheck to add campfire recipes to the stove.
But like Harry mention.
Locate the recipe you are mention at the mod, locate "Campfire" inside the recipe def and add another line like with Stove (you need to find the excat spelling for it first).
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on March 03, 2018, 07:25:47 AM
This is post is mainly directed at Ruisuki, as he was asking about the portable stove:

Do just like Canute said. I highly, HIGHLY recommend you download and use Notepad++.

If you don't have any text editors besides the ones that came with your PC, then you will be doing yourself one of the biggest favors possible by using Notepad++ or something similar to it, if you plan to start tinkering with the mods you use. And to be honest with you, I think you are ready. With as much as you post on this forum, I think you are pretty familiar with most mods. Not saying that I am anyone to judge on who is or isn't "ready to tweak their mods", but rather I am trying to encourage you :) Because a lot of the stuff you post, might be little modifications that you can do yourself.

Anyway, like I said before, I'll be around to help if you get stuck with anything. Feel free to post here, but mind you that most responses will be pretty delayed. If you would like more instant answers, at least for the things I would be able to help you with, feel free to ping me on Discord. Link to my channel is in the signature. You remind me of how I was a couple months ago, wanting to change a lot of little things in mods. So I took up the mantle myself, and starting learning how the xml works and look at me now. I only started playing RimWorld in late October, and having absolutely zero education on programming or computer languages or anything, and now I've got my own thread with 10 different download links to updated and/or customized mods that I want to share with the community.

If you start to learn all of this stuff too, then I'm sure you will want to start making your own little mods for yourself. Overtime, a lot of these might grow into something that might even be worth releasing to the community! Who knows what others might like that you've created. Remember, not all mods have to be these huge projects with tons of content. Sometimes some of the absolute best mods in the world, things that have become must haves for me, are something that's very small and little, but makes so much sense to have once you've seen it. And sometimes those beautiful little 10/10 mods will have to come from a random user that doesn't even make any other mods, it was just something small that they thought of and built for themselves, but thankfully decided to share with everyone else at some point.

That could be you! You have enough knowledge and refined taste to know what you want out of the game. The xml really is not that difficult to start learning, and then you can start creating all of these little things that you'd like to see for yourself, right away! That is as long as it's something super simple, like you wanting to add in recipes to a stove, at least starting off.

No more having to ask a mod maker to include something, and then just hoping that they even read your post, let alone respond or even implement your request. And if it your request were to even be implemented, it might not even happen until the next update which could be months away!

Recipes are actually a great starting point, too! And then you just start browsing around other people's mods who have recipes, of course even the one you are going to want to copy from, also tweaking things here or there, adjusting some values to what you would like them to be, and just learning as you go. Just start browsing how other mods do stuff, and also check out the core defs. In Notepad++, I always leave the core folder as a "work from folder" thing that I can always open up all of it's sub folders and files in a tree/branch structure, which makes it incredibly quick if I need to see how the base game does some operation for reference. Plus, don't be worried about breaking anything. You won't cause any irreversible damage as long as we have proper backups made at proper intervals!

You should be able to find the recipe that you want to copy over, that is available at a different workstation (like stove or campfire or whatever) and then be able to find this recipe in the defs. In this recipe it should have a list of what "recipeUsers" it has, I believe, and you should be able to add in the camping stove. However, if that stove comes from a mod, and this recipe comes from a separate mod, then you are now making one mod "dependent" on the other one. You'll get a red error if you don't have both mods loaded.

To get around this, we can create a patch that will only load when both mods are loaded. We can make the patch only inject the bulk recipe into the camping stove if the mod from which these bulk recipes comes from is loaded as well. Or, we could just add in the bulk recipes into the mod that has the camping stove, so that you will always have these recipes when that mod is loaded, even if it's your only mod loaded. Or we could even create a separate mod that has only the recipes you want, divorced from the original parent mod, in case you only wanted a few specific things from said mod. That's what I've done to a ton of mods myself. For example, in Medieval Times, I have stripped out only the desk/writing system, braziers, street lights, hearths (I even added my own flame, it's even in the correct location on the hearths too!), the throne, art, and a few more things. But you could start doing all sorts of stuff like this for yourself as well, it just takes a little investment, but I promise you it's worth it, and others (or I am, at least!) are willing to help you learn this stuff! :)

Anyway, I feel like I've ranted on long enough. But it's only because I think I can see in you what I felt like I was doing a few months ago, and if possible, I would always love to see RimWorld's modding community grow by one more :)

PS - I wanted to say again, especially if you really do decide to start working on mods, which I really hope you do :) is that you should setup these shortcuts on your desktop, that I will post below. I have one folder that's just called a "Master Modlist" which is actually just "clean", or not-edited-by-me most up to date versions of mods. That way in case I go messing with some mods and I go too far and break a bunch of stuff and don't feel like taking a few steps back or whatever, I already have a fresh copy of the mod (that I just broke) clean and ready to go only a couple of clicks away that I can super easily replace my now broken mod with. And the HD'sFP is my own custom mod that I was referencing earlier. It has parts in it from about 50ish mods now, and I hope to release it someday. One of the last people that I'm still waiting on a response from is Vindar, the maker of Medieval Times, although he hasn't logged in to these forums in a few weeks last I checked.

But you will seriously save yourself so much freaking time if you mess with your mods as much as I do. It has probably saved me over a few hours at this point.

These are the shortcuts that are important to me:
Master Modlist (backups of all mods I have downloaded and the different versions too)
HD'sFP (my own custom mod that I am always working on, just put all of the little crap into one big mod to make it easier to manage)
Mods (because I am going in and out of this folder way too much)
Config (because this is an entirely different directory than the Mods folder, and just trust me that you will want this shortcut)
ModsConfig (because being able to edit this on the fly and/or add/remove/cut/paste lists through notepad++ is the way to do things, and not be forced to only change the list while in game like a plebeian)

(https://i.imgur.com/YIVsd1U.png)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on March 09, 2018, 02:38:40 AM
Quote from: Alias on March 02, 2018, 09:32:49 PM
Quote from: Ruisuki on March 02, 2018, 07:43:47 PM
Yeah harry got it, gourimet is what im using for meatballs. Its got the same nutrition as pemmican but the bulk option costs you 40 meat. https://ludeon.com/forums/index.php?topic=27860.0

Hmmm well I'd say itd have to be weaker than a stove still, but I think it should be stronger than whats available in a campfire, to give incentive to use it instead.. Though I'd be content if it carried the same of whats available for the campfire but with the option of cooking in bulk. Then again if you have any ideas to create new recipes exclusively for the campfire that'd be good too.

Hmm, I think the original idea for the stove was to essentially be a campfire (that doesn't disappear when it's out of fuel) that you can pick-up and haul with your caravan. I'm not opposed to buffing it slightly, but I don't want to force bulk meals on players who don't want them, so I can do one of two things:
1. Add a conditional x-path to patch in bulk meals if there is a mod that puts bulk meals into play (Feed The Colonists, Bulk Crafting, Master of Cooking, GouRIMet, etc.)
2. Write the recipes in and comment them out, to be un-commented by those who want them
Whatever you decide is best. Im good with either option or new recipes just for the camping stuff stove.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Harry_Dicks on March 09, 2018, 06:18:55 PM
Quote from: Ruisuki on March 09, 2018, 02:38:40 AM
Whatever you decide is best. Im good with either option or new recipes just for the camping stuff stove.
Ruisuki will you ever take up the mantle of modifying these mods yourself? I've given you lots of advice, and offered a helping hand more than once. I am just curious, but if you like being able to change these things, wouldn't you like to be able to do so yourself instead of having to rely on others?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on March 09, 2018, 09:09:27 PM
Quote from: Harry_Dicks on March 09, 2018, 06:18:55 PM
Quote from: Ruisuki on March 09, 2018, 02:38:40 AM
Whatever you decide is best. Im good with either option or new recipes just for the camping stuff stove.
Ruisuki will you ever take up the mantle of modifying these mods yourself? I've given you lots of advice, and offered a helping hand more than once. I am just curious, but if you like being able to change these things, wouldn't you like to be able to do so yourself instead of having to rely on others?
Maybe someday. I'll let you know.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on June 25, 2018, 02:23:56 PM
In preparation for v1.0 (and now that I figured out GitHub releases), I have all moved all the camping stuff versions under one GitHub project. Those who wish to run older versions of the game can download the appropriate release from the release tab.

New GitHub: GitHub (https://github.com/Alias44/Nandonalts-Camping-Stuff)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: evilcats on July 13, 2018, 05:27:45 PM
I've hacked together a copy for the current version of 1.0, enjoy!
Includes, Marshmallows, Tents & New Camping Furniture!
Feel free to re-purpose or use any code in future updates-
https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0 (https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0)
https://www.patreon.com/HENRiYE (https://www.patreon.com/HENRiYE)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 14, 2018, 03:25:34 PM
Quote from: evilcats on July 13, 2018, 05:27:45 PM
I've hacked together a copy for the current version of 1.0, enjoy!
Includes, Marshmallows, Tents & New Camping Furniture!
Feel free to re-purpose or use any code in future updates-
https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0 (https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0)
https://www.patreon.com/HENRiYE (https://www.patreon.com/HENRiYE)

Thank you! I'd be happy to include your work in my next update, the mini solar panels are a fantastic idea. Now to find time to work on modding again...
Title: Re: [A16] Camping Stuff v0.2.3
Post by: evilcats on July 17, 2018, 06:33:05 AM
Cheers Alias! I'm still learning; your code was really readable so it wasn't too much of an issue to get it too work. It was actually the first time I got a mod to compile and work. Thanks for  the cool mod man :)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on July 17, 2018, 12:19:14 PM
Quote from: evilcats on July 17, 2018, 06:33:05 AM
Cheers Alias! I'm still learning; your code was really readable so it wasn't too much of an issue to get it too work. It was actually the first time I got a mod to compile and work. Thanks for  the cool mod man :)

I appreciate the compliment, but that's all Nandonalt. All I did was make a few tweaks, so that it plays nice with a17/b18.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Ruisuki on July 17, 2018, 01:47:52 PM
Quote from: evilcats on July 13, 2018, 05:27:45 PM
I've hacked together a copy for the current version of 1.0, enjoy!
Includes, Marshmallows, Tents & New Camping Furniture!
Feel free to re-purpose or use any code in future updates-
https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0 (https://www.dropbox.com/s/d2rvqp8q1nyi6pk/camping-stuff.zip?dl=0)
https://www.patreon.com/HENRiYE (https://www.patreon.com/HENRiYE)
oooooo nice. is the portable stove still weak though?
Title: Re: [A16] Camping Stuff v0.2.3
Post by: RemingtonRyder on August 30, 2018, 05:30:18 PM
Hey evilcats, I tried your hacked-together version of Camping Stuff but it doesn't seem to work with B19. :/
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on August 30, 2018, 06:27:15 PM
Quote from: MarvinKosh on August 30, 2018, 05:30:18 PM
Hey evilcats, I tried your hacked-together version of Camping Stuff but it doesn't seem to work with B19. :/

I'm currently working on a b19 version of the mod, I estimate I should have it good to go in a week or so (depending on homework and other life stuff).
Title: Re: [A16] Camping Stuff v0.2.3
Post by: RemingtonRyder on August 30, 2018, 07:21:14 PM
Great! I'll be sure and put it through its paces when it's ready. :)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: rawrfisher on August 30, 2018, 07:26:28 PM
Quote from: MarvinKosh on August 30, 2018, 07:21:14 PM
Great! I'll be sure and put it through its paces when it's ready. :)
Your not the only one.  I'm gonna rake it through the coals even more so then I do roolo's mods
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on September 26, 2018, 01:59:33 AM
Okay, so I was only off by a month, super sorry about that, but v5.0 is finally ready (I hope)! Here's all the new goodies and changes:
Please let me know if you encounter any bugs, issues, problems, or have general comments.
Pending anything major Snowy Trees is next up for an update.

GitHub link: GitHub (https://github.com/Alias44/Nandonalts-Camping-Stuff/releases)
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Madman666 on September 26, 2018, 05:34:59 AM
Hey, @Alias, thanks for updating! I missed this cool mod a lot. I ll report if i find any problems.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Beetlecat on September 26, 2018, 02:04:33 PM
Quote from: Alias on September 26, 2018, 01:59:33 AM
Please let me know if you encounter any bugs, issues, problems, or have general comments.
Pending anything major Snowy Trees is next up for an update.

GitHub link: GitHub (https://github.com/Alias44/Nandonalts-Camping-Stuff/releases)

Awesome! Thank you for the update.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Flimflamshabam on September 27, 2018, 03:10:49 AM
Quote from: Alias on September 26, 2018, 01:59:33 AM
Okay, so I was only off by a month, super sorry about that, but v5.0 is finally ready (I hope)! Here's all the new goodies and changes:

  • b19 support
  • Major XML rework to remove duplicated and unnecessary definitions
  • Portable stoves now inherit from campfires- this means that portable stoves should get any recipe that campfires get, modded or otherwise
  • Major rework to the tent generation code, it is now capable of generating tents of arbitrary rectangular (M x N) size and only requires definition of the South facing orientation in XML
  • Added a new 7x9 Long tent- for all your mobile medical, prison, and housing needs
  • Removed butchering spot as it is now a core feature

Please let me know if you encounter any bugs, issues, problems, or have general comments.
Pending anything major Snowy Trees is next up for an update.

GitHub link: GitHub (https://github.com/Alias44/Nandonalts-Camping-Stuff/releases)

So where's the b19 download cause i get some errors trying to run the mod.

[attachment deleted due to age]
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on September 27, 2018, 06:17:58 PM
Quote from: Flimflamshabam on September 27, 2018, 03:10:49 AM
So where's the b19 download cause i get some errors trying to run the mod.

Releases are kind of like a downloads page for GitHub. This way I can update and make changes to the code on GitHub, without distributing bugs to every new download, while keeping older versions of the mod accessible to people who want to run older versions of the game.

So as far as downloading the mod, just click on the "Source code (zip)" link for your release of choice (usually the latest (https://github.com/Alias44/Nandonalts-Camping-Stuff/releases/latest)), you should get a zip folder named after the project and version number, inside will be a folder of the same name (minus the .zip extension), copy the inner folder to your mods directory, and you should be good to go.
Alternately, you can still go to the project page (here (https://github.com/Alias44/Nandonalts-Camping-Stuff)), and hit clone or download. Just keep in mind that downloading this way will download whatever I uploaded last and thus is not guaranteed to be bug free, stable, balanced, and otherwise ready for general use.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Flimflamshabam on September 28, 2018, 12:15:21 AM
I mean i downloaded the one from your original link labled 5.0, the ingame mod menu was saying it was still for b18, and gave me dozens of errors just reloading the game. I'm trying this new link you posted now.
Title: Re: [A16] Camping Stuff v0.2.3
Post by: spyderwebsc on September 28, 2018, 11:24:47 PM
About.xml from Nandonalts-Camping-Stuff-0.5.0.zip has target version as 0.18.1722.

Description reads "v0.4.0 Camping Stuff Mod By Nandonalt (made compatible with a17 by Alias)....".
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Canute on September 29, 2018, 03:24:46 AM
Maybe you should download the latest Camping Stuff b19- v0.5.1
0.5.0.zip got removed as download.

<ModMetaData>
<name>Camping Stuff</name>
<author>Nandonalt</author>
<url>https://ludeon.com/forums/index.php?action=profile;u=58544</url>

<targetVersion>0.19.2009</targetVersion>
<description>v0.5.1 Camping Stuff Mod By Nandonalt (made compatible with b19 by Alias): Adds Deployable Tents(Normal, Medium, Big, and Long) and Portable Stoves.
*snip changelog*
</description></ModMetaData>
Title: Re: [A16] Camping Stuff v0.2.3
Post by: Alias on September 29, 2018, 10:55:49 PM
Quote from: Canute on September 29, 2018, 03:24:46 AM
Maybe you should download the latest Camping Stuff b19- v0.5.1
0.5.0.zip got removed as download.

Correct, I forgot to make an announcement, but v0.5.1 is a hotfix for the portable stove not being portable.

Also I went ahead and created a new forum post for the updated version of the mod: here (https://ludeon.com/forums/index.php?topic=45944.msg436772#msg436772)