Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: dburgdorf on May 06, 2017, 06:15:33 PM

Title: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 06, 2017, 06:15:33 PM
These are my mods for RimWorld alpha 17.

The list:

Archipelagos (https://ludeon.com/forums/index.php?topic=32192.msg366272#msg366272) - 9/24/2017 - Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) - 9/24/17 - Allows you to build bridges. Obviously.

Concrete (https://ludeon.com/forums/index.php?topic=33063.msg342327#msg342327) - 9/24/17 - An add-on for "Fertile Fields" which adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls and reinforced concrete "bunker" walls and embrasures.

Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) - 9/23/17 - Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits (https://ludeon.com/forums/index.php?topic=32192.msg355040#msg355040) - 9/18/2017 - Adds a lot of traits to the game. (This is my "cleaned up" compilation of traits I like from various other mods, as well as a few original ones.)

Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968) - 9/18/17 - Replaces the vanilla backstory database with a completely customizable database of backstories stored in XML files. Also allows you to add new names to the game's name database.

Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) - 9/18/17 - Allows you to add backstories and names to the game's databases, but does *not* delete or allow editing of the default backstories.

Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.0) - 8/22/2017 - Fertilize and plow your farmland, and eventually reshape your landscape! (Has its own forum thread.)

Fishing (https://ludeon.com/forums/index.php?topic=32192.msg362424#msg362424) - 9/24/2017 - An add-on for "Basic Bridges" which lets your pawns fish from bridges, catch shellfish in traps, and cook various seafood dishes.

More Trait Slots (https://ludeon.com/forums/index.php?topic=32192.msg354110#msg354110) - 7/23/2017 - Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!

Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=33693.0) - (collaboration with RimRue) - Replaces pawn "incapabilities" with traits that provide mood debuffs and/or other penalties when pawns are required to do types of work they hate.

Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) - 9/5/17 - An alternate version that provides mood debuffs when pawns are assigned to hated work types, but doesn't add new traits to the game.

Rainbeau Flambe - Storyteller (https://ludeon.com/forums/index.php?topic=32192.msg355964#msg355964) - 7/30/2017 - Adds, obviously, a storyteller.

Rascally Rabbits (https://ludeon.com/forums/index.php?topic=32192.msg341985#msg341985) - 8/5/17 - Adds rabbits, carrots, rabbit stew, and a few "rabbit themed" events. Will eventually also add a few other critters (coyotes, ducks, and perhaps even road runners).

Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) - 7/30/17 - Allows you to smooth and even decorate natural stone walls.

We're All Mad, Here! (https://ludeon.com/forums/index.php?topic=32192.msg354016#msg354016) - 7/22/17 - In time, most everyone on the Rim becomes a psychopath....

Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960) - 7/30/17 - Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.


If you're a modpack maker and want to include any of these mods in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!

(For my b18 mods, check this thread (https://ludeon.com/forums/index.php?topic=36687.0). For my a16 mods, check this thread (https://ludeon.com/forums/index.php?topic=30749.0).)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 06, 2017, 06:21:24 PM
(https://steamuserimages-a.akamaihd.net/ugc/775030106485552086/D04FA09DDCC7FC7DA53F5C6852F0686597AF0234/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/23/2017

"Configurable Maps" provides you with a number of configuration options that you can use to tailor the way your maps generate. Simply visit "Mod Settings" from the game's "Options" menu. You'll find three different sets of options for the mod.

(1) "Things" Settings:

You can alter the number of ruins and "ancient shrines" that generate on new maps. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. Or you can set them high, so it seems as if you've landed in what was once a bustling city.

(Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.)

You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla).

You can adjust the "biodensity" on new maps, to determine how thickly populated with plant and animal life the maps should be. These settings are, of course, relative to the base values for a given biome. Even a "sparse" tropical rainforest will have a much higher biodensity than a "dense" extreme desert or ice sheet.

(2) Terrain Settings:

You can adjust the amount of ore which generates on new maps, to make the game more or less challenging. You can also adjust the number of geysers, so that sources of geothermal power are easier or harder to find. And you can adjust the quantity of stone chunks scattered on new maps.

You can adjust the maps' "mountain level," perhaps so that flat maps have almost no rock outcroppings, or perhaps so that mountain maps have little open space.
 
You can adjust the maps' "water level," which will make lakes, marshes, and the like either more or less common. Note that this will not change the essential nature of a biome. Lowering the water level will reduce the size of marsh areas on boreal forest or rainforest maps, for example, but it won't eliminate them completely, and neither will raising the water level allow marshes to suddenly begin appearing on temperate forest maps.

You can also adjust the "fertility" of soil on maps, to adjust the relative amount of rich soil as opposed to regular soil.

Finally, you can adjust the ocean level on coastal maps. This allows you to control the amount of water which will appear on maps with coasts. At the one extreme, you'll have vanilla-style maps with just a small strip of ocean and a fairly small sandy beach on one edge. At the other extreme, you can now create maps that are almost completely submerged.

An additional checkbox allows you the option to disallow rocky outcrop "islands" from appearing in lakes, marshes or oceans.

(3) World Map Settings:

You can adjust the minimum and maximum number of stone types which can appear in a tile on the world map. You can also adjust the relative commonality of various types of stone, so for example, you could set your worlds to generate with lots of granite but very little sandstone.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=920550053)

Dropbox Link (https://www.dropbox.com/s/7vnw3mgn9vyrhxm/Rainbeau%27s%20Configurable%20Maps.zip?dl=0)

Compatibility:

Since "Configurable Maps" does nothing but alter initial map generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, except perhaps those that also modify terrain and map generation.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The German language translation file was provided by Ludeon forums user Maculator.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 06, 2017, 06:25:14 PM
(https://steamuserimages-a.akamaihd.net/ugc/853851016517073811/B3A454D23CC078CC993AAF9BFE48B234DB84D4E0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/24/2017

"Basic Bridges," as the name so subtly suggests, allows you to build bridges. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) No special research is required. All you need is wood or stone. And a bit of steel for reinforcement if you're building over deep water.

All bridges support light construction, so you can, for example, use a bridge to run a power conduit across a river. Additionally, stone bridges will support heavy construction, so you can actually place walls on them.

The fishing functionality which used to be part of this mod has been split off into its own "add-on" mod, so those who want bridges without fish can now have them.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=920546527)

Dropbox Link (https://www.dropbox.com/s/eaeh9qllwkjgd4f/Rainbeau%27s%20Basic%20Bridges.zip?dl=0)

Compatibility:

"Basic Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.

This mod shouldn't conflict with any other mods.

Credits:

The code in "Basic Bridges" borrows a bit from Sulusdacor's "[sd] Bridges" mod. And obviously, the mods are very similar on a conceptual level. I just decided that I wanted a simpler bridges mod, that would be fully compatible with my "Fertile Fields" mod.

The traditional Chinese language files were provided by Steam user Alane.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 06, 2017, 10:59:54 PM
Quick update to "Basic Bridges." (Yeah, I know. It hasn't even been five hours.) I added boardwalks ("bridges" on land adjacent to water). This will allow you to have more aesthetically satisfying bridges that don't look like they stop before they actually get to shore.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 07, 2017, 10:50:02 AM
(https://steamuserimages-a.akamaihd.net/ugc/824567239154720483/7D0B179479306E9C54207AFFB9FE48C0C90D4AEF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 7/30/2017

"Smooth Stone Walls" allows you to smooth natural stone walls, just as you can smooth natural stone floors, thanks to a new option in the "Structure" tab of the architect menu. This allows you to have real walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from scratch. Smoothing a section of stone wall takes four times as long as smoothing a section of floor, as there's more work involved. (And because it seems about right for balance purposes.) Smoothed stone walls are slightly more durable than stone walls constructed of blocks. When deconstructed, smooth stone walls don't yield blocks, but instead have a chance to drop stone chunks, just as if you'd mined them.

Smoothed stone walls are, as you'd expect, smooth. They don't have the graphic patterning that constructed (block) walls have. The two wall types blend into each other quite nicely, but still, some players prefer to have all their walls look exactly the same. If you're one of them, you can have your pawns "etch" the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls. Alternatively, you can have a pawn with artistic skill do decorative etching, in which case some of your wall tiles, in addition to a brick pattern, will end up randomly decorated with pictures.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=921056372)

Dropbox Link (https://www.dropbox.com/s/jmozdpplkps4fhu/Rainbeau%27s%20Smooth%20Stone%20Walls.zip?dl=0)

Wall Graphics and Embrasures:

The mod makes minor alterations to the default wall graphics, in order to allow walls and rock of the same stone type to blend into each other seamlessly.

"Smooth Stone Walls" does not add embrasures, but it does include textures for embrasures that are designed to match the revised base wall textures. These textures will automatically replace the textures provided by most mods that add embrasures. If you prefer to use the default embrasure texture of the other mod, simply remove the "EmbrasurePatches.xml" file from this mod's "Patches" folder.

The embrasure texture patching has been confirmed to work with "Cocoa's Embrasures" by LazyCocoa, "ED-Embrasures" by Jaxxa, "Embrasures" by Brunayla, "Matching Embrasures" by Cucumpear and "Rimworld: Medieval Edition" by Bonehead14. It also works with "Medieval Times" by Vindar, though it should be noted that since the ice walls in that mod still utilize the vanilla wall texture, ice embrasures are not modified.

Compatibility:

"Smooth Stone Walls" adds a new capability, but doesn't change any existing things, so it should be compatible with pretty much any other mod. You should be able to add it to an existing saved game without trouble. Removing it from a game in progress, however, will make the game unplayable if you have any smoothed or etched walls on the map.

"Smooth Stone Walls" is fully compatible with stone types added by other mods, meaning that you'll be able to smooth walls of non-vanilla stone types as easily as you can those of vanilla stone types.

Credits:

Most of the images used for wall art came from the flaticon.com Web site.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 07, 2017, 10:54:14 AM
Changes in "Smooth Stone Walls" from the last a16 version:

- Added the ability to "undecorate" walls.

- Pawns now gain artistic skill when they complete decorative etchings.

- Removed the out of date and incomplete German translation file.
Title: Re: [A17] Rainbeau's Mods
Post by: SihvMan on May 07, 2017, 12:09:28 PM
Great work man! All three of your mods are must haves as far as I'm concerned.

BTW, what's the difference between ruins and shrines?
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 07, 2017, 02:20:49 PM
BTW, what's the difference between ruins and shrines?

Ruins are the empty buildings and isolated wall segments that are scattered randomly around the map. "Ancient shrines" are the sealed buildings that trigger "ancient danger" warnings when your pawns approach them.
Title: Re: [A17] Rainbeau's Mods
Post by: DariusWolfe on May 07, 2017, 02:49:50 PM
With the smoothed walls, can you run conduit under them?
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 07, 2017, 03:36:51 PM
With the smoothed walls, can you run conduit under them?

Yes, the smoothed walls are "real" walls in every respect. It's just easier to smooth rock that already exists where you want a wall than it is to mine the rock and then build a wall from scratch. :)

(But no, smoothed walls don't give you stone blocks when you deconstruct them. I stopped the "free blocks" exploit a while back. They have a 25% chance of dropping a stone chunk, just as if you'd mined the rock in the first place.)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 08, 2017, 10:48:55 PM
(https://steamuserimages-a.akamaihd.net/ugc/824567239161014614/CB6018474F7DB008814720F88ADB3CD5B1DD53BD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 7/30/2017

Blur the lines between wild and cultivated plants! "Wild Cultivation" allows you to cultivate a variety of plants formerly found only in the wild, and adds wild generation of most of the plants that previously could only be cultivated.

Plants which can now be found naturally include corn, haygrass and smokeleaf (most commonly, but not exclusively, found in arid shrubland biomes), daylilies, devilstrand and hops (most easily found in boreal forests), psychoid plants (least uncommon in deserts), cotton, potatoes and roses (most readily discovered in temperate forests), and rice (most easily obtained from tropical rainforests).

The ability to find these plants in the wild provides a few extra resource options in the early game, and also allows those using the "Seeds Please!" mod a chance to obtain seeds for plants they might otherwise not be able to grow.

"Wild Cultivation" also allows you to cultivate cacti (both pincushion and saguaro), agave, astragalus, ambrosia and grass, all of which could formerly only be found in the wild.

You can also now create growing zones on any terrain that's not completely infertile. This doesn't allow you to grow plants on ground that's not fertile enough to support them, of course. The change is primarily intended to allow you to create growing zones on sand for cacti.

Finally, "Wild Cultivation" adds one new type of flower, the geranium. Geraniums are functionally identical to daylilies, and in fact the geranium graphic is simply a recolored version of the daylily graphic. I just wanted a purple flower in the game, to add a bit more variety to garden colors.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=922158160)

Dropbox Link (https://www.dropbox.com/s/9al3ngaws5br0ix/Rainbeau%27s%20Wild%20Cultivation.zip?dl=0)

Cultivated Plant Notes:

Agave grows more slowly and has a lower yield than in vanilla, to prevent it becoming a "superplant" when cultivated. It also takes a bit more work to sow and to harvest than most other plants, though it doesn't take as much work to harvest as it does in vanilla.

Cultivated saguaro cacti grow more slowly and yield less wood than wild cacti, in order to put their wood production capability on a par with that of other trees.

Ambrosia, in keeping with its rarity as a wild plant, is extremely finicky and difficult to cultivate. It can only be grown on rich soil, and requires the care of an expert gardener. It also grows a bit more slowly and yields a bit less fruit when cultivated than when found in the wild.

Compatibility:

You should be able to add "Wild Cultivation" to an existing saved game without trouble, but removing it from a game in progress might cause problems, at least if there are any geraniums on your map.

"Wild Cultivation" changes a few vanilla plant definitions, but mostly just adds new definitions. So while it might conflict with other mods that alter vanilla plants, it also might not. And generally speaking, any such conflicts which do arise probably won't even be noticeable. For the record, it should be fully compatible with "Vegetable Garden."

If you're using "Vegetable Garden," "[T] Expanded Cloth," or another mod that alters the harvest of cotton, "Wild Cultivation" will automatically adjust the harvest of wild cotton to match it.

"Wild Cultivation" is fully compatible with "Seeds Please!" If you have that mod installed, the wild versions of various plants will drop seeds which can be used to grow their cultivated counterparts.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 08, 2017, 10:52:47 PM
Changes in "Wild Cultivation" since the last a16 version:

- The mod no longer adds wild healroot, since it's now in the vanilla game.

- The mod will automatically adjust what's harvested from wild cotton to match what's harvested from cultivated cotton, to allow compatibility with any of the various mods that alter cotton's harvest.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 08, 2017, 11:21:48 PM
(https://steamuserimages-a.akamaihd.net/ugc/824567239161099098/0C3FB5D7CB5FE5E104581C4A7EAF68197A3102D6/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/18/2017

Are you tired of running into characters in your game with horribly overpowered or just plain silly backstories? Are you frustrated by the number of colonists you have to feed who aren't willing to work to earn their keep because their backgrounds prevent them from doing manual labor? Does it annoy you when you find a backstory you like with the "Prepare Carefully" mod, only to notice that the gender pronouns or even the pawn's name don't change to fit your character? Do you just hate not being able to do anything about typos that you spot in backstories?

Well, fret no more! Your worries are over!

"Editable Backstories" replaces RimWorld's default backstories with a completely editable set of backstories contained in convenient XML files. Yes, that's right. It doesn't just add editable backstories to the vanilla database. It completely replaces that database.

You can use the mod "straight out of the box," so to speak, as I've included a set of "cleaned up" basic backstories which will be used if all you do is just install and run the mod. None of them are unreasonably powerful or, in my opinion, lore-breaking, none have hard-coded pronouns or names, and only a handful disable manual labor, though some include forced "lazy" or "slow" traits.

But the real point of "Editable Backstories," of course, is that it allows you to edit and add stories yourself. In the "XML Raw Data" folder within the mod's directory, you'll find files containing the full collection of backstories from the vanilla game. In the "Documentation" folder, you'll find detailed instructions to help you put together your own "perfect" backstory collection.

As I already noted, the mod removes all vanilla backstories from the game, so no pawn bios will ever again include material that you don't have the option to edit. This means that you won't meet any of the "pirate king" characters, those characters created by RimWorld Kickstarter backers, whose childhood and adulthood stories are linked. However, "Editable Backstories" allows you to create your own linked stories, so if you happen to like a particular "pirate king" pawn, you can easily add him or her back into your world, complete with any edits or fixes you deem appropriate.

Additionally, while it doesn't remove any potential pawn names from the game, "Editable Backstories" does let you to add as many new names (first names, surnames, nicknames, and/or full names) to your game as you desire.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=922168141)

Dropbox Link (https://www.dropbox.com/s/fnhmsgqtldytj3i/Rainbeau%27s%20Editable%20Backstories.zip?dl=0)

Compatibility:

"Editable Backstories" requires a new game. If you try to add it to (or remove it from) a game in progress, every pawn in the world will end up with new randomly-assigned backstories.

The mod is compatible with both "EdB Prepare Carefully" and "Verify Start."

It should also be fully compatible with any mods that utilize Erdelf's "Humanoid Alien Races."

I strongly encourage anyone using "Editable Backstories" to also use one version or the other of RimRue's and my own "Pawns Are Capable!" Those mods change the way pawn "incapabilities" are handled, so that instead of simply refusing to do certain types of work, pawns suffer mood and/or speed penalties when doing work they don't like. This allows you to have any pawn do any type of work when it's necessary, without completely eliminating the problems that arise when some pawns are lazy or simply hate certain activities.

Special Note:

I completely understand why backstories aren't editable by default. And I mean absolutely no disrespect to those who backed RimWorld on Kickstarter back in 2013 and got their stories written into the game as a result. But at the same time, I'm a modder. Changing things I don't like about the game is what I do. And the fact that backstories can't be edited, even though I understand it, is something that I don't like.

Credits:

Some of the C# code in "Editable Backstories" derives from code in Erdelf's "Humanoid Alien Races."

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 08, 2017, 11:25:12 PM
(https://steamuserimages-a.akamaihd.net/ugc/824567239161100986/5D4B342A35A0DF1889FE42F7E10D7445FA57E810/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/18/2017

"Editable Backstories Lite" is a trimmed-down version of my "Editable Backstories" mod. It allows you to add new backstories and names to your game, but doesn't allow you to edit or delete anything from the default backstory database.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=922168430)

Dropbox Link (https://www.dropbox.com/s/x8gqfw8jfkzgxjv/Rainbeau%27s%20Editable%20Backstories%20Lite.zip?dl=0)

Compatibility:

"Editable Backstories Lite" can be safely added to a saved game, but if you remove it from a game in progress, every pawn in the world with one of your new backstories will end up with a randomly-assigned vanilla backstory to replace it.

So far as I know, it should be compatible with any other mod out there, including mods that utilize Erdelf's "Humanoid Alien Races."

I strongly encourage anyone using "Editable Backstories" to also use one version or the other of RimRue's and my own "Pawns Are Capable!" Those mods change the way pawn "incapabilities" are handled, so that instead of simply refusing to do certain types of work, pawns suffer mood and/or speed penalties when doing work they don't like. This allows you to have any pawn do any type of work when it's necessary, without completely eliminating the problems that arise when some pawns are lazy or simply hate certain activities.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 08, 2017, 11:32:18 PM
Important note regarding "Editable Backstories":

If you're updating from an a16 version of "Editable Backstories," you'll need to make a couple of minor edits to any custom backstories you've created.

First, the WorkTag "Scary" no longer exists, which makes sense, as it merely duplicated the "Firefighting" WorkTag, anyway. So you'll need to change any references to "Scary" to reference "Firefighting" instead.

Second, the skill "Research" has been renamed, so you'll need to change any references to "Research" to reference "Intellectual" instead.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 09, 2017, 08:33:02 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Bridges now support light construction, so you can, for example, put torches on them or use them to run power conduits across rivers.

- Boardwalks still need to be placed near, but no longer need to be directly adjacent to, water tiles.

- Changed terrain overwrites to patches.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 09, 2017, 10:21:55 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated:

- Potential roof collapse while smoothing or etching walls should no longer be an issue.
Title: Re: [A17] Rainbeau's Mods
Post by: Andervall on May 10, 2017, 08:21:54 AM
Is Basic Bridges mod compatible with A16? I have very little experience with running mods in games, but it feels like a stupid question to ask if mods are backwards compatible. I run A16 due to many mods not having updated yet to A17 but my curret save is plagued with enormous amount of rivers and this mod would be the bees knees for me. I saw a list of your A16 mods but the bridge mod was no in it so I wounder if I can run this mod on A16. Thanks for answer!

Edit: removed quote and specified which mod I asked about to not clutter to much.

Edit2: Sorry, I saw there was a download link to the A16 version in the old thread. Will try and use that. Thanks for the awesome mods. Keep up the good work!
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 10, 2017, 09:20:21 AM
I'll admit that I'm a bit confused....

I run A16 due to many mods not having updated yet to A17 but my curret save is plagued with enormous amount of rivers and this mod would be the bees knees for me.

There aren't any rivers in the alpha 16 version of RimWorld....

Sorry, I saw there was a download link to the A16 version in the old thread. Will try and use that.

There's no alpha 16 version of "Basic Bridges." It's a new mod I created specifically for alpha 17....
Title: Re: [A17] Rainbeau's Mods
Post by: Andervall on May 10, 2017, 09:43:05 AM
I'll admit that I'm a bit confused....

I run A16 due to many mods not having updated yet to A17 but my curret save is plagued with enormous amount of rivers and this mod would be the bees knees for me.

There aren't any rivers in the alpha 16 version of RimWorld....

Sorry, I saw there was a download link to the A16 version in the old thread. Will try and use that.

There's no alpha 16 version of "Basic Bridges." It's a new mod I created specifically for alpha 17....

Ah I am sorry. It seams that this is a mistake on my part. Firstly I did not understand that the rivers in A17 is different to the "river-like" patterns that my save in A16 has got generated, probably due to a mod.

I mistook your [A17]Basic Bridges mod for a updated version of the mod sd Mods - Bridges https://ludeon.com/forums/index.php?topic=26276.15 (https://ludeon.com/forums/index.php?topic=26276.15)

I sincerely apologize for the confusion I caused and look forward to possibly using your mod in the future when the other mods I use update to A17
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 10, 2017, 10:36:45 AM
I sincerely apologize for the confusion I caused....

Nothing to apologize for. It's all good.
Title: Re: [A17] Rainbeau's Mods
Post by: XeoNovaDan on May 12, 2017, 06:17:06 PM
Top tip: change 'dl=0' to 'dl=1' for the Dropbox versions of your mods. It saves a whole two clicks and slight wrist movement :)

Keep up the good work with your mods though, can't wait to start playing with some of them along with many others when A17 is officially out and matured somewhat!
Title: Re: [A17] Rainbeau's Mods
Post by: Rimrue on May 12, 2017, 06:25:49 PM
I found a bug, I think. I got a "Chief's Son/Tribal Chief" pawn in my latest game. Two seasons in, I realized that he was actually a she. Lol Not sure why that happened as I am sure I set the spawn categories to male only. (Ditto female for Tribal Princess.) Maybe that's changed for A17?

Thanks! :)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 12, 2017, 08:04:17 PM
Top tip: change 'dl=0' to 'dl=1' for the Dropbox versions of your mods. It saves a whole two clicks and slight wrist movement :)

Huh. I had no idea. I've just been copying the links as Dropbox provided them. I'll have to take a minute and edit them. ;)

I found a bug, I think. I got a "Chief's Son/Tribal Chief" pawn in my latest game. Two seasons in, I realized that he was actually a she. Lol Not sure why that happened as I am sure I set the spawn categories to male only. (Ditto female for Tribal Princess.) Maybe that's changed for A17?

Are you using "Editable Backstories" or "Editable Backstories Lite"? The latter, unfortunately, doesn't recognize the new filters I added in the base version of the mod, as all actual processing is handled by core code. But if you're using the base version, then you may in fact have spotted a bug.
Title: Re: [A17] Rainbeau's Mods
Post by: Rimrue on May 12, 2017, 09:26:53 PM
I am using the Lite version. It seemed to work fine in A16. At least on the few tests I did. Anyway, I went into my save file and gave poor Emu a sex change. Lol
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 12, 2017, 09:54:24 PM
I am using the Lite version. It seemed to work fine in A16. At least on the few tests I did.

I suspect you just didn't notice. Unfortunately, none of the new filter options work in the Lite version, in either a17 or a16. But now that I think about it, that could probably change. My reasoning for not including them originally was that I didn't want the Lite version detouring any core methods. But I'm not using detours any more, anyway, since I've figured out how to use the Harmony library. So it'd probably be pretty simple to modify *just* that portion of the backstory assignment....

Damn it. There I go adding to my "to do" list again. :P
Title: Re: [A17] Rainbeau's Mods
Post by: Rimrue on May 14, 2017, 02:45:04 PM
I just had another one:

Name: Robert Burban
Backstory: unethical doctor
Body: male
Head: female
Gender: female
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 14, 2017, 06:35:05 PM
I just had another one....

Still with the "lite" version, I hope...?
Title: Re: [A17] Rainbeau's Mods
Post by: Rimrue on May 14, 2017, 07:47:28 PM
Yeah, still Lite Version. It's just odd that I never noticed it in A16. Not even sure how many games I played with the mod. At least 5 or 6 and never saw any weirdness. Now I've seen this twice in two games.

Anyway, for now it's an easy fix by editing the save file. :)
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 14, 2017, 08:46:12 PM
It's odd that you're seeing the wrong body type. I'd assume that the backstory def mandates a "male" body, presumably because it was originally a snowflake bio that could only be attached to a male pawn. But I can't find "unethical doctor" in my XML files for some reason, so I can't confirm that.
Title: Re: [A17] Rainbeau's Mods
Post by: Rimrue on May 14, 2017, 08:56:13 PM
I just double checked and that is definitely the backstory name. Child story is "plague survivor." Could it be a new vanilla backstory added in A17?
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 15, 2017, 12:33:17 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Basic bridges can now be built on mud, as well as over marsh or water.

- Added the ability to create "fishing spots" on bridges or piers for pawns to relax and catch fish.

- Improved (in my opinion, anyway) the bridge textures.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 15, 2017, 12:39:57 AM
I just double checked and that is definitely the backstory name. Child story is "plague survivor." Could it be a new vanilla backstory added in A17?

Either it's new in a17, or I just missed it when I looked earlier. Either way, the problem is in fact with the pawn bio, and there's nothing I can do in the "lite" version of "Editable Backstories" that will fix it. The backstory is locked to Robert Burban, who is defined with gender "either" but with body type "male."
Title: Re: [A17] Rainbeau's Mods
Post by: AngleWyrm on May 15, 2017, 05:00:27 AM
Quote from: dburgdorf link=topic=32192.msg331724#msg331724
The backstory is locked to Robert Burban, who is defined with gender "either" but with body type "male."

This is possibly a case of too much artistic freedom; can anyone describe a good reason to allow specifying gender "either" and body type "male?" There might be some exotic fringe scenario that works, but I suggest that supporting that possibility creates more errors than it's worth.

Body types run something like Thin, {Male, Female}, Fat and Hulk.
The problem is that one field holds two different types of information, which is a no-no for 1st normal form (http://www.1keydata.com/database-normalization/first-normal-form-1nf.php) of data design. It's a no-no precisely because it produces this type of error, and 1st normal form is defined to prevent that error.

The solution is to extract gender-specific information from the body-type field so that there are two distinct fields, gender and body-type. For example:

<gender>Male | Female | Either</gender>
<bodyType>Thin | Normal | Fat | Hulk</bodytype>


This would also pave the way for future development where there could be a {Female, Thin} and a {Male, Thin}.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 15, 2017, 09:18:17 AM
This is possibly a case of too much artistic freedom; can anyone describe a good reason to allow specifying gender "either" and body type "male?"

If you want to complain about the game's database design, please do so on one of the "suggestion" forums. Ranting here won't accomplish anything. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 15, 2017, 11:09:14 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated yet again.

- Added the ability to build bridges from stone instead of from wood. (Feedback on the stone bridge texture would be appreciated. I'm not sure I'm entirely happy with it yet.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 16, 2017, 10:20:23 PM
Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) has been updated:

- The filtering options added in the base version of the mod (to limit backstories by gender, to assign rarities, to create "filter sets," and the like) are now functional in the lite version, as well, though of course only for custom-added backstories.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on May 16, 2017, 10:47:20 PM
Awesome! Thank you! :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 16, 2017, 10:54:37 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960) has been updated to reduce the frequency of food crops appearing in the wild.

(I think there were some changes in plant generation that caused the plants added in this mod to show up much more frequently on a17 maps than they did on a16 maps. So I've attempted to adjust accordingly.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on May 17, 2017, 08:43:01 PM
I really feel like Wild Cultivation should require a research project since it's not something you can normally do in vanilla gameplay.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Dr_Zhivago on May 17, 2017, 08:50:21 PM
I really feel like Wild Cultivation should require a research project since it's not something you can normally do in vanilla gameplay.

The idea is to be able to harvest vanilla crops in the game. So you could truly be a hunter/gatherer for example. It goes really well with "Seeds Please"
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 17, 2017, 10:13:56 PM
I really feel like Wild Cultivation should require a research project since it's not something you can normally do in vanilla gameplay.

I suppose you could justify adding a research requirement for cultivating plants that you can't cultivate in vanilla, but I don't honestly see much point to it, as most of those plants are primarily decorative, anyway, except for cacti, which just give you another option (not particularly better or worse than growing trees) for generating wood.

But it really wouldn't make any sense at all to require research in order to have plants grow in the wild, which is frankly the major change the mod makes from the vanilla game.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Mitz on May 18, 2017, 05:42:06 PM
Hi!
i have noticed your bridge mod (for A17) has stopped working and has started corrupting my game.
i do not know why, but i cannot load the game, nor can i get an error log, but through tough testing with mods that don't cross paths, i have come to a conclusion that you mod has started breaking games (steam version)
or is this using hugslib? if it is, it could be because it's outdated.
i love your bridges but i think i have to either move to bridgello or no bridges at all to cope with the tremendous ammounts of bugs.
thanks for the consideration.
Meow~
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 18, 2017, 05:54:18 PM
i have noticed your bridge mod (for A17) has stopped working and has started corrupting my game.

Anything in the way of more specific information would be helpful. I mean no offense, but nobody else has reported any trouble, and a vague report of unspecified problems which might (or might not) have anything to do with my mod doesn't really give me much to go on.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Mitz on May 18, 2017, 05:58:33 PM
Can't open game, can't get to "title screen", can't open error log, and (then) a spam of nonsensical errors.
maybe you've switched the A16 code with the A17 code for terrain? i removed your mod, and inserted a mod w/ A16 tile coding, and i got the same errors.
could that be the case?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 18, 2017, 06:53:45 PM
Can't open game, can't get to "title screen", can't open error log....

None of which implicates my own (or any other) specific mod, and all of which is every bit as vague as your initial report....

and (then) a spam of nonsensical errors.

No error messages are "nonsensical." However, obviously, I can't even guess as to what's really causing your trouble if you don't provide your log file so I can actually *see* the messages.

maybe you've switched the A16 code with the A17 code for terrain?

The a16 and a17 versions of the mod are completely distinct; nothing's been "switched" between them.

i removed your mod, and inserted a mod w/ A16 tile coding, and i got the same errors.

Obviously, you'll get errors if you deliberately try to load an a16 mod with the a17 version of the game. But I'm afraid I'm completely missing how that fact is relevant to trying to track down the source of the trouble you're reporting.

Again, nobody else has reported trouble with "Better Bridges," so if in fact your issues are related to the mod at all -- a point on which I frankly remain skeptical -- there's almost certainly more to the matter than the simple fact that you're using my mod. But, again, I can't really diagnose the issue when all you provide me with are vague comments about "nonsensical" errors.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Dr_Zhivago on May 18, 2017, 07:16:50 PM
Hello Mr. dburgdorf. Don't forget to eat a hearty breakfast!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on May 21, 2017, 04:45:23 PM
Smooth Stone Walls seems to be having some very strange conflicts with QualityBuilder.

It causes deconstructing walls that were spawned in on the map to be replaced with a blueprint once finished.

In addition it seems like quality behavior is being assigned to walls for some reason.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on May 21, 2017, 05:04:27 PM
Another head's up, not a really big deal, but there's a conflict of sorts with Skullywag's improved air vents; It'll allow me to assign the blueprint on a smoothed wall, but there's never any option to build them. I would assume that this would be the same with the improved cooler, but haven't tried;

Also, if it matters, this is the A16 version of those mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on May 21, 2017, 05:05:44 PM
Another head's up, not a really big deal, but there's a conflict of sorts with Skullywag's improved air vents; It'll allow me to assign the blueprint on a smoothed wall, but there's never any option to build them. I would assume that this would be the same with the improved cooler, but haven't tried;

Also, if it matters, this is the A16 version of those mods.
There is a separate thread for the A16 mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 21, 2017, 06:11:57 PM
Smooth Stone Walls seems to be having some very strange conflicts with QualityBuilder.

I'm not really familiar with "Quality Builder," but I'll make a note to look into it when I have a chance. But based on your description, I'm not sure I see any connection to "Smooth Stone Walls," since the problems you're describing seem to affect *constructed* walls, which "Smooth Stone Walls" doesn't alter or even reference in any way.

Another head's up, not a really big deal, but there's a conflict of sorts with Skullywag's improved air vents.

As I note in the mod's description, it seems that other mods that add things that can be built directly on vanilla walls don't always recognize modded walls. If you can't build an item directly on a smoothed wall, you can always just deconstruct the wall before building the item. I know it's a minor inconvenience, and I do intend to look into the matter eventually, but honestly, it's not very high on my "to do" list, and in any event, I'm doubtful that it's something I can fix, since it presumably has to do with the way the other mods are written.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on May 21, 2017, 06:37:54 PM
It can be found here: https://ludeon.com/forums/index.php?topic=28678.0

Double and triple checked, there's a mod conflict causing strange behavior.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Yukkine on May 25, 2017, 06:41:32 PM
First time using the Editable Backstories [Base] mod and I can't get it to work.

I've tried editing four different XML backstory files in the Raw Data folder either by modifying the existing backstory or adding a new one at the end of the list.

I've made sure the defName was not a duplicate and I'm pretty sure there were no other formatting mistakes since I was using Notepad++ and the game log gave out no errors, yet no new backstories were added. And those that I only changed a bit disappeared from the list of available backstories while using Prepare Carefully.

Reinstalled the mod and the game and it's still not working.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 25, 2017, 08:43:26 PM
Fewer Ruins (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated. I decided to play with a17's new "Mod Settings" menu capabilities. So you can now easily adjust config settings to fully customize how many ruins and "ancient shrines" appear on your new maps.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 25, 2017, 08:47:04 PM
I've tried editing four different XML backstory files in the Raw Data folder....

If you're editing them and leaving them in the "Raw Data" folder, then they won't show up in the game, as only the XML files in the "Defs" folder are read when the game loads.

Beyond that, well, if you want me to help you spot what you did wrong, you'll need to actually show me what you did.  ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Yukkine on May 26, 2017, 05:25:40 AM
If you're editing them and leaving them in the "Raw Data" folder, then they won't show up in the game, as only the XML files in the "Defs" folder are read when the game loads.

Thanks a bunch, that was the thing I forgot about.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 26, 2017, 07:40:40 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Improved the "catch" chance for fishing pawns.

- Added a bit of variety to what can be caught while fishing.

- Fish must now be cleaned (at a butcher's table) before they can be eaten or used in recipes. As a side effect of this change, fish also now yield more meat than they did before.

- Added a sushi recipe.

- Stone deep water bridges now correctly require steel in addition to stone blocks.

- Blocked the exploit that allowed floors (and walls) to be built on top of bridges.

- Eliminated the unused "bill" option at fishing spots.

- Improved the patch XML. This should improve efficiency and (mostly) eliminate compatibility issues with other mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 26, 2017, 07:57:12 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960) has been updated. The XML patches have been improved for better efficiency.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 26, 2017, 09:54:21 PM
Smooth Stone Walls seems to be having some very strange conflicts with QualityBuilder.

I finally had a chance to check this, and I'm afraid I didn't see any problems at all. So I'd have to assume either that the errors you encountered weren't actually the result of an interaction between "Quality Builder" and "Smooth Stone Walls" to begin with, or that the author of "Quality Builder" has made updates since you posted your feedback that already took care of the issue.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 26, 2017, 10:45:15 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated:

- New German translation file added, courtesy of Steam user Lauri7x3.

- It should no longer be possible for traders to show up with etched walls in their inventories.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on May 27, 2017, 06:05:18 AM
Fewer Ruins (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated. I decided to play with a17's new "Mod Settings" menu capabilities. So you can now easily adjust config settings to fully customize how many ruins and "ancient shrines" appear on your new maps.

*crawls from beneath a rock* .. you thought of me, I feel so flattered.

I hope I did not miss to much through my Diablo3 relapse
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 27, 2017, 08:42:47 AM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated to fix the German language file, which I'd inadvertently corrupted yesterday.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 27, 2017, 08:46:07 AM
*crawls from beneath a rock* .. you thought of me, I feel so flattered.

Actually, allowing variable ruins amounts was something I always wanted to add. But prior to a17, there wasn't really any easy way to add configuration options to a mod, so I had to content myself with, "You can edit the numbers in the XML file." :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 27, 2017, 02:46:04 PM
Fewer Ruins (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated. In addition to adjusting the number of ruins and "shrines" on new maps, you can also now adjust the amount of ore and the number of geysers.

Long story short: there was a bug in the mod that accidentally adjusted those two things. Squashing the bug put me half-way to allowing the mod to adjust them deliberately, so I just went with it. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 27, 2017, 05:09:13 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated. Users of RimRue's "Tribal Essentials" will now be able to clean fish at butchering spots and make sushi at stone ovens.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on May 27, 2017, 06:59:45 PM
Sushi for all the tribals! Lol

Awesome! Thanks! :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 29, 2017, 05:45:18 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.0) has finally been updated for a17. It's a major rewrite. And it has its own thread. :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on May 29, 2017, 07:18:25 PM
Given you seem to be expanding Fewer Ruins, I'd like to request some sort of slider for controlling mud and marshes. They really seem far too plentiful.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 29, 2017, 08:05:03 PM
Given you seem to be expanding Fewer Ruins, I'd like to request some sort of slider for controlling mud and marshes. They really seem far too plentiful.

The addition of the ores and geysers sliders was far more accidental than deliberate. It just happens that the settings for the four things the mod now adjusts -- ruins, shrines, ore and geysers -- are much more closely interrelated than I'd originally realized. I'm not planning to add anything else to it.

For your own purposes, you can probably adjust how often mud and marsh show up on your maps by finding and adjusting the biome XML files yourself. Or, you know, just don't play in boreal forest biomes, since that seems to be where most of the marshes are, anyway. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DeLaFere on May 30, 2017, 09:19:14 AM
Hi um. I made an account just to ask if Rascally Rabbits is getting an A17 update. I'll be patient either way. :3
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 30, 2017, 09:41:34 AM
Hi um. I made an account just to ask if Rascally Rabbits is getting an A17 update. I'll be patient either way. :3

Yes, it'll be updated. And I'll finally be adding coyotes and ducks, since I was given custom graphics to use a while back. It's just that updates to most of my other mods ended up having a higher priority. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DenVildeHest on May 30, 2017, 11:51:05 PM
I've got a funky bug related to your smooth walls. They will look messed up depending on load-order in relation to other mods. Don't know if its a specific mod that's somewhat incompatible but all my mods seem to work.
Output_log (https://pastebin.com/M6uGqmYs)
Video of the issue (https://www.youtube.com/watch?v=7PjFN2xhXPc)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 12:03:28 AM
I've got a funky bug related to your smooth walls....

Something in your load is telling the game to read wall atlas files as if they were simple item graphics, so that each segment of wall on the map is displaying the entire atlas. If you could narrow down which other mod seems to be triggering the problem, it would help tremendously in figuring out why it's happening. ;)
Title: Re: [A17] Rainbeau's Mods
Post by: ymc on May 31, 2017, 12:16:03 AM
(https://steamuserimages-a.akamaihd.net/ugc/826819711236947197/B4E14DD2ADDF0F5AA345AB73807CF5D3F03789A5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 5/27/2017

Great mod, I'm actually only using it as a pier at this point because my current map doesn't have a river, but I remember a colony where a river killed me.

A couple of things (I know you saw some of it on the Steam page). I just don't want to sabotage a potential sub on your page there with what would appear to be a steady stream of complaints (they're not, I swear!  :D).

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 02:19:21 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Skill gain while fishing is now substantially slower. Fishing wasn't intended to be a quick way to level up a pawn's shooting skill.

- Squid are no longer categorized both as "dead fish" and as "raw resources," but only as "raw resources."

- Fish now rot much more quickly, on a par with other meats.

- Cleaned up the patch XML a bit more, to get rid of the annoying (but inconsequential) error messages that were showing up when "Basic Bridges" is used together with Shinzy's "Bridgello" mod.
Title: Re: [A17] Rainbeau's Mods
Post by: dburgdorf on May 31, 2017, 02:21:15 AM
Moving a pawn while fishing leaves the fishing pole in place until something else walks past it.

I've been aware of this issue for a while, but haven't yet figured out how to solve it. The rest of your points have all been addressed.

Thanks for the useful feedback! :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 10:47:52 AM
Regarding "Basic Bridges":

I slowed down fishing-related skill gain, but I'm still not happy with the idea that fishing causes pawns to get better at shooting. It makes sense for fishing to be a "hunting" work activity, but at the same time, it really makes no sense for fishing to base its success upon or provide benefits to either shooting or melee skill.

But I absolutely don't want to tackle creating a whole new skill and a whole new work type just for one fairly trivial activity.

Should I just leave it as is, and ignore the less-than-perfect fit between skill and activity?

Should I switch fishing to use a different existing skill and work type (perhaps the "Animal" skill)?

Should I keep fishing as a "hunting" activity, but eliminate any skill gain from it, so that it depends upon hunting skills but doesn't benefit them? (It'd still be a joy activity for those with passion in those skills.)

Should I do something else I haven't thought of yet?

Feedback would be appreciated.  :D


Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on May 31, 2017, 10:50:20 AM
make it a minor joy activity, and remove skill gain entirely; That's my vote.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on May 31, 2017, 12:13:37 PM
make it a minor joy activity, and remove skill gain entirely; That's my vote.

Mine too.
Providing food and joy at the same time, without endangering a pawn ..  are we still playing Rimworld here ?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 12:52:42 PM
Providing food and joy at the same time, without endangering a pawn ..  are we still playing Rimworld here ?

Hmm.  Maybe I should add a random chance of the pawn impaling him or herself with a fishing hook and bleeding out on the pier, leaving a mess for the colony's most cleanliness-obsessed pawn to clean up?

I *could*, in theory, actually do something like that....  :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: timeandtherani on May 31, 2017, 01:57:39 PM
Just FYI that I discovered you can't put paintings from the mod "Additional Joy Objects" on walls that have been smoothed.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 02:19:54 PM
Just FYI that I discovered you can't put paintings from the mod "Additional Joy Objects" on walls that have been smoothed.

I'll make a note to look into that, but it very likely falls into the "Other mods may not recognize non-vanilla walls, and there's probably nothing I can do about it" category. :(
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DenVildeHest on May 31, 2017, 02:31:25 PM
I've got a funky bug related to your smooth walls....

If you could narrow down which other mod seems to be triggering the problem, it would help tremendously in figuring out why it's happening. ;)
Alright I'll get right on it!
The culprit is Map rerolls (https://ludeon.com/forums/index.php?topic=18073.0)
I'll notify creator of that mod as well.
Edit: this is his reply:
Quote
This issue is caused by the approach the game takes to saving walls, stone, and similar things as it tries to compress them down. Changing the order of your mods mid-game can mess up these compression maps, if a mod makes use of them.
What Smooth Walls could do is set saveCompressible to false- wouldn't be as efficient, but the walls would work regardless of mod order changes.
Hope this helps.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on May 31, 2017, 04:03:11 PM
Give it the same skill gain as horseshoes. I don't see how pitching horseshoes makes you a better shooter either. Lol
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on May 31, 2017, 04:24:20 PM
Give it the same skill gain as horseshoes. I don't see how pitching horseshoes makes you a better shooter either. Lol

Playing horseshoes increases shooting skill? Seriously? I had no idea.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on May 31, 2017, 04:44:31 PM
Yup, I discovered that while making my tribal hoop and arrows game. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: timeandtherani on May 31, 2017, 07:24:16 PM
"...I'll make a note to look into that, but it very likely falls into the "Other mods may not recognize non-vanilla walls, and there's probably nothing I can do about it" category."  (sorry I don't know how to quote properly)

 No worries! I wasn't looking for a fix, just giving you a FYI.  :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: notfood on May 31, 2017, 07:36:36 PM
For WildCultivations, in the case of SeedsPlease you can make a wild plant to drop a certain seed on harvest if the ThingDef's blueprintDef is the seed's defname. It doesn't matter what the seed will produce.

Could be added to them through xpath if seedsplease mod is detected. It could also be done as separate addon for SeedsPlease+WildCultivations.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: notfood on May 31, 2017, 07:56:51 PM
For the fishing task, you may want to grab then drop the item so they autostack. They are being placed in the tile under the colonist as 1 on 1 on 1 and so on and it's not desirable.

Something like this:
Code: [Select]
private Toil Drop() {
Toil toil = new Toil ();
toil.initAction = delegate {
Pawn actor = toil.actor;
Thing objectThing = actor.jobs.curJob.GetTarget(objectTI).Thing;

actor.carryTracker.TryStartCarry (objectThing, objectThing.stackCount);
actor.carryTracker.TryDropCarriedThing(actor.Position, ThingPlaceMode.Near, out objectThing);

actor.jobs.EndCurrentJob (JobCondition.Succeeded);
};
return toil;
}
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: tmo97 on June 01, 2017, 06:43:34 AM
I've been mentally asking someone to please make a stone wall mod. I don't understand why all colonists have such an aversion to natural stone. It's not ugly, it's beautiful to live in a carpeted cave. If you can break entire blocks, why can't you make those walls a bit less dirty? If you can smooth a floor, why not a wall? Thanks. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 02, 2017, 12:55:09 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- There is now a (very small) chance that pawns will be bitten by oddly aggressive fish while fishing. So it's no longer a "perfectly safe" way to gain joy and food.

- Stone bridge graphics have been improved. Wider bridges will no longer have "holes" throughout.

- Fishing spots must now be placed at least 12 tiles away from any other fishing spots.

- Fish (and other items) should now stack properly as they're caught.

- The chance of finding sunken treasure has been lowered significantly, and if it is found, it'll most likely be only a small amount of silver.

- Fishing-related messages (except for notices of pawns being bitten) are now simple text alerts rather than notifications that have to be dismissed.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 02, 2017, 08:29:14 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated again:

- Fishing-related text messages (except buried treasure notifications) are now silent.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: notfood on June 02, 2017, 12:52:56 PM
By the way, I added the sources tag to SeedDef. Mainly thinking of your Wild Cultivation mod. It allows non sowable plants to drop the seed that will grow into the plant tag.

https://github.com/notfood/RimWorld-SeedsPlease/blob/master/Defs/ThingDefs/Items_Seeds_Production.xml#L27,L29
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 02, 2017, 12:56:51 PM
Holy Carp .. your mods just keep getting better.
And thank you for using a prefix :)

I have one question left about the fishing in bridges.
Is it related or identical to FishIndustry or are there new fish ?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 02, 2017, 01:47:25 PM
By the way, I added the sources tag to SeedDef....

I haven't yet had a chance to take a look at "Seeds Please!" and see about setting "Wild Cultivation" to work well with it, but I do have your comments regarding how to do so on my "to do" list. :D

I have one question left about the fishing in bridges. Is it related or identical to FishIndustry or are there new fish ?

It's very similar to the fishing in "FishIndustry," which was, after all, my source reference, but it's not identical. In "Basic Bridges," the fish that pawns can catch are simply "fish," "tiny fish," "eel" and "squid," none of which are coded in the game as actual creatures, but only as resources which can be butchered for meat (and in the case of squid, leather).

Pawns can also catch junk (usually driftwood or scraps of cloth), and very rarely, sunken treasure. And, of course, pawns who are fishing now have a slight chance of suffering bite wounds from pissed-off water dwellers. Can't have anything in RimWorld be *too* safe, now can we? :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 02, 2017, 11:04:43 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated again. Twice in one day. And not because I screwed anything up in this morning's update. :D

- Eel skin is now a thing.

- Dead fish and squid are now categorized as corpses instead of as resources. (Yeah. I was an idiot.)

- The nature of notifications for various fishing results are now individually configurable.

- "Junk" or "treasure" notices now tell you exactly what was found.

- The problem of fishing rods being left behind forever when fishing jobs are interrupted should be "mostly" fixed now.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: AngleWyrm on June 03, 2017, 12:06:20 AM
(https://s-media-cache-ak0.pinimg.com/564x/01/81/26/018126f2daf17b43ce1d67aa200107db.jpg)Downloading
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 03, 2017, 03:10:39 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) (formerly Fewer Ruins) has been updated:

- The mod's name has been changed from "Fewer Ruins" to "Configurable Maps," to reflect its expanding utility.

- Added the ability to customize the "water level" on new maps, which will affect the number and size of lakes, marshes, etc.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on June 03, 2017, 03:24:07 PM
Nicely done.

Thank you o7
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 03, 2017, 07:00:18 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated yet again. Yeah.

- Squid is not nearly as difficult to catch now as I'd inadvertently made it originally, though it does still require a moderately skilled pawn and of course can only be caught in the ocean.

- The various meats are now just labeled "meat" rather than "raw meat," for consistency with other types of meat.

- Added "[RF]" prefix tag to the mod's name for easier mod list sorting.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Gelo on June 03, 2017, 07:29:09 PM
It looks, like my pawns prefer walking on good old marsh rather then on my fancy 'Basic Bridges'  :D
I know, pawns' pathfinding is dumb, but aren't bridges suppose to be as fast to be walked on as  floors?.
(http://i.imgur.com/yhD9gow.png)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 04, 2017, 01:32:18 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated:

- Pawns are once again able to smooth the inside corners of mountain rooms! "And there was much rejoicing."

- Reduced the time it takes to smooth a wall to about 3/4 of what it was before. This should represent a bit of a savings over the time required to mine a tile and then build a new wall, without making smoothing too overpowered.

- Made a change to the XML wall defs which I'd hoped would fix the "Map Reroll" wall graphics glitch. It didn't actually fix the glitch, but it's probably a good change, anyway.

- Added "[RF]" prefix tag to the mod's name for easier mod list sorting.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 04, 2017, 01:35:04 PM
It looks, like my pawns prefer walking on good old marsh rather then on my fancy 'Basic Bridges'  :D

That is some strange pathing behavior. I don't believe I've seen anything like that, and no one else has reported it, but I'll see if I can figure out why your pawns seem to prefer kicking through the muck. Do you happen to have any other mods loaded that might affect pathing?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 04, 2017, 03:44:44 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated yet again:

- Added a configuration option to determine whether fishing pawns haul their own catches to storage.

- It is now possible to fish from marsh tiles as well as from water tiles, though pawns are more likely to be bitten while fishing in marshes than when fishing in water.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Gelo on June 04, 2017, 08:55:12 PM
That is some strange pathing behavior. I don't believe I've seen anything like that, and no one else has reported it, but I'll see if I can figure out why your pawns seem to prefer kicking through the muck. Do you happen to have any other mods loaded that might affect pathing?

So, I've been testing this bug/phenomena for some time and that's what I've found:
1. The bug appears with only 'Basic Bridges' installed. So it isn't other mod's fault.
2. The bug appears mostly when bridges are used to cross marsh.
3. The bug appears mostly when bridges are long ( > 20 tiles ) and unlikely to appear with short bridges ( < 15 tiles )

Here is an example of short (13 t.) bridge - working fine:

(http://i.imgur.com/wPbW5AZ.png)(http://i.imgur.com/O0mm7oH.png)

And here is an example of long (24 t.) bridge - strange pathfinding detected:

(http://i.imgur.com/pd8fRxe.png)(http://i.imgur.com/FM9LPGC.png)
(pawns prefer walking on a coast of marsh 'pool')
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on June 05, 2017, 02:04:10 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated:

- Pawns are once again able to smooth the inside corners of mountain rooms! "And there was much rejoicing."
Yay! I'm rejoicing much!
Quote
- Reduced the time it takes to smooth a wall to about 3/4 of what it was before. This should represent a bit of a savings over the time required to mine a tile and then build a new wall, without making smoothing too overpowered.
Unnecessary, IMO, though I'll take it. Even at full time, it still saves a ton of micro; First ensure I have stone bricks on hand, (which, depending on how long it takes to get stable, can take quite some time) then mine the wall, then make sure I get the corners built first, then build the walls, etc.

Even though it takes a goodly while to smooth walls, I'm fine with it just to save my attention for other things; Esp. with the fix above for corners, it's massively convenient to just set a swathe of walls to be smoothed, and move on to other things.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 06, 2017, 11:27:53 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Fish now yield twice as much meat.

- Eels are significantly more common now in marshes, but can still be caught in rivers, lakes and oceans, as well.

- It's no longer possible to add fish to a normal butcher bill, since doing so would yield no meat, anyway.

- Pawns are now somewhat less likely to be bitten while fishing.

- XML defs no longer try to inherit from core abstracts. (It probably wasn't creating any problems, anyway, but it's better this way.)

- Made a few more minor edits to the XML patches.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 06, 2017, 11:31:42 PM
So, I've been testing this bug/phenomena for some time and that's what I've found....

I'm not sure what to tell you. I've been testing myself, and I can't reproduce what you're seeing. With short bridges or long, unless the path across the marsh is significantly shorter than the path using a bridge, my pawns seem to much prefer bridges.

I'll keep looking into it, but so far, I have no idea why your pawns seem to prefer getting their feet wet.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 06, 2017, 11:35:48 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated. XML defs no longer try to inherit from core abstracts. (Not only is this change a good idea, anyway, but it also fixed the "Map Reroll" issue.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: XeoNovaDan on June 07, 2017, 03:09:00 AM
The URL in Fertile Fields' About.xml leads to the A16 version of the mod.

Also, it'd be great if you put the date of the versions of your mods at the top of About.xml, so it's easier to tell if us manual installers are up-to-date. Great mods again though :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 07, 2017, 07:37:37 AM
The URL in Fertile Fields' About.xml leads to the A16 version of the mod.

Ugh. I'd forgotten all about those URLs!

Also, it'd be great if you put the date of the versions of your mods at the top of About.xml, so it's easier to tell if us manual installers are up-to-date.

And once again, someone has to point out the obvious to me....  :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 08, 2017, 01:21:48 PM
Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529) has been updated, mostly just for better visual compatibility with mods that add embrasures:

- Replaced XML overwrites with patches for better compatibility with other mods.

- Added new embrasure textures consistent with the revised wall graphics, which should automatically be used if another mod in use adds embrasures.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on June 08, 2017, 01:27:34 PM
Do you think, with your various coding tweaks and changes, that Smooth Stone Walls will be compatible with Better Vents and Better Coolers, once they're finally updated? When I was trying with the (otherwise mostly functional) outdated versions, it wouldn't allow me to add vents and coolers to smoothed walls; I had to deconstruct the wall, reconstruct the wall, then add the cooler/vent.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 08, 2017, 01:58:06 PM
Do you think, with your various coding tweaks and changes, that Smooth Stone Walls will be compatible with Better Vents and Better Coolers, once they're finally updated?

I honestly have no idea, as I don't use and haven't even looked at those mods. But some mods just don't seem to recognize non-vanilla walls as walls, and generally speaking, I don't think there's much I can do about it, as it has more to do with how the other mods are coded than it does with anything in my mod.

But I don't see why it really matters, anyway. Maybe I'm missing something, but is it really that difficult to deconstruct a wall segment before building something else in its spot instead of having the wall deconstructed automatically when the new item is built? Truth be told, I tend to deconstruct walls before building anything to replace them, anyway; I generally don't even check to see if I *can* do it all in one step. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on June 08, 2017, 02:00:49 PM
Those mods actually place the vent/cooler INTO the wall, so no deconstruction is needed.

I'll go ahead and drop a line over there; When Skully, or someone willing to help out with his mods, gets around to Coolers/Vents, hopefully they'll be willing to test and tweak.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 08, 2017, 02:04:12 PM
Those mods actually place the vent/cooler INTO the wall, so no deconstruction is needed.

Ah. I assumed they were like vanilla coolers that replace the wall segment.

I'll keep an eye out for updates, then, and see if I can do anything on my end to make sure they work together.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 08, 2017, 06:03:15 PM
Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968) and Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) have been updated.

In the base version, all vanilla names are now available to appear in games, as was originally intended. (Previously, some were inadvertently being excluded.) Also, the "Options" menu ability to define preferred names that should be used in games now recognizes player-defined names.

In both versions, the ability has been added to filter backstories based on a pawn's age. This will allow you, for example, to prevent a "revered tribal elder" backstory from being assigned to a 22 year-old.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 09, 2017, 03:06:21 PM
Awesome updates.

It is really hard keeping up with the mod-downloads this Alpha.

I had a thought about the "Configurable Maps".
Do you have any Influence over the Materials that are used for ruined buildings ?

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 09, 2017, 03:13:24 PM
Do you have any Influence over the Materials that are used for ruined buildings ?

That's something I looked at briefly a while back, as I'd thought about limiting ruins to being built with materials actually available on the map. Essentially, the code method that generates the ruins just references a separate method that randomly picks a "stuff" material and builds the ruins out of whatever was picked.

It was more complicated than I wanted to mess with at the time, but as my understanding of the coding, while still amateurish and very limited, is nonetheless better now than it was then, it may be something worth revisiting.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on June 09, 2017, 03:45:30 PM
And why just materials that are at the map ?
Since they are ancient ruins, the creators used all the materials to create them, so there are no more material left on the map.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 09, 2017, 04:17:10 PM
And why just materials that are at the map ?

If I do it, it'll be a configurable option. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 10, 2017, 12:22:17 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960) has been updated:

- "Wild Cultivation" is now fully compatible with "Seeds Please!" If that mod is in use, wild plants will drop seeds which can be used to grow their cultivated counterparts.

- Cultivated saguaro cacti now yield less wood than their wild cousins, in addition to growing more slowly.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 10, 2017, 05:51:13 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added the ability to define whether ruins and shrines should be constructed from random stone types (as in vanilla) or only from "local" stone types.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Love on June 10, 2017, 08:57:40 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added the ability to define whether ruins and shrines should be constructed from random stone types (as in vanilla) or only from "local" stone types.

This is an awesome feature.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 11, 2017, 05:26:22 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added the ability to define whether ruins and shrines should be constructed from random stone types (as in vanilla) or only from "local" stone types.

- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Rather grumpy. Extravagantly bearded. "But damn it, I'm not a dorf!"


Hot Damn Circus, Clowns and Magma, for a self proclaimed grumpy old guy you are a real modding powerhouse.
Also in Norse Mythologie there is no mentioning of Dwarves being small .. just master crafters who live underground.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 12, 2017, 01:36:45 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- River sizes, as well as lakes and marshes, are now affected by the "water level" setting.

- Added a new "ocean level on coastal maps" setting, which allows control of the amount of water on maps with coasts, from vanilla-style maps with just a small strip of water and sand on one edge, all the way to maps that are almost fully submerged.

So, yeah, you can now effectively create ocean maps if you really want to play on a map with virtually no dry land.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 12, 2017, 01:37:55 AM
Hot Damn Circus, Clowns and Magma, for a self proclaimed grumpy old guy you are a real modding powerhouse.

I just fake it well.  ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 12, 2017, 01:42:15 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Stone bridges will now support heavy construction, so you can use them to support walls if you so desire. (Note that this change isn't retroactive. Preexisting stone bridges in games already in progress will not support heavy construction. Only newly-built stone bridges will.)

It is, of course, a complete coincidence that being able to build walls on bridges just might make it a bit easier to deal with those "ocean maps" that you can create with my "Configurable Maps" mod now. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 12, 2017, 01:49:07 AM
(https://steamuserimages-a.akamaihd.net/ugc/838081272090147392/F877F3A98E9D165EBD4E6E2B7E6E41B57B2249F5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 8/5/2017

"Rascally Rabbits," as you can probably guess from the title, adds... rabbits.

Rabbits are smaller, more social, and more tameable than hares, and are found in warmer climates. You might even start with one as a pet, though admittedly they're rather useless. Brown rabbits can be found in boreal and temperate forests, and grey desert rabbits can be found in arid shrublands and deserts. And then there are the Caerbannog bunnies, which show up occasionally in all of those biomes. Probably the result of some misguided ancient genetic manipulation, the innocent-looking Caerbannog bunny is surprisingly dangerous, with nasty, big, pointy teeth and a vicious streak a mile wide. A generally solitary creature, it should not be underestimated.

Of course, where there are rabbits, there must be carrots, and so "Rascally Rabbits" also adds carrots that you can grow and eat. And you'll be able to cook up a tasty rabbit stew, using rabbit meat, carrots and potatoes.

Finally, the mod adds a few rabbit-themed events:

+ "Beasts of Caerbannog" presents you with a swarm of maneating Caerbannog bunnies. Yes, it's a reskinned (rabbit-skinned?) copy of the default "Maneater Pack" incident. But it uses a custom copy of the incident code, so "Rascally Rabbits" is compatible with other mods which modify that event.

+ "Ravenous Rabbits" infests your garden with hungry, hungry rabbits who'll devour your crops if you let them. This one's based on Nandonalt's excellent "Pests!" mod.

+ "What's Up, Doc?" gifts you with a crashed escape pod, containing not a colonist, but a small stash of supplies and someone's injured pet bunny. (It combines code from the default "Cargo Pod" and "Refugee Pod" incidents.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=945104173)

Dropbox Link (https://www.dropbox.com/s/bydr39xwurewl5h/Rainbeau%27s%20Rascally%20Rabbits.zip?dl=0)

Compatibility:

"Rascally Rabbits" adds new things, but doesn't change any existing things, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. But removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

The mod is fully compatible "out of the box" with both "A Dog Said" and "Seeds Please!" No extra patch mods are required.

Credits:

The coyote and duck graphics were provided to me by Ludeon forum user Minimurgle. No, they're not actually in use yet, as I've been too busy with other things to actually *add* coyotes and ducks to the mod. But I wanted to acknowledge Minimurgle's gift. And yes, coyotes and ducks *will* be part of the mod in the not too terribly distant future. (And if you don't understand why rascally rabbits, wiley coyotes and daffy ducks belong in a mod together, well, you clearly haven't watched enough classic Warner Brothers cartoons.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 12, 2017, 05:07:14 AM
Hot Damn Circus, Clowns and Magma, for a self proclaimed grumpy old guy you are a real modding powerhouse.

I just fake it well.  ;)

the grumpy old part or the Modding part ?

And yay the rabbits are back with updates .. double barreled shotguns for everyone :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 12, 2017, 10:13:44 AM
the grumpy old part or the Modding part ?

Gawd, I *wish* I was only faking being old. :P

(And on a completely unrelated note, except inasmuch as it's more evidence that I *am*, in fact, old, today, my wife and I are celebrating our 25th anniversary.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SihvMan on June 12, 2017, 10:39:01 AM
the grumpy old part or the Modding part ?

Gawd, I *wish* I was only faking being old. :P

(And on a completely unrelated note, except inasmuch as it's more evidence that I *am*, in fact, old, today, my wife and I are celebrating our 25th anniversary.)

Happy Anniversary! May you have many more. From a random internet stranger.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: XeoNovaDan on June 12, 2017, 12:12:58 PM
today, my wife and I are celebrating our 25th anniversary.)

Bring out the alcohol, woo!

That's how real dorfs party... and dine... and breakfast... and even sleep.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 17, 2017, 01:46:13 AM
Belated happy anniversary! :)

I have a stupid question: how do you place fishing spots? I built a basic wooden bridge out to the deep water, but I can't put a fishing spot on it anywhere. (Keeps telling me the terrain doesn't support it.  :-\ )

Also, could you possibly dial back the commonality on eel leather and squid leather? Maybe to 0.5 or less? It seems like EVERYTHING in the game is now made out of it. Lol

Thanks!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on June 17, 2017, 02:34:07 AM
my wife and I are celebrating our 25th anniversary.

Cheers :-D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 17, 2017, 09:06:34 AM
I have a stupid question: how do you place fishing spots? I built a basic wooden bridge out to the deep water, but I can't put a fishing spot on it anywhere. (Keeps telling me the terrain doesn't support it.  :-\ )

The fishing spot itself should be over water, with the interaction spot over a bridge tile.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 17, 2017, 03:53:05 PM
Oh duh. That makes sense. Lol

Thanks! :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 18, 2017, 08:14:33 AM
I survived 2 Caerbannog Events and are now the proud owner of a breeding pair !

Tremble before me, because they will become Legion.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: wwWraith on June 18, 2017, 12:59:25 PM
It looks, like my pawns prefer walking on good old marsh rather then on my fancy 'Basic Bridges'  :D
I know, pawns' pathfinding is dumb, but aren't bridges suppose to be as fast to be walked on as  floors?.
(http://i.imgur.com/yhD9gow.png)

I have a similar experience without Bridges mod (but with many others). Even with ground completely cleared and/or floored, pawns sometimes prefer some go-rounds instead of straight path, and yes, it happens more rarely when the distance is short. I have a suspicion that it may be a vanilla bug.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on June 18, 2017, 01:39:58 PM
My Dwarven heart leapt with joy when I saw a Caerbannog Bunny hunt down a Pygmy Muffalo and feasting on its body.

Another Checkbox on the "now I have seen everything"-List


==== EDIT ====

Now they took down a wolf who tried to hunt one of my minions.
Best Pet Ever.

[attachment deleted by admin due to age]
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on June 18, 2017, 03:28:19 PM
You live in a strange, strange world, my friend.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 21, 2017, 02:17:29 PM
Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968) and Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) have been updated.

Both are now fully compatible with RimRue's "Pawns Are Capable!"

I've also done some more minor editing to the default backstory database included with the base version of the mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 21, 2017, 03:12:57 PM
Awesome! Thanks for all your hard work! :)

Also, now I want my own Caerbannog bunny. But I'm too scared to try to tame one! Lol
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: wwWraith on June 21, 2017, 03:58:48 PM
Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968) and Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) have been updated.

Both are now fully compatible with RimRue's "Pawns Are Capable!"

I've also done some more minor editing to the default backstory database included with the base version of the mod.
Oh, it's just when I finished my editings to make it more fit to Several Puffins' Razzle Dazzle mod ;D Well, obviously I should did it by making a patch, not a direct editing...
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 21, 2017, 04:29:35 PM
Oh, it's just when I finished my editings to make it more fit to Several Puffins' Razzle Dazzle mod ;D Well, obviously I should did it by making a patch, not a direct editing...

None of the backstory edits this time around were terribly significant. Mostly it was just a matter of adding some tribal backstories, changing a few backstories from having a forced lazy trait back to having dumb labor disabled, and adding minimum ages to a few backstories. Nothing earth-shattering. So if you've been editing your own backstories to suit your own needs, by all means, continue using them. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 21, 2017, 04:57:32 PM
More tribal backstories??? :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 21, 2017, 05:53:33 PM
More tribal backstories??? :D

Read the update notes. I just added (edited versions of) yours into the default set, where before they'd just been available in the "raw data" folder. :P
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 21, 2017, 06:21:01 PM
And here I was all excited for a minute. Lol

Maybe it's time to write some more tribal backstories. ;)

Though I have to say (without tooting my own horn), the ones I've already added seem to round out the tribals fairly well. It's nice not having an entire colony of just weavers and gatherers, with the occasional healer and muffalo shaman thrown in. :P

Now if only I could figure out how to increase the tribal name database. My last game I had three tribals with the name Croio. One as a first name, the other two as last names--but they weren't even related! I guess Croio is the tribal version of Smith? Lol
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 21, 2017, 06:29:46 PM
Now if only I could figure out how to increase the tribal name database.

I haven't actually looked for it, but the ability to add names to it ought to be something I could easily add to "Editable Backstories."
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Pheanox on June 21, 2017, 06:34:36 PM
And here I was all excited for a minute. Lol

Maybe it's time to write some more tribal backstories. ;)

Though I have to say (without tooting my own horn), the ones I've already added seem to round out the tribals fairly well. It's nice not having an entire colony of just weavers and gatherers, with the occasional healer and muffalo shaman thrown in. :P

Now if only I could figure out how to increase the tribal name database. My last game I had three tribals with the name Croio. One as a first name, the other two as last names--but they weren't even related! I guess Croio is the tribal version of Smith? Lol

Not to inflate your ego but as someone that likes the challenge of playing tribal, I use your Tribal mod and your tribal backstories every play-through now.  I might write a set for like an amazonian village some time, might be fun.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 21, 2017, 07:21:47 PM
Oh thanks! I have found it definitely makes playing tribal more enjoyable and less frustrating--especially if you don't want to rush into research. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 21, 2017, 07:23:58 PM
Now if only I could figure out how to increase the tribal name database.

I haven't actually looked for it, but the ability to add names to it ought to be something I could easily add to "Editable Backstories."

That would be great. :) I've already got a short list of names I use for my starting colonists as I know I will end up with a ton of Greens, Whites, Troxos, Louses, Laxes, etc. before the game is over. :P
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 27, 2017, 03:19:20 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added a "biodensity" slider to adjust the density of animal and plant life on maps (relative to the base values for the biome).

- Each settings slider now includes a "random" option.

- Larger rivers will now tend to have more deep water, with fewer fordable spots. This is affected by the "water level" setting; rivers on maps with high water levels will be less easily forded than those on maps with low water levels.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kittyhawk on June 28, 2017, 04:27:31 PM
Would it be possible to offer a 'basic' Basic Bridges that does not include the fishing? Or perhaps make that aspect configurable? (sorry for my ignorance - have no idea if that is even possible or how much work would be involved)

It is the fishy-themed leathers/clothing that is an issue for me. Even if I do not use the fishing spots, the leather & clothing still appear in the game. I like them for a coastal game, but otherwise would like to omit them.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 28, 2017, 04:40:16 PM
It is the fishy-themed leathers/clothing that is an issue for me.

As it happens, I'm working on an update right now. (Well, not at this minute, literally, as I'm at work, but you get the idea.) One of the changes I'll be making, as it's already been requested, is to significantly drop the frequency with which squid and eel leather items show up. I assume that will at least partially address your concerns. I hadn't thought about it before now, but offering a configuration option to remove them from traders completely might also be possible, though I don't know that I could completely keep them from generating as equipped items on raider/trader pawns.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 28, 2017, 05:00:19 PM
Would it be possible to offer a 'basic' Basic Bridges that does not include the fishing? Or perhaps make that aspect configurable? (sorry for my ignorance - have no idea if that is even possible or how much work would be involved)

It is the fishy-themed leathers/clothing that is an issue for me. Even if I do not use the fishing spots, the leather & clothing still appear in the game. I like them for a coastal game, but otherwise would like to omit them.

While waiting on the update I tweaked the XML defs for the eel and squid leather in my game. I think you will find when it is updated that the balance is enough that you won't want the fishing spot removed entirely. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kittyhawk on June 28, 2017, 09:49:34 PM
As it happens, I'm working on an update right now.

Great news, thanks!

Quote from: Rimrue
While waiting on the update I tweaked the XML defs for the eel and squid leather in my game. I think you will find when it is updated that the balance is enough that you won't want the fishing spot removed entirely.

Well, I do like fishing so that is very good to hear!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on June 28, 2017, 10:46:42 PM
While waiting on the update I tweaked the XML defs for the eel and squid leather in my game.

So how exactly did you tweak them? Knowing what someone has already done and found to be well balanced would certainly make my life a bit easier. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on June 29, 2017, 01:07:08 AM
I added <commonality>0.3</commonality> to the <stuffProps>. :)

If you don't add a commonality I believe it defaults to 1 which is the same as cotton. Hence why everything seems to be made of eel and squid skin. Lol
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: XeoNovaDan on June 30, 2017, 05:22:39 PM
I personally don't think squid leather and eel leather should provide 100% thermal insulation, when looking at the properties of leathers of other animals such as emus, tortoises, and boomrats.

I suggest maybe 70% insulation for squid, and 50% for eel. 100% seems a bit weird in this case, when most animals with 100% insulation have a decent amount of fur - whereas many with ~50% have less or no fur.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Rimrue on July 01, 2017, 02:50:50 AM
You know what's missing from the Rascally Rabbits mod? The Holy Hand Grenade of Antioch. ;) During summer having one on your map is no big deal. During winter? OMG they are holy terrors. Lol
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Eluxor on July 03, 2017, 07:59:03 AM
I have been trying a waterworld scenario with the new map options plus basic bridges, my only problem is that the basic and simple wood briges should be able to be made of metal too, like 'scrap metal'
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: onerous1 on July 03, 2017, 08:42:43 AM
- Added a "biodensity" slider to adjust the density of animal and plant life on maps (relative to the base values for the biome).
 (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375)

I've used the max setting of the biodensity slider on a 275x275 boreal map. I really like the forest density. However there is a complication with mods that add other creatures to the game. I'm using Animal Collab Project on steam and the increased animal population gives me massive slowdowns due to the wildlife. I don't know if that's true with just vanilla. So just a warning that increasing biodiversity can cause slowdowns when combined with mods that add more animals.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 03, 2017, 09:37:45 AM
So just a warning that increasing biodiversity can cause slowdowns when combined with mods that add more animals.

I was trying to "cut corners," but even as I did it, I knew I'd probably end up needing to change it.  :)

Having animal and plant density shift together makes sense "realistically," since where there's more plant life, there tends to be more animal life, and where there's less of one, there tends to be less of the other. But I really do need to separate them into two separate configuration controls for game purposes, especially since, as you pointed out, if you're using mods that add more animals anyway, increasing the animal density can be very problematic.

So, yeah, that's already on my "to do" list. The next version of "Configurable Maps" will have separate animal and plant density sliders.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 03, 2017, 09:44:50 AM
I have been trying a waterworld scenario with the new map options plus basic bridges, my only problem is that the basic and simple wood briges should be able to be made of metal too, like 'scrap metal'

When I first read your comment, I thought you were literally suggesting that the wooden bridges should require metal for their construction, and was wondering why you'd think that.  But then I realized that you were suggesting that I add new metal bridge options. ;)

Metal bridges won't likely show up in the next release, which has been taking longer to finish than I'd hoped it would, but should be out tonight, but I can definitely add them to my "to do" list.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 04, 2017, 01:49:52 AM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Added a variety of specific fish which can be caught in various biomes, so that pawns aren't always just catching generic fish. The graphics were created by Steam user Draegon.

- New fish types are: arapaima, jellyfish, piranha, pufferfish (the meat from which is toxic until properly prepared in sushi), salmon, sea cucumber (the meat from which can be used to make herbal medicine), and sturgeon (which might yield some caviar when butchered).

- Fish are now classified simply as animal corpses, rather than as a special type of corpse, and can be butchered with the standard butchering recipe. The fish-specific butchering recipes have therefore been removed.

- Added "shellfish traps," which can be constructed next to piers or bridges.

- Added lobsters, crabs, crayfish, snails and shrimp, any of which might be caught in the new traps.

- If "Vegetable Garden" is installed, this mod's generic sushi recipe will be replaced by that mod's nigiri and maki roll recipes.

- Squid leather and eel skin now weigh substantially less and provide less thermal insulation than was previously the case. As well, items made from them will be much less commonly found in use or for sale by traders and raiders.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 04, 2017, 09:06:44 AM
@dburgdorf Coool stuff :)


Something I recently noticed with your Wild Cultivation mod is, that the wild plants seem to be a lot more durable than the cultivated variants.
Since the Info does not show the temperature range for plants I was wondering if this was an oversight.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 04, 2017, 09:07:55 AM
If anyone happens to have a copy of the previous version of "Basic Bridges," I'd appreciate it if you could provide it to me. I've gotten a couple of reports that the update broke saves. I'm skeptical, since the only things removed from the mod were the old fish butchering recipes, and the fact that those are gone now shouldn't do any more than generate a minor error when an old save is loaded, but I want to look into it, anyway.  But of course, I still haven't corrected my long-standing bad habit of not keeping obsolete versions of my own mods. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 04, 2017, 09:12:28 AM
Something I recently noticed with your Wild Cultivation mod is, that the wild plants seem to be a lot more durable than the cultivated variants.

Since you mentioned temperature ranges, I'm assuming you mean that the wild plants are less likely to be killed by extremely high or low temps...? I'm not sure why that would be the case, as all I did was quite literally copy the cultivated plant defs, remove the sowing-specific tags, and add wild environment tags. Nothing was added or removed that made any reference to temperatures. But I can certainly look into it. It may be that wild plants are just inherently considered more durable by the base code.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on July 04, 2017, 09:13:30 AM
Crap I just overwrite the archive while downloading the update ...

You should try git :p ! Or any versioning software ;) - Github, for instance, keeps a trace of all older releases (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases) (and any changes you ever made in your code (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/commits/master)) - Links are an example from a mod of mines.
And if you managed to mod C# I'm pretty sure you can manage to use something like that. I bit of work the time to learn but after it's perfect because all of this is automated. Perfect for lazy folks like myself :p And more seriously in case like that it's super handy to have a history of all the changes you made

Edit: I think Dropbox has an option for keeping history of files changes
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 04, 2017, 09:24:54 AM
Have no fear for I am the collector of everything :-D
Basic Bridges06.29.2017 (https://drive.google.com/drive/folders/0BxVcx5KQFUJdOFVMckV6SzIySjA?usp=sharing)

And thanks for the heads up .. I was about to install the update.


Regarding the Wild Plants, I like that they are more durable than the cultivated counterpart .. but since I don't know how durable they are it is still strange :)
I am waiting for a cold snap ..

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 04, 2017, 10:00:51 AM
Have no fear for I am the collector of everything :-D

Thanks! Turns out the missing recipes *were* breaking saves. But the matter's fixed now. In the version I just uploaded, the recipes do exist, even though they're not actually used, so there won't be any errors if an old save tries to reference them.

You should try git :p !

Yeah, I know. I tried briefly to make sense of GitHub a month or so back, but didn't get anywhere with it, and wasn't really motivated to worry much about it. I should probably take a look at it again. :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on July 04, 2017, 10:46:25 AM
IMHO it's because GitHub IS a bit daunting at first look. But it's because it was made for being able to manage up to hundred/thousands devs working on same projects. And it does its job well if you ask me.

Now for modding purpose, you'll want to keep things minimal. Here is a copy paste from a little something I wrote to explain to a fellow modder (https://github.com/kaptain-kavern/ADogSaid/issues/11#issuecomment-234696850):

I use CLI (because I'm used to - nowadays I even use CLI directly from my text editor) but you can use the Github desktop app (https://desktop.github.com/) (I have a little preference for GitKraken (https://www.gitkraken.com/), myself), I find it helps because you can see more clearly what you do.

The way I work:  I fiddle in the XML files, test in game, back to file changing some, etc.. You know modding :p . When I think I reach "a step", I go in the app and "commit" my changes (Saving changes while leaving notes. Everybody should even when working alone - That's the golden rule! ). Then I go work on files again, fiddle with them, etc ... Rinse and repeat

At this point all the changes still are local (on my computer), it's only when you choose to sync with the app ("push") that the changes will be updated on the repo (in the branch you choose).

For files editing (on windows) i recommend either Sublime Text or Atom. Some also prefer Notepad++. (http://rimworldwiki.com/wiki/Modding_Tutorials/Recommended_software)

Sorry for the copy/paste but i'm not a native english speaker and it costs me too much brain power to write long text :p



Edit:
One thing that puzzled me for long time : At start I always need to create the repository (name of projects in github lingo) on the web page first then clone the empty project via the app/CLI, then copy/paste my already existing mod folder in the empty one just cloned and then re-upload it ("push" in github lingo). After that you can start to work as I described above.

But you totally can work locally with only git (the versioning software) or one of the linked app and never bother to upload to Github. You'd still keep the benefit of being able to just cancel changes or browsing them. Github website is optional but very convenient for release management and working as teams once you get it. (not to mention integrated bug reporting, wiki + project management tools and even free simple web-hosting that come with every "repo")

Edit bis: I totally rewrite the post, first edit included :p
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: onerous1 on July 04, 2017, 02:15:54 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:
 
- New fish types are: ...pufferfish (the meat from which is toxic until properly prepared in sushi)...

So does the chef need 20 skill in order to not kill pawns with sushi made from pufferfish? Because that would be awesome! (Feeding subpar pufferfish sushi to prisoners in order to become a renown itamae, not killing colony members with bad sushi. They have enough to worry about.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 04, 2017, 02:20:51 PM
2 Things I noticed :

The Traps produce Fish at an Incredible rate .. with 10 traps I don't seem to catch up with butchering.

Thats the second thing : butchering does not seem to work anymore. I allowed everything, still I get the message no ressources available with several different animals right next to the table ..
I am testing to build a new table and the good old restart .. but it is kind of strange.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on July 05, 2017, 01:08:14 AM
Yeah, i am notice all the shellfish traps give stackable corpses, but these corpses never give any meat after butchering.
And most (all?) of these corpses are used at some meal recipes.
But can't find a recipe for the "tiny fish corpse".
Could you maybe give these Shellfish trap fishes a corpse subcategory like the insects, so we can unflag them easyly from butchering, or maybe find a different solution.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 05, 2017, 01:30:52 AM
So does the chef need 20 skill in order to not kill pawns with sushi made from pufferfish?

Sadly, I haven't come up with a way to do anything quite so fancy. Right now, at least, things are much simpler. Pufferfish meat, if eaten raw, is very likely to cause food poisoning. But it can be used (like other fish meats) to make sushi, which won't usually make pawns sick. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 05, 2017, 01:34:59 AM
The Traps produce Fish at an Incredible rate.... butchering does not seem to work anymore....

Yeah, a number of players have commented that traps seem overpowered right now. I'll need to adjust them.

As to butchering, are you saying you can't butcher *anything*? I haven't heard that from anyone else, and have no idea why it would be happening....

Yeah, i am notice all the shellfish traps give stackable corpses, but these corpses never give any meat after butchering. And most (all?) of these corpses are used at some meal recipes. But can't find a recipe for the "tiny fish corpse".

Tiny fish are butchered for fish meat just as regular fish are. Shellfish, though, don't need to be butchered, as they're boiled "as is." My apologies for failing to notice that pawns still try to butcher them, anyway. I'll make a note to fix that.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 05, 2017, 02:29:51 AM

As to butchering, are you saying you can't butcher *anything*? I haven't heard that from anyone else, and have no idea why it would be happening....

Tiny fish are butchered for fish meat just as regular fish are. Shellfish, though, don't need to be butchered, as they're boiled "as is." My apologies for failing to notice that pawns still try to butcher them, anyway. I'll make a note to fix that.

Okay that explains alot.
Yes. I had the issue that my cooks refused to butcher anything. That got fixed by the good old reboot.
Then I noticed the same thing as canute, butchering without results ..

Now that I know how it is supposed to work, I think there was no problem at all :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 05, 2017, 02:58:52 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated again:

- The boiled shellfish recipe now actually works, allows the use of any kind of vegetables rather than just potatoes, and also requires Cooking skill of just 3 rather than 6.

- Recipe filters across the board are now more sensibly defined.

- As butchering shellfish doesn't yield anything, it's no longer possible to use shellfish in the "butcher creature" recipe. So pawns should now stop wasting your lobsters in futile butchery attempts.

- Shellfish traps will now be reduced in efficiency if other traps are in close proximity to them.

This *should* take care of the remaining issues caused by the poor quality control on Monday's update. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on July 05, 2017, 03:51:46 PM
- Shellfish traps will now be reduced in efficiency if other traps are in close proximity to them.
Let me guess, you can't prevent that the traps blueprints are placed next to each other.
Once they are build the restriction works.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DariusWolfe on July 05, 2017, 03:57:32 PM
Is it really fair to continue calling this Basic Bridges?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 05, 2017, 04:30:10 PM
OK, one more minor bug fix:

- Shellfish trap blueprints, as well as already-constructed traps, will now block construction of new traps within a six-tile radius. (That's how the traps were supposed to have been working all along.)

Let me guess, you can't prevent that the traps blueprints are placed next to each other. Once they are build the restriction works.

Thanks for pointing out the oversight. ;)

Traps have to have at least six tiles between them. But if they're fewer than about 20 tiles apart, they will each operate a bit less efficiently than if they were all alone.

Is it really fair to continue calling this Basic Bridges?

Yeah, my projects do have a tendency to grow rather far beyond my original intentions or expectations.... :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 07, 2017, 01:02:11 AM
(https://steamuserimages-a.akamaihd.net/ugc/838083435291473184/B72B87C5F02DA2BB0B66C100CD524199055E3548/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/5/2017

After working with RimRue for a while on the base version of "Pawns Are Capable!," I decided to try a slightly different approach. This mod is the end result.

Instead of replacing incapabilities with traits, this version of the mod simply changes the way in which the game handles incapabilities. On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=969096940)

Dropbox Link (https://www.dropbox.com/s/95h6mwvj48dh9ge/R%26R%27s%20Pawns%20are%20Capable%20%28No%20Traits%29.zip?dl=0)

Compatibility:

"Pawns Are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

Credits:

Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original mod.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 12, 2017, 12:32:49 AM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated:

- In addition to mood debuffs, hated work assignments now also penalize movement and, eventually, manipulation.

- The lingering "was assigned to hated work" debuff now lasts a minimum of one hour. (Otherwise, it still lasts for half as long as the assignment, to a maximum of one day.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: wwWraith on July 12, 2017, 07:00:15 AM
This mod is not currently compatible with Fluffy's "Work Tab" mod. I'm hoping to fix that in the near future.

Is it just highlighting or something more? I want to use this version, but afraid of this note :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 12, 2017, 08:15:55 AM
This mod is not currently compatible with Fluffy's "Work Tab" mod. I'm hoping to fix that in the near future.

Is it just highlighting or something more? I want to use this version, but afraid of this note :)

His work tab mod literally won't work right now in conjunction with the "no traits" version of PAC, because we're apparently making incompatible changes to a particular section of code that handles the "drawing" of the tab. It hopefully won't be hard to track down, and I'm going to try to deal with it over the weekend, if not sooner, but right now, I'm afraid it's one mod or the other. :(
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: admiralKew on July 12, 2017, 01:05:49 PM
@dburgdorf, do you think that perhaps deconstructing poured concrete floors and walls, as well as reinforced concrete should output crushed rocks?

Also, I'm not yet 100% familiar with the tech tree, but I think that you should be able to make crushed rocks at the stonecutter's bench, so if there's another bench added that allows that, feel free to disregard my $0.02!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 12, 2017, 01:12:17 PM
@dburgdorf, do you think that perhaps deconstructing poured concrete floors and walls, as well as reinforced concrete should output crushed rocks?

That sounds like a reasonable Idea

Also, I'm not yet 100% familiar with the tech tree, but I think that you should be able to make crushed rocks at the stonecutter's bench, so if there's another bench added that allows that, feel free to disregard my $0.02!

Yes, Fertile Fields Research allows you to build a Rockmill which allows you to create crushed rocks and some more stuff.
But I don't know from the top of my head if its the second or third tier.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 13, 2017, 03:28:40 PM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated again. It's now fully compatible with Fluffy's "Work Tab" mod.

(A lot more recoding was required than I'd originally expected, so there are actually a number of behind-the-scenes changes, but as far as users are concerned, nothing's really any different.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: wwWraith on July 13, 2017, 04:08:47 PM
Thanks a lot! :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: lorebot on July 14, 2017, 04:52:57 AM
I noticed an issue earlier with the No Traits version of PAC. I have a pawn that is non-violent, has a penalty for being equipped with a weapon. When a wolf started attacking one of my huskies the non-violent pawn was the closest to the fight so in an effort to save my dog I drafted him and tried to order him to attack the wolf with his bare hands and the right click menu said the colonist was incapable of combat because of the non-violent trait. I'm pretty sure that the original PAC wouldn't have given that error, the colonist just would have taken a mood penalty for being in combat, but I'm not certain that's the case...it's been a long time since I've had a non-violent pawn but I'm pretty sure PAC allows them to be drafted and ordered to fight bare handed.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Aronnekick on July 14, 2017, 10:48:59 AM
You are a genius!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 14, 2017, 10:55:25 AM
I noticed an issue earlier with the No Traits version of PAC.

Yeah, the "incapable of violence" thing is a bit of a problem area, since unlike the other incapabilities, it doesn't link directly to specific work assignments.

In the base version of PAC, non-violent tendencies for all intents and purposes simply disappear. A non-violent pawn will complain if forced to carry a weapon, but won't suffer any detriment *unless* actually armed, even though he or she can and will attack enemies or engage in social fights or whatever just like any other pawn, even if unarmed.

In the "no traits" version, I tried to restrict things a bit more. There are a lot of things which, in the vanilla game, a non-violent pawn can't do. With the "no traits" version of PAC, there is one and only one of those things which a non-violent pawn who doesn't have a weapon can do, and that is... equip a weapon.

In other words, with the "no traits" version of PAC, a non-violent pawn will behave exactly as in vanilla, *unless* he or she is armed. But a non-violent pawn who *is* armed will be capable of any sort of violent action, while of course suffering detriments for being armed.

I realize it's not a perfect solution, but it seems like a reasonable compromise. As always, though, feedback is welcome. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: lorebot on July 14, 2017, 01:24:01 PM
I noticed an issue earlier with the No Traits version of PAC.

Yeah, the "incapable of violence" thing is a bit of a problem area, since unlike the other incapabilities, it doesn't link directly to specific work assignments.

In the base version of PAC, non-violent tendencies for all intents and purposes simply disappear. A non-violent pawn will complain if forced to carry a weapon, but won't suffer any detriment *unless* actually armed, even though he or she can and will attack enemies or engage in social fights or whatever just like any other pawn, even if unarmed.

In the "no traits" version, I tried to restrict things a bit more. There are a lot of things which, in the vanilla game, a non-violent pawn can't do. With the "no traits" version of PAC, there is one and only one of those things which a non-violent pawn who doesn't have a weapon can do, and that is... equip a weapon.

In other words, with the "no traits" version of PAC, a non-violent pawn will behave exactly as in vanilla, *unless* he or she is armed. But a non-violent pawn who *is* armed will be capable of any sort of violent action, while of course suffering detriments for being armed.

I realize it's not a perfect solution, but it seems like a reasonable compromise. As always, though, feedback is welcome. ;)

I just wasn't sure if it was intended behavior or not and I was a bit miffed that it cost my dog her back leg...the wolf bit it off before any of my other colonists could get there. I would be less upset about it if there had been a way for my colonist to pick up and carry away my dog, literally putting himself between the wolf and the dog. Even a non-violent person would be capable of being a meat shield for a good purpose...he's bonded with that dog after all, he wouldn't just stand by and watch as the wolf ripped off the dog's leg. Sadly you can't 'rescue' a pawn that's not 'downed' so that option isn't available...though this isn't the first time I wished it was. Many times I've had colonists with mental breaks wander off into danger and my only option was to try to arrest them so I could bring them back to safety, which they almost always reject and go berserk over. If I could just send someone to 'rescue' them it'd be so much better.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: PixelBitZombie on July 14, 2017, 04:38:00 PM
I meant to ask this about a month ago, is it possible to revive the No Clean-up mod?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 14, 2017, 04:47:06 PM
I'm afraid I have no idea what "No Clean-Up" mod you're referring to. It's not one of mine, though. Is it a mod that limits where pawns clean? I think there are a couple of mods available that are variations on that theme.

Remember what the dormouse said!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: PixelBitZombie on July 14, 2017, 06:26:44 PM
I'm afraid I have no idea what "No Clean-Up" mod you're referring to. It's not one of mine, though. Is it a mod that limits where pawns clean? I think there are a couple of mods available that are variations on that theme.

Remember what the dormouse said!

Sorry I thought it said "No", I was wrong. It's an A16 version, "Clean-up" mod. By you.
I imagine there was a reason you never updated it, I just assumed you didn't want to. Order to the Architect Menu is a mod I've been looking for and can't seem to find one. It's so damn cluttered, I'd rather things be put into another tab if they do the same thing.


(http://i.imgur.com/VkysORQ.png?1)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 14, 2017, 06:37:26 PM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated again, though most users, I suspect, will have no reason to worry about the change:

- Added Korean language files, generously provided by Steam user sogo100.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 14, 2017, 06:40:20 PM
Sorry I thought it said "No", I was wrong. It's an A16 version, "Clean-up" mod. By you. I imagine there was a reason you never updated it, I just assumed you didn't want to.

Ah. OK. I just assumed you were talking about a mod that kept pawns from cleaning. :)

There's no particular reason for my not having updated it, other than just not having gotten around to it yet. But I *do* intend to get to it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dodger0788 on July 14, 2017, 09:35:26 PM
Hey, Would it be possible to make the ruins setting on the configurable maps mod work with the ruins from the Miscellaneous MapGenerator? currently if you use the two mods together the normal amount of ruins apear even if you have the setting at the max level. If its too much of a hassle to do i can live without it xD
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: admiralKew on July 14, 2017, 10:02:37 PM
It works for me. Load Misc MapGenerator before RF - Configurable Maps.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 14, 2017, 10:35:35 PM
Hey, Would it be possible to make the ruins setting on the configurable maps mod work with the ruins from the Miscellaneous MapGenerator?

There shouldn't be any conflict. I tested the two of them together a while back, though admittedly not to any great extent, and everything seemed to be fine. And as far as the code is concerned, there's no overlap, as Miscellaneous Map Generator doesn't touch the regular generation methods that Configurable Maps adjusts, but just adds its own methods for its unique ruins.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Belgrath on July 14, 2017, 11:04:36 PM
Hello.

I love your Basic Bridges and Smooth Stone walls mods.
But I'm having problems with placing walls on stone bridges!
Also would ItchyFlea's Fences mods be a light construction or heavy. As I can't build walls or fences on stone bridges I thought I'd ask.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: PixelBitZombie on July 14, 2017, 11:53:11 PM
Ah. OK. I just assumed you were talking about a mod that kept pawns from cleaning. :)

There's no particular reason for my not having updated it, other than just not having gotten around to it yet. But I *do* intend to get to it.

Nice, thanks for letting us know. When I looked up that mod on Steam (when the picture was taken) I saw you were actively answering people. Again thank you.

Hello.

I love your Basic Bridges and Smooth Stone walls mods.
But I'm having problems with placing walls on stone bridges!
Also would ItchyFlea's Fences mods be a light construction or heavy. As I can't build walls or fences on stone bridges I thought I'd ask.

As far as I know you cannot Build Walls on bridges, either wood or stone/steel. Only Conduits at least from my experience. Otherwise I wouldn't have to cheat and set terrain on some water lol.

I was unaware he had updated his mod, which maybe your case as well. Hopefully that was your issue!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 15, 2017, 12:07:44 AM
But I'm having problems with placing walls on stone bridges!

Are you perhaps still using a version of the mod from before June 11? That was the date of the update that allowed stone bridges to support heavy construction.

If you're using a newer version of the mod, I'll need more information, as you shouldn't be having any trouble.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Belgrath on July 15, 2017, 03:48:33 AM
@ PixelBitZombie

I was unaware he had updated his mod, which maybe your case as well. Hopefully that was your issue!

No ItchyFlea hasn't updated his mod. I have been updating/using for myself, but as of my last post here I shared the updated version on the forum.
My post updating ItchyFlea's Fences
I love ItchyFlea's Mods but I use Fences the most!
So here is a mod update for Fences, which is just changing the about.xml file.
Fences_A17.7z (https://www.dropbox.com/s/s3gihe6zttt7uou/Fences_A17.7z?dl=0)

@ dburgdorf
Are you perhaps still using a version of the mod from before June 11? That was the date of the update that allowed stone bridges to support heavy construction.

Indeed I was using the old version, thinking I had switched over to the workshop version. Sorry my bad!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: EstebanLB01 on July 15, 2017, 10:53:15 AM
Can you please make bridges and fishing separate?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 15, 2017, 11:36:55 AM
Can you please make bridges and fishing separate?

The fishing elements of the mod are completely dependent upon the bridges, and would thus be useless on their own. You're under no obligation to create fishing spots or build shellfish traps if you don't want to. And there are no known conflicts between "Basic Bridges" and any other mods. So I'm afraid I can see absolutely no benefit to splitting it into two separate mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: faltonico on July 15, 2017, 04:40:19 PM
@dburgdorf
Try to respond as Dismar sometimes does, you can avoid hassle:
nope

xDD
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: PixelBitZombie on July 15, 2017, 05:16:09 PM
No he hasn't updated his mod. I have been updating/using for myself, but as of my last post here I shared the updated version on the forum.

See I was running a very old version which is why I said that. I was unaware it had even been updated. So new fishes, fishing and building on bridges (stone) at least is news to me and am happy I decided to look at the end of this topic.

Quote
Indeed I was using the old version, thinking I had switched over to the workshop version. Sorry my bad!

Then you said this and it made it even more confusing to read. From what you said "No he hasn't updated his mod. I have been updating/using for myself" Conflicts with what you say in this quote above.

Anyway, I'm just happy I noticed it was updated by anybody. It fixed the "Placeworkers -texture error floor" error in the console. Also giving new things.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Belgrath on July 16, 2017, 03:51:01 AM
Ok, I wasn't clear in what I meant.
But it's ItchyFlea's fences mod that I had been updating, because it hasn't been updated from A15.
I have the Basic Bridges mod from the forum and also the workshop version.
Thinking I had loaded the workshop version, and there for be up to date but no I was using the older version from the forum.
Also I edited my last post so people can read it more like what I meant.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 22, 2017, 11:14:16 AM
(https://steamuserimages-a.akamaihd.net/ugc/839210690291981319/4F60266DD4C06CA95B71F8A7980562CF0CDEB2DD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 7/22/2017

Let's Go Crazy!

"Dearly beloved, we are gathered here today to get through this thing called 'life.' Electric word, 'life.' It means 'forever,' and that's a mighty long time, especially out here on the Rim! 'Cause life on the Rim is brutal. You need to know that. Soon enough, you'll see things that will shock and disgust you. Then, you'll find yourself *doing* things that will shock and disgust you. But in time, you'll find that you're no longer shocked or disgusted. And that's when you'll know that you are truly one of us!"

This is a little mod for those players who believe that psychopaths make the best colonists. It won't increase the odds that your starting pawns will be psychopaths, but it will allow them to *become* psychopaths after dealing long enough with the harsh realities of life on the Rim. Any pawn who doesn't have the "Kind" trait and who doesn't have a backstory (such as "Empath") which disallows the "Psychopath" trait will, in time, "snap." It's not a matter of "if," but a matter of "when." Pawns with high Social skill may take a bit longer to snap. Pawns with the "Bloodlust," "Cannibal" or "Abrasive" traits will snap that much sooner. And, of course, a pawn's mood will also affect the likelihood of a snap. But in time, all will succumb to the madness of the Rim.

* NOTE: The frequency of these "snaps" may very well still need to be adjusted! Please provide feedback letting me know if the snaps seem too frequent, too rare, or just about right! *

In addition, pawns you capture or recruit from non-pirate factions will be slightly more likely than in vanilla to already have the "Psychopath" trait. And pawns from pirate factions will be very likely to have it.

On a side note, the mod also adjusts the character display tab so that up to six (instead of just four) traits can be seen.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1086096399)

Dropbox Link (https://www.dropbox.com/s/i73tzhm9mc506jt/Rainbeau%27s%20We%27re%20All%20Mad%20Here.zip?dl=0)

Compatibility:

"We're All Mad, Here!" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

Credits:

The existence of this mod is indirectly the fault of InfinityKage, who innocently asked on the Ludeon forums if there was a way to add the "Psychopath" trait to pawns mid-game.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 22, 2017, 01:24:57 PM
And while Jecrell was opening the doors to the evil beyond ....
nobody knew that it was you who compelled him from there.
And damn, this literaly drove me crazy last year, when I tried something similiar in A16..


I assume this is compatible with "pawns are capable" ?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 22, 2017, 01:59:16 PM
I assume this is compatible with "pawns are capable" ?

It should work just fine with either version.

And while Jecrell was opening the doors to the evil beyond ....
nobody knew that it was you who compelled him from there.

Today's my birthday. I've got to do *something* a little strange.  ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 22, 2017, 02:24:25 PM

Today's my birthday. I've got to do *something* a little strange.  ;)

Oooooh .. uuuhm .. yeah.

That makes sense. I was wondering why the candles look different, and why there are so many.
(http://s3.india.com/wp-content/uploads/2016/12/Cake-Candles-1.jpg)

Happy Birthday then, and thank you for your kind gift to us ..
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on July 22, 2017, 03:10:35 PM
Happy B-day (mine was a couple of days ago) :-D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: notfood on July 22, 2017, 03:28:24 PM
Happy birthdays both of you, let's go crazy!

-installing-
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 22, 2017, 04:49:46 PM
(https://steamuserimages-a.akamaihd.net/ugc/839210690293040516/6865EA532676793B50939C3859E8157D26DB90D1/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 7/23/2017

"More Trait Slots" is a pretty simple mod. It doesn't add new traits to the game, but it will work well with mods that do, as it allows you to configure the minimum and maximum number of traits that pawns will start with. It also adjusts the character display tab so that up to seven (or up to nine with a smaller font) traits can actually be seen.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1086469430)

Dropbox Link (https://www.dropbox.com/s/xaey4m0glwknf5h/Rainbeau%27s%20More%20Trait%20Slots.zip?dl=0)

Compatibility:

"More Trait Slots" can safely be added to or deleted from a game in progress, and shouldn't conflict with any other mods.

If you're using "EdB Prepare Carefully," you might see a warning message if you assign more traits to a pawn than the vanilla character tab would be able to display, but you can safely ignore that message. And you should have no other issues when using the two mods together.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: onerous1 on July 22, 2017, 11:59:50 PM
You're pretty active on your birthday. Happy birthday to you. Go get some rest. Or not because it's your birthday and you can do what you want.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Mufflamingo on July 23, 2017, 12:39:42 AM
A gift for you. I made a bath house with a pool inside using deep water tile using terraforming. You can have a pool party.

[attachment deleted by admin due to age]
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on July 23, 2017, 03:26:33 AM
You forget to tame some naked waternympho's they will wash the backs of the bathguests !! :-)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 23, 2017, 01:02:21 PM
I assume this is compatible with "pawns are capable" ?

It should work just fine with either version.

And while Jecrell was opening the doors to the evil beyond ....
nobody knew that it was you who compelled him from there.

Today's my birthday. I've got to do *something* a little strange.  ;)

What I meant to say yesterday is that your Evil Ways created a gateway drug that will finally lead us to dynamic traits.
Sadly my Internet decided it was done for that day ..
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 23, 2017, 02:00:23 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Instead of having a random chance to be "damaged beyond repair" without warning, shellfish traps now take damage each time something is caught, so that pawns assigned to construction work can keep them repaired and prevent them from being destroyed.

- Shellfish-related recipes are now usable at stone ovens from RimRue's "Tribal Essentials" mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 23, 2017, 10:09:34 PM
More Trait Slots (https://ludeon.com/forums/index.php?topic=32192.msg354110#msg354110) has been updated:

- The number of traits that pawns start with (both minimum and maximum) is now configurable, anywhere from 0 to 8.

- The font size of the traits list is also configurable. The normal font size will allow up to seven traits to be seen, while the smaller font size will handle up to nine.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Simmin on July 25, 2017, 12:56:45 PM
Is there a reason that vents and coolers cant be placed directly on smoothed stone walls?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 25, 2017, 01:21:23 PM
Yeap, they are a different walltype not recognized by the vents .. the same goes for modded vents that sit in the wall rather then remove the wall.
Concrete Walls have the same problem.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 25, 2017, 01:35:21 PM
Looking into the modded vent/cooler issue is on my "to do" list. I just haven't gotten to it yet.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 26, 2017, 07:57:59 AM
This post is to remind myself to report an initialisation error with fish-bodies when I get home.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 26, 2017, 09:32:27 AM
This post is to remind myself to report an initialisation error with fish-bodies when I get home.

And this post is to remind myself to respond to your report once you make it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 26, 2017, 07:57:59 PM
(https://steamuserimages-a.akamaihd.net/ugc/852721946108959740/D4357A19BA5C2CD6FC4B9157B2298548AD4987ED/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/18/2017

When I started looking for a mod to add more traits to the game, I quickly realized three things about the various trait collection mods that are available: they all have some traits I really like, but also some I dislike, and none of them had all the traits I wanted; they don't necessarily work very well together due to conceptual overlaps or conflicts; and some of them are buggy in one way or another.

So I decided to deal with the problem by... releasing yet another trait collection mod. *Shrug* What can I say? This one, at least, has the traits I like, all the traits I like, and nothing but the traits I like. And I'm reasonably certain it's bug-free.

"Consolidated Traits" adds 43 traits to the game, almost doubling the number of traits available for pawns. The new traits are:

- "Aesthete": Pawns with this trait love beautiful things, and care a lot about the beauty of their environment.
- "Animal Hater": Some pawns just aren't "animal people."
- "Animal Lover": Pawns with this trait, as you'd expect, are especially good at dealing with animals.
- "Bipolar": Pawns with this trait will have more extreme mood swings than other pawns.
- "Brown Thumb": This trait is the opposite of "Green Thumb," obviously.
- "Builder": Pawns with this trait are good at constructing things, at least if they have instructions.
- "Butcher": Pawns with this trait are much faster when butchering animal corpses.
- "Chemist": Pawns with this trait are faster than others when brewing or producing drugs.
- "Claustrophobic": Pawns who don't like confined spaces make poor miners.
- "Cold Lover": Pawns with this trait will complain less when it's cold, but will whine more when it's hot.
- "Coordinated": This one provides a slight boost to global work speed and to most skilled labor.
- "Deadshot": This provides a boost to both shooting speed and accuracy.
- "Deep Sleeper": Pawns with this trait won't be disturbed by others while sleeping.
- "Dunce": Pawns with this trait will learn at a slower rate.
- "Glutton": Pawns with this trait eat very quickly.
- "Gourmet": Pawns with this trait prepare excellent food, but take their time in doing so.
- "Heat Lover": This is the counterpoint to "Cold Lover."
- "Inept": This trait is the counterpoint to "Coordinated."
- "Inventor": Pawns with this trait are great researchers, but tend to be easily distracted.
- "Natural Porter": Some pawns are just good at moving things. This trait increases carrying capacity.
- "Near-Sighted"/"Eagle-Eyed": These traits affect primarily a pawn's shooting accuracy.
- "Neat Freak": Pawns with this trait appreciate the importance of a dirt-free environment.
- "Nibbler": Pawns with this trait eat very slowly, picking at their food.
- "Nyctophobe"/"Nyctophile": These traits make pawns either more or less afraid of the dark than usual.
- "Perfectionist": Pawns with this trait try to make sure their work is done right, no matter how long it takes.
- "Poor Medic"/"Skilled Medic"/"Master Medic": These traits provide penalties or buffs to medical skills.
- "Quick Learner": This trait is the counterpart to "Dunce."
- "Rockhound": Pawns with this trait excel at mining and stonecutting, but are a bit slow at other tasks.
- "Savant": Pawns with this trait are creative geniuses, but terribly slow workers.
- "Sluggish"/"Swift Reflexes": These traits affect a pawn's ability to dodge attacks.
- "Sucker"/"Haggler"/"Master Trader": These traits affect prices when a pawn is trading.
- "Uncouth"/"Diplomat"/"Master Diplomat": These traits affect the success of a pawn's diplomatic efforts.
- "Weak Constitution"/"Strong Constitution": These traits affect a pawn's resistance to pathogens and diseases.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1091214800)

Dropbox Link (https://www.dropbox.com/s/yl9cl7vmsqcg4u6/Rainbeau%27s%20Consolidated%20Traits.zip?dl=0)

Compatibility:

"Consolidated Traits" should be compatible with most other mods. Even if those mods add similar traits, there shouldn't be any conflicts, as the traits are unlikely to have the same defNames. However, if you're using more than one mod that adds traits, you might end up seeing pawns with traits that don't really work well together, since the game won't have any way of knowing that trait X from mod Y duplicates or just isn't compatible with trait A from mod B.

This mod is compatible with either version of "Pawns are Capable!," though I'd recommend using the version of that mod that doesn't add traits, for the reason just stated.

I'd also recommend using my "More Trait Slots" mod. Combining a larger pool of traits with a larger set of traits per pawn can add some very interesting and uniquely individual personalities to your game.

You should be able to add "Consolidated Traits" to an existing saved game without trouble, but removing the mod from a game in progress might cause problems if any pawns in the world have any of the mod's traits, which is of course very likely.

Credits:

Some of the traits added by this mod are original. But most of them are based on traits found in "Additional Traits," "Extended Traits," "L-Traits," and/or the base version of "Pawns Are Capable!"
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Mufflamingo on July 26, 2017, 08:11:38 PM
I like this collection of new traits better. Thanks.

Thank you also for releasing it after I created a new game! Errr.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 26, 2017, 08:46:50 PM
Thank you also for releasing it after I created a new game! Errr.

You and SpaceDorf should form a "Rainbeau Releases His Mods at Inconvenient Times" club.  (The name's just a placeholder, of course. I'm sure you can come up with something better.)  :D

More seriously, I am of course interested in feedback, whether it be ideas for more traits to add, or reports of any odd trait combinations that show up. I've set things up in a way that should prevent most obviously incongruous pairings, but it's quite likely some more subtle odd possibilities could still show up. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 27, 2017, 07:16:09 AM
I like this collection of new traits better. Thanks.

Thank you also for releasing it after I created a new game! Errr.

Well you can always add traits to a running game, sure you can't start with them but later pawns will have them.

My problem with bad mod-timing is more caused by the loading times of Rimworld itself.
When I find myself taking that fateful "real quick" look at the forum .. and find 3 updates,
2 new mods and so on.

You and SpaceDorf should form a "Rainbeau Releases His Mods at Inconvenient Times" club.  (The name's just a placeholder, of course. I'm sure you can come up with something better.)  :D

"Burgdorf's Bad Timing Buddies"

More seriously, I am of course interested in feedback, whether it be ideas for more traits to add

Good Timing for publishing this mod, because just yesterday I was wondering if it possible
to exclusivly bind traits and backstories special pawns ?

This post is to remind myself to report an initialisation error with fish-bodies when I get home.
And this post is to remind myself to respond to your report once you make it.

I had no time at all yesterday evening .. today I will check ..
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 27, 2017, 09:38:30 AM
Good Timing for publishing this mod, because just yesterday I was wondering if it possible to exclusivly bind traits and backstories special pawns ?

I'm not quite sure I'm following this. Are you asking if you can set a trait so it only appears with a special (non-shuffleable) backstory assigned to a unique pawn?

If that's the point of your query, then I'm going to tentatively say, "yes." If you set the backstory to force the trait, and then set the trait's <commonality> to 0, that should have the end result of ensuring that the trait always and only appears with that specific backstory. And if that backstory, in turn, only ever appears attached to one specific pawn, well, then that pawn has a unique trait.

Note, of course, that I haven't actually tested that. But it should work. Of course, even with a <commonality> of 0, the trait would presumably still show up in "Prepare Carefully," and thus be available for manual assignment to other pawns. There's really nothing you can do about that.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 27, 2017, 11:54:46 AM
That is great, this was exactly what I wanted to know and hear.
And Prepare Carefully was exactly the problem I predicted.

Thank you. My Idea was to create special unique pawns that could join your colony or be your enemies.
Like Luke Skywalker for the Star Wars Mod.

And as threatened the fishy error log for Basic Bridges

Code: [Select]
BodyDef Fish has BodyPartRecord of FishBody whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
-
BodyDef Squid has BodyPartRecord of SquidBody whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
 
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 29, 2017, 02:40:54 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Split the settings into two separate configuration screens, one for terrain options and one for "things" options, in order to allow more to fit.

- Split the "biodensity" setting into two separate settings, one for animal density and one for plant density.

- Added a "mountain level" option that works similarly to the "water level" option.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: moonra on July 29, 2017, 03:04:48 PM
I think 3 variants for trait themes [e.g. Sucker/Haggler/Master Trader] is a bit too much, but with your "More Trait Slots" it's not that big of a deal. Overall I like the traits and will add that mod to the list. On suggestion I have is... err, strongly suggest that people use that mod with the More Trait Slots one.
I'm about to ditch my current, so good timing on that release, heh.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 29, 2017, 03:08:46 PM
Are the settings of Configurable Map only used on Map Creation or do some things like Wildlife and Biodensity effect a running map ?

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 29, 2017, 03:17:04 PM
Are the settings of Configurable Map only used on Map Creation or do some things like Wildlife and Biodensity effect a running map ?

Most of the settings only affect map generation. The only possible exceptions to that rule are the animal and plant density settings, and even then, any changes to an existing map would be very gradual, as at most the settings would influence the rate at which animal and plant life reproduces.

I think 3 variants for trait themes is a bit too much....

Bear in mind that those are "spectrum" traits, so no matter how many traits are in the particular sequence, no pawn will ever have more than one of them.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on July 29, 2017, 03:25:23 PM
Are the settings of Configurable Map only used on Map Creation or do some things like Wildlife and Biodensity effect a running map ?

Most of the settings only affect map generation. The only possible exceptions to that rule are the animal and plant density settings, and even then, any changes to an existing map would be very gradual, as at most the settings would influence the rate at which animal and plant life reproduces.


I love it when I am right and things work like I expect it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: KappaccinoNation on July 29, 2017, 09:57:33 PM
There's a bug with Basic Bridges and edited terrains (via dev mode). When you add a shallow or deep moving water via 'set terrain', you can't place the basic bridge or deep water bridge on it. I think it's because setting a terrain to a shallow or deep moving water does not change it's walk speed to 52% or impassable respectively, thus making it not the appropriate terrain for the bridges.

Edit: Oops, loos like there are two types of water in the 'set terrain' in dev mode. One is at 82% walk speed (both shallow and deep), and the other is at 52% and impassable for shallow and deep respectively. The bridges only work for 52% for shallow and impassable for deep.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 29, 2017, 10:34:45 PM
There's a bug with Basic Bridges and edited terrains (via dev mode)....

If you look more closely, you'll note that there are actually three, not two, of each type of water on the dev menu. One is the actual terrain that can appear naturally, which slows movement and doesn't support any type of construction.  One is the terrain that's placed by the mod under wooden bridges (and replaced by regular water if the bridge is destroyed), which doesn't slow movement, and allows light construction.  The third is the terrain that's placed by the mod under stone bridges, which doesn't slow movement, and allows both heavy and light construction.

There's no bug here. You're just placing terrain via dev mode that's never actually supposed to be on the map unless it's under a bridge. And unfortunately, there's nothing I can do to prevent you from using dev mode. ;)

If you feel you absolutely must place water via dev mode, make sure to place the "real" water tiles, and you'll have no problem. Those should be the first set of water tiles on the dev mode list.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: faltonico on July 30, 2017, 02:04:49 AM
Hi there dburgdorf!
I'm really liking fertile fields and smooth walls.
Would you please consider adding a designator to smooth stone walls when selected? just like the "Mine" designator pops up when selecting a stone wall, so we don't have to go to the architect menu?.
Thank you in advance!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 30, 2017, 11:01:36 AM
Finally made a long overdue minor fix to Wild Cultivation (https://ludeon.com/forums/index.php?topic=32192.msg329960#msg329960):

- Saguaro cacti now require space around them, as trees do, so they can no longer be sown in adjacent tiles. They also now take more work to sow.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 30, 2017, 01:20:11 PM
Another overdue bug fix, this one for Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=32192.msg329529#msg329529):

- Coolers and vents can now be placed directly on smoothed walls just as on vanilla walls.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 30, 2017, 03:16:59 PM
And another (but not quite so overdue) bug fix, this one for Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110):

- Fixed the glitch that was preventing pawns who hate firefighting from putting out fires, even if assigned to do so. This should also take care of any other miscellaneous cases of pawns not doing what they're assigned.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Der Failer on July 30, 2017, 04:45:05 PM
And another (but not quite so overdue) bug fix, this one for Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110):

- Fixed the glitch that was preventing pawns who hate firefighting from putting out fires, even if assigned to do so. This should also take care of any other miscellaneous cases of pawns not doing what they're assigned.
Just updated, and now the game fails to generate raids.

Code: [Select]
Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of violence. Ignoring scenario requirements.
Verse.Log:Error(String)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9C()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Code: [Select]
Pawn generation error: Generated pawn incapable of violence. Too many tries (100), returning null. Generation request: kindDef=Drifter, context=NonPlayer, faction=The Poison Crushers, tile=1149, forceGenerateNewPawn=False, newborn=False, allowDead=False, allowDowned=False, canGeneratePawnRelations=True, mustBeCapableOfViolence=True, colonistRelationChanceFactor=1, forceAddFreeWarmLayerIfNeeded=False, allowGay=True, allowFood=False, inhabitant=False, certainlyBeenInCryptosleep=False, validator=, fixedBiologicalAge=, fixedChronologicalAge=, fixedGender=, fixedMelanin=, fixedLastName=
Verse.Log:Error(String)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9C()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Code: [Select]
Exception filling window for Verse.Dialog_DebugActionsMenu: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey596.<>m__A9B (Int32 pts) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey596.<>m__A9C () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems_MapActions () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoListingItems () [0x00000] in <filename unknown>:0
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Full log (https://gist.github.com/dccc6b00cbe2f682e70006bce2bb7868)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 30, 2017, 05:25:03 PM
Just updated, and now the game fails to generate raids.

Damned stupid typos! The fix has now been fixed. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 30, 2017, 05:29:41 PM
(https://steamuserimages-a.akamaihd.net/ugc/852722377422374014/52F7F76CE0D481134F0EF4E6F2E9F48D34DBBB9D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 7/30/2017

This mod adds a new storyteller, Rainbeau Flambe.

Rain shares Randy's love of the unpredictable, but tempers that love with a bit of Cassandra's storytelling flair. Still, he'll send big threats nearly as often as small ones. After all, he has to keep his cat, Sabre, amused. He also likes to have a slightly larger cast of characters to work with than Cassandra does, and so will subtly encourage you to have more colonists.

In addition to the storyteller, and in honor of my own long-standing tendency to get distracted with new projects and never actually finish old ones, the mod also adds an event, "Distraction." (The event is available to all storytellers, not just to Rain.) A random colonist will become distracted and forget what he or she was working on. A new job will be started, but if the colonist was in the middle of crafting, doctoring, or the like, any progress will be lost. "Distraction" is based on the "Amnesia" event in Ilawz's "More Events and Incidents" mod.

Finally, the mod also increases the base chance of orbital traders arriving (again, for all storytellers, not just for Rain).

-- Rainbeau Flambe (dburgdorf) - the modder, not the storyteller ;)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1095568367)

Dropbox Link (https://www.dropbox.com/s/rha5ovm0oy1yep4/RF%20Storyteller.zip?dl=0)

Compatibility:

"Rainbeau Flambe - Storyteller" adds a new storyteller and incident, but doesn't change any existing things, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. You should also be able to safely remove it from a game in progress, at least so long as Rain's not the currently active storyteller.

Acknowledgement:

The image of Rainbeau Flambe was created with HeroMachine 3 (http://www.heromachine.com/heromachine-3-lab/), and then edited in Photoshop.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 31, 2017, 08:24:53 AM
I clearly was trying to work too fast yesterday. Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated again, to fix the fix of the fix.

Pawns who hate violence are now incapable of it *unless* they're equipped with a weapon, not *when* they're equipped with one.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: moonra on July 31, 2017, 07:33:11 PM
How should I go about using both Pawns are Capable and Consolidated Traits? I have both [in that order] but I got a pawn with two Brown Thumb.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on July 31, 2017, 08:05:52 PM
How should I go about using both Pawns are Capable and Consolidated Traits? I have both [in that order] but I got a pawn with two Brown Thumb.

The simplest solution would be to use the "no traits" version of PAC. Failing that, as is noted in the "Consolidated Traits" description, there's not much you can do about different mods adding traits that logically don't work together, as the game has no way of knowing they don't work.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Vlad0mi3r on August 01, 2017, 12:16:11 AM
I am having a problem moving my rotted mush around. When solar flare turns the meat in the fridge to mush the only way to move it seams to be with make compost (rotted) bill.

Made a dumping ground with only the rotted as items to go in and couldn't force haul it out of the fridge.

Running Fertile fields and mending Mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on August 01, 2017, 03:35:08 AM
Vlad0mi3r,
let me guess, you just enable rotted mush at the other stockpile, but you didn't flag "allow rotten" ?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on August 01, 2017, 04:03:43 AM
Also disallow rotten from your freezer stockpile.

rotted mush is also usefull in chemfuel production.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Vlad0mi3r on August 01, 2017, 05:16:00 PM
Vlad0mi3r,
let me guess, you just enable rotted mush at the other stockpile, but you didn't flag "allow rotten" ?

Yep I started playing last night and went and had a closer look. Then I saw the allow rotten and yay it worked. Then I was having one of those why have an allow rotten button at all if I tag allow rotten mush then it should allow rotten mush. Then calmed down and thought its necessary for dealing with those things that rot naturally.

Thanks for the help. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 05, 2017, 02:22:50 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Wooden bridges are now made of "stuff," meaning that if you have a mod that adds new types of wood, bridges can now be built from them. Preexisting wooden bridges on saved game maps will pale by comparison. Literally. They will turn white, since they're not made of "stuff" as they're now supposed to be. But they'll still function correctly.

- If you're using "Feed the Colonists," you'll have options at the stove to cook the mod's meals four at a time as well as singly.

- Added traditional Chinese language files, courtesy of Steam user Alane.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on August 05, 2017, 03:18:28 PM
- Wooden bridges are now made of "stuff," meaning that if you have a mod that adds new types of wood, bridges can now be built from them. Preexisting wooden bridges on saved game maps will pale by comparison. Literally. They will turn white, since they're not made of "stuff" as they're now supposed to be. But they'll still function correctly.
Nice, finaly bone and bamboo bridges.
Whats about traps ? I don't have the currently active, didn't they used wood too, do you plan to expland them to "stuff" too ?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 05, 2017, 03:27:17 PM
Whats about traps ? I don't have the currently active, didn't they used wood too, do you plan to expland them to "stuff" too ?

Honestly, I didn't even think about them.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 05, 2017, 09:23:37 PM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated:

- The mod now incorporates "force do job" functionality. Pawns can be given specific tasks, even if they're not actually assigned to the relevant work type, as long as it's not a work type that they hate.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 05, 2017, 10:02:51 PM
Rascally Rabbits (https://ludeon.com/forums/index.php?topic=32192.msg341985#msg341985) has been updated:

- The "What's Up, Doc?" event will now fire far less frequently.

- Carrots are edible raw as well as cooked without negative consequences.

- Different rabbit skins now have distinct names to avoid confusion.

- If you're using "Feed the Colonists," you'll have the option at the stove to cook rabbit stew four at a time as well as singly.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Luckspeare on August 09, 2017, 06:48:08 PM
A slightly-touched backstory submission, inspired by the intro scene from the old game "The Horde" (https://www.youtube.com/watch?v=t_KWkPl6-zs):

   <REB_Code.BackstoryDef>
      <defName>RueTribalChild13</defName>
      <Slot>Childhood</Slot>
      <Title>Manifested bovinity</Title>
      <TitleShort>Cow child</TitleShort>
      <BaseDesc>Abandoned by HIS family in the pastures of an agricultural backwater, NAME was adopted and raised by a kind herd of wild cows, who taught him to graze with grace and to low with dignity. In return, HE benefited HIS herd by learning to grow and harvest plants, and grew skilled in the art of Kau Fu. When HIS herd was taken captive by raiders, HE escaped, and has since wandered from place to place in search of somewhere to call home, where HE can sing the sad song of HIS people in peace. Moo!</BaseDesc>
      <SkillGains>
         <li><key>Melee</key><value>5</value></li>
         <li><key>Social</key><value>-2</value></li>
         <li><key>Growing</key><value>4</value></li>
         <li><key>Intellectual</key><value>-4</value></li>
      </SkillGains>
      <forcedTraits>
         <li><key>GreenThumb</key><value>0</value></li>
      </forcedTraits>
      <WorkDisables>
         <li>Firefighting</li>
      </WorkDisables>
      <SpawnCategories>
         <li>Slave</li>
         <li>Tribal</li>
         <li>Legendary</li>
      </SpawnCategories>
   </REB_Code.BackstoryDef>
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 09, 2017, 11:57:45 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Shellfish traps will now take twice as long as before to catch something, but will yield twice as much per catch, thus providing essentially the same amount of food, but requiring less frequent visits from pawns.

- Traps also now have a chance of taking damage with each catch, rather than always taking damage. This should reduce the need for pawns to run all over the map repairing them constantly.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on August 16, 2017, 10:45:03 AM
Something about Concrete i wanted to mention.

Currently there isn't any preequirement to build any of these structures.
Basicly you can remove concrete floors from some mapstructures or buy/trade some from traders and could build ultrastrong wall from the beginning.

I think you put "poured concrete walls" to terraform research, and the "reinforced concrete walls/embrasures" behind that.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 16, 2017, 11:36:38 AM
As a minor correction, I'll note that deconstructing concrete floors or other concrete items yields crushed rocks, not actual concrete that can be directly reused. But that doesn't really address your point, as concrete can be made or obtained very early in the game. (That's deliberate, by the way, since concrete was used historically at least as far back as ancient Rome.)

I'm not likely to attach basic poured concrete walls to a tech, as they're no stronger now than granite walls, anyway. (And again, historically, they're comparable to walls actually constructed in ancient Rome.) But you're probably right that reinforced walls and "plasticrete" walls ought to have a tech prereq.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 24, 2017, 09:10:53 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- The "mountain level" slider now produces much more obvious differences in generated maps.

- Added an option to alter the quantity of stone chunks scattered on maps.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 24, 2017, 09:24:05 PM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated to fix a minor "sort-of" bug:

- Non-violent pawns will no longer be considered armed (to determine whether they're capable of violent actions) if they're equipped with an item that isn't actually a weapon.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: shadowstitch on August 26, 2017, 01:25:11 AM
Just thought I'd mention, if this hasn't been brought up before, that the stuff categories on the eel leather and squid leather causes some strange combinations on the tailoring table. They're butchered as leather, but the game wants to treat them as fabric, so you can make pretty much any article of clothing out of them. Is this intentional? I just thought it was a little strange.

If you change the stuffProps/categories/Fabric to stuffProps/categories/Leathery in ThingDefsMisc.xml, the squid and eel leather show up in the crafting lists with the other leathers, instead of appearing in a dropdown with the cloths and wools.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 26, 2017, 08:30:35 AM
Is this intentional?

No, it's not intentional. It's just a simple oversight. Thanks for pointing it out!  :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DoctorVanGogh on August 27, 2017, 03:57:51 PM
Just a ping about an issue (https://ludeon.com/forums/index.php?topic=35322.msg361993#msg361993) with other mods.

Your shellfish corpses are categorized as corpse, but they are not.... which makes recipes that are supposed to work on corpses go.... "oh shiny clouds - look at those clouds!".

Maybe you can think about re-categorizing shellfish someplace else (under "Raw food"?).
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 27, 2017, 09:58:48 PM
Your shellfish corpses are categorized as corpse, but they are not.... which makes recipes that are supposed to work on corpses go.... "oh shiny clouds - look at those clouds!".

I'm afraid I'm not quite following your point, here. As dead shellfish are defined in the code as corpses, which makes them corpses, I'm not sure what you mean when you say, "but they are not."  Any recipe which utilizes ingredients of the "corpse" category should work with them, as they are part of that category. If you could provide a bit more in the way of specifics regarding which recipes don't seem to be working, I could take a look at why that might be the case. ;)

That said, while they're currently defined as corpses, since that's what they are, it probably *would* make at least as much sense to recategorize them as food items, since they don't have to be butchered, which would allow them to be stored more easily with other food items.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DoctorVanGogh on August 28, 2017, 05:46:32 AM
Your shellfish are
Code: [Select]
<thingClass>ThingWithComps</thingClass>
which is most decidedly not Verse.Corpse
which makes ThingDef.IsCorpse say "nope... not a corpse here - move along..."
Code: [Select]
// Verse.ThingDef
public bool IsCorpse
{
get
{
return typeof(Corpse).IsAssignableFrom(this.thingClass);
}
}
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 28, 2017, 10:38:30 AM
As I said, I'll probably implement your suggestion that shellfish be recategorized as raw food rather than as corpses, since it would make storage simpler, as they'd then be stored with other food items instead of with other corpses, which actually makes more sense.

But I'm still curious about your claim that there are issues with other mods....

Your shellfish are <thingClass>ThingWithComps</thingClass> which is most decidedly not Verse.Corpse....

This is obviously correct, but is also, so far as I can tell, irrelevant. The fact that I defined shellfish as part of the broader class "ThingWithComps" instead of the narrower class "Corpse" shouldn't have any impact beyond preventing them from doing some of the specific things that corpses do, like leaving desiccated skeletons behind when they rot. It shouldn't have any impact whatsoever on recipes, as categories for recipe (and storage) purposes are defined elsewhere, and for those purposes, shellfish are in fact defined as corpses and are, so far as I'm aware, properly treated as such. If a recipe calls for corpses as ingredients, shellfish will be seen as a valid option. If a storage area is set to hold corpses, it can hold shellfish.

As far as your "Reuse" mod is concerned, I'm not sure I see what the problem is. If a player tries to extract artificial bits from a shellfish corpse that (obviously) doesn't have any such bits, he or she will get... nothing. I'd think that would be the expected result. And wouldn't that be exactly what happens when a player tries to extract bits from any *other* corpse that doesn't have them?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DoctorVanGogh on August 28, 2017, 11:21:56 AM
The problem is you've injected stuff under the 'Corpses' Category which is (as you say yourself) not technically a Corpse.

I have special filters in there, which.... only ever check things that are corpses (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/blob/master/Source/ReclaimReuseRecycle/%5BSpecialFilters%5D/Filters.cs#L239). So desired exclusions do not happen. So the shellfish are used in a recipe where they shouldn't (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/blob/master/Defs/RecipeDefs/Recipes_Harvest.xml#L74).
And I also have special code (https://github.com/DoctorVanGogh/ReclaimReuseRecycle/blob/master/Source/ReclaimReuseRecycle/%5BModel%5D/RecipeWorker.cs#L9-L15) which for certain recipes does not 'consume' the corpse when it's an ingredient. But your shellfish are not corpses - so they are consumed.

So I've got users who have shellfish going into a recipe where they are... let's say "unexpected"... until they simply vanish...

Basically what screws me here is a not Corpse under the Corpses category. And any other mod which uses the 'Corpse' category for recipes will be screwed in a similar way. The fact you "special cased" the butcher recipe shows you're at least aware of the implications.



Sooooo - if the Dorfian Bureau of Fishery and Livestock could reclassify shellfish as food that would be really nice. Also: No more slimy snails next to smelly dead feet then :D


Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 28, 2017, 12:19:34 PM
The problem is you've injected stuff under the 'Corpses' Category which is (as you say yourself) not technically a Corpse.

In fairness, it looks as if at least part of the problem is that your code seems to just assume that anything used in a recipe as a corpse has a living pawn analogue for which race properties can be accessed. Granted, that's a safe assumption within the vanilla context, but I wouldn't be surprised if mine wasn't the only mod that introduces "dead things" which in fact only exist as things in the game after they've died.

It seems like it would be pretty simple to add a conditional in your code to reject a corpse "ingredients" that don't actually have the properties you're looking for. And it might be worthwhile, as even once I change the designation of shellfish, the actual fish introduced by "Basic Bridges" will still be corpses without living analogues, and will presumably cause you the same problems that shellfish are causing.

The fact you "special cased" the butcher recipe shows you're at least aware of the implications.

I didn't "special case" the butcher recipe. I simply excluded shellfish from it, as shellfish are quite intentionally not butcherable. The regular fish in "Basic Bridges" are defined as corpses in exactly the same way that shellfish are, but aren't excluded from the recipe, as there's no reason for them to be. They can be butchered just like any other corpses in the game.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 29, 2017, 11:52:36 PM
(https://steamuserimages-a.akamaihd.net/ugc/853851016517054875/7E0D564FCC4F88E85FC6E1499B90A7703D335188/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/24/2017

This is an "add-on" to my "Basic Bridges" mod, which gives pawns the ability to catch and cook fish.

It's possible to create "fishing spots" on bridges or piers where pawns can relax and catch fish. It's also possible to build "shellfish traps" that might net you shellfish, shrimp, snails or small fish. And your pawns can now prepare sushi and various other seafood dishes.

(Is it ironic that this mod was created by someone who finds fishing to be mind-numbingly dull, and who hates seafood in any form? I think it's a bit ironic.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1123548822)

Dropbox Link (https://www.dropbox.com/s/blmw348i8vdorn7/Rainbeau%27s%20Fishing.zip?dl=0)

How Fishing Works:

Fishing is a "Handling" job, and as such, relies on the "Animals" skill. It is prioritized below other animal handling jobs. Pawns with higher skill will fish faster, and have a higher chance of successfully catching something. Fishing spots can become depleted if overfished, and will need to be allowed to "recharge."

Fish and eels can be caught at any fishing spot, though the type of fish available varies with the biome, and eels are more common in marshes than in water tiles. Squid can only be caught in ocean tiles.

Shellfish traps will periodically catch shellfish or tiny fish automatically, without any pawn interaction. They will sometimes take a bit of damage in doing so, though, and will thus occasionally need to be repaired.

Fish can be cleaned (butchered) for meat, while squid and eels can be butchered for both meat and leather. Shellfish don't need to be butchered, but are cooked "as is."

Compatibility:

This mod will not work unless you also have "Basic Bridges" in your mod list.

"Fishing" can safely be added to a game in progress, but if you try to remove it from a game, you will very likely make the map unplayable.

This mod shouldn't conflict with any other mods.

Credits:

Most of the fish graphics were provided to me by Steam user Draegon.

The ability to fish from bridges draws both conceptually and specifically from Rikiki's "FishIndustry" mod, though what I've done here is less elaborate than, and over time has diverged rather significantly from, what's he's done in that mod.

The traditional Chinese language files were provided by Steam user Alane.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 29, 2017, 11:59:23 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Split fishing into a separate "add-on" mod, so that those who want bridges and only bridges, can finally have them.

- Added a "watergazing spot," which allows pawns to relax and watch the water even if fishing spots (which are now in the add-on mod) aren't available.

And the new Fishing (https://ludeon.com/forums/index.php?topic=32192.msg362424#msg362424) add-on mod has been released/updated:

- Initial release (split off from "Basic Bridges").

- Fishing is now a handling rather than a hunting work type, and so uses the Animals skill rather than Melee and Shooting skills, and can be done by any pawn assigned to handling.

- Eel and squid leather are now properly part of the leather "stuff" category rather than the fabric category.

- Shellfish are now categorized as raw food rather than as corpses, since they don't need to be (and in fact can't be) butchered.  Raw fish, on the other hand, are still categorized as corpses, as like other animal corpses, they do need to be butchered.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: mvargus on August 30, 2017, 12:29:01 AM
has this gone live on steam so my game will automatically update?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on August 30, 2017, 01:17:28 AM
has this gone live on steam so my game will automatically update?

Yes, but you won't be automatically subscribed to the new "Fishing" mod, though you'll need it in order to continue an existing game.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Flavorful on September 05, 2017, 02:20:48 PM
I'd like to make a suggestion. I was wondering if you would consider introducing ice fishing to the game.

It's extremely difficult to live in cold biomes (ice sheets, e.g.) without resorting to cannibalism and other sketchy practices. I came up with this idea after I tried to spawn rivers using the PrepareCarefully mod without success. Honestly, the need food is really tremendous in these tundras. i feel like ice fishing would definitely help in this regard and get more people to play these biomes.

If rivers were to be added then they would have to be frozen, for obvious reasons. You can't fish on top of frozen lacks. Practically, I do not know how difficult creating this mod would be. I think with your preexisting code that perhaps this would be very possible to do. Looking forward to what you think.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 05, 2017, 03:14:13 PM
I'd like to make a suggestion. I was wondering if you would consider introducing ice fishing to the game.

If you use "Fertile Fields," one of the terrain conversions that's possible is converting ice to shallow water. If you use "Basic Bridges" and "Fishing," you can catch fish from shallow water tiles, though the pickings will understandably be a bit slim in an ice biome.

Voila.  Ice fishing.

(And, admittedly, a bit of a cheesy way to undermine what's supposed to be a significant challenge, despite my efforts to try to keep my mods at least somewhat balanced and reasonably consistent with vanilla gameplay difficulty.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 05, 2017, 10:08:50 PM
Pawns Are Capable! ("No Traits" Version) (https://ludeon.com/forums/index.php?topic=32192.msg350110#msg350110) has been updated:

- Tools which can be used as weapons but which don't buff melee skill are no longer considered weapons when wielded by non-violent pawns. Pacifist pawns can thus now use such tools without penalty, though they can't actually use them as weapons.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 13, 2017, 06:19:57 AM
Hi, I made a german translation for your map generator. Do you have a github for a pull request? Or can I upload it somwhere for you?
If you're interrested of course!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 13, 2017, 09:36:05 AM
Hi, I made a german translation for your map generator. Do you have a github for a pull request? Or can I upload it somwhere for you? If you're interrested of course!

I'd be happy to include it in the next update. I don't use GitHub, as the one time I tried figuring out how to set things up there, it just seemed far more trouble than it was worth for something that really wouldn't benefit me much at all, anyway. But you can certainly upload your file to Dropbox and send me the URL, or if you prefer, you might be able to send it to me via private message here. And if all else fails, I could give you my e-mail address. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 13, 2017, 10:15:47 AM
Since you don't like github I put it on github for you, you're welcome. :P
https://github.com/maculator/Alles/blob/master/ConfigurableMaps_DE.xml

Edit:
I translated it in a way that it makes sense in german and is close to the original of yours, I didn't interpret it too freely and kept a logic throughout the whole translation but its not 1:1. Just so that you know. For example If a option starts with refering to the amount I kept th different levels all in line and refered to an amount each level, if it starts with a reference to a size I kept that throughout the whole thing etc.
Its strange explain what I mean in english...
wenig, viel etc. is a mesure of an amount in german.
groß, klein etc. refers to the size of something in german.
We got some strange grammar.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 16, 2017, 10:21:12 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added an option to disallow rock outcroppings in water. This will prevent the appearance of odd solid rock "islands" in oceans, lakes and marshes. (For reasons I don't entirely understand, the game code generates water bodies and rock outcroppings in separate steps, which don't reference the same "map elevation" data. The end result is that stone outcroppings often cross marshes or lakes in a manner which makes no geographical sense. This option allows to you "fix" that, so your maps look a bit more realistic. However, if you're generating a map using a high water level setting, this can result in a substantial decrease in the amount of stone and ore available on your map.)

- Low water options now produce somewhat dryer maps than before.

- Added a German language translation file courtesy of Ludeon forums user Maculator.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Chicken Plucker on September 16, 2017, 02:30:12 PM
Hello thank you for adding configurable planet and German translation BURGdorf, can we also please have chicken translation?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 16, 2017, 04:17:18 PM
Only if a native speaker volunteers
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on September 17, 2017, 03:16:45 AM
You should ask Maculator about german translations, he is doing currently a good job at that.
I think dorf play like me in full engl. even if we are both germans. I don't like it when i got a language mix in a game.
But you know some lazy germans, even when they got engl. at school 2-3 years later they allready forget  most about that :-))
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 17, 2017, 08:11:19 AM
Hi,
I would like to suggest a feature for configurable maps:
filtering what type of ores can appear in maps / set individual ore density.
It would be nice to funnel advanced ore types like plasteel or components into early game trade or late game deep mining for example. Also I personally find that mining components is a bit of an immersion breaker.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 17, 2017, 08:27:39 AM
You should ask Maculator about german translations, he is doing currently a good job at that.
I think dorf play like me in full engl. even if we are both germans. I don't like it when i got a language mix in a game.
But you know some lazy germans, even when they got engl. at school 2-3 years later they allready forget  most about that :-))

I think he was asking about a translation into Chicken Language ^^

That is exactly my reason. For all games and TV Series.
Most translations and voice acting sucks also all the tutorials are in english where I would have to translate everything back into english ..
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 17, 2017, 08:43:04 AM
I think dorf play like me in full engl. even if we are both germans.

There may be a bit of confusion here.  My surname and ancestry are German, but I'm American.  As far as speaking and reading are concerned, while I picked up a bit of very basic conversational German while I was stationed in Frankfurt during my time in the USAF in the '80s, I am nonetheless very much monolingual.

I would like to suggest a feature for configurable maps: filtering what type of ores can appear in maps / set individual ore density.

I can certainly look into it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 17, 2017, 08:59:00 AM
I was stationed in Frankfurt during my time in the USAF in the '80s

So you flew all those Jets over my parents House back then ..  :o

Concerning translations, I am willing to help, if asked, but my attention span is way too low to keep on it for a reasonable time.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 17, 2017, 11:17:13 AM
So you flew all those Jets over my parents House back then ..  :o

I wasn't a pilot. I was a mainframe computer operator. Sat in the computer room mounting tapes and reading in boxes of punch cards. And reading SF and fantasy novels.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 17, 2017, 01:31:00 PM
So you flew all those Jets over my parents House back then ..  :o

I wasn't a pilot. I was a mainframe computer operator. Sat in the computer room mounting tapes and reading in boxes of punch cards. And reading SF and fantasy novels.

Sound like good times :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DiamondBorne on September 17, 2017, 01:49:34 PM
I'm using Both of your Consolidated Traits and Additional Traits by Etoire and found a bug.

The Careful Shooter trait got turned into an useless trait because it increase aiming time BUT decrease accuracy instead of increasing it like in vanilla. Likewise, Trigger Happy is now a god trait as it decrease aiming time and increase accuracy.

I don't know if it's because of the conflicted mods or what but i suspected it was your mod since the Additional Traits mod didn't have any patch file that alter these two traits.

[attachment deleted by admin: too old]
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 17, 2017, 02:44:19 PM
Regarding the above posts: I too have a verry limited ability to focus on something^^ I liked to do the translation because I needed it at that moment of time. I translated a bunch of other stuff too, but nobody seemed to care or made it too difficult for me to submit it, so now that my "only german mods" game is through, RIP colony, I really hope nobody calls back and demands stuff from me :)

I would like to know if the possibility exists to fiddle arround with rock creation in more ways than just altering the ammount. Would features like "create canyon map", "create hidden valley", "create single mountain" or "forbid undiscovered areas" be possible?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 17, 2017, 04:04:23 PM
I'm using Both of your Consolidated Traits and Additional Traits by Etoire and found a bug.

I just double-checked, and there are no typos in those trait definitions in "Consolidated Traits." So the problem you're seeing is due to something else altering them.

I would like to know if the possibility exists to fiddle arround with rock creation in more ways than just altering the ammount. Would features like "create canyon map", "create hidden valley", "create single mountain" or "forbid undiscovered areas" be possible?

To tailor map generation the way you're describing would require substantial changes to the generation routines. Far more than the simple adjustment of a few variables that "Configurable Maps" allows.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 17, 2017, 04:08:01 PM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated again:

- The impact of the "mountain level" slider is now dependent upon the type of map being generated. It will have a significant impact on how mountain maps look, but very little impact on how flat maps look. So setting the mountain level to "very high" will no longer make every map look like a mountain map.

- Made some adjustments to ensure compatibility with my new "Archipelagos" mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 17, 2017, 04:12:21 PM
(https://steamuserimages-a.akamaihd.net/ugc/865111643820525826/539FD1026C0CD00F859D4EBB8BEE1FCEAA22F82E/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Last update: 9/24/2017

Have you ever wanted to play RimWorld on an island map? Of course you have! And now you can!

"Archipelagos" adds exactly what its name implies. You'll now find island chains dotting the coastlines of your world maps. More specifically, the mod adds five new biomes to the game: boreal, desert, temperate, tropical and tundra archipelagos. Each of them is an island-based variant of the corresponding vanilla biome.

If you play on an archipelago map that happens to be adjacent to the mainland, you'll be able to send caravans to settlements on the mainland without difficulty. If you play on an archipelago map that doesn't connect directly to the mainland, you'll find trading a bit more difficult, but no more so than if you were playing on a vanilla "island" tile.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1137698168)

Dropbox Link (https://www.dropbox.com/s/8wbnlcan69vixbt/Rainbeau%27s%20Archipelagos.zip?dl=0)

Compatibility:

Adding "Archipelagos" to a saved game shouldn't cause any trouble, but removing it from a game in progress could potentially create problems, even if you're not actually playing on an island map.

"Archipelagos" should be compatible with any other mods, though you might notice small oddities if another mod also alters map generation. "Archipelagos" is compatible with new versions (9/17 release or later) of my "Configurable Maps," but is not compatible with older versions of that mod.

If you're going to build a base on an island chain, you should probably make sure you can build bridges and catch fish. I, of course, would recommend my own "Basic Bridges" and "Fishing" mods to fill those needs, but there are obviously other options available, as well, any of which should work just fine with this mod.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 17, 2017, 04:52:09 PM
Awesome :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Luckspeare on September 18, 2017, 03:08:08 AM
Thanks much for these mods, and all the work that goes into them.  They add so much -- can't imagine playing without them anymore.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 18, 2017, 08:22:57 AM
I would like to suggest a feature for configurable maps: filtering what type of ores can appear in maps / set individual ore density.
I can certainly look into it.
What a flurry of updates! This is the new hot thread to watch on the forums :)
Well done sir, that archipelago map looks nice.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DiamondBorne on September 18, 2017, 10:30:23 AM
Does your Configurable map mod compatible with Haplo's Misc. MapGenerator mod? It seems to add more type of building that can appear but i'm not sure if it'll mess with the map generation itself.

Also thanks for the reply about your trait mod. But i still can't find what mod that alter those two traits.  :-[
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 18, 2017, 10:59:55 AM
Does your Configurable map mod compatible with Haplo's Misc. MapGenerator mod?

So far as I'm aware, the two mods work just fine together.  Haplo's mod isn't one that I use regularly, but I checked it a while back -- you're not the first to ask this question ;) -- and found no evidence of any conflicts.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 18, 2017, 01:24:38 PM
Just by reading the features :
They work on different levels.

Haplo Generates Maps and Buildings using the Vanilla Mapgenerator with additional addons from his generator afterwards.

Rainbeau tweaks the settings of the Vanilla Generator without actually changing it.

So there is no reason for conflict.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 18, 2017, 08:57:18 PM
Consolidated Traits (https://ludeon.com/forums/index.php?topic=32192.msg355040#msg355040) has been updated:

- Added new traits: Animal Hater, Builder, Chemist, Gourmet, and Natural Porter.

- Made minor adjustments to the stat bonuses from some of the mod's traits.

- Fixed the issue that had language translation files confusing "Careful Shooter" and "Trigger-Happy."

- Reduced the commonality of the Pyromaniac trait.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 18, 2017, 09:32:02 PM
Editable Backstories (https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968) and Editable Backstories Lite (https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969) have been updated:

- Removed the adjustment to the Pyromaniac trait's commonality. That never really belonged in this mod, anyway, and has been moved to my "Consolidated Traits" mod.

- Made a few minor adjustments to prep compatibility with my (still in development, but hopefully soon to be released) "Editable Pawn Names" mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 19, 2017, 04:46:45 AM
With archipelagos map I'm only getting deep ocean water tiles, no shallow water at all. Most of the time some parts of the map are not accessible.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 09:32:52 AM
With archipelagos map I'm only getting deep ocean water tiles, no shallow water at all. Most of the time some parts of the map are not accessible.

As to the second point, yes, you will often find access to some islands completely blocked by deep water. That's intended behavior. They are islands, after all. Some portions of the map will be inaccessible until and unless you build a bridge or otherwise create a path to allow your pawns to reach them.  (That's not possible with this mod by itself, of course, but it's possible with the addition of my own "Basic Bridges" or another bridge mod, or my own "Fertile Fields" or another terraforming mod.)

As to your first point, if you're saying you get ocean water but no fresh water, again, that's intended. But if you're saying you get deep ocean water but no shallow ocean water, well, that's bizarre, and should *not* be happening. There should be shallow water surrounding the islands and sometimes connecting them, as can be seen in the mod's "preview" image. If you're seeing no shallow water at all, I'd assume there's a conflict with something else in your mod list, though I have no idea what mod might be the culprit.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DiamondBorne on September 19, 2017, 09:40:15 AM
Consolidated Traits again. There might be something wrong about Natural Porter trait. And thank you for your awesome mod. ^_^

Also, those bugs about careful shooter and trigger-happy are gone after i updated this mod to a new version, thanks again.

[attachment deleted by admin: too old]
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 09:44:44 AM
Consolidated Traits again. There might be something wrong about Natural Porter trait. And thank you for your awesome mod. ^_^

Hmm.  I'll double-check the porter trait when I get home. It should be a bit more impressive than "+0," though. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: DiamondBorne on September 19, 2017, 10:20:02 AM
Quote
Hmm.  I'll double-check the porter trait when I get home. It should be a bit more impressive than "+0," though.

It did raise my toon's carry capacity from 75 to 76 in the info box though. Might not be anything more serious than a typo.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Canute on September 19, 2017, 10:36:42 AM
btw. porter trait is mosttimes useless, since pawn just carry just 1 stack.
Only a few stackable items are more then 75 like hay.
Ofcouse if you use stackXXL it would be another thing.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 19, 2017, 01:57:01 PM
Can you make a slider to select how many stonetypes a map should generate? And is it possible to alter the generation of fertile soil? Those are two things I had on my mind regarding the terraforming mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 02:18:30 PM
Can you make a slider to select how many stonetypes a map should generate? And is it possible to alter the generation of fertile soil? Those are two things I had on my mind regarding the terraforming mod.

"Configurable Maps" allows you to alter the details of how individual game maps are generated, but doesn't alter the manner in which the world map is generated. This distinction is relevant to your first question, as the number and specific type(s) of stone to be found on any given individual map are dictated by the world map. If you want to play on a map with granite and marble, for example, I'm afraid there's really no way around having to find and select a tile with both of those stone types from the world map.

I suppose I could look at the possibility of allowing the frequency with which various types of stone show up on the world map to be altered, but I make no promises, as off the top of my head, I have no idea how easy/practical that would be, especially given that I'd have to take into consideration the possibility of modded-in additional stone types....

As to your second question, I assume you're asking if it would be possible to add a slider to alter the relative balance of rich soil vs. normal soil on maps.  That would probably not be terribly difficult, though of course it wouldn't allow you to add rich soil to maps that don't already have it.  ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 19, 2017, 02:29:40 PM
Thanks for the quick reply. Well I thought it would've been interresting to have like 1 kind of stone or if one desires like all of them mixed up on a map. But that was just a question out of curiosity.
The rich soil one is more interesting since I really wish for more of it sometimes. Also if you use a mod like "tilled soil" you might just not want any rich soil at all and want to have your farmers do the work instead.

And I'd like to bump a question I asked yesterday or the day before that: Did you concider, or is it even possible, to alter the behavior of mountain generation regarding the shape?
("Valley Map", "Canyon Map", "Village arround a mountain Map" etc..).
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 02:38:22 PM
And I'd like to bump a question I asked yesterday or the day before that: Did you concider, or is it even possible, to alter the behavior of mountain generation regarding the shape? ("Valley Map", "Canyon Map", "Village arround a mountain Map" etc..).

I could have sworn I'd already responded to that question. Anyway, while it would certainly be possible, creation of those sorts of "themed" maps would require entirely new map generation routines that I wouldn't even know how to begin to write.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: faltonico on September 19, 2017, 05:53:18 PM
Meat is not transforming to rotten meat or mush on the latest fertile fields for me.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 06:59:04 PM
Meat is not transforming to rotten meat or mush on the latest fertile fields for me.

No one else has reported any problems, and various meats rot into rotted meat just fine when I check myself, so unless you're just not waiting long enough, expecting the meat to rot faster than it actually does, I can only assume you're dealing with some sort of conflict. If you can track down what FF is conflicting with, I'll be happy to see if I can find a solution.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: faltonico on September 19, 2017, 07:34:37 PM
Thanks for the reply.
I just wanted to make sure it was working as intended before delving in yet another bug hunt.

What would a mod had to change to be incompatible with yours or to cause that?

EDIT: nevermind, i found it:
Rot Tick Fix (https://ludeon.com/forums/index.php?topic=31646.msg324076#msg324076)
It is supposed to lower the temperature check interval for rotting items, it helps with performance. I have no clue how it ended up doing that.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 08:28:30 PM
EDIT: nevermind, i found it: Rot Tick Fix

That is definitely the problem. It alters the code class that handles rotting, just as FF does. Unfortunately, unlike FF and most all other current mods, it doesn't use the Harmony Patch Library, but rather, still does an old-fashioned detour, replacing the class completely. So there's nothing I can do to make the mods compatible. You'll either have to accept that you'll never see rotted meat or rotted mush in your games, or get rid of the RTF mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: faltonico on September 19, 2017, 09:39:53 PM
I just started the colony i am running now, i have no glaring performance issues so far. so I disabled Rot Tick fix, when i have the need to install it, i would probably wont need fertilizer anymore, so it is ok.

Thank you for checking it out.
 
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 19, 2017, 10:56:59 PM
Archipelagos (https://ludeon.com/forums/index.php?topic=32192.msg366272#msg366272) has been updated:

- Though most archipelagos remain flat maps, some are now small hills maps, and a few are actually large hills maps.

- Replaced the "polka dot" world map archipelago tiles with solid tiles, with orangish tints. (Why orange? Because nothing on the world map was already orange. The archipelagos will be easy to spot.)

- Added patches to allow "FishIndustry" fish to be caught in archipelagos.

Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has also been updated, to fix a minor glitch in its "Archipelagos" compatibility.

Just as a side note, I'll point out that if you're using both mods, and you have your maps set to generate with extremely high mountain levels, while "small hills" archipelagos will still look mostly like islands, "large hills" archipelagos won't. Lower mountain level settings, though, should be OK for all archipelagos.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: quartercircles on September 20, 2017, 02:23:09 AM
This island mod was the mod I always wanted but didn't ever realize it O:
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 20, 2017, 02:59:20 AM
With archipelagos map I'm only getting deep ocean water tiles, no shallow water at all. Most of the time some parts of the map are not accessible.

As to the second point, yes, you will often find access to some islands completely blocked by deep water. That's intended behavior. They are islands, after all. Some portions of the map will be inaccessible until and unless you build a bridge or otherwise create a path to allow your pawns to reach them.  (That's not possible with this mod by itself, of course, but it's possible with the addition of my own "Basic Bridges" or another bridge mod, or my own "Fertile Fields" or another terraforming mod.)

As to your first point, if you're saying you get ocean water but no fresh water, again, that's intended. But if you're saying you get deep ocean water but no shallow ocean water, well, that's bizarre, and should *not* be happening. There should be shallow water surrounding the islands and sometimes connecting them, as can be seen in the mod's "preview" image. If you're seeing no shallow water at all, I'd assume there's a conflict with something else in your mod list, though I have no idea what mod might be the culprit.
Aye, there is no shallow water, only deep ocean water.
At the top of my head the only mods in my modlist that *might* cause a problem are tiberium, caveworld and mapreroll. I don't know if it matters but currently i have your mods towards the bottom of my modlist.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 20, 2017, 09:26:12 AM
At the top of my head the only mods in my modlist that *might* cause a problem....

Well, let me know when you figure out which mod *is* causing the problem, and I'll be happy to take a look and see if I can figure out what's going on and how to work around it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Sylph on September 20, 2017, 11:07:51 AM
Sweet collection of mods. I'm particularly appreciative of Pawns are Capable. And Archipelagos might just get me to come down from the mountains. Maybe.

If I could make a minor, literary suggestion though... concerning your concrete mod. Specifically the "plasticrete" wall. Made from "...and, according to some, the blood of sacrificial virgins." It's just a bit... strange, and thematically jarring. The humour doesn't really match with Rimworld's own.

Also, naming the substances "Steel-reinforced Concrete" (Wall/Embrasure/etc) and "Plasteel-reinforced Concrete" would make them sound just that little bit more awesome, imho, particular in the case of the latter. "Plasticrete" strongly evokes "plastic" to me, and plastic doesn't exactly convey the idea of a formidable building material.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 20, 2017, 11:43:47 AM
If I could make a minor, literary suggestion though....

Fair points regarding the names. And, yeah, I was in a rather silly mood the day I wrote the plasticrete description. I should probably revisit it. ;)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 21, 2017, 04:32:49 PM
At the top of my head the only mods in my modlist that *might* cause a problem....

Well, let me know when you figure out which mod *is* causing the problem, and I'll be happy to take a look and see if I can figure out what's going on and how to work around it.
I pinpointed it out to MapReroll
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 21, 2017, 04:58:47 PM
I pinpointed it out to MapReroll

OK.  I'll take a look.

UPDATE: I did take a look, and I found absolutely no evidence of a conflict. Using both "Archipelagos" and "Map Reroll," both with and without "Configurable Maps" also in the mix, archipelago maps generated perfectly. I never once saw a map generate either initially or on a reroll without shallow water surrounding the islands. I have no idea what's causing you to see maps without shallow water, but it does *not* seem to be a conflict with "Map Reroll."
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 22, 2017, 03:43:59 AM
I know I'm using the latest version of mapreroll, I'll try updating and see if that fixes it.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 24, 2017, 01:18:25 AM
Archipelagos (https://ludeon.com/forums/index.php?topic=32192.msg366272#msg366272) has been updated:

- Maps won't have quite so many archipelagos as they previously did.

- The incidence of (especially boreal) archipelagos showing up near coasts of a different climate type has been substantially reduced.

- Tundra archipelagos will no longer appear in the middle of otherwise solid regions of sea ice.

- Archipelagos in lakes will now feature islands surrounded by fresh water instead of ocean water. (On a related note, inland bodies of water must now be significantly larger than in vanilla to be considered oceans instead of lakes.)

- Since nobody at all seemed to like the orangish archipelago tiles, they've been replaced with tiles that are just slightly darker and more bluish than those of the corresponding vanilla biome tiles.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 24, 2017, 01:19:33 AM
Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) has been updated:

- Added a "soil fertility" slider to adjust the relative amount of rich soil as opposed to basic soil on a map. (The slider does nothing on maps for biomes that don't have any rich soil to begin with.)

- Added the ability to designate the minimum and maximum number of stone types that can appear in a world map tile.

- Added the ability to designate the relative commonality of various stone types on the world map.

- Updated a few things to match today's "Archipelagos" update.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 24, 2017, 05:38:24 AM
Lol for some of those things you said you don't even know how you would do it, but you did. You're amazing.
Configurable Maps really is one of the best mods, thanks.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sirgzu on September 24, 2017, 08:33:34 AM
Yep, latest version of mapreroll works fine with archipelagos. Can't wait to try the new configurable maps =)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 24, 2017, 09:02:47 AM
Archipelagos (https://ludeon.com/forums/index.php?topic=32192.msg366272#msg366272) has been updated again, to squash a bug related to rocky soil from my "Fertile Fields" mod, that was spawning error messages if maps were generated with neither "Configurable Maps" nor "Fertile Fields" in the mod list.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 24, 2017, 09:04:07 AM
Lol for some of those things you said you don't even know how you would do it, but you did. You're amazing.

Nah, mostly I'm just stubborn. I figure if I keep banging my head against a wall long enough, *something* will break. Sometimes, I get lucky, and it's the wall. :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on September 24, 2017, 09:59:50 AM
Lol for some of those things you said you don't even know how you would do it, but you did. You're amazing.

Nah, mostly I'm just stubborn. I figure if I keep banging my head against a wall long enough, *something* will break. Sometimes, I get lucky, and it's the wall. :)

And yet you still claim you are not a Dorf.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 24, 2017, 12:57:44 PM
Basic Bridges (https://ludeon.com/forums/index.php?topic=32192.msg329377#msg329377) has been updated:

- Watergazing spots are now much less graphically obtrusive.

Fishing (https://ludeon.com/forums/index.php?topic=32192.msg362424#msg362424) has also been updated:

- Set the priority of fishing below that of training, making it the lowest-priority Handling task.

- Fishing spots use the new watergazing spot graphic, and so no longer stand out visually.

- It's now possible to catch non-generic freshwater fish in "Archipelagos" biomes as well as in vanilla biomes. (Ocean fish were already available.)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: onerous1 on September 24, 2017, 07:51:44 PM
Yay for birthday updates!

I just noticed that Smooth Stone Walls has a source folder inside. Is that necessary?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 25, 2017, 09:44:52 AM
Re: "Archipelagos"....

Several people on Steam have reported that the changes to how archipelagos are assigned locations on the world map in the update messed up maps for games already in progress, with maps now showing bases on ocean tiles rather than archipelago tiles, which causes problems with caravans, and can also mess with animal and plant spawning.

I have no idea why that happened, as changes to map generation shouldn't have affected maps that already exist. And unfortunately, there's no way to undo it. So all I can do is apologize to those whose games were disrupted.

That said, the problem should be a one-shot deal following this update. But problems with an unknown cause always bother me. If you happen to notice any changes in archipelago locations on a world map during play that *aren't* related to the last update, please let me know immediately.

Thanks!

I just noticed that Smooth Stone Walls has a source folder inside. Is that necessary?

All my mod distributions include a "Source" folder. Those folders exist in part so that people who are interested can check out my code, but mostly just because I'm just too lazy to bother removing them before I upload the mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 26, 2017, 12:25:45 PM
Does "More Trait Slots" play well with "psychology"? I wrecked my colony and wanted to start new with those two mods.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on September 26, 2017, 12:41:18 PM
Does "More Trait Slots" play well with "psychology"? I wrecked my colony and wanted to start new with those two mods.

I'm not aware of any reason why the two wouldn't work together.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: maculator on September 26, 2017, 12:58:51 PM
Well thanks alot for the quick reply. As a token of my appreciation I translated it into german.

[attachment deleted by admin: too old]
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on October 02, 2017, 05:58:56 PM
Rainbeau, I have a small favor to ask.

Considering the Number of Mods and the frequency of your updates I would really apreciate if you could add a "All-In-One"-Package to download instead of making me download every single file :)

===== EDIT =====

As alternative you could just allow access to the drop-box folder containing the current versions of your mods.
similiar like Rooki1 does it with Rimsenal https://www.dropbox.com/sh/fiqriydxvgfeusm/AAAFvZ2_5CPUwQYNLxkRvVuZa?dl=0 (https://www.dropbox.com/sh/fiqriydxvgfeusm/AAAFvZ2_5CPUwQYNLxkRvVuZa?dl=0)

This would also ease the burden of keeping all the links updated.

Title: Fishing
Post by: libra00 on October 21, 2017, 06:19:45 AM
Some thoughts on fishing..

So, I've been playing with the fishing mod a bit and I like the idea of it, but I'm not entirely happy about the implementation.  I'm kinda thinking it should probably be its own work type (though I'm not sure if that's flat out impossible or not), because it has no cooldown as far as I can tell and thus takes up a lot of the work time of my colonists who are assigned to handling.  In my current game I started as a rich explorer with someone pretty well-rounded, able to do almost all jobs.  I've had 2 people join my colony so far, and my original pawn is still the best at handling (and the best individually at virtually everything else too).  I'd really like to try to use fishing as my primary food source, but that requires the one guy who has to do everything (because the other 2 can't do many of the various work types) to spend a lot of time fishing.  Also, I really want him to be able to spend his handling time trying to tame wild animals because my other 2 people can't haul at all.

I definitely understand why you moved it from hunting to handling. but I would note that hunting is the one work type that (in my experience anyway) is most rarely prohibited, so it'd let those mostly useless pawns do something productive.  I dunno that there's an easy solution to all this without fishing being its own work type.  From an organizational perspective it might make sense to tack it onto growing, but that doesn't solve my current situation.  I just tend to like having one guy who handles all food-related tasks and little else, so that'd go along well with that.

I dunno, it's definitely a cool idea and I'm not sure what the best solution is, just thought I'd lay out my thoughts on the subject and see if it goes anywhere.  Either way, keep up the great work RF.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: gloomyMoron on November 02, 2017, 11:17:29 AM
So, it is possible that I am simply using the Bridge mod outside of its intended purpose which is causing an "issue" I'm having.


(https://i.imgur.com/nDiHLBz.png) (https://imgur.com/gallery/kYzrp)

I have a stockpile setup to accept Psychoid leaves, but...

(https://i.imgur.com/fj3C1nC.png) (https://imgur.com/gallery/kYzrp)

It isn't being considered accessible? Possibly because it is on a bridge tile.

I have tried this at varying Priority levels, as well as using the "vanilla" stockpile. Is there a way to make this work at all? If not the entire premise of my colony needs to change (and I might just abandon it >.>). I wanted to build like a "boardwalk"/shore-colony over the ocean edge of the ocean. I have a hospital and a bedroom built on the bridge tiles and they work fine, but if I can't make stockpiles work, that'll get annoying real fast.

Edit: It should go without saying, but I'm running in Alpha 17.


Edit: The problem is more widespread than I thought. It is affecting a bunch of stockpiles, not just the ones on the bridges (that I'm using as a pier). I have no idea what is causing this. Sorry for assuming it was this mod.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 02, 2017, 01:08:24 PM
Gloomy, I'd suggest looking for possible conflicts in your mod list.  I'm not aware of anything that would stop stockpiles from working properly on bridge tiles, and nobody else has ever reported such a problem.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: gloomyMoron on November 02, 2017, 01:59:24 PM
Apparently it was a mod that let's me harvest prostheses and bionics. If you change a stockpile to not have "Harvested, Not Harvested (Primitive/Simple/Glitterworld)" checked, it doesn't allow anything inside it. >.>
Title: Re: Fishing
Post by: dburgdorf on November 07, 2017, 09:30:43 AM
I'm kinda thinking [fishing] should probably be its own work type....

I agree. The main reason I hadn't already done that is that adding new work types to a game already in progress breaks the work tab. BUT... in the new a18 version of "Fishing" that I released last night, fishing is now a unique work type. New alphas give me an opportunity to make changes that don't have to be backward compatible. :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Belgrath on November 10, 2017, 09:58:39 AM
Hello.

Well I don't know what's wrong, but I think the Rimworld update broke the Rainbeau's Bridges Mods.
I'm running RimWorld 0.18.1717 rev1081. I reload Rimworld with only the Core and the Rainbeau's Bridges Mods.

Code: [Select]
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.LoadableXmlAsset].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadPatches () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.get_Patches () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.<LoadAllActiveMods>m__0 (Verse.ModContentPack rm) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.ModContentPack,Verse.PatchOperation].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Successfully recovered from errors and loaded play data.
Verse.Log:Message(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 10, 2017, 10:09:58 AM
Well I don't know what's wrong, but I think the Rimworld update broke the Rainbeau's Bridges Mods.

The build released the other night introduced a new XML patch-related bug which broke a fair number of a18 mods, including "Basic Bridges" and "Archipelagos." :( The devs have stated that a fix is already done, though, so we're just waiting for the next build to be pushed out.

Just as a side note, I *do* have a separate thread for my a18 releases. This thread is for my a17 releases. :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on November 11, 2017, 04:10:47 PM
Rainbeau, I have a small favor to ask.

Considering the Number of Mods and the frequency of your updates I would really apreciate if you could add a "All-In-One"-Package to download instead of making me download every single file :)

===== EDIT =====

As alternative you could just allow access to the drop-box folder containing the current versions of your mods.
similiar like Rooki1 does it with Rimsenal https://www.dropbox.com/sh/fiqriydxvgfeusm/AAAFvZ2_5CPUwQYNLxkRvVuZa?dl=0 (https://www.dropbox.com/sh/fiqriydxvgfeusm/AAAFvZ2_5CPUwQYNLxkRvVuZa?dl=0)

This would also ease the burden of keeping all the links updated.

Shameless suggestion Promotion !
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 11, 2017, 06:06:30 PM
As alternative you could just allow access to the drop-box folder containing the current versions of your mods.

Since I like you so much, it's done. At the bottom of my a18 mod list, there's now a direct link to the relevant Dropbox directory.

Actually, I probably would have done it sooner, except that your "because you update so frequently" request happened to be posted just as I started what turned into a month-long hiatus from modding.  :)
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on November 11, 2017, 08:37:01 PM
Actually, I probably would have done it sooner, except that your "because you update so frequently" request happened to be posted just as a started what turned into a month-long hiatus from modding.[/i]  :)

I guess I jinxed it with that one  ::)


Since I like you so much, it's done.

Thank you so very much .. I am blushing ..
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 11, 2017, 10:08:42 PM
I guess I jinxed it with that one

Yes, it is absolutely your fault that I got busy for a while with other things! :D
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: kaptain_kavern on November 11, 2017, 11:43:33 PM
So he did it to you as well? ;-)

I almost missed A18 because of him!
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Nightinggale on November 12, 2017, 12:19:33 AM
So he did it to you as well? ;-)

I almost missed A18 because of him!
That makes me think of the 3 mile nuclear accident. Something went wrong, the operators got thousands of error messages and they tried to read through them to figure out what was going on. This made operators read through insignificant errors while for a while completely miss the "reactor without cooling" error. This is now used as a schoolbook example when designing complex systems and is the main reason for introducing priority in messages.

Seems like something similar would be needed here if one user can make mod makers miss a new release of RimWorld. I didn't notice A18 either until new mods started showing up on steam with [A18] in the names, though I can't blame a specific person or reason to missing it on day one. However not knowing the reason or who is behind something has never stopped pointing out a scape goat >:( :P
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 12, 2017, 01:40:19 AM
Seems like something similar would be needed here if one user can make mod makers miss a new release of RimWorld.

You seem to have completely missed the fact that Kaptain's and my own comments about SpaceDorf were jokes....
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: Nightinggale on November 12, 2017, 02:27:22 AM
Seems like something similar would be needed here if one user can make mod makers miss a new release of RimWorld.

You seem to have completely missed the fact that Kaptain's and my own comments about SpaceDorf were jokes....
I admit I did and don't find it funny, but it seems that there is a reference to something earlier that I missed as well  :-[

Having said that, I still need a scape goat for actually having missed A18 on day 1. Anybody volunteering?
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 12, 2017, 09:15:47 AM
Having said that, I still need a scape goat for actually having missed A18 on day 1.

You haven't actually missed it, since a18 hasn't actually been officially released yet. We're still dealing with the "unstable" a18 build right now. "Day 1" is still probably at least a few days away, and may be even further out, depending upon how final testing is proceeding.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: SpaceDorf on November 16, 2017, 03:47:02 AM
 :o :o

I am able to get people confused without actually being there  ;D

Thank you guys.

Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: sidfu on November 17, 2017, 12:35:40 PM
@dburgdorf just let u know we adding the wild cultivation to hardcore sk thought i let u know since u wanted to know when its added to packs.
Title: Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
Post by: dburgdorf on November 17, 2017, 01:10:26 PM
Just in case anyone who follows this thread hasn't noticed yet, I've started updating my mods for RimWorld a18. The new versions can be found in my a18 thread (https://ludeon.com/forums/index.php?topic=36687.0). My a17 mods will remain available here for those still playing a17, though I don't plan any further a17 updates.