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RimWorld => Mods => Releases => Topic started by: SihvMan on May 18, 2017, 04:39:38 AM

Title: [1.0] Rim of Madness - Bones V2.0
Post by: SihvMan on May 18, 2017, 04:39:38 AM
Rim of Madness - Bones

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

Description:
Build stuff out of bone!

When butchering animals, you will now also receive some bone material. These bones can then be used to build anything that could normally be stuffed out of wood. This includes walls, doors, furniture, workbenches, weapons, and some armors.

Good For?

Bone Stats:
Version 2.0 of this mod has bone with identical stats to wood, with the following exceptions



Download:
[A17] https://www.dropbox.com/s/s1pl1bcyam8vqmk/Bones%20Mod.zip?dl=1
[A18] https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones


Changelog
Quote

  • Version 1.0 - Initial Release
  • Version 1.1 -

    • Bows and Pila are now tagged for 'Wooden', allowing you to make bone bows to go with your bone spears.
    • Bones are now dropped directly from butchering (THANK YOU Razzoriel). Skeleton items will remain until V1.2. Please disassemble all skeletons before then.
  • Version 1.2 -

    • Bone Ash/Bone China added - Made in the crematorium. Use as a weak alternative to silver for beautiful art.
    • Bonecrete added - Made at the refinery after appropriate research. Stronger stone alternative, takes more material.
    • Bone Polymer added - Made at the refinery after appropriate research. Weaker/lighter metal alternative, takes less material. Can be combined with steel to form plasteel at refinery.
    • Defs and assets removed for skeletons. Please remove all such items from your base before upgrading.
    • Steam release
  • Version 1.2.1 - Fixed crematorium bug
  • Version 1.3

    • Miscellaneous XML tweaks
    • Compatability for Megafauna, Tiberium Rim, Cosmic Horrors, Animal Collab, and Beasts of the Rim added.
    • Patch Generating Code now in the patch folder
  • Version 1.4

    • New way of adding bones thanks to Nightinggale.
    • Bones now naturally added to all creatures (even modded one). Patches are now needed to remove bones instead (for mechanoids and the like) instead of adding bones. Compatibility is even higher now.
    • Fixed the bones carried before meat 'bug'
  • Version 2.0

    • Now part of the Rim of Madness Collection.
    • New mod config menu to alter bone drops.
    • New art!
    • Skull throne!
    • Can now extract marrow from bones. Marrow can be eaten like pemmican, or used to make gelatin.
    • Skull masks! Can craft at either the crafting spot or the tailor bench.

If you have a mechanoid adding mod, and don't want them dropping bones, simply make a patch with;
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "DEF OF MECHANOID"]/statBases</xpath>
<value>
<BoneAmount>0</BoneAmount>
</value>
</li>
</operations>
</Operation>


Future Plans:


Authors

Contributors

License
You are hereby allowed to modify this in any way for your own personal use. Please do not re-release this mod anywhere else.

If you wish to include this in a modpack, please PM me for permission.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [A17] Bone Mod
Post by: XeoNovaDan on May 18, 2017, 12:43:40 PM
How good is bone compared to wood or steel? This seems like a good mod, but I'm just wondering if the balance is up to scratch
Title: Re: [A17] Bone Mod
Post by: SihvMan on May 18, 2017, 01:18:19 PM
Version 1.0 of this mod has bone with identical stats to wood, with the following exceptions

- Flammability is reduced to 0 (Bones aren't very flammable).
- Sale value of bone items reduced to 75% of similar wood items (hopefully, if I set the correct values).
- Bone can't be used to fuel fire items (campfire, stove, generator, etc)

I am taking balance suggestions if people have suggestions.

Also, if anyone knows where butcherBodyParts goes for a Humanlike ThingDef, or an equivalent, I'd very much like to know.

EDIT: Stats added to main post.
Title: Re: [A17] Bone Mod
Post by: Modo44 on May 18, 2017, 02:12:22 PM
A weak building material that is not flammable would be very interesting from a balance perspective. Looking forward to trying this.
Title: Re: [A17] Bone Mod
Post by: DiamondBorne on May 18, 2017, 02:31:21 PM
Don't forget to add skulls for the skull throne. ^_^
Title: Re: [A17] Bone Mod
Post by: medsal15 on May 18, 2017, 02:56:56 PM
As a SS13 player... Where is my skull chalice?
Title: Re: [A17] Bone Mod
Post by: SihvMan on May 18, 2017, 04:11:50 PM
Quote from: DiamondBorne on May 18, 2017, 02:31:21 PM
Don't forget to add skulls for the skull throne. ^_^

If any art capable person makes a skull throne to be used, I'll gladly add a skull throne. In the mean time, bone dining chairs are kinda similar?

Quote from: medsal15 on May 18, 2017, 02:56:56 PM
As a SS13 player... Where is my skull chalice?

Barring a medieval times update, skull chalices are unfortunately unavailable.

...unless you count a bone plant pot as a skull chalice full of dirt?
Title: Re: [A17] Bone Mod
Post by: marvin__ on May 18, 2017, 04:14:26 PM
Ok to add to a save?
Oh, it's for alpha17 ;-;
Title: Re: [A17] Bone Mod
Post by: SihvMan on May 18, 2017, 04:23:48 PM
Quote from: marvin__ on May 18, 2017, 04:14:26 PM
Ok to add to a save?
Oh, it's for alpha17 ;-;

It is old save safe. Unfortunately, this can only really be done well with A17. I had to HEAVILY leverage the new xpath patching method in order to make this work.
Title: Re: [A17] Bone Mod
Post by: CrazyCoco on May 19, 2017, 12:46:37 AM
Question about the mod - why not just have meat/leather/bone result from butchering, instead of the skeletons that then have to be deconstructed?
Title: Re: [A17] Bone Mod
Post by: SihvMan on May 19, 2017, 01:49:54 AM
Quote from: CrazyCoco on May 19, 2017, 12:46:37 AM
Question about the mod - why not just have meat/leather/bone result from butchering, instead of the skeletons that then have to be deconstructed?

I'd like for it to be a direct drop, but there are issues with that at current.

Meat and leather are from a special bit of code (added in recent alphas) that do percentage based calculations and such based upon skill. Modifying the outcome of that requires more knowledge of C# than I currently possess. Not to mention, it would not be compatible with anything else modifying butcher results.

The current rendition of the mod leverages xpath inserts to add a butcherBodyPart line into the animals Defs dynamically. Much more compatible with essentially everything. As for why it drops skeletons instead of bones? ButcherBodyParts doesn't allow for amounts. So, I improvised.

tl;dr: C# is hard and incompatible, but XML requires skeleton drops.
Title: Re: [A17] Bone Mod
Post by: Canute on May 19, 2017, 03:30:17 AM
You should ask the Hardcore-SK team, maybe visit them at their discord channel.
You need to butcher the terminators and you are geting different products then meat/leather out of these cyborgs.
I think this is what you need.
Title: Re: [A17] Bone Mod
Post by: Razzoriel on May 19, 2017, 11:29:01 AM
Have you tried taking a look at the mechanoids' XML file? It has amounts in butchering.
Title: Re: [A17] Bone Mod
Post by: BlackViperMWG on May 19, 2017, 03:49:55 PM
Looking forward to try this mod, sounds interesting. But one thing; bones are actually quite flammable IRL.
Title: Re: [A17] Bone Mod
Post by: Mitz on May 19, 2017, 05:40:00 PM
Great for a extreme biome challenge!
also sounds good for telling manhunter packs to F*** off!
Title: Re: [A17] Bone Mod
Post by: SihvMan on May 20, 2017, 12:08:37 AM
Quote from: Razzoriel on May 19, 2017, 11:29:01 AM
Have you tried taking a look at the mechanoids' XML file? It has amounts in butchering.

Holy sh**! Thank you! This makes it work! I had to completely redo my xpath stuff, but it worked! V1.1 now UP!

Quote from: BlackViperMWG on May 19, 2017, 03:49:55 PM
Looking forward to try this mod, sounds interesting. But one thing; bones are actually quite flammable IRL.

The combustion point of pure bone is over 1300F, which is much higher than the temp in RimWorld ever goes, even during heatwaves/forest fires.

Quote from: Mitz on May 19, 2017, 05:40:00 PM
Great for a extreme biome challenge!
also sounds good for telling manhunter packs to F*** off!

Or Raiders, for that matter, with the new V1.1 update making humans drop bones.
Title: Re: [A17] Bone Mod V1.1
Post by: Mehni on May 23, 2017, 07:07:26 AM
Can I use these as dog treats?
Title: Re: [A17] Bone Mod V1.1
Post by: kaptain_kavern on May 23, 2017, 07:10:21 AM
Like a new kibbles recipe?

Bones + meat = Dog treat (... or prisoner food ...)
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on May 23, 2017, 09:26:50 AM
Quote from: kaptain_kavern on May 23, 2017, 07:10:21 AM
Like a new kibbles recipe?

Bones + meat = Dog treat (... or prisoner food ...)

huh. There's an idea. I'll see what I can do in the next release.
Title: Re: [A17] Bone Mod V1.1
Post by: zanfino on May 28, 2017, 05:37:40 PM
[Bug / Unintended behavior]
When a creature is butchered the cook hauls the bone item rather than the meat. This is by no means game breaking but does potentially cause excess rotting. Without looking at the mod it seems like the bone is about meat in the list.
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on May 28, 2017, 07:44:28 PM
Quote from: zanfino on May 28, 2017, 05:37:40 PM
[Bug / Unintended behavior]
When a creature is butchered the cook hauls the bone item rather than the meat. This is by no means game breaking but does potentially cause excess rotting. Without looking at the mod it seems like the bone is about meat in the list.

This is, as far as I can tell, vanilla behavior. It similarly occurs when butchering elephants, where the cook carries tusks first. I'll see what I can on on my end, but no promises. While I'm back working on this, anyone have other bugs/ideas/suggestions to include/fix?
Title: Re: [A17] Bone Mod V1.1
Post by: Lethe on June 01, 2017, 01:00:57 AM
Quote from: SihvMan on May 28, 2017, 07:44:28 PM
Chicken farmers! Build your hens a new coop out of the bones of their family!
Cultists. After all, alters to elder gods are best made out of bone!
Any hunting heavy colony. Before long, you'll be able to build EVERYTHING out of bone!
Cannibals. Got to do something with all those human bones

I like the way you think!

Only suggestions I'd make is to +1 the ideas you already have in your future plans (bone floors and advanced bone materials).

Edit: dropbox.com[...].zip?dl=1 Yes! dl=1 Thanks for noticing the little things for us! <3 dl=1 makes me a bit too happy, really -shrugs-
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 01, 2017, 09:26:28 PM
I am working on the next update. However, it has been delayed, pending the arrival of my replacement gpu. ETA to version 1.2, 2 weeks.
Title: Re: [A17] Bone Mod V1.1
Post by: Veredii on June 02, 2017, 05:27:39 AM
Hello~  I'm not sure how doable some of these are but I hope they help at least a little.
Here are just some possible uses for bones:
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 02, 2017, 10:34:06 AM
Quote from: Veredii on June 02, 2017, 05:27:39 AM
Hello~  I'm not sure how doable some of these are but I hope they help at least a little.
Here are just some possible uses for bones:

  • Bone meal (from grinding bones) - can be used as fertiliser or low-nutrition ingredient for pet feed (small increase to taming when used in taming attempt?)
  • Bone and meat meal (grind bones with a small amount of meat?) - can be used as substitute for fossil fuel at about 2/3 efficiency
  • Bone ash (might not be realistic - needs to burn at 1000c) - could be used for bone china pottery? The amount of work to produce could be offset by higher sell/beauty values?
  • Cooking with bones~ maybe some recipes that use bones? Bone broth is yummy, stew (with veggies) is also delicious. It can take a while to cook bones (more work) but maybe balance it with a small mood increase or temp cold-resist buff?

Title: Re: [A17] Bone Mod V1.1
Post by: TOWC on June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 02, 2017, 08:18:46 PM
Quote from: TOWC on June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.

Huh. Really? That seems a bit odd, as I didn't increase bones damage modifiers that much.
Title: Re: [A17] Bone Mod V1.1
Post by: TOWC on June 03, 2017, 08:57:48 AM
Quote from: SihvMan on June 02, 2017, 08:18:46 PM
Quote from: TOWC on June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.

Huh. Really? That seems a bit odd, as I didn't increase bones damage modifiers that much.

Yeah, kind of strange.

[attachment deleted by admin due to age]
Title: Re: [A17] Bone Mod V1.1
Post by: Canute on June 03, 2017, 09:45:14 AM
Ok, but with 16 HP of the trap any little explosion/fire will destroy it.
Bones are sharp but fragile.
Title: Re: [A17] Bone Mod V1.1
Post by: TOWC on June 03, 2017, 10:14:29 AM
Quote from: Canute on June 03, 2017, 09:45:14 AM
Ok, but with 16 HP of the trap any little explosion/fire will destroy it.
Bones are sharp but fragile.

Well, so far in my 3 year-old colony I had no explosions to even damage my plasteel traps. Pretty sure, if I replace them with those made of bones there'll be no big change in that. Except, ofc, they will be more likely to kill those nasty tribal in one hit.
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 03, 2017, 05:12:43 PM
Quote from: TOWC on June 03, 2017, 08:57:48 AM
Quote from: SihvMan on June 02, 2017, 08:18:46 PM
Quote from: TOWC on June 02, 2017, 03:50:47 PM
Bone traps are a bit too op.
They deal 6 more damage than those made of plasteel.
Plus are inflammable and, ofc, are much easier to make, since bones can be found EVE-RY-WHEEEERE, basically.

Huh. Really? That seems a bit odd, as I didn't increase bones damage modifiers that much.

Yeah, kind of strange.

Alright, I don't know how/when I changed it, but somehow the sharp damage modifier got ramp'd up. I'll bring it back down for the next release, but if it bothers you that much, you can change it yourself. Just go to;
Bones Mod/Defs/ThingDefs_Items/Items_Resources_Bones.xml
and search for
<SharpDamageMultiplier>

Change the value to 0.8 (or whatever you want), and it should be back in line with Core values.
Title: Re: [A17] Bone Mod V1.1
Post by: TOWC on June 04, 2017, 09:17:21 AM
Alright, I don't know how/when I changed it, but somehow the sharp damage modifier got ramp'd up. I'll bring it back down for the next release, but if it bothers you that much, you can change it yourself. Just go to;
Bones Mod/Defs/ThingDefs_Items/Items_Resources_Bones.xml
and search for
<SharpDamageMultiplier>

Change the value to 0.8 (or whatever you want), and it should be back in line with Core values.
[/quote]

Nah, it doesn't bother me a bit, I just report stuff that I think is suspicious.
Great mod, anyway. I mean, it brings back those wonderful memories from Dwarf Fortress, where you could get bones from butchered creatures too. Could be nice to have some sort of division between animal bones and humanoid bones(you know, beauty penalty for non-psycho-bloodlust human creatures because of ethical reasons, etc., etc.) but it's fine as it is. Keep up the good job.
Title: Re: [A17] Bone Mod V1.1
Post by: Cabdono on June 09, 2017, 01:40:07 PM
Any plans on adding patches for animal mods?  Pygmy muffalo, ZWAnimals, etc
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 12, 2017, 10:09:58 AM
Quote from: Cabdono on June 09, 2017, 01:40:07 PM
Any plans on adding patches for animal mods?  Pygmy muffalo, ZWAnimals, etc

There isn't any planned at current time, but I suppose I can add some patches if there's one or two people really want. My main focus for v1.2 is going to be on bug-fixing and bonecrete.
Title: Re: [A17] Bone Mod V1.1
Post by: Ashardalon411 on June 12, 2017, 10:41:33 AM
i have some mods's suggestions for add bones: minions, smurfs, araknids, zombieland in others
All of them generate really a lot of creatures when they spawn.
It can be nice if the mod can make a little change to their butching recipe to add some bones ;)

edit: with zombieland its impossible because they instantly disapear
Title: Re: [A17] Bone Mod V1.1
Post by: Sleeeper on June 13, 2017, 07:16:51 AM
very useful mod in ice biome, making campfires and charcoal out of bones, thanks :]
Title: Re: [A17] Bone Mod V1.1
Post by: Galrent on June 20, 2017, 01:15:29 AM
Quote from: SihvMan on June 12, 2017, 10:09:58 AM
There isn't any planned at current time, but I suppose I can add some patches if there's one or two people really want. My main focus for v1.2 is going to be on bug-fixing and bonecrete.

They just released an "Animal Colab Project" mod on Steam, it'd be wonderful if you considered this mod for the bone patch.

(Link: https://steamcommunity.com/sharedfiles/filedetails/?id=949283405 )

Also, I was curious if you had any plans to throw this up on Steam? Might make it a bit easier to find. :)
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 20, 2017, 10:22:00 PM
Quote from: Galrent on June 20, 2017, 01:15:29 AM
Quote from: SihvMan on June 12, 2017, 10:09:58 AM
There isn't any planned at current time, but I suppose I can add some patches if there's one or two people really want. My main focus for v1.2 is going to be on bug-fixing and bonecrete.

They just released an "Animal Colab Project" mod on Steam, it'd be wonderful if you considered this mod for the bone patch.

(Link: https://steamcommunity.com/sharedfiles/filedetails/?id=949283405 )

Also, I was curious if you had any plans to throw this up on Steam? Might make it a bit easier to find. :)

Now that collab I could see adding a patch for. Steam will be released w/ 1.2
Title: Re: [A17] Bone Mod V1.1
Post by: Galrent on June 21, 2017, 02:03:10 PM
Quote from: SihvMan on June 20, 2017, 10:22:00 PM
Quote from: Galrent on June 20, 2017, 01:15:29 AM
Quote from: SihvMan on June 12, 2017, 10:09:58 AM
There isn't any planned at current time, but I suppose I can add some patches if there's one or two people really want. My main focus for v1.2 is going to be on bug-fixing and bonecrete.

They just released an "Animal Colab Project" mod on Steam, it'd be wonderful if you considered this mod for the bone patch.

(Link: https://steamcommunity.com/sharedfiles/filedetails/?id=949283405 )

Also, I was curious if you had any plans to throw this up on Steam? Might make it a bit easier to find. :)

Now that collab I could see adding a patch for. Steam will be released w/ 1.3

Awesome! Sounds amazing, thanks, Sihv!
Title: Re: [A17] Bone Mod V1.1
Post by: PreDiabetic on June 21, 2017, 04:24:45 PM
I made custom patch for fishes in Rikiki's Fish Industry https://ludeon.com/forums/index.php?topic=13172.0 (https://ludeon.com/forums/index.php?topic=13172.0)

Add to patch folder in Bones Mod/Patches

[attachment deleted by admin due to age]
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 22, 2017, 07:18:36 AM
Quote from: damngrl on June 21, 2017, 04:24:45 PM
I made custom patch for fishes in Rikiki's Fish Industry https://ludeon.com/forums/index.php?topic=13172.0 (https://ludeon.com/forums/index.php?topic=13172.0)

Add to patch folder in Bones Mod/Patches

Excellent! Mind if I include it in the next release?
Title: Re: [A17] Bone Mod V1.1
Post by: PreDiabetic on June 22, 2017, 08:19:25 AM
Quote from: SihvMan on June 22, 2017, 07:18:36 AM
Quote from: damngrl on June 21, 2017, 04:24:45 PM
I made custom patch for fishes in Rikiki's Fish Industry https://ludeon.com/forums/index.php?topic=13172.0 (https://ludeon.com/forums/index.php?topic=13172.0)

Add to patch folder in Bones Mod/Patches

Excellent! Mind if I include it in the next release?

Sure no problem. But I didn't include all water animals because some of the animals he added don't have bones. (like squid,shellfish)
Title: Re: [A17] Bone Mod V1.1
Post by: Canute on June 22, 2017, 08:30:56 AM
I don't think there is a way to switch the bone creating during gameplay. After a while you have a hugh surplus of bones.

And i want to know, when bonewalls arn't flameable, how you can made a campfire out of them ?
But when you let these feature alive, maybe you should made a patch for fueled generator that it allwow bones as fuel too.

- bow, don't reflect the better sharp damage of bones compared to wood. They got the same stats. You should create a special bone short/great bow recipe with higher damage.
For mellee weapons the game auto. adjust the stats of the weapon based on the material.
Title: Re: [A17] Bone Mod V1.1
Post by: Dark_Inquisitor on June 24, 2017, 06:09:03 PM
Well, I see that this mod has a big potential, especially for early game :D
Tough the amount of bones you get... Yeah. I was playing around with the values for some time, and figured that 8*(creature body size) gives you pretty good values, i.e.: 1 bone for rats, but 17 for muffalos, and 30-32 for the biggest animals (thrumbos, elephants, megasloths).
So yeah. Also figured that you might like those textures:
(http://i.imgur.com/Y0KLfyk.png)
(pinned this to the post in attachments)

Keep up the good work! :D

[attachment deleted by admin due to age]
Title: Re: [A17] Bone Mod V1.1
Post by: SihvMan on June 24, 2017, 06:14:52 PM
Quote from: Dark_Inquisitor on June 24, 2017, 06:09:03 PM
Well, I see that this mod has a big potential, especially for early game :D
Tough the amount of bones you get... Yeah. I was playing around with the values for some time, and figured that 8*(creature body size) gives you pretty good values, i.e.: 1 bone for rats, but 17 for muffalos, and 30-32 for the biggest animals (thrumbos, elephants, megasloths).
So yeah. Also figured that you might like those textures:
(http://i.imgur.com/Y0KLfyk.png)
(pinned this to the post in attachments)

Keep up the good work! :D

Ooooh! Thanks for textures!

Yeah, have been meaning to go through bone drop values, just keep getting caught in other things. Tying them to the body size is actually a great idea, and even makes patching others easier for the future.
Title: Re: [A17] Bone Mod V1.2
Post by: SihvMan on June 24, 2017, 07:25:12 PM
Version 1.2 now UP!
Title: Re: [A17] Bone Mod V1.2
Post by: Mitz on June 24, 2017, 09:08:33 PM
Literally unlplayable - not on steam
Title: Re: [A17] Bone Mod V1.2
Post by: PreDiabetic on June 24, 2017, 09:24:43 PM
7 bone per humanoid? Wow thats pretty harsh nerf. From 75 to 7. BTW Turkey have 5 bones yet humans 7? If you want to nerf bones you have to hit animals harder or buff humans a little. PS Forget about building walls anymore 5 bone per wall for 140hp not worth imo. Just install ICE mod to make ice walls. But progress is progress good job. I just made floor patch for myself 2 bones per tile. Better use bones this way.
Title: Re: [A17] Bone Mod V1.2
Post by: SihvMan on June 24, 2017, 10:43:06 PM
Quote from: Mitz on June 24, 2017, 09:08:33 PM
Literally unlplayable - not on steam

Should be... I can see it. Did I accidentally set it to hidden?

EDIT: Turns out, yes I did have it set to hidden. Visible now.

Quote from: damngrl on June 24, 2017, 09:24:43 PM
7 bone per humanoid? Wow thats pretty harsh nerf. From 75 to 7. BTW Turkey have 5 bones yet humans 7? If you want to nerf bones you have to hit animals harder or buff humans a little. PS Forget about building walls anymore 5 bone per wall for 140hp not worth imo. Just install ICE mod to make ice walls. But progress is progress good job. I just made floor patch for myself 2 bones per tile. Better use bones this way.

Accidentally put in wrong version of bone add patch. Should be resolved (ie back to old values).
Title: Re: [A17] Bone Mod V1.2
Post by: PreDiabetic on June 25, 2017, 04:20:16 AM
My custom patch for Bone Mod.

Floor made of bones with CUSTOM handmade textures (which is terrible imo)
Adds bone to fishes in Fish Industry by Rikiki.

Feel free to use however you want.

[attachment deleted by admin due to age]
Title: Re: [A17] Bone Mod V1.2
Post by: Dark_Inquisitor on June 25, 2017, 09:02:54 AM
Quote from: SihvMan on June 24, 2017, 10:43:06 PM
Quote from: damngrl on June 24, 2017, 09:24:43 PM
7 bone per humanoid? Wow thats pretty harsh nerf. From 75 to 7. BTW Turkey have 5 bones yet humans 7? If you want to nerf bones you have to hit animals harder or buff humans a little. PS Forget about building walls anymore 5 bone per wall for 140hp not worth imo. Just install ICE mod to make ice walls. But progress is progress good job. I just made floor patch for myself 2 bones per tile. Better use bones this way.

Accidentally put in wrong version of bone add patch. Should be resolved (ie back to old values).

I think it's a bit of my falut that ShivMan put these values, so let me explain what was my logic behind those, and why they make alot more sense than previous ones (at least for me).
First of - bones are normal resource, not "tiny" one (x10 one, like silver) - and since they would be used to mostly fireproof buildings - my criteria for balance was building walls.
With the previous values it made no sence whatsoever - mature oak gives you 65! wood on peacefull difficulty (45 on extreme) - that means you'd get more bones from one human that there is wood in fully matured oak tree. Yeah, that makes alot of sence (Not to mention that tree is made almost completly out of usable wood, and bones are just relatively small part of any animal).
There was few consequneces of that - my test colony was drowning in bones after some time, despite having everything built (and created) out of bones.
So i figured, that I might try to balance it out; since meat amount is based on the BodySize parameter of the animal, that'd be a good idea to base bone amount on it too. Some values might look very puny, but remember - early colony is heavily dependant on the easily accesible food, that means alot of hunting, and alot of bones. Altough I have to agree that you might buff the amount a little - but don't forget that animals are mainly source of food, and bones are additional resouce that you get from them.
But hey, there are people and people, right? My suggestion is to release 2 versions, so balance freaks (like me) will be satisfied, and lite one for people who just want their bones ;)
Title: Re: [A17] Bone Mod V1.2
Post by: PreDiabetic on June 25, 2017, 09:17:26 AM
Quote from: Dark_Inquisitor on June 25, 2017, 09:02:54 AM
Quote from: SihvMan on June 24, 2017, 10:43:06 PM
Quote from: damngrl on June 24, 2017, 09:24:43 PM
7 bone per humanoid? Wow thats pretty harsh nerf. From 75 to 7. BTW Turkey have 5 bones yet humans 7? If you want to nerf bones you have to hit animals harder or buff humans a little. PS Forget about building walls anymore 5 bone per wall for 140hp not worth imo. Just install ICE mod to make ice walls. But progress is progress good job. I just made floor patch for myself 2 bones per tile. Better use bones this way.

Accidentally put in wrong version of bone add patch. Should be resolved (ie back to old values).

I think it's a bit of my falut that ShivMan put these values, so let me explain what was my logic behind those, and why they make alot more sense than previous ones (at least for me).
First of - bones are normal resource, not "tiny" one (x10 one, like silver) - and since they would be used to mostly fireproof buildings - my criteria for balance was building walls.
With the previous values it made no sence whatsoever - mature oak gives you 65! wood on peacefull difficulty (45 on extreme) - that means you'd get more bones from one human that there is wood in fully matured oak tree. Yeah, that makes alot of sence (Not to mention that tree is made almost completly out of usable wood, and bones are just relatively small part of any animal).
There was few consequneces of that - my test colony was drowning in bones after some time, despite having everything built (and created) out of bones.
So i figured, that I might try to balance it out; since meat amount is based on the BodySize parameter of the animal, that'd be a good idea to base bone amount on it too. Some values might look very puny, but remember - early colony is heavily dependant on the easily accesible food, that means alot of hunting, and alot of bones. Altough I have to agree that you might buff the amount a little - but don't forget that animals are mainly source of food, and bones are additional resouce that you get from them.
But hey, there are people and people, right? My suggestion is to release 2 versions, so balance freaks (like me) will be satisfied, and lite one for people who just want their bones ;)

Problem was bone suppose to help on extreme map conditions to replace wood. In Ice Sheet or Extreme Desert you cannot find animals to hunt so you have to content yourself with butchering humans that raid you or fishing (which also doesn't work on Extreme Desert)

Sure having both options marvelous I agree with that.
Title: Re: [A17] Bone Mod V1.2
Post by: Canute on June 25, 2017, 11:25:40 AM
But even on extreme maps, the extra building/fuel material help alot.
So an polarbear would give nearly enough bones to start a campfire.

I think you played on extreme maps for the challenge and not that other faction you don't visit ? :-)
Title: Re: [A17] Bone Mod V1.2
Post by: Hydromancerx on June 25, 2017, 02:59:37 PM
Some Ideas ...

- Bone Marrow - Extract the bone marrow from bones and get a meat resource.

- Bone Meal - Ground down bones to make fertilizer.

- Bone Clothing - Custom made clothing that look like bones.

(http://i.imgur.com/MyLxG4L.png)
Title: Re: [A17] Bone Mod V1.2
Post by: Jedi0n on June 28, 2017, 11:50:34 AM
Quote from: SihvMan on May 18, 2017, 04:39:38 AM

Good For?

    • Tribal play-throughs, before stone-cutting is researched. Bone has no flammability, so can be used to fireproof parts of your early base.

Steel, which inherently has 20% flammability, burns at ~2500 degrees. Bone, while I suppose doesn't necessarily burn, does brittle and crack at some ~1830 degrees. It surely is not likely to be utilized in fireproofing. I can't find anything online at least that would suggest it's useful for that.

Unfortunately that alone bars me from further interest in the mod, I'm sorry. But don't let my thirst for realism shoot anyone down, I think it's always a good thing to maintain and work on mods. Keep up the good work.
Title: Re: [A17] Bone Mod V1.2
Post by: Dark_Inquisitor on June 28, 2017, 01:21:10 PM
Quote from: Jedi0n on June 28, 2017, 11:50:34 AM
Steel, which inherently has 20% flammability, burns at ~2500 degrees. Bone, while I suppose doesn't necessarily burn, does brittle and crack at some ~1830 degrees. It surely is not likely to be utilized in fireproofing. I can't find anything online at least that would suggest it's useful for that.

Unfortunately that alone bars me from further interest in the mod, I'm sorry. But don't let my thirst for realism shoot anyone down, I think it's always a good thing to maintain and work on mods. Keep up the good work.

Boy oh boy. Hope you'll like the fact that you can build 15m long walls for the same amount of metal that goes for a rifle, or the fact you plant potatos from thin air... Also, have you ever tried to ask the orbital slaver how does he buys guys from you, but can't give you a lift?...
RimWorld is sure great for in-game-reality-seekers! ;)
Title: Re: [A17] Bone Mod V1.2
Post by: Jedi0n on June 28, 2017, 01:26:10 PM
Quote from: Dark_Inquisitor on June 28, 2017, 01:21:10 PM
Quote from: Jedi0n on June 28, 2017, 11:50:34 AM
Steel, which inherently has 20% flammability, burns at ~2500 degrees. Bone, while I suppose doesn't necessarily burn, does brittle and crack at some ~1830 degrees. It surely is not likely to be utilized in fireproofing. I can't find anything online at least that would suggest it's useful for that.

Unfortunately that alone bars me from further interest in the mod, I'm sorry. But don't let my thirst for realism shoot anyone down, I think it's always a good thing to maintain and work on mods. Keep up the good work.

Boy oh boy. Hope you'll like the fact that you can build 15m long walls for the same amount of metal that goes for a rifle, or the fact you plant potatos from thin air... Also, have you ever tried to ask the orbital slaver how does he buys guys from you, but can't give you a lift?...
RimWorld is sure great for in-game-reality-seekers! ;)

Unfortunately you assume my thirst for reality encompasses all elements within the game. It does not. I understand what can and can't be modified to a realistic liking because it would be game breaking, in it's current state. But either way, some things I'll accept and some things I won't. It's why this game is so modular, amiright?
Title: Re: [A17] Bone Mod V1.2
Post by: SihvMan on June 28, 2017, 06:01:08 PM
Quote from: Jedi0n on June 28, 2017, 11:50:34 AM
Quote from: SihvMan on May 18, 2017, 04:39:38 AM

Good For?

    • Tribal play-throughs, before stone-cutting is researched. Bone has no flammability, so can be used to fireproof parts of your early base.

Steel, which inherently has 20% flammability, burns at ~2500 degrees. Bone, while I suppose doesn't necessarily burn, does brittle and crack at some ~1830 degrees. It surely is not likely to be utilized in fireproofing. I can't find anything online at least that would suggest it's useful for that.

Unfortunately that alone bars me from further interest in the mod, I'm sorry. But don't let my thirst for realism shoot anyone down, I think it's always a good thing to maintain and work on mods. Keep up the good work.

To be fair, I think the fact that steel walls burn in RimWorld is more unrealistic than bones not burning. That being said, to each their own. I'm glad you took the time to at least look and comment, and I thank you for your encouragement.
Title: Re: [A17] Bone Mod V1.2
Post by: Canute on June 29, 2017, 12:50:45 PM
Hi SihvMan
i am geting this error.
[Bone Mod] Patch operation Verse.PatchOperationAdd(*/ThingDef[defName = "ElectricCrematorium"]/recipes) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Title: Re: [A17] Bone Mod V1.2
Post by: Jedi0n on June 29, 2017, 01:01:01 PM
Quote from: SihvMan on June 28, 2017, 06:01:08 PM
Quote from: Jedi0n on June 28, 2017, 11:50:34 AM
Quote from: SihvMan on May 18, 2017, 04:39:38 AM

Good For?

    • Tribal play-throughs, before stone-cutting is researched. Bone has no flammability, so can be used to fireproof parts of your early base.

Steel, which inherently has 20% flammability, burns at ~2500 degrees. Bone, while I suppose doesn't necessarily burn, does brittle and crack at some ~1830 degrees. It surely is not likely to be utilized in fireproofing. I can't find anything online at least that would suggest it's useful for that.

Unfortunately that alone bars me from further interest in the mod, I'm sorry. But don't let my thirst for realism shoot anyone down, I think it's always a good thing to maintain and work on mods. Keep up the good work.

To be fair, I think the fact that steel walls burn in RimWorld is more unrealistic than bones not burning. That being said, to each their own. I'm glad you took the time to at least look and comment, and I thank you for your encouragement.

I agree on that. I think that fire should have a temperature defined for itself on each square it moves to or something similar which wouldn't take up too much CPU. In that case if a fire were to reach the correct temp. then it can successfully spread to the steel. Aside from that your mod is good for anyone interested in bone/tribal colonies. If anything the flammability 0% works well with the lack of realism current fire has in it's own capabilities, to argue my own point :)

My interest stemmed from the novelty and to see it used by other factions mostly.
Title: Re: [A17] Bone Mod V1.2
Post by: SihvMan on June 29, 2017, 01:44:07 PM
Quote from: Canute on June 29, 2017, 12:50:45 PM
Hi SihvMan
i am geting this error.
[Bone Mod] Patch operation Verse.PatchOperationAdd(*/ThingDef[defName = "ElectricCrematorium"]/recipes) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Yeah, this frustrated me for a bit. Turns out, xpath is much more case sensitive than most RW Def files. [defName] needs to be [DefName] in the xpath, because the Crematorium uses <DefName> instead of <defName> I'll upload the fix shortly.
Title: Re: [A17] Bone Mod V1.2.1
Post by: Flimflamshabam on September 03, 2017, 11:46:01 PM
Nice mod, saved my ass in an Ice Sheet biome run. like 90% of the base is made of bone right now about 40% of that thrumbo, 50% human, and the last 10% assorted polar animals and cargo pods. Shame modded creatures apparently have no bones, heh.
Title: Re: [A17] Bone Mod V1.2.1
Post by: DiamondBorne on October 01, 2017, 02:25:18 PM
Does this mod allows me to broke down those desiccated corpse into bones?
Title: Re: [A17] Bone Mod V1.2.1
Post by: Canute on October 02, 2017, 03:54:19 AM
No,
because you can't butcher them.
Title: Re: [A17] Bone Mod V1.2.1
Post by: Nightinggale on October 09, 2017, 09:17:28 PM
I love this mod, but it sort of breaks when being used with mods, which adds animals. It's not really useful when the majority of animals fail to provide bones. I decided to quickly write my own little mod to add bones to more animals. Before I even started, I realized that would take forever.

Plan B was to write a script to do it for me. I did so and sure enough it generates patch xml files. I wanted to share that, but it turned out to be completely useless for distribution because it causes errors if the animals aren't there. This means it would require one mod for adding bones to each animal mod. That would get messy in no time.

Studying the features usable in patches, I started experimenting with PatchOperationSequence. I managed to get it to a state where it inserts bones if the animal has no bones already. Even more importantly, if the animal is missing, it will fail silently. This means Bone Mod can have one patch xml file for each animal mod and it will just work if Bone Mod is loaded last.

Using this script is really easy. Just copy it into ThingDefs_Races and double click it. It will then generate a new xml file, which you move to Patches and rename. There are more details in the top of the script (it's plain text, just like xml files) and there are some settings, which can be tweaked. Most importantly the amount of bones. I have set it to 50 * body size (rounded down), which seems to be ok from a balance point of view. Remember this just generates the files. The actual numbers can be adjusted by hand afterwards if needed. The script has no way of knowing if the animal is an octopus (no bones at all) or something with a thick exoskeleton.

Since the script is written in perl, you may have to install perl. For windows I recommend strawberry perl (http://strawberryperl.com/). For none-windows, it's usually installed by default.

I also added the generated patch files for AnimalCollabProj and Beasts of the Rim. You should be able to generate them yourself, but since I already got them, I might as well add them.

Technically this would be my first Rimworld mod and it's my first post on the forum, not bad considering I made it in just one evening  :)

Also for the next release, do update the link in About.xml to link to this thread. Right now it goes to the forum frontpage if you click the link, which is supposed to go to this thread.

[attachment deleted by admin: too old]
Title: Re: [A17] Bone Mod V1.2.1
Post by: SihvMan on October 10, 2017, 07:11:20 PM
Ahhh.... I'm finally back to RW. Now to check my mod, surely nothing has -
Quote from: Nightinggale on October 09, 2017, 09:17:28 PM
-SNIP-

Studying the features usable in patches, I started experimenting with PatchOperationSequence. I managed to get it to a state where it inserts bones if the animal has no bones already. Even more importantly, if the animal is missing, it will fail silently. This means Bone Mod can have one patch xml file for each animal mod and it will just work if Bone Mod is loaded last.

Using this script is really easy. Just copy it into ThingDefs_Races and double click it. It will then generate a new xml file, which you move to Patches and rename. There are more details in the top of the script (it's plain text, just like xml files) and there are some settings, which can be tweaked. Most importantly the amount of bones. I have set it to 50 * body size (rounded down), which seems to be ok from a balance point of view. Remember this just generates the files. The actual numbers can be adjusted by hand afterwards if needed. The script has no way of knowing if the animal is an octopus (no bones at all) or something with a thick exoskeleton.

Since the script is written in perl, you may have to install perl. For windows I recommend strawberry perl (http://strawberryperl.com/). For none-windows, it's usually installed by default.

-SNIP-

HELLO! You just became my new favorite person on this forum. A script to autogen patches? That just made compatibility real easy.

QuoteI also added the generated patch files for AnimalCollabProj and Beasts of the Rim. You should be able to generate them yourself, but since I already got them, I might as well add them.

Thanks. I've since made some for TiberiumRim, Megafauna, and Cosmic Horrors. Those should cover the majority of the big creature patches.

Quote
Technically this would be my first Rimworld mod and it's my first post on the forum, not bad considering I made it in just one evening  :)

And what a mod to make! This is excellent.

Quote
Also for the next release, do update the link in About.xml to link to this thread. Right now it goes to the forum frontpage if you click the link, which is supposed to go to this thread.

Aaaanndd... fixed.

-------------------------------

Version 1.3 now up. Couple of XML tweaks, added the patches, and this AMAZING BIT OF CODE.
Title: Re: [A17] Bone Mod V1.3
Post by: Shotgunfrenzy on October 10, 2017, 07:45:08 PM
Download link has stopped working...
Title: Re: [A17] Bone Mod V1.3
Post by: SihvMan on October 10, 2017, 08:20:06 PM
Quote from: Shotgunfrenzy on October 10, 2017, 07:45:08 PM
Download link has stopped working...

Whoops. Fixed it.
Title: Re: [A17] Bone Mod V1.3
Post by: Nightinggale on October 10, 2017, 10:40:25 PM
Maybe it would be a good idea to list the supported mods both in steam and in the ingame mod menu. It would also be a good idea to mention mod load order. However they shouldn't be listed as requirements on steam. That is unless steam supports optional requirements.

Looking at steam, it's not updated yet. The comments request support for Rainbeaus Basic Bridges Fishing Addon. It shouldn't be too difficult to add, though remember that not all sea creatures have lots of bones. Most noteworthy is octopusses, which have none at all. They do however have 3 hearts and 9 brains (one central and one at the base of each arm).

It also mentions Shear Those Corpses ACP (https://steamcommunity.com/sharedfiles/filedetails/?id=1135543265). I would love to see that and if I'm not mistaken it's just one more line for each creature in the patch files. The question is what to add. Presumably it's some data in xml, which needs to be copied.
Title: Re: [A17] Bone Mod V1.3
Post by: Nightinggale on October 11, 2017, 11:30:12 PM
As you most likely all know, when butchering, the bones are taken to the stockpile while the meat is left behind. I took a look at the C# code to see if it can be fixed and I think I figured it out, though I'm not 100% sure.

The interesting code is in Source\Verse\Thing\Corpse.cs
public override IEnumerable<Thing> ButcherProducts( Pawn butcher, float efficiency )
{
foreach( var t in InnerPawn.ButcherProducts(butcher, efficiency) )
{
yield return t;
}
// some code to make colonists unhappy when butchering humans

It's actually fairly simple. It just loops ButcherProducts and then returns the yields. My guess is that each time it returns something, it is put into the hands of the butcher, which will cause the item already held in the hands to be dropped. Vanilla then has leather, meat in that array and since meat is last, that is what the butcher will end up with. However now we mod it to become "leather, meat, bone".

The next question is how do we get it to become "leather, bone, meat"? I would say copy the concept from MinifyEverything (https://steamcommunity.com/sharedfiles/filedetails/?id=872762753). Simply put, it has a function, which executes once all mods have been loaded and updates the minify bool and it does so in a single 60 line C# file. The interesting function is just 25 lines.

Say we have a function, which is called once at startup. What it should do would be to find all things with ButcherProducts. Loop it and store the meat in a temp variable. Then remove it from the list and append the temp variable to the end.

If there is such a function, which executes anyway, we might as well use it to add the bones automatically. Ge the number of bones like this:
BoneModifier and BoneAppend are then a double and an int from xml, which can be used to modify each creature (human or animal). For instance setting BoneModifier = 0 for robots and androids would be the right approach. This can be done either by the original mod or as patches.

Likewise we can shear animals while butchering like I mentioned in the previous post.
  <ThingDef ParentName="AnimalThingBase">
    <defName>Muffalo</defName>
    ....
    <comps>
      <li Class="CompProperties_Milkable">
        <milkDef>Milk</milkDef>
        <milkIntervalDays>2</milkIntervalDays>
        <milkAmount>12</milkAmount>
      </li>
      <li Class="CompProperties_Shearable">
        <woolDef>WoolMuffalo</woolDef>
        <shearIntervalDays>25</shearIntervalDays>
        <woolAmount>100</woolAmount>
      </li>
    </comps>

It doesn't look like it's hard to read if the animal can be sheared, just look for CompProperties_Shearable. Just read the data there and add the item and amount. We could argue that maybe you only get half because it would be pure luck to get it when the wool is just right, but that's a detail unrelated to the main question: how to implement it.

It should be noted that this implementation requires a lot less maintenance as mods will just default to 50 * body size unless specified otherwise. This means the next animal addon mod will just work without updating Bone Mod.

Since I haven't done anything to even open Rimworld files in an IDE, I will have to say that it's completely untested. However I have a pretty good feeling about this approach and I think it should be with minimal mod conflicts. The only thing I can think of is what I already mentioned: robots. However they will just have to be patched and luckily there are a whole lot less of those than there are of animals with bones.

EDIT: one simple solution to avoiding giving bones to robots would be to skip anything, which doesn't provide any meat when butchering.
Title: Re: [A17] Bone Mod V1.3
Post by: Nightinggale on October 23, 2017, 12:58:56 PM
I coded a small mod and attached it here and the plan is that it should be merged into BoneMod itself.

What it does is:
On top of the modifiers for amount of bones written here, it will also multiply with the butcher's efficiency. This means if you have a butcher with lower manipulation or consciousness, he will provide fewer bones, just like he will provide less meat and leather.

This can be used as a standalone mod as well, in which case BoneMod will have to be loaded too. For both merging and using both mods, the patches to add bones in BoneMod should be removed or bones will be provided double. In other words open Patches and remove files. I think the two files, which should remain are BoneRefinePatch.xml and NeolithicBonePatch.xml.

I think I have done what I can/want for this mod. Now it's a question of figuring out if 50 is the right default value for game balance and make patches for modded creatures, which shouldn't provide bones. This is all xml, the layout is already in place in the mod and modding it shouldn't require C# skills or setting up the compiler. I will naturally still be around for bugfixing if that should be needed.

[attachment deleted by admin: too old]
Title: Re: [A17] Bone Mod V1.3
Post by: SihvMan on October 24, 2017, 07:51:48 PM
Quote from: Nightinggale on October 23, 2017, 12:58:56 PM
I coded a small mod and attached it here and the plan is that it should be merged into BoneMod itself.

-SNIP-
On top of the modifiers for amount of bones written here, it will also multiply with the butcher's efficiency. This means if you have a butcher with lower manipulation or consciousness, he will provide fewer bones, just like he will provide less meat and leather.

Oh goody! You once again improved this mod four-fold. As far as I'm concerned, you're just as much the author of this as I am.

Quote from: Nightinggale on October 23, 2017, 12:58:56 PM
I think I have done what I can/want for this mod. Now it's a question of figuring out if 50 is the right default value for game balance and make patches for modded creatures, which shouldn't provide bones. This is all xml, the layout is already in place in the mod and modding it shouldn't require C# skills or setting up the compiler. I will naturally still be around for bugfixing if that should be needed.

A little playtesting shows that your changes seem to add bones to even mod added creatures. No patches required except for mechanoids.
Title: Re: [A17] Bone Mod V1.1
Post by: Nightinggale on October 24, 2017, 09:12:16 PM
Quote from: SihvMan on October 24, 2017, 07:51:48 PMOh goody! You once again improved this mod four-fold. As far as I'm concerned, you're just as much the author of this as I am.
Heh, conquering RimWorld, one mod at a time  :P

Quote from: SihvMan on October 24, 2017, 07:51:48 PMA little playtesting shows that your changes seem to add bones to even mod added creatures. No patches required except for mechanoids.
It works on modded creatures because it has no concept of core. All it does is look at xml data for the creature being butchered and at that time the game has apparently completely forgotten which mod added it. The result is that everything will act the same way and since nothing has the stat I added, everything goes to the default I added. I planned this to be easy to make compatible with as many mods as possible as well as easy to maintain.

Sadly it's not completely true that it only needs to patch mechanoids. It also needs to patch mods. There is one, which adds more mechanoids, one which adds androids and so on. This means the task of patching is not completely gone, but it's extremely small compared to the task of adding bones. Also you don't have to consider which number to add, because it's 0 for all.

You might consider changing the base number for specific creatures though, like some armored exoskeleton might need a higher baseline like 80. It's not strictly needed, but it can be done without modifying the DLL.

Quote from: SihvMan on May 28, 2017, 07:44:28 PM
Quote from: zanfino on May 28, 2017, 05:37:40 PM
[Bug / Unintended behavior]
When a creature is butchered the cook hauls the bone item rather than the meat. This is by no means game breaking but does potentially cause excess rotting. Without looking at the mod it seems like the bone is about meat in the list.

This is, as far as I can tell, vanilla behavior. It similarly occurs when butchering elephants, where the cook carries tusks first. I'll see what I can on on my end, but no promises. While I'm back working on this, anyone have other bugs/ideas/suggestions to include/fix?
While working on the C# mod for bones, I studied the ButcherProducts in Verse.Pawn. In fact it's the one I patch to add bones. What happens is that it creates a list of items to spawn and then the butcher hauls the first one. The order in vanilla is butcherProducts(xml), meat, leather, all stuff on the body (like cloth) and then I used Harmony to add bones after that. If there is no butcherProducts in xml, meat becomes the first. If there is something, then it will be first.

I have posted a bug report asking to swap the order of butcherProducts(xml) and meat. Hopefully this problem will be gone in A18, not just for this mod, but for good for all mods.
Title: Re: [A17] Bone Mod V1.3
Post by: SheiFoxy on October 25, 2017, 01:27:31 AM
I installed perl, used the patch in the races def folder as suggested... it created an autogen bones patch which has only vanilla animals instead of the races I have added....
The query here is... how is it supposed to pull all the mod-added animals from this folder when they are all in separate folders with their own mods?
Title: Re: [A17] Bone Mod V1.3
Post by: Canute on October 25, 2017, 02:45:48 AM
QuoteIf there is no butcherProducts in xml, meat becomes the first. If there is something, then it will be first.
Let me suggest to put meat allways on the first, so meat get hauled allways.
Because meat is rotable and timecritical at this way. While bones and leather can lay around and build full stacks at this way and are haul efficent this way.
Title: Re: [A17] Bone Mod V1.3
Post by: Nightinggale on October 25, 2017, 06:58:58 AM
Quote from: SheiFoxy on October 25, 2017, 01:27:31 AMThe query here is... how is it supposed to pull all the mod-added animals from this folder when they are all in separate folders with their own mods?
You place the script inside each mod and then make a patch xml file for each mod and add it to patches in your own (or in BoneMod).

However I would not recommend using the perl script anymore. After I wrote the C# solution, that is the way to go. It adds bones at runtime, meaning there is no reason to make patch files anymore. It also integrate with the game UI and applies modifiers for lost body parts and body size. The latter means butchering a newborn alpaca will give a 80% reduction compared to a grown up while the xml patch solution can't tell them apart.

Quote from: Canute on October 25, 2017, 02:45:48 AM
QuoteIf there is no butcherProducts in xml, meat becomes the first. If there is something, then it will be first.
Let me suggest to put meat allways on the first, so meat get hauled allways.
Because meat is rotable and timecritical at this way. While bones and leather can lay around and build full stacks at this way and are haul efficent this way.
That is precisely what I wrote in the bug report. I want vanilla to always provide meat first for that very reason. Nobody replied to it yet, but that's not the same as it isn't in their internal considerations.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: ZE on October 26, 2017, 10:15:00 AM
umm i haven't tried this in a while but i have a question........ do bugs have bone? if so, can it be changed to Chitin? https://en.wikipedia.org/wiki/Exoskeleton

and Apini too
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 26, 2017, 03:15:24 PM
My bugreport has been closed saying butcher hauling has been fixed according to my proposal. This means starting from next release (stable A18?) butchers will haul meat even if there is something in butcherProducts in xml  :D

I'm not sure 50 bones is the right base value. It seems ok in harsh biomes like desert, but I was drowning in bones in the jungle. Still I never cut trees for lumber, meaning only construction and growers did that, yet I had 50% more wood than bones. Maybe it's jungle thing with overflowing resources. Still I'm wondering if it can be configured with a slider from HugsLib or something like that. Proposals are welcome.

I tried making my own new mod to provide new items when butchering. Nothing worth releasing, but harmony worked as expected and the two mods are able to coexist without conflicting. In other words I have verified that my work into making this mod conflict resistant seems to work as planned.

Quote from: ZE on October 26, 2017, 10:15:00 AM
umm i haven't tried this in a while but i have a question........ do bugs have bone? if so, can it be changed to Chitin? https://en.wikipedia.org/wiki/Exoskeleton

and Apini too
Bones is the right word to use for most creatures and it's the name of the mod as well. There are also the concept of a throne of bone and whatever people will use the mod for. Having said that, you do have a point and maybe the text should be updated to say something like "for gameplay simplicity, bones includes non-bone, yet bone like structures such as exoskeletons". I mean the technical correct solution would be to add some chitin item, which can then be used to make bonecrete, but it will complicate gameplay without any benefits whatsoever.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Hydromancerx on October 26, 2017, 05:20:45 PM
Can you add the ability to break open bones and get the Marrow from them as a source of meat?
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 26, 2017, 05:56:15 PM
Quote from: Hydromancerx on October 26, 2017, 05:20:45 PM
Can you add the ability to break open bones and get the Marrow from them as a source of meat?
First I was like "but you already get food from butchering", but then I thought a bit about this and it's certainly not a bad idea. Marrow is a rich source of food and since it's inside bones, it doesn't rot like meat. In other words it can be stored at normal temperature without going bad. Quite useful for early game, particularly tribal.

Implementation should be fairly simple. Just add marrow as a meat and then make a recipe.

One thing to consider is if we should add the ability to butcher rotten copses, which then turns into rotten meat and bones. It seems that humans did eat bone marrow 3 million years ago and they got the bones from what was left from carnivore feasts. The bone marrow can indeed survive lying like that in the sun while the outside meat can't. I'm not 100% sure how to do this, but we already moved to using C#, so it should be possible.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on October 26, 2017, 06:16:40 PM
Quote from: Nightinggale on October 26, 2017, 05:56:15 PM
Quote from: Hydromancerx on October 26, 2017, 05:20:45 PM
Can you add the ability to break open bones and get the Marrow from them as a source of meat?
First I was like "but you already get food from butchering", but then I thought a bit about this and it's certainly not a bad idea. Marrow is a rich source of food and since it's inside bones, it doesn't rot like meat. In other words it can be stored at normal temperature without going bad. Quite useful for early game, particularly tribal.

Implementation should be fairly simple. Just add marrow as a meat and then make a recipe.

One thing to consider is if we should add the ability to butcher rotten copses, which then turns into rotten meat and bones. It seems that humans did eat bone marrow 3 million years ago and they got the bones from what was left from carnivore feasts. The bone marrow can indeed survive lying like that in the sun while the outside meat can't. I'm not 100% sure how to do this, but we already moved to using C#, so it should be possible.

Marrow from bones should be simple enough. Make it a recipe at butcher table, crafting spot or campfire. Make it consume bone to give meat. I'm thinking a single 0.7 nutrition 'marrow' for every two bone used? That seems reasonably balanced. Either that or two 'marrow' per three bone.

As for the rotting body to rotten meat and bones, I'm not sure. Both from a balance perspective, and from a coding perspective. Seems unbalanced if people already have too many bones. It also begs the question of what purpose would rotting meat serve?

From a code perspective, butchering has a filter tag to disallow rotten. My first instinct is to make a copy of the butcher recipe, and remove that tag. The problem being that that would then give non-rotten meat. There would have to be a copy of the

<specialProducts>
<li>Butchery</li>
</specialProducts>

in C, that would then be called upon and give rotten meat, but I'm not nearly good enough at C to handle that.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on October 26, 2017, 06:21:36 PM
Also, general announcement that the bone mod is updated for the unstable build of A18. The C code is thankfully identical, and the XML only needed a few tweaks.

Everything seems to be working as it did in A17, and no spectacular errors in the (limited) playtesting I did.

Download on Steam or from the first post.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 26, 2017, 07:16:41 PM
Quote from: SihvMan on October 26, 2017, 06:16:40 PMAs for the rotting body to rotten meat and bones, I'm not sure. Both from a balance perspective, and from a coding perspective. Seems unbalanced if people already have too many bones. It also begs the question of what purpose would rotting meat serve?
There is a mod, which uses rotten meat in fertilizer, though I can't remember the name offhand. In fact I think meat vanishes if rotten unless the mod in question is in use.

Quote from: SihvMan on October 26, 2017, 06:16:40 PMFrom a code perspective, butchering has a filter tag to disallow rotten. My first instinct is to make a copy of the butcher recipe, and remove that tag. The problem being that that would then give non-rotten meat. There would have to be a copy of the

<specialProducts>
<li>Butchery</li>
</specialProducts>

in C, that would then be called upon and give rotten meat, but I'm not nearly good enough at C to handle that.
First of all, the programming language is C#, not C. C# is object orientated while C doesn't support objects. This makes them totally different in code design despite using a similar syntax. C is also totally different from C++ and people claiming them to be identical can't code C.

Secondly I think we will have to take over ButcherProducts in Verse.Corpse, or perhaps append to it like I did with Verse.Pawn. This is then used to remove the meat if corpse is rotten and add rotten meat if mod is active. It can then run the make bloodstain code multiple times, indicating that cutting up rotten corpses is a real mess.

Let's forget about rotten corpses for now. It's not really interesting unless there is bone marrow to be extracted.

Quote from: SihvMan on October 26, 2017, 06:21:36 PM
Also, general announcement that the bone mod is updated for the unstable build of A18. The C code is thankfully identical, and the XML only needed a few tweaks.
I had the goal to make the most maintenance free DLL file with the lowest risk of conflicts possible. Looks like I achieved that  :D
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on October 26, 2017, 08:08:16 PM
Quote from: Nightinggale on October 26, 2017, 07:16:41 PM
Quote from: SihvMan on October 26, 2017, 06:16:40 PMAs for the rotting body to rotten meat and bones, I'm not sure. Both from a balance perspective, and from a coding perspective. Seems unbalanced if people already have too many bones. It also begs the question of what purpose would rotting meat serve?
There is a mod, which uses rotten meat in fertilizer, though I can't remember the name offhand. In fact I think meat vanishes if rotten unless the mod in question is in use.
Rainbeau's Fertile Fields, I think. Vegetable Garden does something similar, but more directly corpse to fertilizer.
(http://steamcommunity.com/sharedfiles/filedetails/?id=935707512 (http://steamcommunity.com/sharedfiles/filedetails/?id=935707512))



Quote from: Nightinggale on October 26, 2017, 07:16:41 PM
Quote from: SihvMan on October 26, 2017, 06:16:40 PMFrom a code perspective, butchering has a filter tag to disallow rotten. My first instinct is to make a copy of the butcher recipe, and remove that tag. The problem being that that would then give non-rotten meat. There would have to be a copy of the

<specialProducts>
<li>Butchery</li>
</specialProducts>

in C, that would then be called upon and give rotten meat, but I'm not nearly good enough at C to handle that.

First of all, the programming language is C#, not C. C# is object orientated while C doesn't support objects. This makes them totally different in code design despite using a similar syntax. C is also totally different from C++ and people claiming them to be identical can't code C.

Secondly I think we will have to take over ButcherProducts in Verse.Corpse, or perhaps append to it like I did with Verse.Pawn. This is then used to remove the meat if corpse is rotten and add rotten meat if mod is active. It can then run the make bloodstain code multiple times, indicating that cutting up rotten corpses is a real mess.

Let's forget about rotten corpses for now. It's not really interesting unless there is bone marrow to be extracted.

I'm aware of the difference between C, C++, and C#. Trouble is, my keyboard is beginning to lose functionality, beginning with the 3 key. If I want a '#', I have to copy-paste it from elsewhere. If I say C on this forum, assume I mean C#.

Agreed on the rotten corpses. Too much effort for not enough payoff. Especially without a tie-in for the rotten meat. Maybe I can have people directly cremate rotten corpse for bone ash in the crematorium? Increased use for bone ash at least.

Though, hypothetically, wouldn't it be better to define our own output product, similar to ButcherProducts, if only to avoid wonky behaviors with other mods? Is it even possible to define a separate output like that?

Quote from: Nightinggale on October 26, 2017, 07:16:41 PM
Quote from: SihvMan on October 26, 2017, 06:21:36 PM
Also, general announcement that the bone mod is updated for the unstable build of A18. The C code is thankfully identical, and the XML only needed a few tweaks.
I had the goal to make the most maintenance free DLL file with the lowest risk of conflicts possible. Looks like I achieved that  :D

Thanks for that. :D
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Canute on October 27, 2017, 03:20:29 AM
QuoteMarrow from bones should be simple enough. Make it a recipe at butcher table, crafting spot or campfire. Make it consume bone to give meat. I'm thinking a single 0.7 nutrition 'marrow' for every two bone used? That seems reasonably balanced. Either that or two 'marrow' per three bone.
0,7 is far too much. Without looking at the current numbers i think marrow should be like meat 0,05.

The amount of nutri. you can get out of bones should be around 10-25% of the amount you get meat from the corpse.

You should declar marrow as meat, then it could used as meat at cooking, and maybe a special bone soap recipe that wouldn't require to crack the bones first.

Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 27, 2017, 07:11:44 AM
Quote from: Nightinggale on October 26, 2017, 03:15:24 PM
My bugreport has been closed saying butcher hauling has been fixed according to my proposal. This means starting from next release (stable A18?) butchers will haul meat even if there is something in butcherProducts in xml  :D
A18 has been updated and the fix works. Elephant meat is now hauled instead of tusks  :D

Quote from: SihvMan on October 26, 2017, 08:08:16 PMThough, hypothetically, wouldn't it be better to define our own output product, similar to ButcherProducts, if only to avoid wonky behaviors with other mods? Is it even possible to define a separate output like that?
I thought a bit about this and it should be possible to define our own StatDef class and use it like StatDefs with the exception that we can add more tags to it in xml. Alien Race Framework is based on this idea, meaning it must be possible.

This has given me this plan (not 100% sure it's possible)
If I can get this working, there will be nothing in the C# code about bones at all and it would make sense to split the mod into two, one for xml and one for C#. Other mods can then use the C# mod and add other items when butchering without having to rely on BoneMod.

Is it useful? Well it can be used to make mechanoids, which when disassembled will provide steel and plasteel, which are adjusted for missing body parts, meaning if you shoot off an arm, you will get less.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on October 27, 2017, 10:54:39 AM
Quote from: Nightinggale on October 27, 2017, 07:11:44 AM
Quote from: Nightinggale on October 26, 2017, 03:15:24 PM
My bugreport has been closed saying butcher hauling has been fixed according to my proposal. This means starting from next release (stable A18?) butchers will haul meat even if there is something in butcherProducts in xml  :D
A18 has been updated and the fix works. Elephant meat is now hauled instead of tusks  :D
Hey, that's great! Glad they fixed that.

Quote from: Nightinggale on October 27, 2017, 07:11:44 AM
Quote from: SihvMan on October 26, 2017, 08:08:16 PMThough, hypothetically, wouldn't it be better to define our own output product, similar to ButcherProducts, if only to avoid wonky behaviors with other mods? Is it even possible to define a separate output like that?
I thought a bit about this and it should be possible to define our own StatDef class and use it like StatDefs with the exception that we can add more tags to it in xml. Alien Race Framework is based on this idea, meaning it must be possible.

This has given me this plan (not 100% sure it's possible)

  • Make a new StatDef class and add ButcheredProduct
  • Make BoneAmount to be of that type and set it to BoneItem
  • Make C# code loop all of the new StatDef class instead of hardcoding BoneAmount
  • If present and bigger than 0, make the item in ButcheredProduct and set count to the number
If I can get this working, there will be nothing in the C# code about bones at all and it would make sense to split the mod into two, one for xml and one for C#. Other mods can then use the C# mod and add other items when butchering without having to rely on BoneMod.

Is it useful? Well it can be used to make mechanoids, which when disassembled will provide steel and plasteel, which are adjusted for missing body parts, meaning if you shoot off an arm, you will get less.

Seems like the kind of thing that possibly should be added to a modding library like HugsLib or JecsTools. Both are general enough to be in everyone's modlist, and would allow others to benefit from the new butcher code.

Or hey, maybe we can submit this mod to the 'see your mod in RW' thread. Do you think it is developed enough for that?
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 27, 2017, 02:25:35 PM
Quote from: SihvMan on October 27, 2017, 10:54:39 AMSeems like the kind of thing that possibly should be added to a modding library like HugsLib or JecsTools. Both are general enough to be in everyone's modlist, and would allow others to benefit from the new butcher code.

Or hey, maybe we can submit this mod to the 'see your mod in RW' thread. Do you think it is developed enough for that?
It sounds like a good idea to put the "butcher for item" feature in HugsLib or RimWorld itself, but I just need to write it first. For putting BoneMod in RimWorld, I say we should wait and see if I can make something useful with generic programming first. At the very least I figured out a way to write the code a bit cleaner, which I haven't bothered with since it was post 1.4, but I really should if it is going to be submitted like that.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Hydromancerx on October 27, 2017, 03:37:53 PM
@Shivman

So did you like the Bone Marrow idea or not? Note for balance it could take a lot of bones to make one unit of bone marrow.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on October 27, 2017, 08:23:59 PM
Quote from: Nightinggale on October 27, 2017, 02:25:35 PM
Quote from: SihvMan on October 27, 2017, 10:54:39 AMSeems like the kind of thing that possibly should be added to a modding library like HugsLib or JecsTools. Both are general enough to be in everyone's modlist, and would allow others to benefit from the new butcher code.

Or hey, maybe we can submit this mod to the 'see your mod in RW' thread. Do you think it is developed enough for that?
It sounds like a good idea to put the "butcher for item" feature in HugsLib or RimWorld itself, but I just need to write it first. For putting BoneMod in RimWorld, I say we should wait and see if I can make something useful with generic programming first. At the very least I figured out a way to write the code a bit cleaner, which I haven't bothered with since it was post 1.4, but I really should if it is going to be submitted like that.

Sounds like a plan. Let me know if you find a solution you're satisfied with.

Quote from: Hydromancerx on October 27, 2017, 03:37:53 PM
@Shivman

So did you like the Bone Marrow idea or not? Note for balance it could take a lot of bones to make one unit of bone marrow.

I do like the idea. I'm currently playing around with it on my beta build, trying to get the numbers balanced appropriately.

Though, Marrow will likely come in the V1.5, which will be released when A18 is stabilized. So, a bit of a wait.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Vazeroth on October 30, 2017, 03:30:44 PM
When I successfully butcher a corpse, my guy immediately tries to take the bones to storage. Before installing this mod, I think it would immediately try to take the meat to storage. Any chance of making it optional to change the prioritization on which item is picked up after butchering?
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on October 30, 2017, 04:05:47 PM
Quote from: Vazeroth on October 30, 2017, 03:30:44 PM
When I successfully butcher a corpse, my guy immediately tries to take the bones to storage. Before installing this mod, I think it would immediately try to take the meat to storage. Any chance of making it optional to change the prioritization on which item is picked up after butchering?
Upgrade to BoneMod 1.4. I already fixed that bug, or rather I worked around a vanilla bug. Also I reported the bug and it has been fixed in A18 unstable.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Vazeroth on October 30, 2017, 08:29:03 PM
Will do, thanks. ^_^
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 01, 2017, 12:40:08 PM
I got an update on the progress of making a version of butcherProducts, which can scale for missing body parts. I wrote a proof of concept code and I added a new StatDef to xml, which provides survival package meals. It works perfectly, meaning the idea works as expected. The problem is that I wrote it quickly on top of the bone code, making the code so messy that I don't want to maintain it because bugs likes to hide in messy code. I plan to start over to make a standalone mod with code designed from the start to handle multiple items. I can't provide any ETA though.

This code changes what happens during a method call and not what is stored in the game/savegame. This means the butcher code can be removed/changed/added to savegames without issues.

This means splitting BoneMod into two mods, which the user has to set up correctly in the mod load list. I wrote ModCheck to hopefully remove all the issues that can result in.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Ashardalon411 on November 01, 2017, 03:42:53 PM
Does it is possible to make possible the extraction of the bones from the corpses at the stage of skeleton ? many times i have too much corpses to stock or butch them, and they rotten and after its impossible to have bones from them for now. And replace the bones trap requires a lot of them...

does it possible too have something for that (and even for modded creatures) ? Already ty
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 01, 2017, 04:04:59 PM
Since it's using the butcher code and butchering rotten corpses or skeletons isn't possible, then no, you need fresh corpses. That might change in the future, but it's far from certain.

Since 1.4, bones are not added to animals with patches, but rather added at runtime based on body size. This means the current version has full mod support, even for mods, which has yet to be made.
Title: Re: [A17] Bone Mod V1.2
Post by: Hydromancerx on November 01, 2017, 04:53:36 PM
Quote from: Hydromancerx on June 25, 2017, 02:59:37 PM
Some Ideas ...

- Bone Marrow - Extract the bone marrow from bones and get a meat resource.

- Bone Meal - Ground down bones to make fertilizer.

- Bone Clothing - Custom made clothing that look like bones.

(http://i.imgur.com/MyLxG4L.png)

You ever going to add i Skull Helmets and/or Bone Armor?
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Ashardalon411 on November 01, 2017, 06:40:15 PM
Quote from: Nightinggale on November 01, 2017, 04:04:59 PM
Since it's using the butcher code and butchering rotten corpses or skeletons isn't possible, then no, you need fresh corpses. That might change in the future, but it's far from certain.

Since 1.4, bones are not added to animals with patches, but rather added at runtime based on body size. This means the current version has full mod support, even for mods, which has yet to be made.
ok so its possible to produce the bones at the electric crematorium or another adapted place ? (this item already consume the corpses, so...)
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 01, 2017, 07:11:58 PM
Quote from: Ashardalon411 on November 01, 2017, 06:40:15 PMok so its possible to produce the bones at the electric crematorium or another adapted place ? (this item already consume the corpses, so...)
Currently it's not possible, but I find the idea interesting. I will add it to my list of ideas, which are pending further research.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Hydromancerx on November 02, 2017, 03:01:27 PM
QuoteBone Ash/Bone China added - Made in the crematorium. Use as a weak alternative to silver for beautiful art.

Can you make a low tech way of making Bone Ash instead of the Electric Crematorium? Such as the Firepit?
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 02, 2017, 04:44:29 PM
Quote from: Hydromancerx on November 02, 2017, 03:01:27 PM
QuoteBone Ash/Bone China added - Made in the crematorium. Use as a weak alternative to silver for beautiful art.

Can you make a low tech way of making Bone Ash instead of the Electric Crematorium? Such as the Firepit?
Step 1: figuring out how to code "butchering" of rotten corpses without ending up with non-rotten meat etc.
Step 2: once step 1 is possible, figure out precisely which buildings to use

Having said that, it's a good point to not make bone extraction from corpses high tech because you really want to do it early in the game and it might make the most sense to use by tribal people without electricity.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on November 02, 2017, 07:59:09 PM
Quote from: Hydromancerx on November 02, 2017, 03:01:27 PM
QuoteBone Ash/Bone China added - Made in the crematorium. Use as a weak alternative to silver for beautiful art.

Can you make a low tech way of making Bone Ash instead of the Electric Crematorium? Such as the Firepit?

I'm leery of adding it to the firepit. So many other mods affect it that even using xpath patching there's no guarantee it won't conflict with something.

That said, I'll look at making it a bit lower tech. Maybe a low tech burn pit, acting like a brewing barrel...? Could re-use that code and have it use the grave art.

Quote from: Hydromancerx on November 01, 2017, 04:53:36 PM
Quote from: Hydromancerx on June 25, 2017, 02:59:37 PM
Some Ideas ...

- Bone Marrow - Extract the bone marrow from bones and get a meat resource.

- Bone Meal - Ground down bones to make fertilizer.

- Bone Clothing - Custom made clothing that look like bones.

(http://i.imgur.com/MyLxG4L.png)

You ever going to add i Skull Helmets and/or Bone Armor?

Need art assets to add. If/when I get those, sure!
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 02, 2017, 08:05:49 PM
Quote from: SihvMan on November 02, 2017, 07:59:09 PMI'm leery of adding it to the firepit. So many other mods affect it that even using xpath patching there's no guarantee it won't conflict with something.
If it's just a burn corpse recipe, I don't think it will conflict with anything just for using the campfire. If anything, it will conflict with something (unlikely), which change recipes in which case it doesn't matter if it's the campfire or some other building. The real problem will be making a recipe doing what we want it to do.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on November 02, 2017, 08:11:30 PM
Quote from: Nightinggale on November 02, 2017, 08:05:49 PM
Quote from: SihvMan on November 02, 2017, 07:59:09 PMI'm leery of adding it to the firepit. So many other mods affect it that even using xpath patching there's no guarantee it won't conflict with something.
If it's just a burn corpse recipe, I don't think it will conflict with anything just for using the campfire. If anything, it will conflict with something (unlikely), which change recipes in which case it doesn't matter if it's the campfire or some other building. The real problem will be making a recipe doing what we want it to do.

In this case, it's just shifting the bone ash recipe to something accessible to tribals. Still holding off on rotten corpses until a method can be devised.

If you think a firepit -> bone ash recipe won't conflict, I could shift it easily. Maybe change the research requirements as well.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Ashardalon411 on November 06, 2017, 07:19:56 AM
Quote from: Nightinggale on November 02, 2017, 04:44:29 PM
Step 1: figuring out how to code "butchering" of rotten corpses without ending up with non-rotten meat etc.
i suppose this step is also valable for the extraction of bones from the rotten corpses, its possible to make it without this firstly ?
I mean, if the operation will also use fresh corpses, as player we can manage this for have butchered all the fresh corpses in question when we reactivate the bill.
So the step 1 is secondary even if it will make this fonctionnality more confortable to use.
(i just recommend to indicate this detail in the description of the bill of the crematorium/fireplace)
The important is to have the possibility to makes the bones. The concretebone's walls and the bone's deathtraps expect from the raw material to be built. ;-)
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Heymom on November 14, 2017, 04:59:11 AM
How about floors? Surely we can walk on the bones of the fallen :D
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Canute on November 14, 2017, 06:54:15 AM
SihvMan,
the A17 version is missing a mod folder at the .zip.
The A18 is fine.
And thanks to replace the 0 with a 1 at the dropbox links for instant downloads !! :-)))

Heymom, serveral other allready suggest that.
And i think too we need some bonefloors.
Bonecrete should give be a robust,fast to build 0 or 1 beauty floor.
With Boneash a decorative, hard to build floor with 2-3 beauty.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Nightinggale on November 14, 2017, 10:16:14 AM
Quote from: Heymom on November 14, 2017, 04:59:11 AM
How about floors? Surely we can walk on the bones of the fallen :D
Try looking in the first post  ::)

Quote from: SihvMan on May 18, 2017, 04:39:38 AM

  • Bone floors? For now, the stuffed floor mods will have to suffice.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on November 14, 2017, 01:55:44 PM
Quote from: Canute on November 14, 2017, 06:54:15 AM
SihvMan,
the A17 version is missing a mod folder at the .zip.
The A18 is fine.
And thanks to replace the 0 with a 1 at the dropbox links for instant downloads !! :-)))

Heymom, serveral other allready suggest that.
And i think too we need some bonefloors.
Bonecrete should give be a robust,fast to build 0 or 1 beauty floor.
With Boneash a decorative, hard to build floor with 2-3 beauty.

Thanks for the heads up on the A17 version.

With luck, I can fix that when I release V1.4.1 later today. Now with bone floors, bone thrones, and more things to sink excess bone into.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Heymom on December 09, 2017, 05:25:05 AM
any status on this one? was looking forward to those floors of the dead :D
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Harry_Dicks on January 05, 2018, 04:11:36 PM
Quote from: SihvMan on November 14, 2017, 01:55:44 PM
Quote from: Canute on November 14, 2017, 06:54:15 AM
SihvMan,
the A17 version is missing a mod folder at the .zip.
The A18 is fine.
And thanks to replace the 0 with a 1 at the dropbox links for instant downloads !! :-)))

Heymom, serveral other allready suggest that.
And i think too we need some bonefloors.
Bonecrete should give be a robust,fast to build 0 or 1 beauty floor.
With Boneash a decorative, hard to build floor with 2-3 beauty.

Thanks for the heads up on the A17 version.

With luck, I can fix that when I release V1.4.1 later today. Now with bone floors, bone thrones, and more things to sink excess bone into.

How bout them bone thrones? ;D
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Harry_Dicks on January 14, 2018, 05:22:19 AM
So I'm getting this error for your mod for the Pila, Bow_Short, and Bow_Great. Not really sure what to do to fix it, if anyone could help, that would be great! It looks like the patch is trying to fix the vanilla pila, short bow, and great bows cost list to accept the bone. Would anyone know how to do this, so I can fix things like this in the future? Thanks! ;D
[Bone Mod] Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=Verse.PatchOperationRemove(//ThingDef[defName = "Pila"]/costList)) failed
file: D:\RimWorld.v0.18.1722\Mods\Bones Mod A18\Patches\NeolithicBonePatch.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on January 16, 2018, 05:49:55 PM
Quote from: Harry_Dicks on January 14, 2018, 05:22:19 AM
So I'm getting this error for your mod for the Pila, Bow_Short, and Bow_Great. Not really sure what to do to fix it, if anyone could help, that would be great! It looks like the patch is trying to fix the vanilla pila, short bow, and great bows cost list to accept the bone. Would anyone know how to do this, so I can fix things like this in the future? Thanks! ;D
[Bone Mod] Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=Verse.PatchOperationRemove(//ThingDef[defName = "Pila"]/costList)) failed
file: D:\RimWorld.v0.18.1722\Mods\Bones Mod A18\Patches\NeolithicBonePatch.xml
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


That's a known error. The code is actually making the bows into "stuffed" variants, of which both bone and wood are apart. The error comes from the scenario not having a stuffed version of the weapons, which makes the game hiccup. Unfortunately, xpath patching can't affect scenarios (at least, I haven't seen a way to do so), so the error remains.

Fortunately, you should be able to run the game normally. The weapons will spawn in correctly as a wooden variant, barring conflict with other mods.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Harry_Dicks on January 16, 2018, 06:54:10 PM
FYI Rim of Madness is adding in bone to their next mod, Blood Cults. You can check it out on their github, it's still a work in progress, of course. Just thought you might like to know, as Jecrell said in an FAQ I was reading that bone between their mod and others might interact, might not. I would imagine it wouldn't be hard for everyone to just have their defs named "bone" for a lot of things to end up being interchangeable.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on January 21, 2018, 12:41:01 AM
Quote from: Harry_Dicks on January 16, 2018, 06:54:10 PM
FYI Rim of Madness is adding in bone to their next mod, Blood Cults. You can check it out on their github, it's still a work in progress, of course. Just thought you might like to know, as Jecrell said in an FAQ I was reading that bone between their mod and others might interact, might not. I would imagine it wouldn't be hard for everyone to just have their defs named "bone" for a lot of things to end up being interchangeable.

If/when that's released, I might see about compatibility.
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on February 21, 2018, 10:35:25 PM
V2.0 Release

Now part of the Rim of Madness Collection by Jec and Co

* Bone marrow can be extracted from bones. Marrow can be eaten like pemmican or used to make gelatin.

* Bone masks. Craft them at the crafting spot or the tailor bench.

* Bone chairs got updated art, and we now have a proper skull throne.

* Mod Config menu now available. Too many bones? Too little? Adjust how you like. Anywhere between x0 and x3 Multiplier.

-------

https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: Harry_Dicks on February 21, 2018, 10:39:18 PM
Sweet! The new bone deer masks and skeleton chairs look AWESOME!

Thank you :)
Title: Re: [A17 and A18] Bone Mod V1.4
Post by: SihvMan on February 21, 2018, 10:44:59 PM
Quote from: Harry_Dicks on February 21, 2018, 10:39:18 PM
Sweet! The new bone deer masks and skeleton chairs look AWESOME!

Thank you :)

You're welcome!

Also, holy shit you're fast!
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Harry_Dicks on February 21, 2018, 10:46:16 PM
I want my senpais to notice me :-[
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: SihvMan on February 21, 2018, 10:59:53 PM
Quote from: Harry_Dicks on February 21, 2018, 10:46:16 PM
I want my senpais to notice me :-[

;) Noticed  ;)

;D
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Ian_Suffix on February 28, 2018, 05:05:33 AM
Great new floor textures! I can't quite imagine how floors made of visible bones could possibly be "neutral in beauty," but I guess that depends on which pawn you ask.

I've added a pull request for a Japanese translation of the mod. It's sillier than my other translations in that it references an old but memorable Werther's Original commercial in place of Jello, which is not a brand in Japan, and "neutral in terms of looks" is translated as "not earning compliments from neighbors," but it's otherwise straightforward.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Harry_Dicks on February 28, 2018, 06:19:13 AM
Quote from: Ian_Suffix on February 28, 2018, 05:05:33 AM
"neutral in terms of looks" is translated as "not earning compliments from neighbors,"

That's hilarious ;D
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: SihvMan on February 28, 2018, 01:11:12 PM
Floors being neutral was a design decision based on room beauty being objective rather than subjective.

Ideally, I'd like on cannibals, bloodlust, or cultist pawns consider bone floors as positive and everyone else consider negative, but that'd require major AI overhauls (and probably a number of hidden variables) that would make this mod incompatible with damn near everything.

Quote from: Ian_Suffix on February 28, 2018, 05:05:33 AM
I've added a pull request for a Japanese translation of the mod. It's sillier than my other translations in that it references an old but memorable Werther's Original commercial in place of Jello, which is not a brand in Japan, and "neutral in terms of looks" is translated as "not earning compliments from neighbors," but it's otherwise straightforward.

Looks good to me. I've merged it on github, and will push it with the next steam update.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Canute on February 28, 2018, 02:42:09 PM
Could you improve the special bone wall HP a bit ?
The regular walls with bones got 140 while the bone walls just got 100.
I think 200 but with a bit more work amount.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: SihvMan on February 28, 2018, 11:34:15 PM
Quote from: Canute on February 28, 2018, 02:42:09 PM
Could you improve the special bone wall HP a bit ?
The regular walls with bones got 140 while the bone walls just got 100.
I think 200 but with a bit more work amount.

It... should already be 200 hp...

f***.

Okay, will change.

P.S. Trying my hand at making bone armor. Can't promise much in the way of looks, but...
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Modo44 on March 01, 2018, 03:40:07 PM
I see a balance problem, maybe due to some other mods:

The "Bone Wall" this mod adds is 3 work, 5 bone, 100 health. But when you select the standard wall, and switch it to "Bone", you can do it for 2 work, 5 bone, and 140 health. Those numbers don't seem right.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Canute on March 04, 2018, 07:01:28 AM
I think the Bone throne need alot more work then just 25.
250 would be more accurate to put 1000 bones together.
While a dining char allready need 70 work.

Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Harry_Dicks on March 04, 2018, 09:06:19 AM
Can... can I sit on any of you guys' bone thrones? :-[

EDIT: Can I ask what's up with the two texture sets for the deer skull mask? It looks like the antlers are smooshed down on the texture being used in game. Were the 256x256 textures too tall or something with the horns? Just glancing over the two sets, the horns are the only thing that looks quite different to me. Also, can we expect to see all 5 candles lit again anytime soon from the little skull that has 5 candles on it?
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Coolphoton on March 04, 2018, 09:41:10 PM
Could a patch to make fertilizer for fertile fields directly from bone be made? Bone meal is a traditional fertilizer.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Modo44 on March 18, 2018, 03:26:09 AM
I think the bone weapons are too strong. They almost rival steel stuff, but IRL they never would. Bone is way too weak compared to steel. I can see bone weapons being slightly stronger than wood (easy to get sharp), but that's about it.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Canute on March 18, 2018, 03:44:17 AM
Huh, bone weapons.
Do you speak about special bone weapons, i don't saw yet.
Or Bone as crafting material ?
Bone basicly got the same stats like wood, so it can't explain why you think bone weapons are like steel weapons.
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Majgamer on April 05, 2018, 03:23:36 PM
Firstly, I want to say I love your mod. I've already made 2 settlements made almost exclusively out of bones and bone products(can't make clothes out of bones sadly.) and plan to make more. But there's one thing I was curious about, would it be at all possible to make rotten corpses butcher-able, with the only resource being bones?
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: Heymom on November 03, 2018, 11:09:00 AM
Any plans to update this to 1.0 ?
Title: Re: [A17 and A18] Rim of Madness - Bones V2.0
Post by: tentaceltrap on November 03, 2018, 02:50:07 PM
It seems it is already - as a separate part of jecrells Call of Cthulhu Mod:

https://ludeon.com/forums/index.php?topic=26078.0

below 'Bones'
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: SihvMan on December 21, 2018, 11:37:28 PM
Quote from: Heymom on November 03, 2018, 11:09:00 AM
Any plans to update this to 1.0 ?

Quote from: tentaceltrap on November 03, 2018, 02:50:07 PM
It seems it is already - as a separate part of jecrells Call of Cthulhu Mod:

https://ludeon.com/forums/index.php?topic=26078.0

below 'Bones'

Yes, this mod has been updated to 1.0, both on Steam and on the Github. I'm not on the forums as much these days, but I'm reachable on both the Rim of Madness and Rimworld discords. I also check on Steam workshop once a week if all else fails.
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Dezdanna on February 03, 2019, 05:22:18 PM
Hello getting a bug, my pawns don't seem to be able to finish building things out of bone, the ticks reach zero but then the blueprint remains there and nothing happens and if I cancel it I don't get any bones back, where should I post the error text, if anywhere?

EDIT: the game suddenly started throwing exceptions at the "make bone ash" job as well and my pawns get stuck picking up and dropping bones, but it was working fine before.
EDIT 2: it's now happening with bonecrete as well, same as the bone ash, and from the looks of it it happens with anything that requires bones to make, including skull masks, but not with things that require bone ash or bonecrete.
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Canute on February 04, 2019, 03:11:54 AM
QuoteEDIT: the game suddenly started throwing exceptions
Did you update or add mod(s) suddenly/recently ?

Does this happen on a new colony too ? (When you got hugslib and dev mode on, shift leftclick on the right icon on top to start a quick test colony).

Like for all problems, a logfile would be helpful too. If you got hugslib the green "Share logs" button or the default Rimworld logfile + modlist.

Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Rust Cohle on February 04, 2019, 07:20:20 AM
Can you do ART with bones ?
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Canute on February 04, 2019, 08:42:06 AM
Since bone can be used like wood, yes.
And additional Bone chair and throne.
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Dezdanna on February 04, 2019, 05:11:53 PM
Quote from: Canute on February 04, 2019, 03:11:54 AM
QuoteEDIT: the game suddenly started throwing exceptions
Did you update or add mod(s) suddenly/recently ?

Does this happen on a new colony too ? (When you got hugslib and dev mode on, shift leftclick on the right icon on top to start a quick test colony).

Like for all problems, a logfile would be helpful too. If you got hugslib the green "Share logs" button or the default Rimworld logfile + modlist.

It was a new colony, I recently re-installed rimworld and included the bones mod in my game together with a bunch of other mods, the reason I said "suddenly started" is because when I first started the game it was working fine then it suddenly broke with no warning, I also didn't share the log file because I didn't know if I should do it here or somewhere else, but here is the logs of my current colony: https://git.io/fh9v3
and the logs of the quick test colony: https://git.io/fh9vR
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Canute on February 05, 2019, 04:29:07 AM
Yep, alot of jobdriver issues, and some pawn can't ride a thrumbo.
But at all i don't think it is an issue with Bones , more a overall mod incompactiblity.
Since you manualy installed the mods, try to update the mod if you didn't done it yet.
Special the Giddyup series should be uptodate !
I think the
"Could not resolve reference to object with loadID Thing_MeleeWeapon_Gladius63634 ....."
is with an update of weaponstorage fixed too.

Generell at Rimworld start no big error's showed up which is basicly a good thing.
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Dezdanna on February 05, 2019, 05:34:48 AM
Quote from: Canute on February 05, 2019, 04:29:07 AM
Yep, alot of jobdriver issues, and some pawn can't ride a thrumbo.
But at all i don't think it is an issue with Bones , more a overall mod incompactiblity.
Since you manualy installed the mods, try to update the mod if you didn't done it yet.
Special the Giddyup series should be uptodate !
I think the
"Could not resolve reference to object with loadID Thing_MeleeWeapon_Gladius63634 ....."
is with an update of weaponstorage fixed too.

Generell at Rimworld start no big error's showed up which is basicly a good thing.

Alright, thanks! I just figured it was bones because it was the only one acting up.
Title: Re: [1.0] Rim of Madness - Bones V2.0
Post by: Vehicular_Zombicide on July 14, 2019, 04:27:49 PM
Is it possible to add a feature where butchering humanlike gives a special type of bone known as "humanlike bone" instead of regular bone? It could have all the functionality of regular bone, just with a reduction in beauty for anything made out of it since human bone furniture is horrifying.

Just a separate idea that could be incorporated into the first one, a skull trophy could be made too- it would either be a special type of statue requiring bone or humanlike bone, or perhaps it could be an item like the books in Rimwriter with the skull trophies going into a special skull shelf (like the book shelf). It would be an interesting way to take more macabre trophies.