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RimWorld => Releases => Mods => Outdated => Topic started by: Sixdd on June 02, 2017, 07:16:57 PM

Title: [B18-A17] Sixs' Mod Showcase (News Updated: February 28th, 2018)
Post by: Sixdd on June 02, 2017, 07:16:57 PM

~Sixs' Mods~
This thread will be updated as new updates are available
Mod Name Version Number Release Date       
Right Tool for the Job: Rebalanced (https://ludeon.com/forums/index.php?topic=33092.0)0.18.1.0November 21st, 2017
Organic Plasteel (https://ludeon.com/forums/index.php?topic=33207.msg338526#msg338526)0.18.1.0November 21st, 2017
Make Early Components (https://ludeon.com/forums/index.php?topic=33207.msg338528#msg338528)0.18.1.0November 22nd, 2017
Stuffified Construction (https://ludeon.com/forums/index.php?topic=33207.msg338530#msg338530)0.17.1.10July 17th, 2017
Cheap Lamps (https://ludeon.com/forums/index.php?topic=33207.msg339885#msg339885)0.17.1.3July 17th, 2017
Industrial Drill Rig (https://ludeon.com/forums/index.php?topic=33207.msg339344#msg339344)0.17.1.11August 8th, 2017
Passive Coolers Refuelable (https://ludeon.com/forums/index.php?topic=33207.msg379240#msg379240)0.18.1.0November 21st, 2017
Toolmetrics: Reorganized (https://ludeon.com/forums/index.php?topic=33207.msg400039#msg400039)0.18.0.1February 28th, 2018





       News:       I am now back to work on modding!

I have decided that I am giving full permission to anyone who wants to fork my mods and continue them. My only requirements are that you credit me, change the name of the mod for your version and follow the MIT License.

~Six
                            
Title: [B18] Organic Plasteel (November 21st, 2017)
Post by: Sixdd on June 02, 2017, 07:22:12 PM
~Organic Plasteel~
Updated November 21st, 2017

Description:
This was my first mod, it allows you to create Plasteel by rendering down potatoes for starch at a Stove and using the starch to make plastic. You then combine the plastic with steel at the Electric Smelter and get Plasteel!

Safe to add mid-game.
NOT safe to remove mid-game!


Download: v0.18.1.0
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Organic-Plasteel/releases/latest)

(https://image.ibb.co/dkiXb5/steam_workshop_2.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1087082569)
{Old releases can be found on GitHub (https://github.com/Sixdd6/Organic-Plasteel/releases)}

ChangeLog:
For changelogs visit {GitHub} (https://github.com/Sixdd6/Organic-Plasteel/releases).

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

Please report any bugs you find in this thread.

Title: [A17b] Make Early Components (July 17th, 2017)
Post by: Sixdd on June 02, 2017, 07:22:36 PM
~Make Early Components~
Updated November 22nd, 2017

Description:
This mod allows you to create components out of any metal at a Smithy. The process is expensive early on but becomes much cheaper with the Component Assembly Bench.

The mod is in the process of being merged together into one. Initially it will only include support for vanilla metals.

Safe to add mid-game.
Safe to remove mid-game.


Download: v0.18.1.0
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Make-Early-Components/releases/latest)

(https://image.ibb.co/dkiXb5/steam_workshop_2.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1207841634)
As usual all versions are available on {GitHub (https://github.com/Sixdd6/Make-Early-Components/releases)}

ChangeLog:
For changelogs visit {GitHub (https://github.com/Sixdd6/Make-Early-Components/releases)}

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

Please report any bugs you find in this thread.
Title: [A17b] Stuffified Construction (July 21st, 2017)
Post by: Sixdd on June 02, 2017, 07:22:48 PM
~Stuffified Construction~
Updated July 21st, 2017

Description:
At it's most basic level this mod sets most things to be constructed by stuff rather than a static cost. This translates into being able to make lamps and smithies and solar panels and all kinds of other things out of any metal you like (currently works with Cupro's Alloys for additional metal types). Also allows furniture to be made of any type of wood or similar material where appropriate (this mod adds new types of wood that you can get from the vanilla trees).

Includes new carpet colors with burned variant for the new burned floors. Compatibility for Architect Sense/Stuffed Floors is now included for Cupros Alloys.

Safe to add mid-game.
NOT safe to remove mid-game!


Includes optional compatibility for:
A Dog Said... (https://ludeon.com/forums/index.php?topic=29310.msg295842#msg295842)
Area Rugs (https://ludeon.com/forums/index.php?topic=18657.msg203653#msg203653)
Black Fuel (http://www.nexusmods.com/rimworld/mods/145/?)
Cupro's Alloys (https://ludeon.com/forums/index.php?topic=32190.0)
Cupro's Stones (https://ludeon.com/forums/index.php?topic=32190.0)
Fertile Fields (https://ludeon.com/forums/index.php?topic=33063.msg336873#msg336873)
Industrial Rollers (https://ludeon.com/forums/index.php?topic=26967.msg272835#msg272835)
SS Mass Storage (http://steamcommunity.com/sharedfiles/filedetails/?id=888809584)
Misc.  Bees 'n' Honey (https://ludeon.com/forums/index.php?topic=3612.0)
Misc.  Training (https://ludeon.com/forums/index.php?topic=3612.0)
Powerless! (https://ludeon.com/forums/index.php?topic=32190#msg329348)
Right Tool for the Job (https://ludeon.com/forums/index.php?topic=33092.0)
Seeds Please (https://ludeon.com/forums/index.php?topic=24443.msg250820#msg250820)
Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)
Windows (https://ludeon.com/forums/index.php?topic=32190#msg329352)


Download: v0.17.1.10
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Stuffified-Construction/releases/latest)
{Old versions can be found on GitHub (https://github.com/Sixdd6/Stuffified-Construction/releases)}

ChangeLog:
For changelogs visit {GitHub} (https://github.com/Sixdd6/Stuffified-Construction/releases)

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

Please report any bugs you find in this thread.

Title: [A17b] Industrial Drill (August 8th, 2017)
Post by: Sixdd on June 04, 2017, 09:19:52 PM
~Industrial Drill Rig~
Updated August 8th, 2017

Description:
Adds a new drilling rig that allows you to mine up small amounts of metals, not intended as a primary source of metal but a good option for playing on flat maps after you've exhausted all of your mineral supplies.

There are now four editions of this mod.
The Vanilla Edition is for base game only.
The Alloy Edition is for Cupros' Alloys.
The Stuffified Edition is for Stuffified Construction.
And the Stuffified Alloys Edition is for both Stuffified Construction and Cupros' Alloys.

Safe to add mid-game.
NOT safe to remove mid-game!


Download: v0.17.1.11
Vanilla Edition (https://github.com/Sixdd6/Industrial-Drill-Rig-Vanilla-Edition/releases/latest)
Stuffified Edition (https://github.com/Sixdd6/Industrial-Drill-Rig-Stuffified-Edition/releases/latest)
Alloy Edition (https://github.com/Sixdd6/Industrial-Drill-Rig-Alloy-Edition/releases/latest)
Stuffified Alloys Edition (https://github.com/Sixdd6/Industrial-Drill-Rig-Stuffified-Alloys-Edition/releases/latest)
{Old versions can be found at the GitHub links above}

ChangeLog:
Changelogs are available at the GitHub links above.

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

Please report any bugs you find in this thread.

Title: Re: [A17] Sixs' Mod Showcase (June 2nd, 2017)
Post by: AngleWyrm on June 04, 2017, 11:57:41 PM
What I want most from Stuffed mods is that they consolidate the GUI clutter.

For example, instead of many floor types appearing as separate icons that cover the screen, just one icon with a right-click menu to select the material.
Title: Re: [A17] Sixs' Mod Showcase (June 2nd, 2017)
Post by: Sixdd on June 05, 2017, 11:23:48 AM
That would be great except you'd have to either code a c# mod for it or use Architect Sense as a dependency. For now you could use Stuffed Floors, that takes most of the popular mods floors and makes them into a list rather than separate icons. It only works with mods that have explicit support but really works to clean up the floors menu quite well.
Title: Re: [A17] Sixs' Mod Showcase (June 2nd, 2017)
Post by: Love on June 05, 2017, 01:13:21 PM
Can you please separate that driller in Stuffified Construction to another mod? I prefer using Quarry.
Title: Re: [A17] Sixs' Mod Showcase (June 2nd, 2017)
Post by: Sixdd on June 05, 2017, 02:28:20 PM
I should be able to separate it, might take a little while though. I'm working on another project at the moment.
Title: Re: [A17b] Sixs' Mod Showcase (June 4th, 2017)
Post by: Love on June 05, 2017, 04:39:02 PM
Also, I'm not sure why the lowering of electric lamps is included. I have mods based on the standard 75w cost that would need to be adjusted to account for that. I would prefer that get removed since it seems like it's outside of the mod's scope.
Title: Re: [A17b] Sixs' Mod Showcase (June 4th, 2017)
Post by: Sixdd on June 05, 2017, 04:42:17 PM
That was one of my own personal tweaks but yeah I see what you mean, it doesn't really fit the context of "adding stuffability". I'll keep this in mind for the next update.

EDIT: Found some issues with the recipes for some production items, new update will be up tonight.
Title: [A17b] Cheap Lamps (July 17th, 2017)
Post by: Sixdd on June 06, 2017, 04:02:30 AM
~Cheap Lamps~
Updated July 17th, 2017

Description:
This mod is very simple, it changes the power requirements for Standing Lamps to 20w and rebalances the Sunlamp based on real-world values.

Safe to add mid-game.
NOT safe to remove mid-game!

This mod should be loaded AFTER any mods that change the same values/objects.

Mod Compatibility:
More Furniture
Vegetable Garden

Download: v0.17.1.3
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Cheap-Lamps/releases/latest)

ChangeLog:
For changelogs visit {GitHub} (https://github.com/Sixdd6/Cheap-Lamps/releases).

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

Please report any bugs you find in this thread.

Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Love on June 06, 2017, 08:55:24 AM
If you're looking to provide Stuffed Floors compatibility, I recommend looking here:

https://github.com/cuproPanda/STN/blob/master/Patches/Patches_StuffedFloors_STN.xml
https://github.com/cuproPanda/STN/blob/master/Source/CuprosStones/PatchOperationFindMod.cs
Title: Re: [A17b] Sixs' Mod Showcase (June 4th, 2017)
Post by: Diedel on June 06, 2017, 10:19:58 AM
Quote from: Sixdd on June 05, 2017, 04:42:17 PM
That was one of my own personal tweaks but yeah I see what you mean, it doesn't really fit the context of "adding stuffability". I'll keep this in mind for the next update.

EDIT: Found some issues with the recipes for some production items, new update will be up tonight.

The "IndustrialPDA" ? As that seem to be missing in the drill mod.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 01:45:53 PM
@Diedel Ah I knew I was missing something when I split the drill out, I'll have an update up soon. That's what I get for updating mods when I'm tired :p
@Love Thanks Love, the Stuffed Floors update will probably be up today or tomorrow.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 02:12:18 PM
Okay, Industrial Drill update is up. Time to get some playtesting in :D
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Diedel on June 06, 2017, 02:51:00 PM
Quote from: Sixdd on June 06, 2017, 02:12:18 PM
Okay, Industrial Drill update is up. Time to get some playtesting in :D

So, the PDA is gone, but now i get a load of these:

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

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

Could not resolve cross-reference: No Verse.DesignationCategoryDef named Production2 found to give to Verse.ThingDef IndustrialDrillRig

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

It does look like my game still works, haven't built the drill yet anyway, but i am really curious especially what the "Cannot call ItemFromXmlFile" error is, as i have seen that one a few times with different mods before.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 03:20:56 PM
This error means that there is a reference to an object that no longer exists, typically this can happen if you play on an old save but there are many reasons it can happen. Could you paste your mod load order?
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Diedel on June 06, 2017, 03:28:20 PM
Quote from: Sixdd on June 06, 2017, 03:20:56 PM
This error means that there is a reference to an object that no longer exists, typically this can happen if you play on an old save but there are many reasons it can happen. Could you paste your mod load order?

I think i am getting old and blind, i can't find neither the drill nor the pda anywhere.

Loading game from file Current with mods Core, HugsLib, Extra Widgets, JecsTools, Advanced Pharmaceuticals, Mod Menu Enhanced, [A17] Kitchen Counter and other shelves, [A17] Red Army , [A17] Starship Troopers Arachnids Ver2.2, [A17] Wehrmacht, [sd] advanced powergeneration, [sd] goodnight, [sd] medicaddons, [sd] pillows and beanbags, [T] MoreFloors, 20th Century Weapons Mod (20CWМ), A Dog Said..., Additional Joy Objects, AdvancedWeapons A17, Agriculture, All My modifications and additions to Mods is use, Allow Tool, AllowDeadMansApparel, Architect Sense, Area Rugs A17, Better Pawn Control, Blueprints, Call of Cthulhu - Cosmic Horrors, Call of Cthulhu - Cults, Call of Cthulhu - Industrial Age, Call of Cthulhu - Straitjackets, Ceiling and Floor Lamps, CleaningArea, Clutter Furniture Module, Clutter Structures, Cocoa's Embrasures, Colonist Bar KF 0.17.1.8, Colony Manager, ConcreteWalls, Conduit Deconstruct, Cooks Can Refuel, Core Driller, Core Driller - Glitter Tech Addon, Core Driller - Stone Addon, CornPlus, DE Surgeries, Defensive Positions, Double Population A17, Dubs Hygiene and Central Heating, Dubs Rimkit(Medkit), Dubs Skylight, EdB Prepare Carefully, ED-Embrasures, ED-Laser Drill, ED-OmniGel, ED-ReinforcedStuff, ED-ReverseCycleCooler, ED-ShieldsBasic, Embrasures, Expanded Power, Expanded Prosthetics and Organ Engineering 2.0, FashionRIMsta, Facial Stuff 0.17.2.2, Feed The Colonists, Fences And Floors, Fluffy Breakdowns, Furnace, Genetically Engineered Trait, GHXX Tech Advancing, Glass+Lights, Glitter Tech, GouRIMet 1.0, Hand Me That Brick, Hand 'n' Footwear, Harvest Everything!, High Caliber, Hospitality, Hyperweave / Synthread Crafting, Industrial Rollers, Infused, Jecs Tobacco and Cigarettes, JTExport, JTReplaceWalls [A17], LED Lights, LT-DoorMat, Mad Skills, Matching Embrasures, Mechanoid Tech, Medical Tab, Mending, Miniaturisation, Miscellaneous 'CORE', Misc. Bees'n'Honey, Misc. Incidents, Misc. Objects, MJ - MiniMap (A17), Moody, More Consumables and Mutagens, More Faction Bases, More Furniture (A17), More Trade Ships, More vanilla factions, More Vanilla Turrets, Moritz´s EnergySolutions, Moritz´s LegendaryWeapons, Multiple Independently Re-entry Vehicle Artillery, Nackblad Inc Rimhair, NeuTech Advanced Medical Pod, Neutrainer and AI Persona Core Crafting, No debuffs from pet killing\selling, No Random Construction Quality, NonDecayingStorage, Numbers, NW Sterile Wall A17, Organized Research Tab, Outfitter 0.17.1.2, Outfitter A17 - Infused, Plantable Ambrosia, Power Logic, Powerless!, PowerSwitch, Prisoner Harvesting, ProgrammableVents A17, Project Fallout v1.5, Quality Cooldown, QualityBuilder, QualitySurgeon, Quantum Cooling, RazzleDazzle, Reasonable Moods and Needs, Recon And Discovery, Refugee Stats - A17, Relations Tab, Remote Explosives, Research Scrollbars, RimFridge - A17, RIMkea, Rimsenal, Rimsenal - Enhanced Vanilla Pack, Rimsenal - Rimhair, Rimsenal - Security pack, Rimsenal - Storyteller pack, RomanceDiversified, Roof Support A17, RT Fuse, RT Solar Flare Shield, S.A.L.: Auto-crafters 2.0: Overloaded, S.A.L: Core Driller Fix A17, Set-Up Camp, Shooting Skill Rebalanced v2.0.2, Simple sidearms, Sniper Turret, Sometimes Raids Go Wrong, Spoons Hair Mod, SS Animal Station, SS Battery Fuse, SS Bigger Batteries, SS Cultivator Tools, SS Lightning Rod, SS Mass Storage, SS Researchable Stat Upgrades, Stack Merger, Stack XXL, Star Wars - Factions, Star Wars - Fully Functional Lightsabers, Star Wars - The Force, Storage Search A17, Storage Solutions, Stuffed Floors, Super Soil, Surgery Kit, Synthmeat, Toxic Fallout Protection Suit, Tilled Soil, Training Console A17, Training Rack, Turret Collection, Vanilla-friendly Weapon Expansion, Vegetable Garden , VG_Garden Fabrics a17.1 , VG_Garden Resources a16.3, Wall Light, Water Power, Wildlife Tab, Windows, XeoNovaDan's Surgery Tweaks v2.1, Xeva's Rimhair (A15, A16, A17), Zen Garden, Ultraweave, JTZoneButtons, Dryxsteel, Dryxyxsteel, AC-Enhanced Crafting - A17, Organic Plasteel, Make Early Components, Industrialisation, Industrialisation - Glitter Tech Addon, Core Driller - Industrialisation Addon, S.A.L.: Extra Crafters, Industrial Drill Rig, FishIndustry, [sd] bridges, [sd] prepareforfishing, [sd] spaceship, and [sd] round tables

The game is running fine so far and the error only appeared after i replace the industrial drill mo with the new version.

And to be a bit more precise, the error was also because of the reference to

Production2

Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 04:05:37 PM
Oh okay, I just found that too. I'm uploading a fix now so it should be ready in a few minutes.

EDIT: Ok, update for Industrial Drill is up and should be safe for existing games. Also a minor update to Stuffified Construction to clean up the stuff that was split out.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Diedel on June 06, 2017, 04:42:18 PM
Quote from: Sixdd on June 06, 2017, 04:05:37 PM
Oh okay, I just found that too. I'm uploading a fix now so it should be ready in a few minutes.

EDIT: Ok, update for Industrial Drill is up and should be safe for existing games. Also a minor update to Stuffified Construction to clean up the stuff that was split out.
Can confirm all red text is gone, still can't find the PDA :( What crafting station is that supposed to be on, as the list get pretty small and i might have missed it. I checked the recipe def, but it does not seem to list the station, at least not in a way i recognize.

And a big thank you for working on it, a really nice mod to have.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 04:50:34 PM
I think the recipe got messed up a bit when I split it out from Stuffified Construction. It should have been on the Machining Table but it isn't in the recipe anymore. So another update is necessary, I'll have it done in a few minutes.

EDIT: Update is up, you can now make the PDA at a machining table.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Diedel on June 06, 2017, 06:00:46 PM
Quote from: Sixdd on June 06, 2017, 04:50:34 PM
I think the recipe got messed up a bit when I split it out from Stuffified Construction. It should have been on the Machining Table but it isn't in the recipe anymore. So another update is necessary, I'll have it done in a few minutes.

EDIT: Update is up, you can now make the PDA at a machining table.

Looks good, PDA is there, no errors, haven't tried the drill itself yet though.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 06, 2017, 07:36:32 PM
Good, let me know if you find anything else.

EDIT: I'm finally at a place that I can do extensive playtesting, I've already found some misc building cost issues so expect an update again later this afternoon.

EDIT: Finding more bugs than I thought I would, the next update will take a little while and I have just started getting busy again so expect an update maybe sunday.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Love on June 10, 2017, 05:15:52 PM
Quote from: Sixdd on June 06, 2017, 07:36:32 PM
Good, let me know if you find anything else.

EDIT: I'm finally at a place that I can do extensive playtesting, I've already found some misc building cost issues so expect an update again later this afternoon.

EDIT: Finding more bugs than I thought I would, the next update will take a little while and I have just started getting busy again so expect an update maybe sunday.

Is this Sunday update going to include Stuffed Floors compatibility for Stuffified Construction?
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 10, 2017, 05:23:56 PM
That and more, there was a bunch of stuff that needed fixing plus the new woods for Vegetable Garden trees.
Title: Re: [A17b] Industrial Drill (June 6th, 2017)
Post by: AngleWyrm on June 10, 2017, 09:59:25 PM
Which of these two mods is better for colony production,
and are either one or both superior to the drill that comes with the vanilla game?
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 10, 2017, 10:38:14 PM
Well I can't say which is "better" but I can tell you that with my drill you can choose what to mine but it only gives 10 units at a time. It isn't really intended for a first choice of resource gathering but as an option for when the map is bare and you have plenty of power.

I only used the vanilla drill once and hated that you could only plop it down on a specific spot and even then you could only get one resource from it, so I made my own.
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Sixdd on June 10, 2017, 11:07:12 PM
Stuffified Construction 0.17.1.5, Industrial Drill 0.17.1.5 and a minor update to the About.xml for Right Tool for the Job is now released, have fun!
Title: Re: [A17b] Sixs' Mod Showcase (June 6th, 2017)
Post by: Love on June 11, 2017, 05:15:59 PM
Quote from: Sixdd on June 10, 2017, 11:07:12 PM
Stuffified Construction 0.17.1.5, Industrial Drill 0.17.1.5 and a minor update to the About.xml for Right Tool for the Job is now released, have fun!
Thank you kindly!
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: cuproPanda on June 13, 2017, 07:27:19 PM
Your Stuffed Construction mod causes my Expanded Power mod to error if both are installed, because you remove the costList from the defs. Are you able to just remove the entries from costList, leaving it blank? My patch file is 728 lines long, and if I check for your mod and make changes that would end up doubling the size of the file...
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Love on June 13, 2017, 07:40:00 PM
Worth mentioning that Expanded Power also reduces a lot of metal costs and in the process also adds a copper cost. That would need to be accounted for somehow.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 13, 2017, 08:00:46 PM
@CuproPanda - Yeah I can make the change, it'll be up either later tonight or tomorrow morning.

@Love - Stuffified Construction doesn't lower any costs, it just converts them to stuff categories rather than one type. If you want reduced costs you could try loading a mod that does that after my mod and see if that works. I'll be putting more into compatibility this week, if it's just Expanded Power it may be done by the end of the week, possibly sooner, but I need to look over Expanded Power patches before I give a solid eta.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: cuproPanda on June 13, 2017, 08:18:12 PM
Quote from: Sixdd on June 13, 2017, 08:00:46 PM
@CuproPanda - Yeah I can make the change, it'll be up either later tonight or tomorrow morning.

@Love - Stuffified Construction doesn't lower any costs, it just converts them to stuff categories rather than one type. If you want reduced costs you could try loading a mod that does that after my mod and see if that works. I'll be putting more into compatibility this week, if it's just Expanded Power it may be done by the end of the week, possibly sooner, but I need to look over Expanded Power patches before I give a solid eta.

Good luck with that. It's a huge file. If it would be easier or better for me to do it, just let me know. I already have the PatchOperationModDependent, so it's easy for me to make changes based on installed mods. Making changes to almost all vanilla buildings is the long/hard part.

I mentioned having you do it because simply removing the costList will cause errors with any mod that makes a change to the costList, assuming it's present. Simply removing the entries may cause an error, I'm not sure if you can have a blank cost list and I can't test it out at the moment.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 13, 2017, 11:06:57 PM
I've made some headway with making the mods compatible but the biggest problem I'm running into is not being able to run a patch operation conditionally. For example, I want to run a patch from my mod to clear the costlists, which is easy. But if my mod finds your mod I want it to not run that patch and allow yours to run. Any ideas?
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: AngleWyrm on June 13, 2017, 11:15:30 PM
Quote from: Sixdd on June 13, 2017, 11:06:57 PM
...the biggest problem I'm running into is not being able to run a patch operation conditionally.

Check out this thread (https://ludeon.com/forums/index.php?topic=33186.msg338896#msg338896)

Quote
Quote from: skullywag on June 04, 2017, 02:32:54 AM
...to test for its existence and add it if it doesnt exist, you can then add values to it in a further path if thats needed as well. as per:


<Operation Class="PatchOperationSequence">
  <success>Always</success>
  <operations>
    <li Class="PatchOperationTest">
      <xpath>//ThingDef[defName = "DiningChair"]/costList</xpath>
      <success>Invert</success>
    </li>
    <li Class="PatchOperationAdd">
      <xpath>//ThingDef[defName = "DiningChair"]</xpath>
      <value>
        <costList />
      </value>
    </li>
  </operations>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>//ThingDef[defName = "DiningChair"]/costList</xpath>
  <value>
    <Cloth>5</Cloth>
  </value>
</Operation>

Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 14, 2017, 12:18:29 AM
Thanks Angle but that's not what I'm looking for. I need to be able to run a patch operation when given xpath does NOT exist. So what I'd like is basically an if else statement level of flexibility.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Love on June 14, 2017, 12:49:44 AM
Quote from: Sixdd on June 14, 2017, 12:18:29 AM
Thanks Angle but that's not what I'm looking for. I need to be able to run a patch operation when given xpath does NOT exist. So what I'd like is basically an if else statement level of flexibility.

Here you are:

https://github.com/cuproPanda/STN/blob/master/Source/CuprosStones/PatchOperationFindMod.cs
https://github.com/cuproPanda/STN/blob/master/Patches/Patches_StuffedFloors_STN.xml
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 14, 2017, 02:40:30 AM
I've already seen that Love but thank you. That particular bit of code checks if a mod DOES exist, not if it doesn't which is what I need.

EDIT: @cuproPanda  I found out why adding ExpandedPower caused errors. I had my replace operations replace the "CostList" with"costList" which is technically different. It's always something small, ya know :)
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: cuproPanda on June 14, 2017, 12:03:45 PM
Quote from: Sixdd on June 14, 2017, 02:40:30 AM
I've already seen that Love but thank you. That particular bit of code checks if a mod DOES exist, not if it doesn't which is what I need.

EDIT: @cuproPanda  I found out why adding ExpandedPower caused errors. I had my replace operations replace the "CostList" with"costList" which is technically different. It's always something small, ya know :)

I've been burned by that plenty of times. Glad it's working now! :)


EDIT:
As far as that code goes, it could be used to check if a mod DOESN'T exist simply by adding an exclamation mark (return modExists => return !modExists) or by adding <success>Invert</success> in the xml
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: AngleWyrm on June 14, 2017, 12:59:46 PM
Quote from: Sixdd on June 14, 2017, 12:18:29 AM
Thanks Angle but that's not what I'm looking for.
I need to be able to run a patch operation when given xpath does NOT exist.

Are you seeing some difference between your stated need and the following question & answer?


Quote from: AngleWyrm on June 03, 2017, 09:24:23 PM
The problem is that entryToModify may or may not exist in the record, and I want to add that entry if none currently exists.

Quote from: skullywag on June 04, 2017, 02:32:54 AM
You need to test for its existence and add it if it doesnt exist (https://ludeon.com/forums/index.php?topic=33186.msg338985#msg338985)
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 14, 2017, 03:00:38 PM
OMG I can't believe I didn't recognize that at first. Thank you Angle that actually is what I needed.

Also, thank you Cupro.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: AngleWyrm on June 14, 2017, 04:59:20 PM

(https://s6.postimg.org/s1teg2c7l/mermaid.jpg)
  • Glad to hear it; was wondering if there might be some other facet to the problem.
  • Looks like reading comprehension isn't receiving sufficient educational focus in our school system to support detailed communications
My work-around is going to be placing an executive summary type sentence as the first part of a transmission, to spark recognition and sorting filters.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: hoaxdream on June 15, 2017, 01:41:44 AM
i try to use the mod cheap lamp because the one that im using is effecient light which is not compatible with more furniture, after installing the cheap lamp, the power cost of vanilla lamp is still 75w and in more furniture is 50w. but when im using effecient light the vanilla lamp uses 25w.
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: weewee on June 15, 2017, 05:05:12 AM
The things that need wood as a fuel now cannot use wood. It's stuck there needing wood for fuel even though I have different kinds of woods in stock
Title: Re: [A17b] Sixs' Mod Showcase (June 10th, 2017)
Post by: Sixdd on June 15, 2017, 09:06:28 AM
I'll look into both problems as soon as possible but I'm pretty busy, expect an update by sunday at the latest.
Title: Re: [A17b] Sixs' Mod Showcase (June 17th, 2017)
Post by: Sixdd on June 17, 2017, 08:37:21 PM
@hoaxdream - The problem should be fixed in the latest version, remember to load my mod after any other that changes the lights or my changes may get overwritten.

@weewee - I would need more information to help. First try loading my mod last, if that doesn't work I will need to see your mod load order. Please use pastebin.com (http://pastebin.com)
Title: Re: [A17b] Make Early Components (June 4th, 2017)
Post by: RiseKnight on June 18, 2017, 12:00:14 PM
Quote from: Sixdd on June 02, 2017, 07:22:36 PM
~Make Early Components~
Updated June 4th, 2017

Description:
This mod allows you to create components at a Smithy out of any metal. The process is expensive but invaluable for certain playthroughs.
For the sake of sanity the vanilla Component Workbench recipe has been sped up to give some incentive to still use it.

Savegame safe.


Download
(https://image.ibb.co/eWRaVv/Download_Blue.png) (https://www.dropbox.com/s/dzevrk8ez525ixx/Make-Early-Components-0.17.1.1.zip?dl=1)(https://image.ibb.co/jcZ7ca/Download_Green.png) (https://drive.google.com/uc?export=download&id=0B7ufFokDvj7nclVFZkx4WFFSS1k)
{Old versions can be found on GitHub (https://github.com/Sixdd6/Make-Early-Components/releases)}

ChangeLog:
For changelogs visit {my site} (https://sixdd6.bitbucket.io/changelogs/early-components/)

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

Please report any bugs you find in this thread.
I found a bug. Somehow this mod makes component crafting disable
(http://i.imgur.com/WZTLb9j.png)
and here's my mod orders
Quote<li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBPrepareCarefully</li>
    <li>Hospitality</li>
    <li>StorageSearch</li>
    <li>LT_NoCleaningPlease</li>
    <li>Rimfire 2.1</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-Moat</li>
    <li>ED-MoreVanillaTurrets</li>
    <li>ED-OmniGel</li>
    <li>ED-SafeTraps</li>
    <li>ED-ShieldsBasic</li>
    <li>ED-SubspaceTransponder</li>
    <li>ED-TurretControl</li>
    <li>DermalRegenerator-DermalRegenerator1.7</li>
    <li>ESM - MineVein</li>
    <li>ESM - MountainTemp</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_Robots_Xtension</li>
    <li>Misc_Patch_-_EdBPrepareCarefully</li>
    <li>A.DESurgeries</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>AdditionalLighting-AdditionalLighting1.9</li>
    <li>Armor Crafting</li>
    <li>Weapon Crafting</li>
    <li>USCM - Core</li>
    <li>USCM - Turret</li>
    <li>RW_PawnStateIcons</li>
    <li>Infused</li>
    <li>MIRV Artillery</li>
    <li>NeurotrainerCrafting</li>
    <li>PowerCell-PowerCell1.4</li>
    <li>ReclaimFabric-ReclaimFabric1.6</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>RimWorld-Mending-master</li>
    <li>RT_Fuse-A14-1.0.1</li>
    <li>RT_PowerSwitch-A14-1.0.1</li>
    <li>RT_QuantumStorage-A14-1.0.4</li>
    <li>RT_SolarFlareShield-A14-1.0.4</li>
    <li>RW_Outfitter</li>
    <li>RW_Outfitter_Infused</li>
    <li>Temperature Control</li>
    <li>Training Rack</li>
    <li>CapsuleReactor</li>
    <li>DefenceShield-DefenceShield1.5</li>
    <li>GlitterTech</li>
    <li>Heavy defences mod</li>
    <li>Industrialisation</li>
    <li>kNumbers-0.5.1-A14</li>
    <li>More Factions Spawn</li>
    <li>P-Music</li>
    <li>MindAlteringDevice V1.13 A14</li>
    <li>PersonalShieldMKII-PersonalShieldMKII1.5</li>
    <li>PowerArmourMKII-PowerArmourMKII1.5</li>
    <li>Project Fallout v1.2d</li>
    <li>Wave Survival Mode</li>
    <li>[A14]Edge Technologies V0.20.1</li>
    <li>TilledSoil</li>
    <li>Rimsenal_Storyteller</li>
    <li>Embrasures</li>
    <li>Embrasures-Embrasures1.5</li>
    <li>MadSkills-A14-1.1.6</li>
    <li>Apparello</li>
    <li>ExtendedSurgery-ExtendedSurgery1.2</li>
    <li>ExtendedStorage-ExtendedStorage1.12</li>
    <li>ExtendedMedicine-ExtendedMedicine1.4</li>
    <li>FluffierThanThou-Fluffy_AnimalIncest-a5ed834</li>
    <li>FluffierThanThou-Fluffy_Breakdowns-39f6364</li>
    <li>FluffierThanThou-Fluffy_Tabs-2384906</li>
    <li>FluffierThanThou-RW_EnhancedTabs-8a13d11</li>
    <li>FluffierThanThou-RW_Manager-e3bde2d</li>
    <li>High Caliber</li>
    <li>MapReroll</li>
    <li>MoreTradeShips</li>
    <li>PetFollow</li>
    <li>A.EmergencyTreat</li>
    <li>Rimsenal_Security</li>

Title: Re: [A17b] Sixs' Mod Showcase (June 17th, 2017)
Post by: Sixdd on June 18, 2017, 11:09:05 PM
Seems I still had some stuff from another mod built-in. I'll have an update out in the morning.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Sixdd on June 19, 2017, 12:25:26 AM
Had some free time so I went ahead and did the update. Make Early Components is now at version {0.17.1.2}. Let me know if the bug is gone or if any others creep up as I can't test at work.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Love on June 20, 2017, 03:38:51 AM
Thanks for the updates, much appreciated.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Love on June 20, 2017, 08:17:46 PM
Heads up, new Expanded Power patch:

"Expanded Power patches changed to not replace vanilla CostList with costList - should improve compatibility with other mods that patch the same stations"
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Razhion on June 21, 2017, 01:13:55 PM
Wanna ask that when i try to make an industrial PDA i cant, it says that it is missing ingredients but i already have the required components.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Sixdd on June 22, 2017, 01:55:14 PM
I'll look into it tonight.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: ridjack on June 23, 2017, 04:55:42 PM
So, um... Stuffified Construction makes Power Conduits require "wire?" Which is, for some reason, locked behind Smithing research? So I can't use my already-researched Electricity until I research Smithing and "Spin Wires" at a Smithy?

Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Sixdd on June 23, 2017, 11:15:51 PM
Hmm... yeah guess I didn't think of that one. I never play the crashlanded scenario so I never ran into that problem. I'll make it so you can make the wire at the Anvil asap but windows ate my dev environment so it may take a little while.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: 1337x on June 24, 2017, 04:45:38 PM
I was just about to ask how do I make a PDA  because it requires 10 Ingredients, but no details on what exact ingredients it needs.
Title: Re: [A17b] Sixs' Mod Showcase (June 18th, 2017)
Post by: Sixdd on June 24, 2017, 04:51:27 PM
Yeah, it's an error I fixed several times now but I've been having issues with my dev environment and now I have to set everything up again on windows because apparently my linux drive died on me. Thank goodness for GitHub is all I can say. I should have an update out tonight or tomorrow.
Title: Re: [A17b] Sixs' Mod Showcase (June 25th, 2017)
Post by: Sixdd on June 25, 2017, 01:11:03 PM
New version of Industrial Drill Rig is up with the fix to craft the PDA.

New versions of Industrial Drill Rig are up. There are now four editions of the mod, use only one or it will probably break something. More info on the OP.

New versions are up, all four editions are working great now :D
Title: Re: [A17b] Sixs' Mod Showcase (June 27th, 2017)
Post by: Sixdd on June 27, 2017, 11:49:18 AM
New versions of Make Early Components are up. This should finally take care of the recipe issues. Use only one of the new versions at a time.
Title: Re: [A17b] Sixs' Mod Showcase (June 27th, 2017)
Post by: RiseKnight on July 02, 2017, 07:16:46 AM
it works, ty
Title: Re: [A17b] Sixs' Mod Showcase (June 27th, 2017)
Post by: Sirsim on July 03, 2017, 01:50:28 PM
Just installed the drill mod and while uranium needs one PDA ta make a drill, copper uses one PDA for infinite times. As a result i am getting infinite copper.
Is this how it should be working ?
Thanks in advance.
Title: Re: [A17b] Sixs' Mod Showcase (June 27th, 2017)
Post by: Sixdd on July 03, 2017, 09:36:30 PM
Not quite sure I follow what you said there. The way it is supposed to work is the PDA is returned after drilling.
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Sixdd on July 04, 2017, 05:47:43 AM
Updates incoming:
Industrial Drill Rig
  Fixed the issue with the recipes on the drill not giving back the PDA. All editions now work as intended.

Stuffified Construction
  Fixed Passive Cooler and Campfire giving errors on startup.
  Fixed wrong thing categories being used.

Updates are being rolled out in a few minutes up now.
Title: Re: [A17b] Sixs' Mod Showcase (June 27th, 2017)
Post by: Sirsim on July 04, 2017, 08:52:08 AM
Quote from: Sixdd on July 03, 2017, 09:36:30 PM
Not quite sure I follow what you said there. The way it is supposed to work is the PDA is returned after drilling.

I meant that uranium consumes one PDA for every drill and i thought that this goes for all metals.
But then i saw that PDA is returned (as you said) when you drill copper.
Is this how drill should work when it drills uranium ?
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Sixdd on July 04, 2017, 07:03:55 PM
Yes, there is a new version up though that fixes the uranium drilling. Check the OP.
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Sirsim on July 05, 2017, 09:17:28 AM
Quote from: Sixdd on July 04, 2017, 07:03:55 PM
Yes, there is a new version up though that fixes the uranium drilling. Check the OP.

I installed the new version and PDA always returns after an uranium drill as you mentioned.
It looks a bit op though which don't bother me at all.
I thought at first that uranium need PDA for every drill due to his rarity but this was not the case ;)
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Sixdd on July 07, 2017, 09:39:14 PM
Yeah the drill is pretty OP, in the future the drill will require Chemfuel to operate.
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Napple on July 07, 2017, 11:14:16 PM
Is Stuffified Construction compatible with Fluffy's stuffed floors?
Title: Re: [A17b] Sixs' Mod Showcase (July 4th, 2017)
Post by: Sixdd on July 08, 2017, 01:22:52 AM
Yes, they work together well.
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: Sixdd on July 08, 2017, 01:02:44 PM
New updates are out for Right Tool for the Job, Stuffified Construction, Cheap Lamps and Industrial Drill Rig.
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: SpaceDorf on July 08, 2017, 01:49:47 PM
Quote from: Sixdd on July 08, 2017, 01:02:44 PM
New updates are out for Right Tool for the Job, Stuffified Construction, Cheap Lamps and Industrial Drill Rig.

You got a typo in the main post : it's june 8 for the tool release .. if not for your post, I would have Ignored the update otherwise.

====== EDIT ======

A bad temperature and outside modifier for the drill rig ? .. really ? That made me laugh.

As a real suggestion : instead of rotating the texture of the drill rig, which really looks stupid, why not rotate the acces spot around and keep the rig in it's upright position ?
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: Sixdd on July 09, 2017, 02:56:44 AM
The bad temp and outside thing are both leftovers from when I was still learning to make things, I'll fix it in the next update.
As far as the drill rig rotation, I don't know yet how to prevent it from rotating. Do you know of anything in vanilla that doesn't rotate, would help me get it done quicker?

Also thank you for mentioning the date, it's fixed now.
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: faltonico on July 09, 2017, 03:07:16 AM
Quote from: Sixdd on July 09, 2017, 02:56:44 AM
"..." I don't know yet how to prevent it from rotating. Do you know of anything in vanilla that doesn't rotate, would help me get it done quicker?

Also thank you for mentioning the date, it's fixed now.
I think it is <drawRotated>false</drawRotated> under <graphicData>.
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: SpaceDorf on July 09, 2017, 10:57:08 AM
faltonico sounds right.
As example I can only think of the original deep drill .. but I don't know the xml :)
Title: Re: [A17b] Sixs' Mod Showcase (July 8th, 2017)
Post by: Sixdd on July 09, 2017, 02:11:25 PM
okay, I'll mark that down for the next update.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: Sixdd on July 10, 2017, 08:54:51 AM
Updates are hot off the grill, have fun everyone!
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: admiralKew on July 10, 2017, 09:23:35 AM
Hi there! There's apparently a conflict with Stuffified Construction and cuproPanda's Expanded Power.


[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricTailoringBench"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmithy"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="TableMachining"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[defName="ElectricStove"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="Brewery"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
[Stuffified Construction] Patch operation Verse.PatchOperationReplace(*/ThingDef[DefName="ElectricSmelter"]/CostList) failed
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)


This appears on load, and switching those two mods around results in much the same thing except with [Expanded Power] Patch Operation instead!

Here is my load order:

<activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.4.10</li>
    <li>AlienRaces-2.1.5</li>
    <li>EdBPrepareCarefully</li>
    <li>CombatExtended</li>
    <li>StorageSearch-0.17.1</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Diseases overhauled v1.0.0</li>
    <li>A_Dog_Said-A17</li>
    <li>DESurgeries</li>
    <li>RF - Editable Backstories - Base</li>
    <li>RuntimeGC</li>
    <li>ArchitectSense</li>
    <li>ResearchPal</li>
    <li>HelpTab</li>
    <li>CombatExtended_BackpackPatch</li>
    <li>A17b - Combat Extended Artillery</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>CombatExtended Guns</li>
    <li>20th CWM CE v4</li>
    <li>[A17] Hand 'n' Footwear</li>
    <li>[A17] Vanilla-Friendly Weapon Expansion</li>
    <li>[A17] HnF - VFWE Patch</li>
    <li>Bridges</li>
    <li>sd_bridges</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Concrete</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - Wild Cultivation</li>
    <li>TiberiumRim 1.4</li>
    <li>T-ExpandedCloth</li>
    <li>T-MoreBedsCloth</li>
    <li>T-MiscStuff</li>
    <li>TropiCKAPP</li>
    <li>Blueprints</li>
    <li>BirdsAndBees</li>
    <li>MedicalTab</li>
    <li>ColonyManager</li>
    <li>Recycle</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>S.A.L.-Station-Automation-and-Logistics--master</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>ApparelloA17</li>
    <li>Clutter Furniture</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Vanilla</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Security</li>
    <li>GlitterTech-0.17.1546</li>
    <li>TribalBeds[A17]</li>
    <li>TribalProduction[A17]</li>
    <li>TribalJoy [A17]</li>
    <li>TribalRaiders REB Version</li>
    <li>QRY-17.32</li>
    <li>POW-17.28</li>
    <li>EXP-17.18</li>
    <li>AJO-17.11</li>
    <li>FZN-17.02</li>
    <li>WIN-17.04</li>
    <li>STN-17.23</li>
    <li>CAL-17.08</li>
    <li>Stuffified-Construction-0.17.1.8</li>
    <li>Make-Early-Components-Stuffified-Alloys-0.17.1.5</li>
    <li>ExtendedStorage-ExtendedStorage2.1</li>
    <li>Kitchen-Counter-0.17</li>
    <li>BetterVents-BetterVents1.4</li>
    <li>LaserWeapons-LaserWeapons1.7</li>
    <li>Rimsenal_Hair</li>
    <li>NackbladIncRimhair</li>
    <li>ShowHair</li>
    <li>ReconAndDiscovery</li>
    <li>RumoursAndDeceptionA17</li>
    <li>Psychology</li>
    <li>ExpandedIncidents</li>
    <li>RimFridge</li>
    <li>AnimalHideWorking</li>
    <li>LDAreaRugs A17</li>
    <li>Animal Feed Trough A17 [V.G.]</li>
    <li>Barn Stall A17</li>
    <li>High Caliber</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>MF A17</li>
    <li>KK_AsSimpleAsRack</li>
    <li>Hospitality</li>
    <li>BlackFuel</li>
    <li>FashionRIMsta -A17</li>
    <li>Dubs Bad Hygiene</li>
    <li>Diesel_Generator</li>
    <li>Travel-Rations--MREs-1.1</li>
    <li>ResearchableStatUpgrades-master</li>
    <li>PawnsAreCapable</li>
    <li>LT-DoorMat_1.0.7</li>
    <li>WM Revamped Ponics</li>
    <li>Vegetable Garden 5.4</li>
    <li>more factions</li>
    <li>LED-Lights-Extended-1.1</li>
    <li>Fences And Floors</li>
    <li>Realistic Night &amp; Weather Lighter V</li>
    <li>Miscellany</li>
    <li>Turret Collection</li>
    <li>MassGraves-0.17.1.0</li>
    <li>RedistHeat</li>
    <li>BetterCoolers-BetterCoolers1.4</li>
    <li>AnimalCollabProjectA17-master</li>
    <li>ADogSaid-CK_APP-PATCH</li>
    <li>Alpha Muffalo A17</li>
    <li>Mamuffalo V1.04 A17</li>
    <li>Pygmy-Muffalos-1.1.1543</li>
    <li>Wall_Torch A17</li>
    <li>[Cab]Beat The Meat</li>
    <li>Mending</li>
    <li>FishIndustry</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MBS Spotlights</li>
    <li>ImprovedWorkbenches</li>
    <li>StuffedFloors</li>
    <li>SeedsPlease</li>
    <li>SeedsPlease-VG</li>
    <li>PlantSaverVeggieGarden</li>
    <li>AllowTool</li>
    <li>StackMerger</li>
    <li>QualityBuilder</li>
    <li>Miniaturisation</li>
    <li>Hand Me That Brick</li>
    <li>Notifications Archiver</li>
    <li>Refactored Work Priorities</li>
    <li>WorkTab</li>
    <li>static_quality_plus_A17.1</li>
    <li>Rim.AcEnhancedCrafting</li>
    <li>MoreConsumables</li>
    <li>ChangeDresser</li>
    <li>ElectricStoneCutting_v1.02</li>
    <li>QOLTweaksPack-1.0.2</li>
    <li>TechAdvancing</li>
    <li>TableDiner Configurable</li>
  </activeMods>
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: carpediembr on July 10, 2017, 08:15:49 PM
The industrial Drill is giving ALOT of resources (50 each time) with almost no work
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: admiralKew on July 11, 2017, 07:04:59 AM
My issue was fixed by updating Expanded Power to a later version.

In any case, I made a quick Stuffified Construction patch for Seeds Please. I attached it in this post.

[attachment deleted by admin due to age]
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: Sixdd on July 11, 2017, 11:22:04 AM
@admiralKew - Thanks I'll include that in the next patch

@carpediembr - Yes the drill is pretty easy to use, I'm thinking of making it require a high mining level to use. The drill does require Chemfuel which is at least somewhat resource intensive, since that is a new change it is still being balanced.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: carpediembr on July 11, 2017, 11:59:14 AM
Quote from: Sixdd on July 11, 2017, 11:22:04 AM
@carpediembr - Yes the drill is pretty easy to use, I'm thinking of making it require a high mining level to use. The drill does require Chemfuel which is at least somewhat resource intensive, since that is a new change it is still being balanced.

The concept of the drill is amazing and I love it. But needs to be balanced. Is quite intersting that it needs the PDA to work, not sure if it's able to, but the PDA could break after 10 uses maybe? Another thing is, it's too quick to "mine" the resource. Maybe add a bigger wait time for the work to be done?
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: Sixdd on July 11, 2017, 12:11:32 PM
Yeah, I need to note it somewhere but while it is WIP I've just used wimp mode values for drilling. My goal right now is to make it more end-game but not so far out that you only get to use it for a short time.

One thing I'm having trouble with though is actually making the drill time longer. As it is right now if I set the drill time to be like 5 in-game hours then a colonist will sit and drill the full time at once rather than stopping for sleep or food and then going back to it.

If I could get someone to do the code for me I'd like to have the drill setup so that you have to calibrate it first, which would take a day or so, and then you could mine the resource that you calibrated it to. If I had any understanding of C# at all I'd do it myself but alas I have no programming skill.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: admiralKew on July 13, 2017, 07:55:39 AM
Created two more patches. One for Powerless, that allows you to use its own brand of charcoal, and the other for BlackFuel, which allows you to use mineable coal in fueled generators.

EDIT: Don't use these! I messed something up while making the patches. Still fixing it.

EDIT 2: Ok, fixed the patches.

[attachment deleted by admin due to age]
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: Sixdd on July 14, 2017, 06:11:19 AM
Thanks for doing these, I'll add them to the next patch.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: admiralKew on July 17, 2017, 03:51:09 PM
Quote from: Sixdd on July 14, 2017, 06:11:19 AM
Thanks for doing these, I'll add them to the next patch.

It's no problem! Though I have to warn you that CE and Medieval Times will require extensive patching, and I may not be able to work on them myself anymore.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: Sixdd on July 17, 2017, 08:08:21 PM
I've never actually used either of those so it may take quite some time before they get done. Thanks again for the patches, it really helps.
Title: Re: [A17b] Sixs' Mod Showcase (July 10th, 2017)
Post by: admiralKew on July 18, 2017, 03:01:43 AM
Quote from: Sixdd on July 17, 2017, 08:08:21 PM
I've never actually used either of those so it may take quite some time before they get done. Thanks again for the patches, it really helps.

You're welcome! I really like the amount of options and resources to manage that it adds.

Anyway, regarding the issue with CE and MT, I figure that the easiest way to resolve the need synthwood with these in the early game is to add a strand of synthwood that grows in the wild in small patches.

Another quick and easy solution would be to simply redefine Oakwood or Poplarwood as 'WoodLog' instead.
Title: Re: [A17b] Sixs' Mod Showcase (July 17th, 2017)
Post by: Sixdd on July 18, 2017, 07:18:27 AM
I'm actually thinking of doing a "Medieval Times Stuffified" as a separate mod since MT changes so much. I may not though, just kicking ideas around right now.
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on July 21, 2017, 02:22:30 PM
New update for Industrial Drill Rig is up, now you can leave a drilling job and come back to it later. As an added bonus the PDA now shows what is being dug up too. Enjoy!
Title: Re: [A17b] Sixs' Mod Showcase (July 17th, 2017)
Post by: admiralKew on July 21, 2017, 04:21:28 PM
Quote from: Sixdd on July 18, 2017, 07:18:27 AM
I'm actually thinking of doing a "Medieval Times Stuffified" as a separate mod since MT changes so much. I may not though, just kicking ideas around right now.
I did have a little idea for a companion mod:

Stuffified Construction: Laminated Wood

What the mod changes:
   - Adds 1 medieval-level research: laminated wood
   - laminated wood unlocks a recipe that takes one or more types of wood to output 'woodlog', where in basic Stuffified Construction it would be 'synthwood', this mod makes it 'laminated wood' or even 'synthwood laminate'
   - The synthwood research tree might not even have to be removed. It could simply be stated in the researc description that the synthwood tree is genetically modified to produce wood that has the same properties as the laminate.

I figure that it'd be a quick and easy way to ensure compatibility with mods that direct their recipes and construction lists to 'woodlog' without removing the new woods, and enhancing the number of options available.

Will SC also become compatible with Expanded Woodworking (https://ludeon.com/forums/index.php?topic=30459.15), by the way? An unofficial A17 patch has been rolled out.
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on July 21, 2017, 05:36:17 PM
I may consider adding a failsafe recipe to Stuffified Construction for the default wood, for most things though I will just keep adding compatibility through patches. Synthwood is mostly just a fast and cheap method for producing large quantities of wood. You don't really want to make furniture or sculptures from Synthwood but it is durable and good for construction.

As far as compatibility with Expanded Woodworking, I won't be making a patch. Stuffified Construction does literally the same thing that that does and more. The only obvious difference is that that mod adds plank objects and makes everything rely on that resource instead of logs. I leave it up to the user to decide which mod is better for them. I can imagine a lot of people will like using the Lumber from Expanded Woodworking as it is a bit more realistic in some cases.
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: DarkSurge on July 23, 2017, 11:54:41 PM
My chef, who has a 17 in cooking skill, can not cook plastic. Does it take crafting?
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on July 24, 2017, 12:08:04 AM
Chefs only make the starch, the plastic is made by a smith at the electric smelter.
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Mitsael on August 02, 2017, 05:38:14 PM
The "Industrial Drill" shows me this error, is it serious?

https://ibb.co/hzhwx5
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on August 02, 2017, 05:42:26 PM
Which edition are you using?
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Mitsael on August 06, 2017, 02:00:44 PM
Quote from: Sixdd on August 02, 2017, 05:42:26 PM
Which edition are you using?

Industrial-Drill-Rig-Vanilla-Edition-0.17.1.9
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on August 06, 2017, 02:03:34 PM
Okay, I'm pretty busy right now but I'll have time to get a fix out in the next few days.
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Mitsael on August 07, 2017, 03:55:33 PM
Quote from: Sixdd on August 06, 2017, 02:03:34 PM
Okay, I'm pretty busy right now but I'll have time to get a fix out in the next few days.

Thanks for the help
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: rditto48801 on August 07, 2017, 09:28:48 PM
Quote from: Sixdd on July 21, 2017, 05:36:17 PM
I may consider adding a failsafe recipe to Stuffified Construction for the default wood, for most things though I will just keep adding compatibility through patches. Synthwood is mostly just a fast and cheap method for producing large quantities of wood. You don't really want to make furniture or sculptures from Synthwood but it is durable and good for construction.

A backup recipe for turning wood into synthwood would be nice.
Personally, I dislike Synthwood being the 'default' wood.
In part due to trying to do Tribal themed colonies of late, which have the immersion factor a bit ruined.  Trying to get Synthwood with a Tribal colony is a pain in the rear since the source is not naturally occuring.

An idea/suggestion. (which others have more than likely already suggested the same or similar)
A version that grows in the wild.
Since Synthwood is supposed to be a genetically engineered plant, why not have a variant genetically engineered for handling harsher environments? i.e., one that can survive and thrive in the wild. If plants can survive, and there is soil, it can survive. Fluff text can mention it has very deep roots to get to water and nutrients even normal trees/plants cannot get, which means they cannot be used in hydroponics, and is also what helps it survive even wide temperature ranges. They would also be much slower growing, and yield less, than Synthwood trees. Maybe also grow even in poorly lit conditions? It could also be part weed, explaining why they have spread over most of the planet, long after they are no longer 'needed' (by those who have hydroponics packed full of Synthwood trees...)
The 'wild' version could be called something like Synthwood Shrub, or Fiberwood Tree/Shrub/Bush, or something like that.


Back to the issues at hand.
First, two compatible mods with a few items still stuck only using Synthwood.
Powerless is not fully compatible for me, the Simple Table and Stump Chair still require Synthwood in my game. Were they missed? Everything else is stuffied just fine from what I can see.
Misc Training has two unstuffied things I found. The Martial Arts Target and Shooting Target are not stuffied for me.


I have at least a few mods (including Medieval Times) that have 'broken' progression or reduced functionality because of synthwood at this time.

Tribal Essentials: A few wood only items.  Maybe unrelated to this mod, but woven items it adds have wood items as available materials to make them.
Cave Biome: The Crystal Lamp (nifty 'cold crystal' light) needs wood to make.
Apini - Playable Bee Race: This mod is hit hard by Synthwood. Their Scenario start is Neolithic tech level, and they don't start with wood, just their own building material, Beeswax.  So they can't even build some of their starter items/objects that need wood, which includes their food production.


I do have some basic modding experience with Rimworld (and I have/use Notepad 2), are there any temp fixes I could make on my end to allow items to be made with other types of wood?
Title: Re: [A17b] Sixs' Mod Showcase (July 21st, 2017)
Post by: Sixdd on August 08, 2017, 03:13:42 AM
The Synthwood issue has been brought up a few times, I'm almost at a solution but Synthwood is and always will be a late game tech. Most likely what I'll be doing is separating Synthwood into it's own wood type and make the vanilla game "Wood" item as a craftable wood, this would allow you to craft the generic wood from any wood-like substance or anything that uses the Woody stuff type. Once that is done it would be possible to use things like the Apini beeswax to make the generic wood either automatically or with a patch, I haven't got to using any race mods just yet so I'm not sure how that mod works exactly.

Powerless I have never actually used, I only stuffified the things that I knew would need it, I'll give it another once-over though to include those. Misc Training I'll look at again but I think I already covered the dummies. I may have chosen to stuff the fabric though instead of the wood. Unfortunately with RimWorld you can only stuff one of the materials, the game just doesn't have any way to select multiple variable materials. I can change it though to allow wood to be chosen instead of fabric. Cave Biome I'll take a look at.

Medieval Times I haven't used yet but seeing that a lot of people use it I will be making that a high priority.

I'll have an update out this week with some of these changes.
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Chicken Plucker on August 08, 2017, 09:19:29 AM
Hey there Sixdd, hope you don't mind me "borrowing" your format with having a modlist thread like this, running around updating every thread gets hectic!
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Sixdd on August 08, 2017, 10:33:13 AM
Oh hey, don't worry about me, I took the idea from CuproPanda. And I'm sure he/she isn't the first to do a collection thread either ;)

Actually I haven't seen your thread yet, I'ma go check it out now :D
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Chicken Plucker on August 08, 2017, 10:50:57 AM
Oh it's not out yet, I am still updating the mods then I will make the threado, thanks!
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: DukeAl on August 08, 2017, 01:20:33 PM
Hi, I wanted to try out your stuffified construction mod (v0.17.1.10) today and got an error with additional joy objects (v17.21).
For the test i loaded the following mods in this order:
Hope this helps.

QuoteRimWorld 0.17.1557 rev1146
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="JoyTableBase"><costStuffCount>100</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_CardTable</defName><label>card table</label><description>A table specially made for playing a wide variety of card games. Suitable for 1-4 players </description><graphicData><texPath>Cupro/Object/Furniture/CardTable</texPath><shaderType>CutoutComplex</shaderType></graphicData><statBases><WorkToBuild>10000</WorkToBuild><Mass>7</Mass><Beauty>15</Beauty></statBases><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount><costList><Cloth>10</Cloth></costList><designationCategory>Joy</designationCategory></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><costStuffCount>30</costStuffCount><stuffCategories><li>Woody</li></stuffCategories><defName>AJO_BookRack</defName><label>book rack</label><description>A small bookshelf with a few books. \nBoosts writing speed by 5% when placed near a writing table. Only one book rack can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/BookRack/BookRack</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/BookRack/BookRack_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>20</pathCost><fillPercent>0.2</fillPercent><statBases><MaxHitPoints>100</MaxHitPoints><WorkToBuild>500</WorkToBuild><Mass>12.5</Mass><MarketValue>75</MarketValue><Beauty>10</Beauty><EntertainmentStrengthFactor>0.8</EntertainmentStrengthFactor></statBases><costStuffCount>30</costStuffCount><costList><AJO_PileOfBooks>1</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.05</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>1</maxSimultaneous></li></comps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookshelf</defName><label>bookshelf</label><description>A bookshelf with a variety of books. \nBoosts writing speed by 10% when placed near a writing table. Only two bookshelves can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookshelf/Bookshelf</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookshelf/Bookshelf_MenuIcon</uiIconPath><altitudeLayer>Building</altitudeLayer><pathCost>40</pathCost><fillPercent>0.4</fillPercent><statBases><MaxHitPoints>250</MaxHitPoints><WorkToBuild>1000</WorkToBuild><Mass>25</Mass><MarketValue>200</MarketValue><Beauty>25</Beauty><EntertainmentStrengthFactor>1</EntertainmentStrengthFactor></statBases><costStuffCount>60</costStuffCount><costList><AJO_PileOfBooks>3</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.1</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>2</maxSimultaneous></li></comps><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>60</costStuffCount></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BookStorageBase"><defName>AJO_Bookcase</defName><label>bookcase</label><description>A bookcase with a wide variety of books. \nBoosts writing speed by 20% when placed near a writing table. Up to four bookcases can be linked to a single writing table.</description><graphicData><texPath>Cupro/Object/Furniture/Bookcase/Bookcase</texPath><shaderType>CutoutComplex</shaderType></graphicData><uiIconPath>Cupro/Object/Furniture/Bookcase/Bookcase_MenuIcon</uiIconPath><altitudeLayer>Pawn</altitudeLayer><pathCost>70</pathCost><fillPercent>0.75</fillPercent><statBases><MaxHitPoints>600</MaxHitPoints><WorkToBuild>2000</WorkToBuild><Mass>50</Mass><MarketValue>400</MarketValue><Beauty>50</Beauty><EntertainmentStrengthFactor>1.15</EntertainmentStrengthFactor></statBases><costStuffCount>100</costStuffCount><costList><AJO_PileOfBooks>5</AJO_PileOfBooks></costList><comps><li Class="CompProperties_Facility"><statOffsets><WorkTableWorkSpeedFactor>0.2</WorkTableWorkSpeedFactor></statOffsets><maxSimultaneous>4</maxSimultaneous></li><li><compClass>CompQuality</compClass></li><li Class="CompProperties_Art"><nameMaker>ArtName_Furniture</nameMaker><descriptionMaker>ArtDescription_Furniture</descriptionMaker><minQualityForArtistic>Superior</minQualityForArtistic></li></comps><inspectorTabs><li>ITab_Art</li></inspectorTabs><stuffCategories><li>Woody</li></stuffCategories><costStuffCount>100</costStuffCount></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

[HugsLib] v3.1.2 initialized ModListBackup
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Sixdd on August 08, 2017, 01:52:29 PM
Yeah sorry about that, the latest update to Additional Joy Objects broke Stuffified Construction. Luckily the fix is very easy, just open up the patches folder in Sutffified Construction and delete the file "Patches_AdditionalJoyObjects.xml". Thats all there is to it, that latest update basically does the same thing that that patch did anyway so nothing lost.

~Six
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: DukeAl on August 08, 2017, 01:56:12 PM
Great, thank you
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: cuproPanda on August 11, 2017, 08:14:01 PM
Quote from: Sixdd on August 08, 2017, 01:52:29 PM
Yeah sorry about that, the latest update to Additional Joy Objects broke Stuffified Construction. Luckily the fix is very easy, just open up the patches folder in Sutffified Construction and delete the file "Patches_AdditionalJoyObjects.xml". Thats all there is to it, that latest update basically does the same thing that that patch did anyway so nothing lost.

~Six

Also, I greyscaled the textures, so wood colors will be applied correctly. Sorry about breaking it for those who are using my mod, I didn't mean to release that change until A18
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Sixdd on August 11, 2017, 09:08:53 PM
Oh no sweat man, one less patch to have to maintain :D
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: rditto48801 on August 12, 2017, 06:24:24 AM
Well, I have run into an odd sight.
I am not sure if it is Stuffified Construction related issue, or from another mod, but I noticed a curious structure off in the corner of my colony's map.
A structure made of Deerhide walls.
(cue flat 'what'...)

On a side note, I noticed a lot of stuff in Tribal Essentials already uses 'stuff' in their items, such as Woody, Stony, Grassy, etc. It is just a few items still using WoodLog for cost/fuel type.
So I tossed out a suggestion to Tribal Essential's author to make those last few items use Woody like more or less all the other wooden items in their mod.

Scratch that last bit, found out some non-wood items also use Woody. (I guess it's true they say you can learn something new everyday)
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Sixdd on August 12, 2017, 11:21:51 PM
Hmm... not sure what would cause a wall of deerhide. Stuffified Construction doesn't change the materials a wall can be made of so it would have to be another mod.
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Canute on August 13, 2017, 04:23:25 AM
I saw these animal hide walls at previous Alphas because of the camping stuff.
Tents used walls made from anykind of textiles.
Do you got these tents ?
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: rditto48801 on August 13, 2017, 05:15:28 AM
Quote from: Canute on August 13, 2017, 04:23:25 AM
I saw these animal hide walls at previous Alphas because of the camping stuff.
Tents used walls made from anykind of textiles.
Do you got these tents ?

It is a structure with no doors.
Roughly 7x7 in size, but not fully square, as the 4 corner spaces are 'empty'.

Is it stock or a mod that causes these 'tents' made of textiles?

I was starting to think it was possibly related to Misc MapGenerator.
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Canute on August 13, 2017, 05:19:36 AM
No i mean, do you use the mod that allow you to build/place tents ?
https://ludeon.com/forums/index.php?topic=29145.0
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: rditto48801 on August 13, 2017, 05:29:32 AM
Quote from: Canute on August 13, 2017, 05:19:36 AM
No i mean, do you use the mod that allow you to build/place tents ?
https://ludeon.com/forums/index.php?topic=29145.0

No, not that one specifically, but I do have one of the other mods from the same modder, Set-Up Camp.
The Medium Tent from the Camping Stuff mod is the exact shape/size as the one I found, except with wood floors with an open/dirt spot in the very center, and no door.
Title: Re: [A17b] Sixs' Mod Showcase (August 8th, 2017)
Post by: Dellamorte on August 24, 2017, 05:26:50 AM
Quote from: rditto48801 on August 13, 2017, 05:15:28 AM
Quote from: Canute on August 13, 2017, 04:23:25 AM
I saw these animal hide walls at previous Alphas because of the camping stuff.
Tents used walls made from anykind of textiles.
Do you got these tents ?

It is a structure with no doors.
Roughly 7x7 in size, but not fully square, as the 4 corner spaces are 'empty'.

Is it stock or a mod that causes these 'tents' made of textiles?

I was starting to think it was possibly related to Misc MapGenerator.
This is from misc. map generator.
Title: Re: [A17b] Sixs' Mod Showcase (News Updated: September 4th, 2017)
Post by: Dellamorte on September 13, 2017, 07:16:54 AM
I made a compatibility patch for Right Tool for the Job : Rebalanced and More Linkables, I can not find a thread for More Linkables so I will drop it here.

[attachment deleted by admin: too old]
Title: Re: [A17b] Sixs' Mod Showcase (News Updated: September 4th, 2017)
Post by: Sixdd on September 17, 2017, 07:32:34 AM
Thanks for posting the patch, I've integrated it into the main mod. It'll be in the next release with credit given.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 21st, 2017)
Post by: Sixdd on November 22, 2017, 12:46:40 AM
~Passive Coolers Refuelable~
Updated November 21st, 2017

Description:
This mod allows you to refuel passive coolers with wood saving you the tedious task of rebuilding them every few days. A patch is included for vegetable garden bamboo, also works with Extended Woodworking. The "fuel" it stores is equal to the cost in wood to build and lasts the same length so I figure it's balanced enough just with a bit less micromanagement.

Safe to add mid-game.
Probably NOT safe to remove mid-game!


Download: v0.18.1.0
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Passive-Coolers-Refuelable/releases/latest)

(https://image.ibb.co/dkiXb5/steam_workshop_2.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1207779134)
{Old releases can be found on GitHub (https://github.com/Sixdd6/Passive-Coolers-Refuelable/releases)}

ChangeLog:
For changelogs visit {GitHub} (https://github.com/Sixdd6/Passive-Coolers-Refuelable/releases).

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

Please report any bugs you find in this thread.

Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 21st, 2017)
Post by: kaptain_kavern on November 22, 2017, 12:52:34 AM
Neat!

I had something like that on my to-do list but I'm glad I don't have to do it, myself.

Thank you for the new mod
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 21st, 2017)
Post by: Sixdd on November 22, 2017, 01:17:04 AM
No problem, glad someone likes it, and not even ten minutes in! :D
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 21st, 2017)
Post by: Canute on November 22, 2017, 02:43:49 AM
Simple ideas, good solution in short time of creation ! :-)

Did you allow all "wood" flag resource as refuel or only wood,bamboo ?
VG got ironwood too and another mod offer bones as wood source.



Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 21st, 2017)
Post by: Sixdd on November 22, 2017, 02:51:43 AM
Just those two, I figured if a mod comes around that adds in wood (as in real wood and not bones :P ) I'll add to the patch.
Also, as far as I know you can't use a category on a fuelFilter so it isn't possible to add all types of something easily without adding each one individually. As far as VG is concerned I'll add the ironwood asap, I always forget about that one.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: BlueWinds on November 22, 2017, 01:14:28 PM
Thanks for Passive Coolers Refuelable, it's quite a nice tweak. One request though - can you rename about.xml to About.xml? I know it doesn't make any difference on Windows computers, but those of us playing on linux, the case matters. Mod still works, just throws a big red dev console error because it can't find the file. Thanks.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: Sixdd on November 22, 2017, 04:58:14 PM
Oh, I didn't realize it was supposed to be capitalized, consider it done. GitHub is already updated and Steam will follow shortly.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: Spikedude on November 29, 2017, 03:53:57 PM
Hey, some feedback for you on the organic plasteel mod.

1. Starch/Plastic values are way too high. It's currently set at 100s/plastic and 50s/starch. That's pretty insanely overpowered considering how easy it is to make these items and that plasteel itself is only like 15s/each. I can take all of an exotic trade ship's silver with only about 30 plastic or less. A masterwork grand sculpture made from plastic sells for like 50k. It's nuts so I toned it down to 10% (10s/plastic, 5s/starch) for my own personal use and even then I'd say it's still a bit OP, but less severe. For a more vanilla-balanced value I'd probably put it at 1% of its current value (so 1s/plastic, 0.50s/starch).

2. The crafting times are near-instant which actually results in my crafters *losing* XP when making plastic since the downtime between the actual crafts is longer than the time it takes to make it. Since they aren't sitting and crafting for any meaningful amount of time they don't earn enough XP to offset the decay.

3. The color is definitely *too* white. A more off-white/eggshell color would be more appropriate imo. Something like (210,210,200) looks significantly better than the super pale white you have now. This is just a personal preference thing so it's no big deal.

4. I feel bulk goods traders should also carry/accept starch and plastic instead of only exotic goods traders. I wouldn't consider either of those resources to be "exotic" even on a distant rimworld.

That's it for now. Hope you take my concerns into consideration. Thanks.

EDIT: For reference I'm still playing on A17 and using that version of the mod.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: Sixdd on November 29, 2017, 10:00:47 PM
All good points, I thought I fixed the costs in the last update but apparently I did not. I'll be working on mods again next week most likely so expect an update around then.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: Sixdd on December 03, 2017, 06:38:20 AM
Organic Plasteel has been updated to 0.18.1.1
Serveral balance changes have been made as suggested by Spikedude.

  Plastic and Starch have had their crafting time increased to 7 seconds
  Market values have been heavily nerfed
  Plastic max hp has been reduced to 30, plastic is cheap and fast but highly susceptible to fire.

As always, report bugs here if you find any.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: skywyze on January 24, 2018, 12:11:31 AM
Will Stuffified work with B18?
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: November 22nd, 2017)
Post by: Sixdd on January 24, 2018, 05:29:24 AM
Nope, I haven't had time to work on it. If you want the same sort of features you can use Extended Woodworking and Stuffed Workbenches (I think those are the names) and you'll have most of the features.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: February 28th, 2018)
Post by: Sixdd on February 28, 2018, 09:24:00 PM
~Toolmetrics: Reorganized~
Updated February 28th, 2018

Description:
Toolmetrics is a great mod (link to original (https://ludeon.com/forums/index.php?topic=35460.0)) but sadly it wasn't updated to B18, so I did it myself with a few balance tweaks here and there.

Safe to add mid-game.
NOT safe to remove mid-game!

Credits:
Chronometrics: Original mod author
Sixdd: Tweaked and updated to B18

Original Mod Licence:
"Assets created by me, definitely, 100%, why would I lie here."

Download: v0.18.0.1
(https://image.ibb.co/bw9vVv/Download_Purple.png) (https://github.com/Sixdd6/Toolmetrics-Reorganized/releases)

(https://image.ibb.co/dkiXb5/steam_workshop_2.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1316628775)
{Old releases can be found on GitHub (https://github.com/Sixdd6/Toolmetrics-Reorganized/releases)}

ChangeLog:
For changelogs visit {GitHub} (https://github.com/Sixdd6/Toolmetrics-Reorganized/commits/master).

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

Please report any bugs you find in this thread.

Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: February 28th, 2018)
Post by: Harry_Dicks on February 28, 2018, 11:38:40 PM
Thanks! A dream mod of mine: colonists could automatically swap what tool they have equipped (from Weapon Storage?) based on what job they are doing, and they would actually hold the tool in their hands while working, that's the biggest one :P Maybe a tool inventory slot? I always thought a "slotted" inventory might be interesting for pawns. Like a tool slot, medicine slot, 1 or 2 weapon slots, a drug slot, food slot, maybe a couple more.
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: February 28th, 2018)
Post by: Ubiquitus on March 20, 2018, 10:58:26 PM
A quick question, just to make sure: Toolmetrics should work with Simple sidearms, right? I don't particularly see where it would cause an issue, but I figured I'd ask, just in case one of my errors pops from that. Either way, it's awesome of you to have maintained this mod, thank you!
Title: Re: [B18-A17] Sixs' Mod Showcase (News Updated: February 28th, 2018)
Post by: Sixdd on March 21, 2018, 01:47:13 AM
In my testing, everything works exactly as it did in A17. Though this version works fine I actually would recommend checking out Toolmetrics Redux, it adds new accessory items so that peaceful pawns can get bonuses as well. I don't remember if it is here on the forum but I know it is on Steam workshop, it's the one that I have been using lately :D