PD's Goodies
My custom all in one mod. If you use this mod and get errors or bugs please let me know.
Also I'm all ears for balance suggestions.
-Bravery fixed (flipping table no longer required)
-Blank Book recipe added to Book Table
-Added Light Bulb Plant (Custom temporary texture) Can be planted in pot or ground radiates weak light.
-Bugfixes
-Balance changes
-Processing animals
-2 new wood floor from planks and nails.
What Changed in v14.1,v14.2,v14.3: |
-Bugfixes
-Balance changes
-[Tribal Only] Spells
-[Tribal Only] Catapult
-[Tribal Only] Palantir and beacons for trading
-Winter mask (better than tuque but full head)
-Fez (better than cowboy hat for social impact but no heat/cold protection)
-Walking Cane, small weapon increases movement speed low damage, give it to elders.
-Golden Ring and Necklace, increase social impact plus minor mental resistance.
-Tesla PowerWallV2 as battery, 25k energy storage with %90 efficiency.
-Some weapons retextured.
-Bug fixed etc etc
-Like always playing with new save is a suggestion.
-Glowing rocks made from jade or aquamarine act like Sun Lamp, only tribals can build them.
-Another power conduit which has a light on it. Consumes power but off during the day
-3 New floor lights; 2 for basic lightning 1 for growing, so you can throw Sun Lamps away, create a triangle farm or square or cross-shaped however you want.
-1 Night Standing Lamp that turns itself off during the day.
-Tons of new inspirations
-Tribal only campfire made from rocks, it doesn't disappear when no fuel left.
-Of course, bug fixes balance changes yadda yadda yadda
-Carpentry added. Are you tired of building huge ass rooms with only 3 furniture?(Endtable/Dresser/Bed) This new furniture can only made from planks, nails and leathers in Carpentry Table. They look more beautiful than vanilla ones and give more comfort bonus. Now rooms may look like a real room. (PS, Engineers no longer stick their noses to carpenters' business)
-New walls and doors made from planks and nails. Stronger than normal wood but still flammable.
-Plant extracts added, the more concentrated power of special plants, beware of addictions.
-More weapons; throwing knives/axes, fire staff, pebbles that cut from stone chunks, blood-soaked swords.
-Added turd. Animals now shit randomly each day give you 1-2 pile of manure. This can be mixed with hay grass to enrich soils. Also can be burned for heating, of course smells awful and looks awful.
-Remade lots of textures, they may look bad but almost all of them handcrafted.
-Option to burn corpses in a pyre.
-Added Aquamarine as a gem, Jade and Aquamarine flooring.
-Option to severe head from corpses to use heads as, light source or stool.
-Can make walls from mummified corpses (Doesn't rot) or human meat (rots)
-Advantage flooring, Anti Gravity Floor that increases pawn speed on it.
-Option to make 2 alloys, they can't be found in nature. Electrum (Gold/Silver/Small) and Staballoy (Uranium/Steel)
-MINECRAFT STYLE, option to make stone swords, knives, spears...
-Option to make chemfuel from Bamboo and IronWood if you have Vegetable Garden.
-Capitalism at it's finest, Silver and Gold coins added plus they can be made in smelter. Also paper money added that can't be made.
-Ugly looking Hay Floor for barns.
-More I forgot to mention.
Feature | Details |
|
Book Making | Writing and reading books, permanent light source. [Custom Texture] |
Food Drying | Veggie powder, jerked meat, you lose nutrition when making, no research require [Custom Texture] |
Canning | Canning meat,crops and meals. No nutrition loss. Require research. [Custom Texture] |
Processor | Process corpses into meat and leather, drugs into neutroamine. Faster canning. Even sheriffs can use. [Custom Texture] |
Unlimited Research | Custom unresearchable research to lessen late game lags by forcing suitable pawns to research it. |
Resistance Technology | Walls,doors that don't take any damage from conventional weapons (bullets,sharp attacks etc) Very good for making prisons cause prisoners cannot damage those with their hands. [Custom Texture] |
More Floor | Adds ability to lay devilstrand and blended leather. Requires carpet making. [Custom Texture] |
More Walls / Mud Making | Ability make walls from leather and mud. They are too weak compared to normal walls. [Custom Texture] |
More Foods | Gourment Meal; require Master Chief. Gives better bonus than Lavish Meal. Option to mince meats. Vegan survival meal. Ability to pop corn. Option to research additional foods to consume. [Custom Texture] |
More Spots | Researching and butchering spot works with %50. |
More Plants | Ability to grow mushrooms,insects and lemons. Lemons can made into Lemonade. [Custom Texture] |
More Buildings | Smaller food making stoves,smaller heating stoves, one has emergency heating uses foods textiles etc, smaller generators,smaller and bigger hydroponics, slim solar panels that require research. More beds styles, ability make furniture from leather. Allow ability to make Sculptures(art) from blended leather. [Custom Texture] |
More Hidden Joys | Can you see me? |
Inspirations and Discouragements | Random buffs and debuffs. |

(http://www.modsync.ninja)
Credits:
Book Textures: | cuproPanda (https://ludeon.com/forums/index.php?action=profile;u=43248) |
For AWESOME preview image: | Shotgunfrenzy (https://ludeon.com/forums/index.php?action=profile;u=77238) |
Light up idea of carpentry: | Sandy (https://ludeon.com/forums/index.php?action=profile;u=86650) |
| PD's Goodies | You can download from | Here (https://www.dropbox.com/s/ui9fjrk2jahupeq/PD%27s%20Goodies.zip?dl=0) | |
| Due to university updates may not come for a while |
Has no one tried this out yet? There's a lot in here!
So much useful stuff I'll be sure to use this soon. Maybe try it on a trial world before adding it to my main game.
Sounds like a good QoL package but I'm pretty hesitant about the books. Is there a modular version in the works?
Blast doors don't show up after you research resistance tech. It looks like you tried to combine the template for the base blast door and the actual blast door, and apparently that doesn't work. I hacked together a fix using the core files door as a template, using a base template and a blast door template off of it, and it worked.
Hey! Nice updates! Unfortunately, the post doesn't get bumped if you only edit it! I should recommend making a post on here next time, so that other's can see your new work!
Thank you :)
-Glowing rocks made from jade or aquamarine act like Sun Lamp, only tribals can build them.
-Another power conduit which has light on it. Consumes power but off during day
-3 New floor lights; 2 for basic lightning 1 for growing, so you can throw Sun Lamps away, create a triangle farm or square or cross shaped however you want.
-1 Night Standing Lamp that turn itself off during day.
-Tons of new inspirations
-Tribal only campfire made from rocks, it doesn't disappear when no fuel left.
-Of course bug fixes balance changes yada yada yada
whats book making do? joy?
Quote from: Ruisuki on February 23, 2018, 09:11:31 PM
whats book making do? joy?
Readers get skill points when read them.
Will this hit the SteamWorkshop?
-[Tribal Only] Spells
-[Tribal Only] Catapult
-[Tribal Only] Palantir and beacons for trading
-Winter mask (better than tuque but full head)
-Fez (better than cowboy hat for social impact but no heat/cold protection)
-Walking Cane, small weapon increases movement speed low damage, give it to elders.
-Golden Ring and Necklace, increase social impact plus minor mental resistance.
-Tesla PowerWallV2 as battery, 25k energy storage with %90 efficiency.
-Some weapons retextured.
-Bug fixed etc etc
-Like always playing with new save is a suggestion.
Spells? SPELLS?! Details! ;D
Also, "Fez (better than cowboy hat for social impact but no heat/cold protection)" am I the only one who hates the fez in real life? This is just an asshole comment of mine, but I think a fez looks stupid. I would be the abrasive colonists who gives you -30 to your social impact if you wear a fez around me.
Quote from: Harry_Dicks on February 27, 2018, 07:59:43 AM
Spells? SPELLS?! Details! ;D
Also, "Fez (better than cowboy hat for social impact but no heat/cold protection)" am I the only one who hates the fez in real life? This is just an asshole comment of mine, but I think a fez looks stupid. I would be the abrasive colonists who gives you -30 to your social impact if you wear a fez around me.
Not too fancy though, just remake of all psychic lancers with custom textures. BTW I really don't like fez too but I'm just spawning random ass things I see over net.
Hi,
i just trying out your mod.
I saw many good and interesting idea's and some weired ones. :-)
The nails&plants remind me at bit at superior crafting/HCSK :-)
So much i like the 500HP of a carpentry door, i think thats to much compared to a regular wood door (100 HP).
I think 250 HP are ok, maybe a reinfored one with 500 HP that need a bit more resources and 2-5 steel.
The same to the carpentry wall's.
The carpentry bench need 360W, you should the put the research behind electrity.
Edit: Ok i saw at the def, that the workbench can work without power, but since the bench didn't work at all i don't notice it.
You can craft bed's at the carpentry and tailoring benches, you should lock these recipes behind the bed research.
Edit:
You can craft super cheap comfy bed with leather at the tailoring bench, but nothing similar at the carpentry bed.
The stats of the comfy bed are too overpowered. 200% rest eff. for just 40 textiles ?
I would move the comfy bed's to the carpentry bench, with Nail&plant's + textiles and base max. 125% rest eff. (don't forget it get modified with quality, a masterwork comfy bed got 240%).
Finaly i got power and just notice, no pawn can use the carpentry bench.
I got adv. workbench managment installed and can assign pawn to a bill.
At the bill at the carpentry bench i can select the pawn, but they don't show the skill level.
Similar recipe (Nail&planks) at the crafting spot show the crafting skill level, and they works.
Btw. the mod is at the end of the modlist.
Quote from: Canute on March 01, 2018, 12:44:08 PM
Hi,
i just trying out your mod.
I saw many good and interesting idea's and some weired ones. :-)
Criticism is heard, action is taken. You might wanna redownload.
Thanks for the fixes and balances.
Carpentry table works a bit better now.
At last all the nail&plank recpies are working.
But when i craft furniture (tryed bed and wardrobe so far) nothing is finished and i get the error msg.
JobDriver threw exception in initAction. Pawn=Crafter, Job=DoBill (Job_5741779) A=Thing_CarpentryTable297017 B=Thing_UnfinishedFurniture468162 C=(38, 0, 78), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=DoBill, curDriver=Verse.AI.JobDriver_DoBill
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Error log :https://git.io/vAyp5
Ok, i placed a carpentry wardrobe with dev tools.
And only Guest bed are geting a link to the wardrobe.
It is ok if this is intended, but the description don't say anything.
Same to the carpentry dresser.
Didn't test other furniture so far.
Quote from: Canute on March 02, 2018, 11:10:20 AM
Thanks for the fixes and balances.
Carpentry table works a bit better now.
At last all the nail&plank recpies are working.
Carpentry furnitures only work with carpentry beds not vanilla/comfy beds or any other beds mods add. I got rid of that pesky error it was giving that because I forgot to put 2 letter to one word. Redownload should fix it.
They don't even work with the comfy bed's, but with carpentry bed's.
Quote from: Canute on March 03, 2018, 03:09:45 AM
They don't even work with the comfy bed's, but with carpentry bed's.
Like I said they only work with Carpentry Bed that's not a bug. Point of Comfy Bed is; it has higher stats than normal bed but can't be improved with carpentry furnitures.
Ok, i though all bed's from the mod not only the bed's with the Carpentry name.
But the Comfy bed's still can be improved with Vanlilla dresser/endtable.
So i suggest to fix this.
I think you should patch the vanilla furniture's to use carpentry recipes instead to use own new furnitures.
That's just an idea and i don't think many would like it to craft all furniture instead to construct them.
But the next issue i got.
Since i use this mod, i got a problem with WorkTab.
Pawn's reset or forget Worktab settings.
Since you mod add the new work type, i think it is more your vault then worktab's maybe take a look into it.
Maybe it is related to this error
Called MaterialsNeeded on a Blueprint_Install.
Verse.Log:Error(String)
RimWorld.Blueprint_Install:MaterialsNeeded()
RFF_Code.WorkGiver_ConstructDeliverResourcesToBlueprints_NoCostFrameMakeJobFor:Prefix(Pawn, IConstructible, Job&)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:NoCostFrameMakeJobFor_Patch1(Object, Pawn, IConstructible)
RimWorld.WorkGiver_ConstructDeliverResourcesToBlueprints:JobOnThing_Patch1(Object, Pawn, Thing, Boolean)
RimWorld.WorkGiver_Scanner:HasJobOnThing(Pawn, Thing, Boolean)
RimWorld.<TryIssueJobPackage>c__AnonStorey1:<>m__0(Thing)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
ExpandedRoofing.ClosestThingReachableHelper:ClosestThingReachableWrapper(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch1(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
https://git.io/vAHJP
- Lemon's i think you should add a max. lifetime to that plant, so it need to be replant after 3-5 harvest. Or at last a chance that the harvest destroy the plant.
- 50 meal of various kind, don't you think thats a bit too much. I would limit it to 10. Even the most bulk meal recipes only get 4 or 8 meal's from one recipe.
And maybe a bulk recipe for Fine meal's. But no for the best meal, these need all attention of the cook to be perfect ! :-)
Now trying to advance my tribal's to get the Processor.
Quote from: Canute on March 04, 2018, 03:49:30 AM
Ok, i though all bed's from the mod not only the bed's with the Carpentry name.
But the Comfy bed's still can be improved with Vanlilla dresser/endtable.
So i suggest to fix this.
I think you should patch the vanilla furniture's to use carpentry recipes instead to use own new furnitures.
That's just an idea and i don't think many would like it to craft all furniture instead to construct them.
But the next issue i got.
Since i use this mod, i got a problem with WorkTab.
Pawn's reset or forget Worktab settings.
Since you mod add the new work type, i think it is more your vault then worktab's maybe take a look into it.
Maybe it is related to this error
- I don't think it's my mod's fault to reset that, because I'm using Fluffy's WorkTab myself without an issue. Just make sure load this mod at last.
- Just to be sure I loaded this mod on ongoing save, there wasn't any issue. I suspect from RimWorld Minions, because they have "Jobs" such as cleaning or hauling. Maybe load it after my mod, can fix issue.
- I like 50x meals when you have big colony it helps, sure I can add more type and make that cooks make them little bit slower to compensate multitude.
- I think lemons are fairly balanced. They have long growth time and they have high harvest threshold, it's hard to early harvest when things go wrong, kinda like devilstrand. More risk more reward.
- I concur about comfy beds should not get bonus from furnitures, already fix that and removed artistic tag.
- the thing is I don't want vanilla furnitures to use my carpentry bonuses, main reason of making this mod is making bed was too easy, this gives people little bit hard time but with good reward. I thought about making ALL furnitures like carpentry so you couldn't make vanilla furnitures without carpentry table, then some of modders warned me that would be not a good idea, may cause bugs on other mods that inherit from vanilla furnitures.
Just curious,
Canned meal's only need half that much can's then you produce meals.
Should it from the logic be the same amount ? :-)
5/25 canned crop/meat need the proper amount of can's
While the 50 version work's with steel maybe it should can's too.
Maybe add a make 250 can's version and remove the make 5 can recipe.
About your metal's
You sure about the recipes ?
Currently 100 silver + 10 gold for 1 electrum
Shouldn't it give more like 100 electrum ?
At moment i rather would create stuff out of gold then to refine electrum, which got lesser beauty.
Staballoy isn't that worse, but still bad.
I would increase the output to 100 too.
And maybe add a Process creature recipe to the Procesor.
Yes i know it isn't realy nessesary.
I think you add the Process human recipe to avoid the butcher human bad mood.
But i think some people would like to process animals too. Minced meat stack higher and you don't need to convert the leather.
You have a 2. Tabledhote entry in the def's, but no recipe for it.
You allready add some nice floors with the blended leather.
But since we allready got wood planks, why not creating 1-2 parket floor types with them ?
Beauty 2, 10 planks, 10-15 work (since it isn't modern click-parkett).
Quote from: Canute on March 07, 2018, 05:05:28 AM
About your metal's
You sure about the recipes ?
Currently 100 silver + 10 gold for 1 electrum
Shouldn't it give more like 100 electrum ?
At moment i rather would create stuff out of gold then to refine electrum, which got lesser beauty.
Staballoy isn't that worse, but still bad.
I would increase the output to 100 too.
And maybe add a Process creature recipe to the Procesor.
Yes i know it isn't realy nessesary.
I think you add the Process human recipe to avoid the butcher human bad mood.
But i think some people would like to process animals too. Minced meat stack higher and you don't need to convert the leather.
You have a 2. Tabledhote entry in the def's, but no recipe for it.
You allready add some nice floors with the blended leather.
But since we allready got wood planks, why not creating 1-2 parket floor types with them ?
Beauty 2, 10 planks, 10-15 work (since it isn't modern click-parkett).
Kinda right about metals, no objection about that. Electrum is small metal like Gold,Silver , Staballoy on the other hand is big metal like steel,plasteel. Recipes fixed in next patch.
Point of these alloys is make bridge between two metals. Gold will be better than Electrum as beauty wise but quantity is smaller its a choice not achievement for better look.
Tabledhote entry was old date, removed from game in next update. Can see error, will not repeat after save.
Processing animals added.
Added 2 new floor that can be made with planks and nails.
-Bugfixes
-Balance changes
-Processing animals
-2 new wood floor from planks and nails.
I notice something odd.
It is the first time i planted Glowstool.
I notice, like their name say, they emmite some light 50% so i thought adjacent light source which give 50% to the glowstool field shouldn't hurt.
But even 50% let them die.
Maybe change this or adjust the description "that any non mushroom light will let them die slowly".
can u add lemonade to drug list for order ur colonist to drink it every day ?
Hi!
I may be missing something really obvious, but I can't figure out how to get empty books for book making. Do you get it from traders?
(╯°□°)╯︵ ┻━┻
Can u make separate books module?
Or put this mod into modules?
-Bravery fixed (flipping table no longer required)
-Blank Book recipe added to Book Table
-Added Light Bulb Plant (Custom temporary texture) Can be planted in pot or ground radiates weak light.