I play, I find something I want, I make a mod to do it.
These are the resulting mods.
(Or just look at the Steam collection (http://steamcommunity.com/sharedfiles/filedetails/?id=1324068258), and I check Steam more often than here)
Smart Medicine (https://ludeon.com/forums/index.php?topic=39187.msg399181#msg399181) | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/Rimworld-SmartMedicine/releases) | Medicine from inventory, other smart medicine decisions |
Gear Up And Go (https://ludeon.com/forums/index.php?topic=39320.msg400703#msg400703) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1316142788) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/Rimworld-GearUpAndGo/releases) | A button to gear up, draft, and go to a spot (and wear from inventory) |
Safely Hidden Away (https://ludeon.com/forums/index.php?topic=39333.msg400845#msg400845) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1322196379) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-SafelyHiddenAway/releases) | Remote colonies don't get raided or visited as often |
Meals On Wheels (https://ludeon.com/forums/index.php?topic=39349.msg401095#msg401095) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1323773476) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-MealsOnWheels/releases) | Meals are dropped from animals, if needed |
Five Second Rule (https://ludeon.com/forums/index.php?topic=39354.msg401138#msg401138) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1324190225) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-FiveSecondRule/releases) | Deteriorated resources are refreshed under a roof |
Enhancement Pack (https://ludeon.com/forums/index.php?topic=40569.msg403788#msg403788) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1339135272) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-EnhancementPack/releases) | Various small enhancements |
Room Food (https://ludeon.com/forums/index.php?topic=40570.msg403792#msg403792) | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1339148170) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-RoomFood/releases) | Colonists prefer getting food from the dining room |
Mining Priority (https://ludeon.com/forums/index.php?topic=40697.msg404477#msg404477) | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1345928533) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-MiningPriority/releases) | Mine valuable ore first ; Restrict to best miners |
Thick Armor | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1321600671) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-ThickArmor/releases) | Armor with two layers is applied twice (straight-up buff) |
What Is My Purpose | (http://i.imgur.com/LHkCJRF.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1346064449) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-WhatIsMyPurpose/releases) | Show pawn's target, click to look at it |
Use Bedrolls | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1353625821) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-UseBedrolls/releases) | Bedrolls are used from the inventory |
Share The Load | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1356838246) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-ShareTheLoad/releases/) | Multiple pawns can deliver resources to a building |
Replace Stuff | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-ReplaceStuff/releases) | Replace building materials in-place, without deconstruction |
Random Research | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1374065851) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-RandomResearch/releases) | Research is decided randomly. And you don't even know what's being researched |
Fuel Economy | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1498067736) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-FuelEconomy/releases) | Transport pods use less fuel when sending less mass |
The Price Is Right | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1498070208) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-ThePriceIsRight/releases) | Buffs to trade caravans: sell prices are better; Mood buffs |
Stockpile Ranking | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1558464886) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-StockpileRanking/releases) | Ranked filters: stockpiles prefer certain items, but if none are available, allows others |
Crazy Cat Lady | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1679934065) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-CrazyCatLady/releases) | A trait that makes you happy, but distracted by cats. |
Everybody Gets One | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1687566130) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-EverybodyGetsOne/releases) | Craft things until there's one for each colonist. |
Ground Scanner Re-do | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1689054668) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-GroundScannerRedesign/releases) | (1.0)Re-thinks how it works - builds area over time, detects surface resources. |
Build From Inventory | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1691419062) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-BuildFromInventory/releases) | Construction can use materials from inventory |
List Everything | (http://i.imgur.com/LHkCJRF.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1706669545) | (https://i.imgur.com/Td7nK96.png) (https://github.com/alextd/RimWorld-ListEverything/releases) | List and Alert for custom searches |
B19 versions : Click here (https://www.dropbox.com/s/5xooohxsav3ddtt/TDB19Mods.zip?dl=0)
Hi, thanks for these mods! I had no idea just how needed half of these were until I got them in game. You've really saved me a bunch of trouble with the first 5 alone. ;)
Just an observation from trying out your "What Is My Purpose" mod: This is absolutely useful, I love it as it helps me keep better track of what my pawns are doing much more quickly, but you might want to note for those that also use Hugs' Allow Tool (https://ludeon.com/forums/index.php?topic=17218.0), in order for both of these to work correctly, WIMP ( ;D) has to go before it in the mod listing.
What a doozy of a problem. AllowTools Right-click menus disabled if loaded before WIMP.
I can't fix it myself: AllowTools has a check that its patch only runs once, but if it loads before WIMP, both patches need to run again (for reasons), but AllowTools stops itself since it already "ran", and the end result doesn't get its patch.
Nudged an update to AllowTools: https://github.com/UnlimitedHugs/RimworldAllowTool/pull/21
For now, load WIMP first.
Thanks! Just saw the updates here and to Allow Tool. All is well now, either way it goes in the list. 8)
THE BEDROLL MOD
OH MY GOD
GOD BLESS
Very refreshing mods you have in your collection, thanks for all of them - they're very useful indeed. Regarding to 'Share the load' - can you make a multiple constructors to work on the same building (in the same time), to speed up the construction process?
Also I have a mod idea for you: enable a check for pawns that before they'll 'hit the hay' they will clean the surrounding (the room); let's say the cleaning will be triggered automatically when a pawn is in a tile adjacent to the bed tile; or whenever the pawn is in the bedroom... What do you think?
A mod like that would save me a lot of tedious micromanaging, when it comes to keeping bedrooms clean and I don't have to dedicate an extra cleaner. Thanks in advance. But no worries if it sounds too complicated.
Is share the load compatible with "Pick up and haul (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058)"? I mean, I will see in a minute, but if it's not it would be great if it was. Possibly it is, because pawns don't use the mod when constructing, as in... they don't haul to a structure by using their inventory like they do when hauling to a stockpile.
Let's see:
Multiple constructors would be its own mod, pretty much entirely new. I'm not seeing a big need for it since there's always more than one thing to build, and you probably want skilled builders only on some things.
Cleaning before sleeping is possible, but I am using Work Tab and scheduling a few hours a day to cleaning to keep things clean.
Pick Up And Share The Load ::: well first, PU&H would need to deliver to frames, then ShareTheLoad woud handle that.
Yeah, I have to mess with the Fluffy's scheduled work tab, have never used that option since I have that mod.. Thanks for the hint and keep up the good work!
(I guess posting an update gets attenion)
Replace Stuff! Replace Stuff replaces stuff in-place so your freezer stays indoors when replacing walls or adding coolers, and, check the Steam page (https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680) for more info.
1.0 version of these Mods are available on Github
Quote from: Uuugggg on June 19, 2018, 08:12:53 PM
1.0 version of these Mods are available on Github
Nice, that was fast, thanks!
[1.0] With Replace Stuff attempt to lay conduit under smoothed stone wall designates wall to be mined.
Quote from: Oblitus on June 28, 2018, 05:51:56 PM
[1.0] With Replace Stuff attempt to lay conduit under smoothed stone wall designates wall to be mined.
Came here to report the same problem.
Huh, new smoothed walls are still 'mineable'. Okay that's updated : https://github.com/alextd/RimWorld-ReplaceStuff/releases/tag/v1.3.2
Woo! Thanks, this bug was keeping me from using this mod, which makes underground building a LOT more convenient.
Mod broke with .1975 again, a method was removed so you get this error when starting Rimworld:
Error while instantiating a mod of type Replace_Stuff.Mod: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: No target method specified for class Replace_Stuff.Virtualize_WorkToMake
I made a pull request with a fix.
Enchancement Pack mod broke, it spews "harmony" errors on game load and million of "reference not set to an object" errors when you try to load a game
Thanks for updating Uuugggg! Most of these mods are on my must have list for playing. I can't wait to play some B19 with them
New little mods:
Fuel Economy
Transport pods use less fuel when sending less mass
The Price Is Right
Buffs to trade caravans: sell prices are better; Mood buffs
I get this error when I use ReplaceStuff and the mod does not work in my game:
Could not find a type named Replace_Stuff.Designator_ReplaceStuff
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
That'd be a missing dll;
That sounds like you downloaded source instead of the release
If I'm getting this on TPIR:
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Verse.Log:Warning(String, Boolean)
RimWorld.DefOfHelper:EnsureInitializedInCtor(Type)
RimWorld.StatDefOf:.cctor()
System.RuntimeMethodHandle:GetFunctionPointer(IntPtr)
System.RuntimeMethodHandle:GetFunctionPointer()
Harmony.ILCopying.Memory:GetMethodStart(MethodBase)
Harmony.PatchFunctions:UpdateWrapper(MethodBase, PatchInfo)
Harmony.PatchProcessor:Patch()
Harmony.HarmonyInstance:<PatchAll>b__6_0(Type)
Harmony.CollectionExtensions:Do(IEnumerable`1, Action`1)
Harmony.HarmonyInstance:PatchAll(Assembly)
The_Price_Is_Right.Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
no matter where I move it around (put it last and still gives the error), is that an indicator of something known? I want to say it's maybe due to a Harmony version difference that could be addressed, but I've really no idea.
Thank you for the updates yet again, can't play without these mods!
Unfortunately for me, seems like Five-Second Rule likes to mess with my Caravan & Trading UIs. This one with the Caravan in particular:
Exception filling window for RimWorld.Dialog_FormCaravan: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StoreUtility.GetSlotGroup (Verse.IntVec3,Verse.Map) <0x0000c>
at Five_Second_Rule.RestoreHPToSafeItem.Restore (Verse.Thing,Verse.Map) <0x000f9>
at Five_Second_Rule.TryAbsorbStack_Patch.Postfix (Verse.Thing) <0x0001e>
at (wrapper dynamic-method) Verse.Thing.TryAbsorbStack_Patch1 (object,Verse.Thing,bool) <0x001c1>
at Verse.ThingWithComps.TryAbsorbStack (Verse.Thing,bool) <0x000de>
at Verse.ThingOwner`1<Verse.Thing>.TryAdd (Verse.Thing,bool) <0x004ca>
at RimWorld.Dialog_FormCaravan/<AddItemsFromTransferablesToRandomInventories>c__AnonStorey0.<>m__0 (Verse.Thing,Verse.IThingHolder) <0x00079>
at RimWorld.TransferableUtility.Transfer (System.Collections.Generic.List`1<Verse.Thing>,int,System.Action`2<Verse.Thing, Verse.IThingHolder>) <0x00152>
at RimWorld.Dialog_FormCaravan.AddItemsFromTransferablesToRandomInventories (System.Collections.Generic.List`1<Verse.Pawn>) <0x004d7>
at RimWorld.Dialog_FormCaravan.TryReformCaravan () <0x0006c>
at RimWorld.Dialog_FormCaravan.DoBottomButtons (UnityEngine.Rect) <0x002d2>
at RimWorld.Dialog_FormCaravan.DoWindowContents (UnityEngine.Rect) <0x00c56>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
I lost track of the Trader UI error I had, but if I come across the problem in-game again, I'll be sure to copy it over & post here. It seems like this bug is literally eating my stock of items away & traders get the items for free until the stacks "stabilize" at a certain point. I notice the numbers changed.
In terms of Caravan, it won't let me off the UI screen & tells me to select a non-downed colonist when I'm over capacity. When I have this disabled, it just lets me go back to world & be immobile, but when this happens, the above error pops up in my log.
Any chance of helping me track down the reason why I cant change BP stuff?
TPIR's StatDefOf is not an error, not a problem, but can fix that eventually
Five_Second_Rule can fix that .. soon.
Changing BP stuff? That's not a feature... YET. Soon. It's coming.
Five Second Rule updated with more null checks : probably fixes that error, I didn't see it myself.
And, well, Replace Stuff I guess had blueprint replacement before, but there is a new update so check again and give more details if blueprints can't change.
Is it just me the mod Replace Stuff stopped working for since updating it for b19? I can't replace walls by building new ones with different material on top of them, same goes for benches. Nothing happens.
/shrug
1.0 is the next big thing so B19 problems gonna stay ;
(anyway I didn't have problems with b19?)
Stockpile Ranking!
Ranked filters: stockpiles prefer certain items, but if none are available, allows others
Stockpile Ranking is beautiful & just what I have been desiring! I thank you for this. 8)
But I'm guessing at the moment it only seems to work with Vanilla storage systems at the moment? I ended up getting red errors thrown upon loading, and it mentioned items from other mods like Storage Solutions (https://steamcommunity.com/sharedfiles/filedetails/?id=895944018) and even Miscellaneous MAI (https://ludeon.com/forums/index.php?topic=3612.0) have object reference errors. (the MAI construction station has a stockpile on it as well, which is probably why it's mentioned in my error log.) I also have Tam's Kitchen Counter & shelves (https://ludeon.com/forums/index.php?topic=28381.0) mod fixed up to 1.0 for personal use & it threw this same type of error.
Error while resolving references for def AIPawn_ConstructionStation: System.NullReferenceException: Object reference not set to an instance of an object
at Stockpile_Ranking.RankComp.Get () <0x0000c>
at Stockpile_Ranking.TryNotifyChanged.Prefix (RimWorld.StorageSettings) <0x0001c>
at (wrapper dynamic-method) RimWorld.StorageSettings.TryNotifyChanged_Patch1 (object) <0x0001c>
at Verse.ThingFilter.SetAllow (Verse.ThingDef,bool) <0x00095>
at Verse.ThingFilter.CopyAllowancesFrom (Verse.ThingFilter) <0x000d0>
at (wrapper dynamic-method) RimWorld.StorageSettings.CopyFrom_Patch0 (object,RimWorld.StorageSettings) <0x00042>
at RimWorld.BuildingProperties.ResolveReferencesSpecial () <0x001a0>
at Verse.ThingDef.ResolveReferences () <0x0008b>
at Verse.DefDatabase`1<AIPawn.ThingDef_Building_AIPawnConstructionStation>.ResolveAllReferences (bool) <0x00238>
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Hello, I have a small problem with one of your mod, "Share the load"
It works perfectly but, after ten hours of game, the game has some very hard fps drop when i right click. It happen on 2 different pc with very good setup (more than 12 gb ram, gtx 1080..) and when i disable your mod, no more fps drop.
There is nothing in the error log, i've already disabled all mod, put one by one on, but it's the only mod who cause me trouble.
Do you have a idea ? Thanks !
Any way for the enchancement pack to have an option to hide power conduits? They fugly!
Well Share The Load has a setting to disable that last added feature, should fix right clicking problems?
Don't see how it could cause a slowdown though :/
Stockpile Ranking is also probably fixes for those other mods with new storage as well
i have a question about replace stuff mod, for ver 1.0 why i cant' build wall or anything else over the ore/minable things ? it's just me or anybody have a same problem with me ? because before on B19 it's still orking perfectly
Quote from: aditaja on November 22, 2018, 09:21:02 AM
i have a question about replace stuff mod, for ver 1.0 why i cant' build wall or anything else over the ore/minable things ? it's just me or anybody have a same problem with me ? because before on B19 it's still orking perfectly
I also had this problem over month ago, quess it still didn't get fixed.
What are the negative consequences of using Stockpile Rankings + Extended Storage?
I noticed the red errors (same as Tenshi) for the first time today because I only get them when starting the game without dev mode, while in dev mode they never appear.
In my game all the Extended Storage containers are working fine with Stockpile Rankings. I can open their storage settings, set SR-filters and my pawns will haul everything accordingly. Despite the errors at startup everything works as advertised.
I never used Stockpile Rankings, but what i read at the description, Extended storage allready use similar system.
Allow all at default but limit it to the first item that got stored onto. Because a different item would block the input cell of the storage.
I would exchange the loadorder of these 2 mods to check if that helps.
But when Extended storage furniture work's like intended i would ignore these error.
Yes, you can store only one type of item in each ES container. Still the SR filters are very useful here, because they let you define which item gets restocked once the container is empty. A kitchen tray for example, that should be restocked with fine meals instead of simple meals when they are available. This works even better in conjunction with the Search Agency mod, which allows you to set that the container will only gets restocked once it is empty.
I will try different load orders to see if the errors go away!
I have tried different load orders and the errors won't go away.
Uuugggg, even though the stockpile rankings are working fine with the ES containers already and it would be a shame not to take the final step to remove these errors ;), if you don't want to do this could you just exclude the troubled items from your mod's routines please, so ES users can at least play with SR for all other types of storage?
Here are the defNames of all containers:
Storage_Basket
Storage_HazMatContainer
Storage_Locker
Storage_MedicineCabinet
Storage_Skip
Storage_TrayRack
Storage_WoodenPallet
Storage_FabricHamper
Also would like to chime in, the specific error I listed in my previous post includes the Miscellaneous MAI construction station (Thing def = AIPawn_ConstructionStation), and I'm still getting errors for that specifically on start-up with this mod enabled. More or less the reason is it's setup to be a stockpile that takes the required ingredients to build a MAI (almost like a hopper?). Otherwise, everything else I mentioned before is working as should, it just kind of slows down the initial loading process when that error happens...
Was hoping to get some help here with the mod Replace Stuff. When I click replace and choose the material, it just keeps on showing the material with a 0 count, even if I have that material and cant replace anything.
Update Stockpile Ranking to not error on load with Extended Storage (and others probably).
I, uh, don't see them working together though, I can see there's something different with Extended Storage having User/Store filters, so that'd be confusing to figure out and make work.
I should mention among TD Enhancement Pack's many amazing features, it recently got:
ZOOM TO MOUSE
So I am pinging this thread to mention it.
Is Replace Stuff okay to use alongside Better Coolers & Vents? I use those which changes the vanilla coolers/vents to in-wall objects rather than solid wall objects themselves
Would it be possible for Replace Stuff to enable replacing regular doors with autodoors?
That's a feature I was hoping it would have already but alas it seems to not. Unless that's a mod conflict on my end, anyway.
Yea what? Replace Stuff should let you make doors into autodoors.
Replace Stuff okay to use with other cooler mods - you can turn off Replace Stuff vents in the settings.
Btw everyone, 3 new mods:
Crazy Cat Lady
-A trait that makes you happy, but distracted by cats.
Everybody Gets One
-Craft things until therrs one for each colonist.
Ground Scanner Re-design
-Re-thinks how it works - builds area over time, detects surface resources.
Annd there's a Build From Inventory mod now.
Annnd a List Everything Mod
I wanted to use Replace Stuff alongside Materials for Coolers (https://steamcommunity.com/sharedfiles/filedetails/?id=1502218585). However, replace stuff includes a cooler designed for double-walled freezers. This item is nifty, but it's put into a context menu on the stock and modded overwall coolers- preventing Materials for Coolers' context menu to choose material and forcing coolers built to be wood.(see attachments)
I was able to find a hacky middle option(renaming OverWallCoolerVent.xml and CoolerOverWallPatches.xml) which allows material selection but with a visual bug- the constructor shows the input and output of a wide cooler, though a regular cooler is built. Of course, this means losing overwalls as well.
In the end I just uninstalled Materials for Coolers. If the wide cooler could be added as its own item(you're making space for it by hiding the stock coolers that your over-walls make obsolete) it should at a minimum allow MfC to pick stuffed stock coolers, yeah?
ps, the other mod's author is also aware and might find a fix on their end as well.
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I encountered a bug with the "Replace Stuff" mod. I'm not sure if it's due to a mod interaction, as I didn't do that much testing aside from determining which mod was responsible for the bug.
Basically, when a colonist grabs a meal to take it to a table to eat, when they get to the table, the meal disappears and they are still hungry so they go grab another meal, etc. etc.
Greev,
when you post a problem you allways should take a look at the log window to check if some error (red text) happen.
When there are no error say so, if not include the full log file and modlist to your problem.
If you use hugslib mod too, use the green "Share log" button that include modlist + log.
Hi! I really love all your mods (especially replace stuff, share the load and enhancement pack) and i find that vanilla should have all this behaviours. All i wanted to say is keep up the good work and i'll wait impatiently for your mods to update, and hope you'll make many other great mods! :D
I guess I'll update this post to 1.1
Hi, i have a problem with ReplaceStuff mod - basicly, when i activate it, i cant build anything. I tried to modify a mod load order, but i doesnt work. I tried some advices from Steam Workshop, but theres only this about load order. Can i ask You for a help?