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RimWorld => Mods => Releases => Topic started by: Telkir on June 29, 2014, 10:58:53 AM

Title: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on June 29, 2014, 10:58:53 AM
(http://i.imgur.com/QZV8jd4.png)

Vanilla-friendly mods for a better RimWorld!
Current stable version 2.0.2 for RimWorld 1.0

New in v2.0.2
Took long enough, but fixed the supported version format in the "About.xml" of all mods to get rid of console warnings. Also made a fix for MoreFloors to use the correct edge blending type for jade and plasteel floors.
Existing users of 2.0.x can download this patch (http://bit.ly/TMods-202-patch) and extract it into your Mods folder, overwriting any old files.

v2.0.1
Added some translations created by Ludeon forum and Steam Workshop users. Thanks go to:
CANALETA (Spanish and Latin American Spanish for all mods),
TeiXeR (German for ExpandedCrops), and
master_wu (Simplified Chinese for ExpandedCloth, ExpandedCrops, and MoreBedsCloth).


v2.0.0
Nothing at all, just a bump in version number now that the mod is out for RimWorld 1.0. Hopefully I didn't miss any significant balancing changes between B19 and 1.0, but if I did, let me know and I'll get around to it.

(http://puu.sh/ohV7W/a2d99e5e00.jpg)

(http://i.imgur.com/jeJfyUc.jpg)

[T] ExpandedCloth :: Tweaks the game's cotton and cloth system.
 ● Cotton plants yield raw cotton fibre. No more magical cloth directly from plants!
 ● A new research topic, cotton processing, will unlock the textile bench
 ● The textile bench must be used to produce cloth from raw cotton fibre
 ● You can also deconstruct unwanted apparel into cloth at the textile bench
 ● Using MoreBedsCloth? Build padded sleeping spots as a stopgap until you have cloth for real beds

[T] ExpandedCrops :: Expands and refines the fruit and vegetables your colonists can grow.
 ● Three new crop types - tomatoes, lettuce, and carrots
 ● Two new meal types - salad requires lettuce and berries, and soup requires tomatoes, carrots, and potatoes
 ● New bulk cookery bills for cooks who are sufficiently skilled
 ● New kitchen cupboard that boosts the productivity of a nearby stove

[T] MiscStuff :: Things that don't fit anywhere else.
 ● One new wall type, the scrap metal wall - weak but cheap and fast to build
 ● Alert lamps that glow in various colours depending on colony threat (requires colored lighting research)
 ● Threat sensors to provide data to alert lamps - without one, they're useless

[T] MoreBeds :: Bored of plain beds? Indulge your inner decorator with new bed graphics and colours.
 ● Adds five new colour styles for normal, double, and royal beds
 ● MoreBedsCloth changes all beds to require some cloth to build, while MoreBedsVanilla doesn't - use one, not both!

[T] MoreFloors :: You can never have too many styles of flooring!
 ● Adds six new styles of wooden flooring (plus straw floors for that barn feel)
 ● Adds five new styles of stone flooring in all five stone colours (for a total of 25 new stone floors)
 ● Adds eight styles of chequered stone floor in various combinations
 ● Adds six new carpet colours - orange, yellow, turquoise, purple, black, and white
 ● Adds a new style of chequered carpeting in all colours
 ● Adds a new style of wool carpeting in all colours, requiring woven wool from the new loom workbench
 ● Adds plasteel and jade flooring perfect for end-game colonies

[T] RawCropThoughts :: Adjusts vanilla crops with added detail.
 ● All vanilla crop items now give specific colonist thoughts if they are eaten raw


(http://puu.sh/qGWNF/f54ea0461f.png) (http://www.nexusmods.com/rimworld/mods/42/?) (http://puu.sh/qGWOU/661530ea8a.png) (http://bit.ly/TMods-202)
(http://puu.sh/qGWZ9/bab6b8829a.png) (http://bit.ly/TModsSteam)


Compatibility Notes
 ● MoreBeds has integrated compatibility with Anonemous2's More Furniture (https://ludeon.com/forums/index.php?topic=16977.0)
 ● More compatibility to come!

Optional Downloads
 ● Jabbamonkey's HD Textures (for CoreCropTweaks, ExpandedCloth, and ExpandedCrops) - from this thread (https://ludeon.com/forums/index.php?topic=10895.0)

Mods From Other Modders
 ● Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) by dismar - takes the idea of expanding the crops your colony can grow and runs with it into the far distance!
 ● Architect Sense / Stuffed Floors (https://ludeon.com/forums/index.php?topic=16120.0) by Fluffy - an excellent mod for keeping your architect menu tidy. It completely integrates all of the added flooring styles in MoreFloors with only one minor drawback of not having per-floor work-to-build, beauty, and materials required.
 ● More Furniture (https://steamcommunity.com/sharedfiles/filedetails/?id=929270780) by Anonemous2 - if you like giving your colonies a bit of character with extra decorations and... well... more furniture, this mod is definitely for you.


Source Code
 ● Available on request! :)

Installation
IMPORTANT: Unless you're using a TMods patch designed for older versions, make sure you delete any old versions of TMods before extracting the new ones! Filenames may change between versions and other differences may be present. Overwriting an old installation will almost always cause errors.

To install TMods, simply unzip the mod's zip file into your RimWorld "Mods" subfolder, load RimWorld, then activate the parts you want to use by clicking the Mods button on the main menu and ticking the mods to enable.

License
You're welcome to do pretty much whatever you like with all of my mods, but you may not directly sell or lock behind a paywall anything that includes them (taking donations is fine, though). If you use some or all of T's Mods in your own mod or modpack, please credit me and include a link back to this forum post or the mod's RimWorld Nexus page. Thanks!

Credits
Some artwork in T's Mods may be based on existing sources - see credits.txt within each mod's About folder for links to sources. All such art is at least "free for non-commercial use" to the best of my knowledge.

Translators:
These folks have generously spent the time to create translations for T's Mods, either here or on the Steam Workshop. Thanks!
• Latta (https://ludeon.com/forums/index.php?action=profile;u=35458)
• Raccoon (https://ludeon.com/forums/index.php?action=profile;u=54199)
• Candacis (https://ludeon.com/forums/index.php?action=profile;u=54898)
• TeiXeR (https://ludeon.com/forums/index.php?action=profile;u=88524)
• Proxyer (https://steamcommunity.com/profiles/76561198257945076)
• CANALETA (https://steamcommunity.com/id/canaIeta)
• master_wu

Special mentions to:
• Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346) - for being an inexhaustible font of modding knowledge
• Shinzy (http://ludeon.com/forums/index.php?action=profile;u=8918) - for artwork
• dismar (https://ludeon.com/forums/index.php?action=profile;u=42856) - for polishing some of my patches
• Helpful Bot (https://ludeon.com/forums/index.php?action=profile;u=59533) - for suggesting a floor made from jade
You, the RimWorld community - for being generally awesome and supportive

Changelog
See the "T-readme.txt" included in the download for a history of changes.

(http://verify.modsync.ninja?0188bae2-ebfa-4297-a2d3-514b529593c1) (http://www.modsync.ninja)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: billerinstinct on June 29, 2014, 12:41:09 PM
Great work but the download seems broken on Nexusmods site.
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: V3cta on June 29, 2014, 01:07:07 PM
Hey there.

Looks very good, but as billerinstinct said, downloads are broken. :)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: billerinstinct on June 29, 2014, 01:18:16 PM
Thank you for the quick mirrors!
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Telkir on June 29, 2014, 01:18:37 PM
Whups, sorry about the broken Nexus downloads - not sure what's happening there. I've tried re-uploading them but I'm also getting "An error has occurred". Maybe it takes a few hours for the files to filter through Nexus's system?

Meanwhile though I added some Mediafire mirrors which seems to be working better, so grab them through those, and thanks for checking it out! :)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: V3cta on June 29, 2014, 01:46:09 PM
This could be the reason Telkir. Thank you for the mirrors! :D

Edit: Tested the mod a bit. Very nice Textures! And the requirement for cotton cloths is a great addition. Keep up the good work.  :)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Cala13er on June 29, 2014, 02:21:05 PM
Really nice collection of stuff here, keep up the good work :)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: iame6162013 on June 29, 2014, 03:30:36 PM
these are some nice floors :)
Title: Re: [MOD] (Alpha 4F) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: PunisheR007 on June 29, 2014, 09:49:45 PM
Awesome mod, the floors are great and new resources, only thing that turns me off is cotton to build beds?.
Keep up the great work T.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Telkir on July 06, 2014, 06:57:38 AM
Tested and updated for Alpha 5.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: ghandhi_rules on July 06, 2014, 12:18:57 PM
I also find the cotton requirement for beds to be daunting.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Telkir on July 06, 2014, 02:04:01 PM
Yeah, it's a good point. I'll rip out the cotton cloth requirement for beds and put it in a separate mod tomorrow if I get chance. I didn't split cotton for beds into its own sub-mod because it seemed like such a small thing and I wanted to aviod ending up with a dozen or so really miniscule changes that each have their own mod.

On reflection this is a good change, though, because it'll tie into something else I wanted to add - varied bed colours! Once done folks can make a choice for their beds, similar to how you can choose CottonCarpets or MoreCarpets.

I was also wondering about creating something to bridge the gap between a basic sleeping spot and a full bed, perhaps a "Padded sleeping spot" that needs just unprocessed cotton fibre...

Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: murlocdummy on July 06, 2014, 02:26:32 PM
You made new thoughts?  That's pretty awesome considering that Alpha 4F didn't allow modders to do that.

Also, I was expecting the cloth to be made into clothes, since there's now armor for pawns.  I'll definitely try out this mod.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: JKTD1919 on July 06, 2014, 06:37:27 PM
Can you do a dropbox or MediaFire version of this? Nexus is always sketchy for my computer.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: StorymasterQ on July 06, 2014, 10:23:19 PM
Can you do a dropbox or MediaFire version of this? Nexus is always sketchy for my computer.

Seconded.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Telkir on July 07, 2014, 02:08:33 PM
I've added the files to ModDB - you should be able to download them there without registering an account. Hope this helps!

Update on beds with cotton: Hopefully Tynan will update the core graphics download with the new bed texture (since it was changed slightly in A5). Once that happens I can crack on with the plan I mentioned earlier for more bed colour variety, and optionalising the cotton requirement.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: BetaSpectre on July 08, 2014, 12:57:30 AM
When I use Better Crops and Cotton it seems as though industrial ships stop selling wood and uranium. Didn't test this out to make sure if this mod was the issue but I'm wondering if anyone else is having this problem.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: Telkir on July 08, 2014, 05:49:26 AM
Ah, yes, this would be the fault of Cotton.

I think I'm right in saying there's no way to get the vanilla trading ships to trade in modded resources except by overwriting their Core definition, which is what I did with cotton. Trouble is that if more than one mod you're using does this, only the changes from the mod that's loaded last will take effect.

I can and will fix this in the next version by creating a separate trader dealing in cotton, but the drawback is that the more types of trader you have, the less chance there will be of a specific one appearing, turning it into a bit of a lottery. Personally that's not to my taste - but nothing to be done about it for now :)
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: JKTD1919 on July 09, 2014, 12:38:26 AM
Compromise would be having the cotton trader deal in some of the other goods as well, so it makes less of a burden.

Just please no Slave Traders who Buy Cotton. That may be a bit much.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors)
Post by: StorymasterQ on July 09, 2014, 10:14:12 PM
This mod could use the Base Mod. Or, actually, the Base Mod could add cotton so this one shouldn't have to change any trading ships.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors, & more!)
Post by: Telkir on July 10, 2014, 03:50:16 PM
Updated to mod version v1.1.0.

Included a new submod, ConditionRed, that adds alert lamps that glow in a colour suitable to the level of threat your colony is currently facing. You must build a threat sensor somewhere in your colony for the lamps to work correctly.

Buffed cotton production so it wasn't so grindy - you can now produce up to 3 cotton cloth per job if your colonist is skilled enough in Crafting.

Fixed industrial trader conflict with other mods by moving cotton cloth to its own trader kind, the haberdashery ship. In addition this trader should stock around twice as much cloth as that useless industrial did before.

Enjoy! Any feedback and suggestions you can offer are always welcome. :)

EDIT:
This mod could use the Base Mod. Or, actually, the Base Mod could add cotton so this one shouldn't have to change any trading ships.
Yeah, perhaps it could, although I don't really think cotton has quite the same flexibility as new ore types (which is what the Base Mod seems to be concentrating on). For now though I went with the separate trader route for simplicity's sake.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, BetterCrops, MoreCarpets, MoreFloors, & more!)
Post by: theapolaustic1 on July 11, 2014, 03:21:35 AM
I really like this mod, the cotton adds a nice level of emphasis on crafting early on that previously wasn't exactly there. I just updated to 1.1, I'll have to see if the increased gains are noticeable. It was pretty cripplingly slow previously (mind you, I'm playing with the High Population Storyteller (http://ludeon.com/forums/index.php?topic=4625.0), so I have a lot more ground to cover with carpets and a need for more beds than I'd need with a normal storyteller).

Regarding integrating it with the base mod: You're forgetting that this is only alpha 5, there's not much use for cotton yet. That doesn't mean we won't need it later! Crafting clothing (and other gear, when that's added) would certainly have a justifiable need for cotton, and even if Project Armory doesn't end up adding more clothes, there certainly will be future mods that do so. Having cotton already in the base mod for them would be helpful then. I'm sure other applications could appear as well.
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, Crops, Floors, ConditionRed)
Post by: Telkir on July 11, 2014, 04:06:45 PM
A teaser of the upcoming [T] MoreBeds / CottonBeds:

(http://i.imgur.com/rrnUnov.jpg)

All your bed-related interior design fantasies can soon come true. ;)
Title: Re: [MOD] (Alpha 5) T's Mods (Cotton, Crops, Floors, ConditionRed)
Post by: Howeln on July 12, 2014, 09:51:29 AM
I make a slight tweak to your bed recipes.  (have to say, I love the cotton aspect added to the game.  I think having a ton of craft materials makes the game a bit craft oriented (such as when planks were in there), but some basics are needed...metal, wood, cotton....

I use some metal (frame/springs), some wood (headboard/std bed frame), cloth for sheets, and raw cotton for stuffing.

I personally like this balance, though it may take a little time on occasion to get everything due to the number of items.  I also drop the royal metal need, due to the added items.
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Telkir on July 12, 2014, 03:13:00 PM
Huzzah - v1.2.0 is now ready and includes MoreBeds / CottonBeds! Five new colours for both normal and royal beds, and the cotton requirement is now optional for those who just want the new colours with the vanilla material requirements.

Probably the last update for a little while - I'll get back to the drawing board and think about what else to add, if anything.

@Howeln - glad you're having fun! Yeah, cotton fibre for mattress / pillow padding for the bed recipe makes a lot of sense - I might try that on my files and see how it plays...

Edit: Ach, knew there was something else. Forget my head if it wasn't screwed on. A huge thanks to those folks who've taken the time to endorse on Nexus / rate on moddb - it's appreciated!
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Heimdall81 on July 17, 2014, 07:22:21 PM
Hi there,
i have just dowloaded the mod and it´s amazing !!  but i have some problems with the pictures in the building menu from the bed´s someone any idea how to fix this issue ? (http://screenshot1.jpg)

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: GallowsDawn on July 17, 2014, 08:22:28 PM
Hi there,
i have just dowloaded the mod and it�s amazing !!  but i have some problems with the pictures in the building menu from the bed�s someone any idea how to fix this issue ? (http://screenshot1.jpg)

I'm having the same problem!
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Heimdall81 on July 18, 2014, 07:36:39 PM
After reloding the mod and restarting my computer the Problem is gone it is working now. Thanks for the great mod !
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Zack_Wester on July 29, 2014, 02:11:54 PM
Can I require an item?
Tents. or more clearly Cottonwall. insanely quick to build low health next to no cost, no repairing. dont carry power,
and an tent door that let light throw(if possible) door cost nothing.
Really the first thing stranded people do is put up an tent not an wood/metal/stone wall.
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Telkir on July 31, 2014, 08:43:57 AM
Hi there,
i have just dowloaded the mod and it�s amazing !!  but i have some problems with the pictures in the building menu from the bed�s someone any idea how to fix this issue ? (http://screenshot1.jpg)
Sorry for the slow reply!

I've experienced this problem myself in testing though I can't reproduce it consistently so I don't know what causes it. As you found out, the best thing is to quit and reload your game - that generally does the trick.


Can I require an item?
Tents. or more clearly Cottonwall. insanely quick to build low health next to no cost, no repairing. dont carry power, and an tent door that let light throw(if possible) door cost nothing. Really the first thing stranded people do is put up an tent not an wood/metal/stone wall.
That's an interesting idea. The trouble is that when your colonists first crashland, they have no way of producing cotton cloth from grown fibre - and growing the fibre in the first place takes time. In terms of progression I'm not sure it makes much sense.

Perhaps instead we could consider a "rough metal fence" which is simply made of a thin metal patchwork. Like you suggest, it wouldn't transmit power. Like this:

(http://2.bp.blogspot.com/-VU6r3bN3OWI/Tb3mEQEtCjI/AAAAAAAAChg/kCU7vhkfODY/s320/zoo7.JPG)
(Source: link (http://happygasblog.blogspot.co.uk/2011/05/yesterday-we-visted-werribee-open-range.html))

If someone could provide the art for something like this then I'd certainly add it. Unfortunately my drawing skill doesn't extend that far... :)
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Zack_Wester on August 01, 2014, 10:09:27 AM
How hard would it be to spawn whit some cotton/cloth or make the first X cloth walls free.
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Plasmatic on August 07, 2014, 11:12:25 AM
While the added colors are nice, is it really necessary to have 8 different beds? 4 normal and 4 royal?

If I am the only one, How would I go about removing one type of bed?
Title: Re: [MOD] (Alpha 5) T's Mods v1.2.0 (Cotton, Crops, Floors, Beds, ConditionRed)
Post by: Telkir on August 08, 2014, 11:00:05 AM
You can remove any beds that you don't want by editing:

<YourRimworldFolder>\Mods\T-MoreBeds\Defs\ThingDefs\MoreBedsFurniture.xml

Scroll down to line 19 and then start deleting whichever ThingDefs you don't want.

Hope this helps!
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on August 13, 2014, 03:59:36 PM
Updated to alpha 6.

Made some balance changes to BetterCrops following recent changes to Core, and also included the new type of scrap metal wall suggested earlier in the thread - thanks to Shinzy for coming up with some great artwork for it!

Mediafire downloads are updated right now - Nexus and ModDB will follow within the next 24 hours. Have fun! :)
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: scyther on August 13, 2014, 05:08:26 PM
(http://i.imgur.com/MrPWzLD.jpg)

Anyone else getting these?

Edit: I've downloaded the vanilla version of this mod to good effect
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Snownova on August 14, 2014, 03:26:20 AM
I got those sometimes as well scyther, usually restarting the game helped.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on August 14, 2014, 04:28:52 AM
Unfortunately I'm at a loss to know why this happens. No errors appear in the log and it seems to occur randomly once every few game loads. It seems to happen exclusively with the stuff inside MoreBeds so I'll double-check the graphics files and see if I can find anything.

Like Snownova said, for now the only solution is to quit and reload the game. Sorry!
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: coolflash on August 14, 2014, 08:15:29 PM
I noticed that in alpha 6, your plants stop growing at night time, even if they are being cultivated in a hydroponic basin with a sun lamp beside them :(

Edit: I also noticed that I am unable to cook fine meals. Simple meals are cooked fine. It seems that when I disable all the T Better Crops ingredients from the stove, the cook is able to prepare fine meals with potatoes, strawberries and meats. Only the extra veggies are causing the issue

Nice work guys! Love the wooden floors.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Casearcana on August 15, 2014, 07:34:24 PM
(http://i.imgur.com/MrPWzLD.jpg)

Anyone else getting these?

Edit: I've downloaded the vanilla version of this mod to good effect

Do you have any other bed related mods activated? I had medbed 1.4 installed and I deactivated it. Seemed to take care of the problem.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on August 16, 2014, 03:38:27 AM
I noticed that in alpha 6, your plants stop growing at night time, even if they are being cultivated in a hydroponic basin with a sun lamp beside them :(

Apparently this is an intended change in A6:
http://ludeon.com/forums/index.php?topic=5463.msg52158#msg52158

Edit: I also noticed that I am unable to cook fine meals. Simple meals are cooked fine. It seems that when I disable all the T Better Crops ingredients from the stove, the cook is able to prepare fine meals with potatoes, strawberries and meats. Only the extra veggies are causing the issue.

I'll see if I can double-check this and post a fix within the next day or two. Thanks for letting me know.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: sidfu on August 17, 2014, 03:34:06 PM
can u make a compatity patch for the better crops that doesnt split the berry. from what i found on crops thats the only thing keeping it from being compatiable with other mods.


and on the red box bug i u save exit the game then reload it fixed the red boxes well it did for me. i think its a bug in alpha 6
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Patrykbono20 on September 02, 2014, 12:14:46 PM
I have a trouble with mod.
"Textille bench" dont work( colonist dont work with theese table), Dont havent "Tailor Bench", but is "Sewing Table"
Mod "Glitch Tech" are compatybility with mod ? I added this mod in last game and my trouble are begin. In previous game "Tailor Table" work correct.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Iwillbenicetou on September 02, 2014, 12:54:28 PM
NOTE: This is a bug from Alpha 6. All you need to do is restart your game. No messing around. This happens when you open up the mod folder and activate a mod.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on September 03, 2014, 10:05:41 AM
can u make a compatity patch for the better crops that doesnt split the berry. from what i found on crops thats the only thing keeping it from being compatiable with other mods.

Sorry for the slow reply. I've done as you said and created a compatibility version of BetterCrops which doesn't split berries. Here's the download (http://www.mediafire.com/download/xgm5ql6ayvtdsc2/TMods-BetterCropsCompat.zip) - I'll add it to the OP now. However, I do still redefine the vanilla RawBerries def in order to give it a unique colonist thought when eaten raw. Hopefully this doesn't cause too much of a problem - if it does, let me know and I can update it.


I have a trouble with mod.
"Textille bench" dont work( colonist dont work with theese table), Dont havent "Tailor Bench", but is "Sewing Table" Mod "Glitch Tech" are compatybility with mod ? I added this mod in last game and my trouble are begin. In previous game "Tailor Table" work correct.

I can't seem to find the mod you are talking about so that I can double-check the compaitiblity. Could you give me a link to it please?
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Patrykbono20 on September 03, 2014, 12:54:16 PM
I think of this mod:
http://ludeon.com/forums/index.php?topic=5509.0

I have few others mod:
Superior Crafting
Apparello
Cannons and Turrets
HighPopTeller
Knockouts
ProjectArmory213
Trade Stone
trader Tweaks

Before this game I download all update for this mod (in last game I dont havent Glitter Mod, and have cotton cloth and cloth with tailor bench). Now have only cotton cloth, but textille bench dont working and I dont make any beds
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Patrykbono20 on September 05, 2014, 01:44:59 PM
I think my trouble are fromthis mod:
http://ludeon.com/forums/index.php?topic=2541.0
"Clutter" is in a Superior Crafting
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Reaper on September 17, 2014, 11:07:22 AM
I am using ttm and I can't find your carpets, but in god mod i can build them. i researched cotton making!! From ttm and couldn't find your carpets.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on September 17, 2014, 02:00:47 PM
@Reaper, maybe a silly question, but did you also have Carpet Making researched?
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: mrofa on September 17, 2014, 03:16:57 PM
I think my trouble are fromthis mod:
http://ludeon.com/forums/index.php?topic=2541.0
"Clutter" is in a Superior Crafting

You shouldnt use  clutter if your using T`s mods, since he did integrate clutter in his mod.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Patrykbono20 on September 17, 2014, 04:25:22 PM
its conflict beetween Superior crafting and Apparello mod
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Reaper on September 17, 2014, 05:01:36 PM
@Reaper, maybe a silly question, but did you also have Carpet Making researched?
yes, I find it humorous you ask but then again this is the internet......and it wouldn't surprise me at all to find out someone derped as such. ( i also have all reasheach but some ship ones right now)

TTM changes the requirements for the research, mabey it just doesn't include your carpets in its definition?  But then again i don't know much about modding.
The research could either unlock the carpets or the carpets could be research dependent.(not sure of the mechanism) Your wood and stone floors work fine.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on September 18, 2014, 02:12:27 PM
Aye, fair play, I just wanted to get the obvious out of the way first :)

I'll install TTM and see if I can find what's going on.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on September 21, 2014, 09:45:33 AM
Sorry for the double post.

TTM changes the requirements for the research, mabey it just doesn't include your carpets in its definition?  But then again i don't know much about modding.
Aha, yes - I checked this out and I see what's happening; TTM removes the vanilla "Carpet Making" research node, which my carpets are linked to. Because the research node is gone, there is no legitimate way of getting the new colours / patterns. :) Fortunately this can be fixed pretty easily!

1. Open this file in Notepad: <Your Rimworld Folder>/Mods/T-CottonCarpets/Defs/TerrainDefs/MoreCarpetsTerrains.xml

2. Find and replace all instances of CarpetMaking with BasicFurnishing. Save and close the file.

3. Load Rimworld and make sure that the T-CottonCarpets mod is loaded last, after TTM. Go into the Mods menu, untick T-CottonCarpets, then tick it again. Lastly, click "Close" to exit the Mods screen. If you don't, the default red, green, and blue carpets will require metal instead of cotton cloth (and they'll be out of order in the Floors architect tab which is mildly annoying :D).

You can skip step 3 if you are using MoreCarpets instead of CottonCarpets. Hope this helps!

On a semi-related note, with alpha 7 and its pretty big changes around the corner, my mods are probably going to need some rewriting. Unless people would prefer otherwise, I think for simplicity's sake I'll be bundling all my stuff into a single mod, rather than several. It'll make it easier to manage for both myself and for the folks who use it, and I'll hopefully be able to release a dedicated TTM compatibility version that integrates my added content at the correct nodes of Minami's research tree (as well as doing stuff like making the new wooden floors require wooden planks, and so on).
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Reaper on September 21, 2014, 04:13:49 PM
Thanks man. That worked.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Igabod on October 01, 2014, 01:14:40 PM
Love the mods. Very nice additions. One thing I noticed is the royal beds no longer display "Unowned" or "Colonist Name" like the smaller beds and the original Royal bed do. Only way to find out if there are any available beds is to click on them each individually and read the info panel that pops up. This is only a minor inconvenience though. As I said, I love all of the mods in this pack.
Title: Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
Post by: Telkir on October 01, 2014, 02:47:45 PM
Hey, thanks - glad you enjoy using them. :)

That's an odd bug - for whatever reason I never seem to get around to building royal beds in my own games so that didn't get tested very well. I'll check into it and see what I can find as I get everything updated for A7.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 02, 2014, 06:11:12 PM
Update for alpha 7 is now available through Nexus and MediaFire! Many tweak, fixes, merges and other general shenanigans have taken place, but the overall function of the mods remain pretty much as they were. See the news at the top of the first post for details.

The one main feature added is the introduction of recipes on the tailor's workbench that you can use to deconstruct unwanted pieces of apparel into cloth. Handy for upgrading sleeping spots in the early game - kill some raiders, grab their clothes, and snicker-snack - cloth!

@Igabod - not sure whether it was anything I did, but that bug you noticed with royal beds seems to be gone now. If you still see it, let me know if you play with any other mods. Otherwise, enjoy. :)
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: gameismyname on October 02, 2014, 10:15:33 PM
Maybe this is just me, but the entire new update is bugged.  Even running by itself with no other mods, the beds get errors and when I try to load the carpet mod, the entire game crashes.

Is this just me?
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 03, 2014, 03:36:34 AM
Are you able to explain what sort of errors / crashes you are getting? If you disable all mods, do you get any messages in the developer console? (Hit the ` key, usually immediately to the left of the 1 key on your keyboard, to show the console.)

I'm not sure what to suggest apart from the stuff you've probably done already. Make sure you extract alpha 7 into an empty folder - don't overwrite your alpha 6 installation as this might cause problems. The same thing goes with mods - be sure you aren't overwriting files and are get rid of anything old for previous alphas.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 03, 2014, 09:18:23 AM
Sorry for another double post. Updated the mod to v1.4.2 so that it includes the alpha 7c hotfix for disease chances.

If you already downloaded v1.4.0 or v1.4.1. then you can download this patched file (http://www.mediafire.com/view/76o606dp8nen2tl/ExpandedCropsBiomes.xml) and use it to overwrite the file below:
<YourRimworldFolder>/Mods/T-ExpandedCrops/Defs/BiomeDefs/ExpandedCropsBiomes.xml

If in doubt, just delete the TMod files, download the full package again, and reinstall. :)

EDIT: Updated once again for alpha 7c changes.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: PKGameOnly on October 06, 2014, 12:02:10 AM
OMG I read a few of the comments here about how great this mod is and and how hard it was to use.  I too have this mod and love it, but with my first 3 colonist and trying to get them beds and not floor models, the cotton was a nightmare to get.  he cotton plant took like a month or more to grow and research and manufacture, that my guys were sleeping on the ground for like 4 months before they got beds.  This was not at all what I wanted for my colony.  I wanted them to have royal colored beds so that they would get great mood and sleep and medical treatment if sick, but the wait was unbareable.  I dont know if I can stand to continue use of this as I want carpets too and I know i will never get carpet if it will take me over 4 months just to get 1 room carpeted, with all the steps it takes just to get cloth and how much is needed for each cloth from cotton.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: thrakkemarn on October 06, 2014, 02:31:50 AM
Awesome mod! I especially love the crop flavors (pun intended!)

Quick question though, if I'm reading the mod files correctly, is this meant to be balanced? Cause it seems like carrots grow slower for no benefit, and lettuce is just way more valuable (both for salads and selling). I also noticed in game when I made hydroponics that the lettuce was growing as fast as potatoes. So it seems there's no reason to grow anything but lettuce (especially if your colony is in bad shape, it's the best by far).

Maybe I'm off base here, but if not it would be cool to have reasons for the different crops (or at least have them be equally good so that a mixed garden is more viable). Having a single crop is more efficient for cooking, so there's already disincentive to diversify, and it is weird using lettuce as a cash crop. (If I'm wrong please set me straight!)

Anyway hopefully constructive criticism. I'm trying to tweak the files myself but stumbling around a bit.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 06, 2014, 03:47:25 AM
Thanks PKGameOnly and thrakkemarn, you've both got some good points there that I'll try and sort out.

Crop balance: I'll check into this. Lettuces were supposed to take noticeable longer to grow, hence justifying their value for salad and increased trader value, but that isn't really the case at the moment. I'll tweak that. Although you only get one of them per crop, rather than the 3-5 of other crops, I'm not sure if a really good grower could end up producing more.

Beds: Yep, quite right, with my mod you can end up using sleeping spots for way too long. I have a solution for this in mind and will try to add it in the next version. Meanwhile, remember that you can now disassemble spare clothing into cloth - though this requires researching the tailoring bench, which may not be any quicker than going for the Cotton Processing route.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Patrykbono20 on October 06, 2014, 03:53:25 AM
Maybe You add more compatibility for Superior Crafting and Apperello mods ?
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: PKGameOnly on October 06, 2014, 11:46:49 AM
Mind you I love the mod.  Best thing ever for a "Pretty Colony" in my eyes.  I will continue to use it and cry all the way until all my guys have Royal Beds in Multi colors with colorful carpets.  Thank goodness for the "Prepare Careful" mod, I can carry down with me LOTs and LOTs of cotton cloth before I land to now make this possible in the beginning.  Yea, I know a cheat, but for the sake of prettiness, yes, I want colored big beds.   ;D
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Neutromancer on October 08, 2014, 04:02:18 PM
Nice mod. I've been using it with a lot of others, there is some specific incompatibility with Simple Medicine Craft, because it requires RawBerries and the Expanded Crops removes it.

Wouldn't it be simpler to keep RawBerries and reskin it as the mod's strawberries instead of replacing it by a different object, then add the others (blackberries etc)?

Not a huge deal for me since I just edited the recipe for medicine to use RawStrawberries, just sayin'.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: thrakkemarn on October 08, 2014, 04:19:37 PM
Love this mod for the concepts. Unfortunately I had to stop using it for balance and compatiblity reasons =/

Recipes seem to conflict with other mods, as mentioned above, medicine and synthmeat and maybe others?

There's definitely something funky with the way lettuce and salads compare to simple meals. I'm not sure what their purpose is. They're simultaneously more complicated that straight potato farming/hunting, requiring two trips for a chef to gather the resources to cook, and more susceptible to crop failures because each individual lettuce needs to be harvested (so they don't even work as a backup raw food supply), and have a malus to eating them. I guess lettuce is a servicable cash crop but if you're at that point why not go into cotton or start devilstrand? I think salads need to give some sort of bonus, be cheaper to cook, or lettuce needs to be cheaper but grow at 2-3 per plot. Not sure though...

Beds are too hard without cheating for starting cloth, and growing cotton is already time consuming vs devilstrand, processing it makes it pretty useless until you have a lot of excess workers (and by then I don't think I'd need it anyway).

Anyway, hope you take this as constructive criticism, I'd really love to come back to the mod at a later version!
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 09, 2014, 04:08:42 PM
@Neutromancer, that sounds like a good idea and unless I've forgotten about some reason why I specifically did away with RawBerries, I'll make that change in the next version. Save game breakage, ahoy!

@therakkemarn, I appreciate the honest feedback and I'll be doing my best to win you back with changes in the next release. ;)

Coming in 1.5.0:

● Fixes to lettuce growth time and pricing
● Useful salads - they now give a positive thought and award slightly more cooking experience than making a simple meal
● Another new cooking recipe fitting between fine and lavish meals that should benefit anyone who grows varied crops
● A mid- to late-game* medicine production route involving two new crop types
● Padded sleeping spots built with cotton fibre - give no negative thought and have slightly higher rest effectiveness

* For my tastes, I want medicine to require some reasonable effort to produce. The first iteration may not be to everyone's liking but we'll see how things pan out.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: PKGameOnly on October 10, 2014, 01:58:53 PM
Did I just read that you added "Padded Sleeping Spots", you mean my first 3 guys and any unexpected prisoners dont have to sleep on the bear ground/dirt/grass and get stuff up their you know what anymore.  They will actually have a softer night's rest until the royal beds are built. I will raise my glass to you when I unable the old mod version and redownload the new version.  Oh please god dont let the "cotton fiber (hope cotton fibre is diff from cloth) take 2 months to manufacture   :P
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: gamy on October 11, 2014, 10:37:40 AM
 Adds a new "salad" meal - needs a lettuce and five other pieces of fruit / veg

I don't have this choice on the stove menu. my cookers do regular meal  with lettuce but not specific veg meal. i don't see in the stove menu description it needs 1 lettuce+5 fruits.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: KarolineDianne on October 11, 2014, 03:07:57 PM
Hello there. I've been using the Crops portion of this mod, and I rather like it if only due to having more of a variety in produce. (It's really depressing to have to eat nothing but potatoes.)

Just today, though, I did some updates to mods completely unrelated to this one. (EdB's preparation and interface mods, specifically), and all of a sudden... This happened.

(http://i.imgur.com/ruFCORw.jpg)

Those weird whiteish grid-looking things? Those are carrots, tomatoes, and lettuce growing in my gardens, and beneath them are some blackberry bushes. It seems like everything added by this mod has suddenly had its sprites messed up, and I'm not sure what could have possibly caused that. If anyone can help me out, that'd be awesome!
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: shadowstreaker on October 11, 2014, 03:32:35 PM
Have you tried closing the game to windows and opening it again? Sometimes a restart is needed to get it to load up textures correctly
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: KarolineDianne on October 11, 2014, 04:29:53 PM
I have, actually. Turned off the entire game, reloaded it. Saved, restarted, the textures seem to have randomly disappeared D:
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on October 11, 2014, 05:11:10 PM
I don't have (the salad) choice on the stove menu. my cookers do regular meal  with lettuce but not specific veg meal. i don't see in the stove menu description it needs 1 lettuce+5 fruits.

Are you using any other mods that define new cooking stove recipes?

Just today, though, I did some updates to mods completely unrelated to this one. (EdB's preparation and interface mods, specifically), and all of a sudden... This happened.

(snip image)

Oho, yes indeed, that surely does look funky :)

It's a problem related to the "purple crosses" that show up in some places. Like shadowstreaker said, quitting the game and then restarting should solve it; the important thing is to always quit and reload after changing your mod menu settings, and you should never see corruption like this.

To try and explain the problem: Every time you start the game, Rimworld will remember the mods you had last selected and will load their data and graphics. If you go into the mod menu, anything (except Core) that was enabled as you entered the mod menu - and left enabled when you click the "Close" button - will have messed up graphics if you immediately load or start a new colony. It's a known bug that Rimworld has when reloading mod data.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Cysterion on October 16, 2014, 01:57:05 PM
Hey there, great mod, but I recently started using a few other mods and my textures went weird like the ones above. I have tried restarting to no avail. I am also using EdB interface and prepare carefully like the one above. The bushes have no texture, but the blackberries themselves do. I have no idea about the other plants as this was a brand new colony. Not sure how to insert an image so here is a link: http://imgur.com/UXiinO5. My cursor has a bush with a missing texture highlighted and you can see the proper blackberry on the bottom. I may be doing something wrong but I would guess it is a mod issue. Going to try disabling the EdB mods 1 at a time to see which is the issue. Will post if i figure it out.
EDIT: I diabled the EdB interface mod and sure enough the textures were back, re enabled it and then the textures were still there. Not sure if this is a loading order issue, EdB interface needs to be enabled last? For all with issue simply diable EdB, restart, then enable it. Should fix the issue.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: DracoGriffin on October 20, 2014, 08:49:33 PM
Hey Telkir, think you could adjust some compatibility for Duster+Jacket (https://ludeon.com/forums/index.php?topic=6929.0) mod, if you have time?

Thanks for the great mod!
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: DracoGriffin on October 26, 2014, 02:59:40 PM
Another request: incorporate Fast Floors by Igabod (https://ludeon.com/forums/index.php?topic=7097.0) since More Floors has so many floors and extremely aesthetically useful.

Maybe stone for fastest movespeed increase/lowest beauty increase; wood is moderate movespeed increase/moderate beauty increase; and carpet as lowest movespeed increase/highest beauty increase?
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Killaim on October 26, 2014, 07:06:35 PM
would be kool if aperello mod clothes where disasembled into their correct component types - any thoughts on making a combatbility thing with that ?
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Igabod on October 26, 2014, 09:03:50 PM
If T wants to incorporate the speed boosting floors into his mod then I have no problem with it. All I did was add one line to each of the floor defs changing the pathcost to a -3 or -4 depending on which floor it was. The problem I encountered is you can't do decimal numbers and the whole numbers have odd effect values. -1 is 108% speed boost, -2 is 118%, -3 is 130% and -4 is 144%. -10 is 300% which was insane. Beyond those numbers I don't know what the effect values are. There doesn't seem to be a discernible pattern to it so it was really just a trial and error thing.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: DorgoDorato on October 27, 2014, 05:57:50 PM
IDK if it's just me or if the issue was resolved already in a previous post, but my crops are consistently distorted textures. I've reinstalled the mod but it just stays weird.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: skullywag on October 27, 2014, 07:45:25 PM
got a screenshot? Im using this mod with no issue, try it without any other mods?
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Sir on November 02, 2014, 10:42:29 PM
IDK if it's just me or if the issue was resolved already in a previous post, but my crops are consistently distorted textures. I've reinstalled the mod but it just stays weird.
This happens to me as well, although I am also running TTM. In order to fix it, I have to load the save, exit to the menu, un-check and check the Expanded Crops mod, then re-load the same save for it to work properly.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: skullywag on November 03, 2014, 03:19:15 AM
With this mod you have to turn on the mod exit the game and reload. Reset the game everytime you visit the "mods" page basically. But i doubt thats the issue as you wouldnt hit the mods page everytime sk loading a save should be fine. I would try the mod on its own make sure its noy a compatibility issue.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: InfiniteRemnant on November 16, 2014, 01:42:53 PM
my floors menu is starting to get annoyingly cluttered, I don't suppose it's possible to make your wood and stone floors stuff based and make some kind of extended woodworking mod as well as incorporate a version of Extended Stoneworking? maybe also add a few new trees in to fill the gaps? that way could be one icon for all 12 different wood and stone floors, and you could have an excuse to add a few new types of metal floor without cluttering the menu.
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: InfiniteRemnant on November 16, 2014, 01:57:10 PM
-1 is 108% speed boost, -2 is 118%, -3 is 130% and -4 is 144%. -10 is 300% which was insane. Beyond those numbers I don't know what the effect values are. There doesn't seem to be a discernible pattern to it so it was really just a trial and error thing.
well, the first few numbers you gave actually do have a pattern.

Difference between  0 & -1 is   8% (108%)
Difference between -1 & -2 is 10% (118%)
Difference between -2 & -3 is 12% (130%)
Difference between -3 & -4 is 14% (144%)

which would suggest the others would be:

Difference between -4 & -5 should be 16% (160%)
Difference between -5 & -6 should be 18% (178%)
Difference between -6 & -7 should be 20% (198%)
Difference between -7 & -8 should be 22% (220%)
Difference between -8 & -9 should be 24% (244%)
Difference between -9 & -10 should be 26% (270%) <-should be 300... wtf?

except that that last one is apparently wrong, so the pattern must change somewhere...
Title: Re: [MOD] (Alpha 7) T's Mods v1.4.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: 25wes25 on December 19, 2014, 05:38:55 PM
ETA on an alpha 8 release? These mods are a great seamless addition to the game.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on December 24, 2014, 09:54:16 AM
Yikes, time flies... sorry for the delay. ::)

If you already downloaded 1.5.0, one of the graphics files inside MoreBeds was incorrect. You can either re-download the mod package or simply download this image (http://www.mediafire.com/view/0kyof3n73ho1o7h/BedPurple_sidem.png) and overwrite the existing one here:
{Your Rimworld Folder} / Mods / T-MoreBeds / Textures / Things / Building / BedPurple_sidem.png
Sorry about that!

Here's the update for alpha 8! It includes more balancing and a couple new things. As always, thanks to everyone here for your feedback - it's always appreciated (especially when I'm being lazy and need prodding to get busy again :p).

I know there have been a lot of requests for compatibility with other mods - I'll make a proper effort to see what can be done with the mods that were mentioned.

The changelog pretty much covers it:

v1.5.0
 * Updated to Alpha 8
 * ADD: High-definition resource graphics for ExpandedCrops and ExpandedCloth
 * ADD: ExpandedCrops - a new meal, tomato and carrot soup, requiring 7 Cooking skill
 * ADD: ExpandedCropsCompat - new graphic for berries
 * ADD: ExpandedCloth - padded sleeping spots built with raw cotton
 * FIX: The new beds added by MoreBeds now graphically reflect the stuff they're built from
 * TWEAK: The added stone floors in MoreFloors now require specific types of stone to build

my floors menu is starting to get annoyingly cluttered, I don't suppose it's possible to make your wood and stone floors stuff based and make some kind of extended woodworking mod as well as incorporate a version of Extended Stoneworking?

Aye, I know what you mean. In the course of making this update I tried to see if floors-with-stuff was possible - sadly, as far as I could tell, it isn't (at least not just through XMLs). If it were, Tynan would probably be using it himself for the vanilla flavours of stone flooring.


Another request: incorporate Fast Floors by Igabod (https://ludeon.com/forums/index.php?topic=7097.0) since More Floors has so many floors and extremely aesthetically useful.

Maybe stone for fastest movespeed increase/lowest beauty increase; wood is moderate movespeed increase/moderate beauty increase; and carpet as lowest movespeed increase/highest beauty increase?

That's an interesting mod that I hadn't seen. Will certainly check it out and think on doing this. :)


Hey Telkir, think you could adjust some compatibility for Duster+Jacket (https://ludeon.com/forums/index.php?topic=6929.0) mod, if you have time?

Thanks for the great mod!

Thank you! I'll take a look and see. ;D
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Dipthong on December 24, 2014, 08:58:45 PM
Wow, fantastic work. These have turned out to be my favorite mods. Simple little things. Everything looks stunning, and fits in well with the textures already in the game. Thank you, T!
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Patrykbono20 on December 25, 2014, 03:01:39 AM
Thaanks for update one of my favorite mods :D
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Match on December 25, 2014, 03:31:11 AM
So just theory crafting here, because the cotton beads are less efficient, our prisoners would theoretically spend more time sleeping yeah ?
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on December 25, 2014, 10:05:06 AM
I'm honestly not sure what "rest effectiveness" really means but yes, I'd go with what you said, that your colonists would have to sleep for longer in order to get fully rested.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: LittleMikey on December 25, 2014, 10:50:28 PM
So just theory crafting here, because the cotton beads are less efficient, our prisoners would theoretically spend more time sleeping yeah ?

I'm pretty sure that's how it works. Colonists don't like sleeping on Stone/Metal beds. Even a bed made of silver isn't very comfortable, though you get a huge beauty bonus.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.0 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on December 26, 2014, 12:08:44 PM
Blah, 1.5.0 had another bug that I'd missed...  :(

The apparel deconstruction recipes inside [T] ExpandedCloth weren't working correctly on tuques or parkas. I've fixed this and made some other small balancing tweaks, so you can either redownload the whole new 1.5.1 mod package again, or simply grab this patch zip file (http://www.mediafire.com/download/hk51e4vxzm2a61f/TMods-150to151.zip) and extract it into your Mods folder, overwriting the existing files.

And yes, I'm sure you'll all be relieved to know that it also includes the earlier fixed file for sideways purple beds. What a game-breaker that was...  ;D
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: general222291 on December 27, 2014, 04:00:47 AM
With the new crop meals, I selected the new crops to be used in making simple meals, but they are not making them, do I HAVE to use them for salads/soup? If so, what ingredients go into which meal? Thanks!
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on December 27, 2014, 11:01:33 AM
I can't reproduce the problem you're having. Just double-checked this in my own game and I was able to create a simple meal from 10 carrots with no problem.

All new added crops - tomatoes, carrots, and lettuce - should be usable in the vanilla recipes where any non-meat ingredient is required.

The two added recipes work as below -
 * Salad needs at least 1 lettuce and 4 other non-meat crops
 * Tomato and carrot soup needs exactly 4 carrots, 4 tomatoes, and 4 potatoes

Are you using any other mods? If so, which ones?
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: general222291 on December 27, 2014, 05:48:09 PM
I can't reproduce the problem you're having. Just double-checked this in my own game and I was able to create a simple meal from 10 carrots with no problem.

All new added crops - tomatoes, carrots, and lettuce - should be usable in the vanilla recipes where any non-meat ingredient is required.

The two added recipes work as below -
 * Salad needs at least 1 lettuce and 4 other non-meat crops
 * Tomato and carrot soup needs exactly 4 carrots, 4 tomatoes, and 4 potatoes

Are you using any other mods? If so, which ones?
Oops, a group of pods crashed which let out green medical flowers from the Apothocarius mod, which look exactly the same as lettuce. Anyway, the info about the meals is very useful, thanks alot. Sorry for wasting your time!
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Asero on December 28, 2014, 10:20:58 AM
I seem to be experiencing a weird graphic glitch when playing on a map[biome] that has either blackberry or Raspberry bushes.

When looking at the code in the ExpandedCropsPlantsWild.xml it appears it points to incorrect/missing graphic files: <graphicPath>Things/Plant/Blackberry</graphicPath>

The directory for Raspberries doesn't seem to exist either.

I managed to make a temporary fix by pointing both links to <graphicPath>Things/Plant/BlackberryPlant</graphicPath>

At least it shows up correctly now. You might want to take a peek at this.

Great mod by the way! :)
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: geekest_cat on January 05, 2015, 07:13:19 AM
I seem to be experiencing a weird graphic glitch when playing on a map[biome] that has either blackberry or Raspberry bushes.

When looking at the code in the ExpandedCropsPlantsWild.xml it appears it points to incorrect/missing graphic files: <graphicPath>Things/Plant/Blackberry</graphicPath>

The directory for Raspberries doesn't seem to exist either.

I managed to make a temporary fix by pointing both links to <graphicPath>Things/Plant/BlackberryPlant</graphicPath>

At least it shows up correctly now. You might want to take a peek at this.

Great mod by the way! :)

I noticed that too, thanks for the fix. Apart from the T's mod I also use all EdB mods (Prepare Carefully, Interface, ModOrder and the last Scenarios, don't know if it has to do with it, though.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.1 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on January 06, 2015, 11:41:26 AM
Thanks Asero, good spot! Not sure how I missed that in my testing...  ::)

I've just uploaded files for 1.5.2, including a fix for the texture path of blackberry bushes, and also stopping tomatoes, lettuce, and carrots from being some kind of superflora - they now die in cold weather when leafless.

1.5.2 also has a couple of fixes for ConditionRed - there were a couple of yucky bugs that I can only guess were present since the first release. Blergh!

The changelog:

v1.5.2 (6th January 2015)
Patch download: TMods-152patch.zip (http://www.mediafire.com/download/9o9g4o8f92phicb/TMods-152patch.zip)  - can be safely extracted over any 1.5.x files
 * FIX: ExpandedCrops - blackberry bush texture path was corrected
 * FIX: ExpandedCrops - tomatoes, lettuce, and carrots were missing the "die when leafless" flag
 * FIX: ConditionRed - alert lamps should now always strobe correctly in "condition red" status
 * FIX: ConditionRed - threat sensors no longer providing data to alert lamps when unpowered
 * TWEAK: ConditionRed - alert lamps linked to an unpowered threat sensor now dimly glow blue
 * TWEAK: ConditionRed - alert lamp glow during "condition green" has a slight green hue
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Match on January 07, 2015, 01:33:40 AM
Hey T, great mod, thank you for developing it! I don't know if its just me, but your file that is meant to work with fast floors appears to only have the standard 100% speed. I'm delving through the xml atm but thought I'd let you know.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on January 07, 2015, 10:08:10 AM
Hey T, great mod, thank you for developing it! I don't know if its just me, but your file that is meant to work with fast floors appears to only have the standard 100% speed. I'm delving through the xml atm but thought I'd let you know.

Hey - I just double-checked this and I can't see any problem, but knowing me that doesn't mean there isn't one. :P The added floors seems to have a speed boost in line with the Fast Floor changes (130% for wood floors, 144% for stone - carpets don't get a speed boost).

Silly question but is [T] MoreFloorsFF enabled on your mods list instead of the standard [T] MoreFloors?
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Igabod on January 07, 2015, 10:35:03 AM
Hey T, great mod, thank you for developing it! I don't know if its just me, but your file that is meant to work with fast floors appears to only have the standard 100% speed. I'm delving through the xml atm but thought I'd let you know.

Hey - I just double-checked this and I can't see any problem, but knowing me that doesn't mean there isn't one. :P The added floors seems to have a speed boost in line with the Fast Floor changes (130% for wood floors, 144% for stone - carpets don't get a speed boost).

Silly question but is [T] MoreFloorsFF enabled on your mods list instead of the standard [T] MoreFloors?

It could be a result of trying to use the fast floors on an old save. The floors that were already there won't have a speed bonus, but new floors should. Another problem may have been the old bug with opening mods menu and closing it and going straight into playing without restarting the game entirely. and there is also the possibility that there is another mod which does something with the floors that is loading after MoreFloorsFF. Mod load order is very important if you use a lot of mods.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Kolljak on January 23, 2015, 02:42:49 PM
Telkir i heard you got hold of the Natural flooring when that is out do you mind if i use it. i miss that mod.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on January 24, 2015, 12:29:21 PM
You'd surely be most welcome to use it! In fact, here it is:

A81.3_NaturalTerrainFlooring.zip (http://www.mediafire.com/download/o87ze4f2lrda0vx/A81.3_NaturalTerrainFlooring.zip)

For now this is just a plain update of AHare's mod. I've got it working as it was in A7 (I think) and I've avoided changing or adding stuff except for one thing. You don't get generic stone blocks in A8, so...

 * The rough stone floors now require their specific flavour of stone block to build
 * All other floors have had their stone block requirement changed to steel instead

Whatever may happen in future changes I'll keep a "classic" version of NTF available that sticks to the original behaviour.

As far as adding this properly into TMods goes, I'm not sure how to approach it yet. I'll think on it a bit :)
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Kolljak on January 24, 2015, 01:28:23 PM
Thanks very much just ignore my pm to you about permissions i just remebered i did already ask you -facepalm-
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: TracerFox on February 12, 2015, 03:26:55 AM
Hey Telkir, I had some ideas I wanted to suggest for future development of the Natural Terrain Floors mod.
First off, hopefully you can find a way to 'wildcard' stonetypes into recipes needing stone. Wonder if each of the stone types could be made to inherit from a generic stone deftype, which could then be used as the wildcard.  This is something that should've been in vanilla I think.  Having visually distinctive stone is cool, but it multiplies all the recipes where the visual type shouldn't matter.

Second, with regards to water, dirt, gravel and sand.  I think the more realistic option would be to introduce resource types for each of these. 
I know there's a couple mods which allow you to process stone into sand.  This could easily be done for NTF as well, with similar recipe for gravel.  Is it possible to copy the deftypes from these other mods so that they would be interchangeable if both mods are installed?
For water tiles, a similar approach could be taken using a 'well' building which produces water resources (Such a thing exists in Hermit's Kitchen, and I think one other mod).  Water mixed with sand/gravel could produce dirt, and water with dirt could be used for mud.

That should give you the gist of where my suggestions are going.  Hopefully the input is useful!
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on February 15, 2015, 08:42:47 AM
Hey, thanks for the ideas! I especially agree about the non-stuffed stone floors - perhaps this will be change in future vanilla Rimworld updates, but meanwhile I can maybe learn from the work Igabod ItchyFlea has done to stuff-ify floors.

I was pretty much thinking along the same lines as you with sand, soil, and mud. The current fudge of using steel makes no sense in terms of immersion so adding in some additional resources would be ideal. I'll definitely take a look at the mods you mention and talk to the devs to see if I could paste in their stuff.

Semi-related - there won't be any update before Alpha 9, but when that hits, another priority for me is to make a significant push toward reducing any unnecessary incompatibility. I want to try and strip out the redefinitions of core defs that, with the mods in their current state, may not be needed any more. We'll see how that goes...
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Igabod on February 15, 2015, 10:46:06 AM
but meanwhile I can maybe learn from the work Igabod has done to stuff-ify floors.

I didn't do anything to stuff-ify floors. You're thinking of Floors, Get Stuffed! (https://ludeon.com/forums/index.php?topic=9334) by ItchyFlea probably.
Title: Re: [MOD] (Alpha 8) T's Mods v1.5.2 (Crops, Floors, Cotton Tweaks and Much More!)
Post by: Telkir on February 15, 2015, 11:03:00 AM
I didn't do anything to stuff-ify floors. You're thinking of Floors, Get Stuffed! (https://ludeon.com/forums/index.php?topic=9334) by ItchyFlea probably.
*facepalm* Yeah, that'd be the one, sorry. I knew there was an "I" involved somewhere.  :)
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on February 20, 2015, 01:21:40 PM
Okay, I've just uploaded files for TMods v1.6.0, the initial big Alpha 9 update.

I've done a lot of work to try and make the mods more widely compatible by stripping out unnecessary redefinitions of Rimworld core defs. If you've used the mods before and were put off by them not working well alongside other mods, I'd ask you to give them another go and see how you get on. I don't think I can do anything to improve compatibility further within the way Rimworld modding works right now, but I'm always open to feedback!

Hope you enjoy!  ;D
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: gehennianviceroy on February 20, 2015, 04:08:59 PM
Thanks for the work you put in Telkir, downloading now. Your mods are a must have when I play.
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Kolljak on February 21, 2015, 06:30:21 PM
is the natural flooring renamed in your mod pack?
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on February 22, 2015, 06:32:39 AM
is the natural flooring renamed in your mod pack?

Not yet, but I hope to deal with that in the next couple of days.
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: jabbamonkey on February 22, 2015, 03:01:18 PM
I went to download this from Nexus mods ... the post says v1.6 ... but the zip file is called "T's Mods (v1.5.0)-42-.zip"

Is the mod file updated?
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on February 22, 2015, 04:27:15 PM
Yep, the Nexus download is up to date. The 1.5.0 appearing in the filename must be because of a typo I made when I was setting the file details up - I'll fix that now...
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: cron0 on February 22, 2015, 05:45:24 PM
I have a problem. Seems like the Tailor's Workbench is "eating" the cloth pieces without ever producing any items.

Colonists just bring the 50 materials needed to make a t-shirt and instead of seeing them on the table (with a decreasing work needed counter and all) the material just vanishes and the colonist go on on its way to do something else. :(
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: cron0 on February 22, 2015, 10:55:05 PM
I have a problem. Seems like the Tailor's Workbench is "eating" the cloth pieces without ever producing any items.

Looks like this is also occuring for other stations too (Sculptor's Table for instance). Not sure where to look to find the culprit. Any ideas?
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on February 23, 2015, 07:31:49 AM
I have a problem. Seems like the Tailor's Workbench is "eating" the cloth pieces without ever producing any items.

Colonists just bring the 50 materials needed to make a t-shirt and instead of seeing them on the table (with a decreasing work needed counter and all) the material just vanishes and the colonist go on on its way to do something else. :(

Looks like this is also occuring for other stations too (Sculptor's Table for instance). Not sure where to look to find the culprit. Any ideas?

I've just done a very quick test with just TMods enabled and I can't seem to reproduce this problem. Could you let me know what other mods, if any, you're using?
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: cron0 on February 23, 2015, 12:05:05 PM
I've just done a very quick test with just TMods enabled and I can't seem to reproduce this problem. Could you let me know what other mods, if any, you're using?

My mods list:
Code: [Select]
Core
EdBModOrder
EdBInterface
EdBPrepareCarefully
Icons
CyberneticStorm
Miscellaneous_HiRes
Miscellaneous_Animals
A9_LessIncidentTrolling
CentralHeatingMod
More Vanilla Turrets
MoreHair
AnimuHair
AlphaMuffalo1.6
Horrors
FloorsgetStuffed
ExpandedProstheticsOrganEngineering
T-ConditionRed
T-CoreCropTweaks
T-ExpandedCloth
T-ExpandedCrops
T-MiscStuff
T-MoreBedsCloth
T-MoreBedsVanilla
T-MoreFloors
T-MoreFloorsFF

I'm planning to do more testing tonight by trying each mod by itself and see if I can reproduce this issue. If you have any ideas (even though it's not caused by your mods) please let me know!

*Edit:* Looks like this was caused by a bug in EdB Interface and it has been fixed! https://ludeon.com/forums/index.php?topic=5258.msg106463#msg106463
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on February 24, 2015, 05:25:44 AM
*Edit:* Looks like this was caused by a bug in EdB Interface and it has been fixed! https://ludeon.com/forums/index.php?topic=5258.msg106463#msg106463

Ahh! I didn't notice your edit and I've been scratching my head wondering why I still couldn't find the problem with all those mods installed. But on the plus side, compatibility, woohoo! ;D

Glad this got fixed. :)
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: TracerFox on February 27, 2015, 07:07:32 PM
Any news regarding an A9 version of Natural Terrain Floors?
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: skullywag on March 07, 2015, 02:38:21 PM
T, question.

Is cotton supposed to spoil when outside? its currently not and im about to tweak mine so it does, was just checking you were aware.
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: benben471 on March 13, 2015, 01:15:30 PM
I wanted to ask if I could base a textiles bench mod off of your expanded cloth mod's deconstructed clothes feature. I have no experience in this area of coding (I only know python) and if I can do some edits of already existent mods, im hoping it will help me learn the code and eventually produce mods by scratch. If I had permission to do this than I could hopefully begin changing the defs to allow the recycling of not only cloth clothing but leather and synththread etc. if the mod is currently not capable of it.

You don't need to give me permission and i will stop thinking about it if you don't like me tampering.

Thank you for any feedback,
Ben
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Kastuk on March 16, 2015, 12:27:05 PM
Need clothes recycle, animal hides bed or wild nettles fibre for early survival.
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Polok432 on April 19, 2015, 07:30:34 PM
when alpha 10 release?.
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: serveral on April 29, 2015, 01:41:48 AM
anyone know what happened to the creator of the mod? according to his profile, he has been gone for more than a week
Title: Re: [MOD] (Alpha 9) T's Mods v1.6.0 (A9 and complete compatibility overhaul!)
Post by: Telkir on May 01, 2015, 09:28:45 AM
Many apologies for not posting an A10 update yet. It's not a good excuse, I know, but I've been distracted by things outside of Rimworld. So much shiny stuff...  :(

I'll hopefully have an A10 update ready to release tomorrow. The XML changes are done, albeit untested, but I'm noticing that ConditionRed appears to have broken somehow so there may be some brainstorming to do there.

Thanks for your patience and sorry once again!
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.0 (Finally A10!)
Post by: Telkir on May 03, 2015, 07:01:35 AM
Updated for alpha 10. Again, sorry for the delay. :-[

Anyone who uses T-MoreFloorsFF with Igabod's Fast Floors can continue to use the version from alpha 9 - there's no update needed as far as I can tell.

There's due to be a 1.7.1 update in the coming days to finally include Natural Floors. I won't estimate when, but shouldn't be long. For reals this time. ::)

T, question.

Is cotton supposed to spoil when outside? its currently not and im about to tweak mine so it does, was just checking you were aware.

Aye, logic dictates it probably should, and I only noticed you mention this after finishing all the uploads for 1.7.0. It's a fairly minor thing but I'll make a note to fix it for 1.7.1. Thanks for the spot!
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.0 (Finally A10!)
Post by: cuproPanda on May 04, 2015, 10:15:12 PM
MoreBedsCloth (and possibly MBV) sets the beds comfort to 0, screenshot attached

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.0 (Finally A10!)
Post by: Telkir on May 05, 2015, 03:01:37 AM
Thanks for the spot, will fix in 1.7.1.
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Telkir on May 12, 2015, 10:11:56 AM
Okay, I've uploaded a patch and full downloads for v1.7.1 that fixes bed comfort and makes raw cotton rottable - you can grab both files through the Nexus and the patch from Mediafire.

Mediafire is being silly and I can't upload the full 1.7.1 package there right now, but I'll keep trying and add the link as soon as it lets me.

As far as Natural Terrain Flooring for Alpha 10 goes, given that there's at least one other mod that works as an excellent alternative (for example, Skullywag's OmniFloors (https://ludeon.com/forums/index.php?topic=12203.0)), are there still any folks who prefer how AHare's mod worked?
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Thelostmerc on May 14, 2015, 08:51:52 PM
telkir if mediafire wont work u should use dropbox its free and i know alot of mods use it as alternative. i cant wait to get this mod again was my fav mod mainly for beds n crops :D
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Telkir on May 19, 2015, 10:15:10 AM
Okay, Mediafire finally worked well enough to take the newest file and there's now a link to the full download on the first post. :)
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Adamiks on May 19, 2015, 01:32:56 PM
telkir if mediafire wont work u should use dropbox its free and i know alot of mods use it as alternative. i cant wait to get this mod again was my fav mod mainly for beds n crops :D

For me dropbox is better than mediafire. Dropbox is clean - just button "download" and that's all. Mediafire have a lot of adds and this is very annoying when you aren't on your "home" computer with no-limit net.
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Remorium on June 13, 2015, 03:11:07 AM
Sorry to bother you, but do you have an estimate of when this will get updated to Alpha 11?
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: LanMc on June 14, 2015, 04:48:01 PM
Sorry to bother you, but do you have an estimate of when this will get updated to Alpha 11?

Ditto!  I love having my color coordinated beds and floors!! 
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Clibanarius on June 15, 2015, 04:30:53 PM
ALSO eager to see this updated for 11!
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Clibanarius on June 16, 2015, 07:33:46 AM
Telkir, I beseech thee, is there any chance you can give us an update on the alpha 11 release? I'm waiting for only yours and Jaxxa's Enhanced Defenses mods before I can start playing!
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Telkir on June 16, 2015, 11:01:23 AM
Working on it as I write this and hope to have an update ready either later today or tomorrow. Sorry for the delay... seems to be somewhat traditional of late. ;)
Title: Re: [MOD] (Alpha 10) T's Mods v1.7.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Clibanarius on June 16, 2015, 11:07:27 AM
No, don't be sorry, it's awesome that you're almost done! Thanks for your hard work on this, too, by the way.
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.0 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Telkir on June 16, 2015, 04:21:58 PM
And as if by magic, an Alpha 11 update appeared... ;)

1.8.0 - 16th June 2015
 * Updated to and balanced for Alpha 11, including minor delights such as:
 * FIX: ExpandedCloth - textile bench is now PassThroughOnly
 * FIX: ExpandedCloth - wrong nutrition value for cotton plant
 * FIX: ExplandedCrops - wrong nutrition value for added crops
 * FIX: MoreBeds - remove duplicate hotkey on added royal beds
 * FIX: MoreBeds - fix unmasked pixels in red bed front
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.0 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Pink Photon on June 16, 2015, 04:42:26 PM
Is it the case that deconstructing apparel always gives cloth, rather than giving the material that the garment was made from?
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.0 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Topper on June 16, 2015, 07:48:36 PM
Nexus is giving me a warning you need to be a member to download a file of this size. Just FYI. I'll get it from another source
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.0 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Patrykbono20 on June 17, 2015, 12:34:45 AM
Thanks for update Telkir :)
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.0 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Clibanarius on June 17, 2015, 02:00:01 AM
Nexus is giving me a warning you need to be a member to download a file of this size. Just FYI. I'll get it from another source
Do yourself the favor of registering an account there if you do any sort of Bethesda game modding. It'll keep a list of every mod you've ever downloaded, something I've found useful too many times. Also note, you don't have to pay to register an account. You can simply register and log in and download the files without paying a cent.
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.1 (Crops, floors, beds, tweaks, red alert, more!)
Post by: Telkir on June 17, 2015, 04:22:17 PM
Is it the case that deconstructing apparel always gives cloth, rather than giving the material that the garment was made from?

Sadly yes. I think it would be possible to get the correct behaviour by doing DLL stuff, and maybe at some point I'll grit my teeth and investigate it. Meanwhile... just imagine you're salvaging the cloth linings. ;)

Nexus is giving me a warning you need to be a member to download a file of this size. Just FYI. I'll get it from another source

Yeah, feel free to grab it from the Mediafire or Dropbox links in the first post, just underneath the Nexus button. That's why they're there. :) I know the Nexus isn't everyone's cup of tea. Because of all the textures in MoreFloors, it's bigger than the 2MB limit that unregistered users can download, but the good thing is that your comment indirectly poked me towards making a nice optimisation.

And then, while doing that optimisation, I found myself working on another request... let's move on to 1.8.1, with actual additions for a change!

1.8.1 - 17th June 2015
NOTE: Saves using floors from MoreFloors 1.8.0 will find that some are removed when upgrading to 1.8.1.
You can either rebuild normally or just replace them using dev mode.
 * ADD: MoreFloors - overhauled stone floor textures into HD (1024px)
 * ADD: MoreFloors - stone floors can now be built using all stone types (20 new variations)
 * FIX: MoreBedsCloth - add back the hotkey for basic royal bed (oops)
 * TWEAK: MoreFloors - added stone floors are now listed in a separate Architect tab
 * TWEAK: MoreFloors - better carpet definitions shaved off 14MB of unnecessary textures
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Clibanarius on June 17, 2015, 05:55:20 PM
Those new floor textures look GREAT!
Title: Re: [MOD] (Alpha 11) T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: nmid on June 17, 2015, 06:13:48 PM
ty
Title: Re: [A11] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Topper on July 07, 2015, 12:21:03 AM
does this work with 11b ?
Title: Re: [A11] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: nmid on July 07, 2015, 04:17:42 AM
I love using the fast floors tweak with this mod :)
Title: Re: [A11] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Patrykbono20 on July 07, 2015, 10:41:58 AM
looks greats
Title: Re: [A11b] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Telkir on July 12, 2015, 08:02:08 AM
does this work with 11b?

I've just done a very brief test and there are no console errors showing up for any of the TMods, so I'm pretty confident that it's fully 11b compatible. Obviously do let me know if you find any problems though!
Title: Re: [A11b] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Andy_Dandy on July 12, 2015, 09:42:47 AM
Wow! Cool stuff. Love additional esthetics for my flooring, and expanded crafting for getting cotton and beds. Also nice to see an additional tech.
Title: Re: [A11b] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: dismar on July 13, 2015, 12:40:06 AM
the new floors are very nice, thank you.
Title: Re: [A11b] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Telkir on August 22, 2015, 05:07:26 AM
Alright, just a note to say that I know A12 is a thing now and I'll try to update my stuff soon - what I may do is get the popular parts of my mods (MoreFloors and MoreBeds, I guess?) updated and released individually for the folks who want them, while I crack on with the other parts.

I'm sort of curious which of the TMods are the most used :) If anyone fancies helping out with an anonymous straw poll, perhaps you could take a second to make your choices here:

http://strawpoll.me/5282342

Thanks, and hope to get TMods for A12 to you shortly!...
Title: Re: [A11b] T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
Post by: Telkir on August 22, 2015, 01:17:17 PM
Okay. MoreFloors and MoreBeds should be available tomorrow morning GMT. :)

I've redone the carpet textures so that
 * The added plain carpets now match up exactly with the vanilla Rimworld texture
 * New carpet colours were muted slightly - they were a bit garish before
 * Checkered carpets are slightly more subtle and nicer-looking
 * Added check carpets for the two new vanilla carpet colours (cream and dark)

MoreBeds was almost entirely compatible already but I took the opportunity to streamline the XML.

Preview:
(http://puu.sh/jKBiV/20610a3e03.jpg)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on August 23, 2015, 03:27:14 PM
Apologies for the triple post. I'm a filthy spammer but I'm close to kicking the habit. Maybe. :(

Just tweaked the first post with downloads for TMods for A12. Everything is updated now, so let me know if you have problems with it!
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Patrykbono20 on August 23, 2015, 03:34:00 PM
Fasted :D
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: 25wes25 on August 24, 2015, 11:11:26 AM
Love this mod so much, definitely one of my favorites! The textures you make fit perfectly with the vanilla game, keep up the great work Telkir!
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: ThreeMartiniLaunch on August 24, 2015, 07:05:59 PM
I would like to express my appreciation for this mod and its timely update to the latest version.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Romi on August 26, 2015, 01:16:24 AM
Now this mod add some style to the game.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: mbos14 on September 04, 2015, 08:28:08 AM
so it seems it still has the vanilla beds after installing the one that makes the recipe use cloth. wich makes it so i sitll can make beds without cloths. And i know it might be hard but couldt you make the floors make the stuf system(just to reduce the amount of icons you need).
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on September 04, 2015, 10:39:21 AM
Erp, okay, there always has to be something I fudge during an update - will fix as soon as I can. Thanks for posting!

Also I want to thank Latta for sending me a Korean translation for MoreFloors which I'll include in the package at the same time.

If there is anyone here who would be willing to spend some of their time in translating T's Mods to other languages, I'd love to hear from you - I know that I could use Google Translate but of course I'd have no confidence in the quality of the results. Would much prefer a human being with some real knowledge of the language. :P
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on September 07, 2015, 05:11:42 AM
Hokay - 1.9.1 is now available that includes a fixed version of MoreBedsCloth (thanks again for the spot on that, mbos14) and Latta's Korean translation for MoreFloors.

As a sidenote I've removed Mediafire download links, because frankly, their site is a pain to work with :) I'll of course keep using Dropbox as an alternative. Don't mind the URL shorteners, they just make maintaining the OP easier and also gives a basic idea of download counts (Dropbox doesn't do this by default).
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Florius on September 08, 2015, 09:37:09 AM
I have the problem since using your mods..., and since you tweaked/edited crops, I come to ask some advice.

Somehow my crops random disapear? The temperature is fine (21c) and light is good, 24/7 lighted. And it happens to 4 different types of crops.
I kept watching the crop and it just randomly disapears, not that an animal is eating it or something...

Edit: i had a poisoned ship, and wasn't aware that it also affects indoor growing zones. So that was the issue he he!
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: METATERREN on October 03, 2015, 11:24:54 PM
Nice addition of variety for creating a nice base in a lightweight mod
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Loki88 on October 09, 2015, 12:47:01 AM
Is it possible to get something like barn board floors added? Sort of like an equivalent to the vanilla concrete floors. Cheap and fast to build, but have neg beauty? Using steel to make the concrete floors as it is more or less a finite resource ( minus trading ) wood is awesomely renewable :)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: cucumpear on October 09, 2015, 04:59:32 AM
Is it possible to get something like barn board floors added? Sort of like an equivalent to the vanilla concrete floors. Cheap and fast to build, but have neg beauty? Using steel to make the concrete floors as it is more or less a finite resource ( minus trading ) wood is awesomely renewable :)

I love this idea and second the request.  :D Something like gravel with slightly lowered walk speed would be awesome too, but that would only really make sense if it's possible to make it out of any stone available.

Secondly, would it even be possible to make a checkerboard floor like marble/slate or sandstone/limestone actually requiring both types of stone to construct? Because I love putting in checkerboards, but the simple stone slabs don't have that much beauty.

I adore the hex tiles and use them constantly, thank you!  ;D
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 09, 2015, 09:11:40 AM
Hey, thanks for the kind words and suggestions!

For the barn board flooring - shouldn't be a problem, it's just a case of finding a good texture for it. Perhaps with some shenanigans I can adapt something that isn't tiled... I'll see what I can come up with!

Gravel flooring - leave it with me. I have a plan... :P

As far as chequerboards with different flavours of stone go, hmm... I'm limited by the current Rimworld system. Random stream of thoughts:

Option 1 - see about thing-ified flooring. I'm against this because there's a big decrease in the prettiness of floors - textures repeat across 1 tile instead of over 16. Assuming the texture didn't look ugly that way, getting a floor to use 2 thing colours... I have a vague idea of setting that up but it might not work.

Option 2 - individual textures for every possible combination of stone chequering. This gets impractical really quickly because you'd have to add an architect button for each unique combination as well as having a specific texture for each one, bloating the download size.

Option 3 - a carefully chosen handful of stone combinations, such as the mentioned marble/slate and sandstone/limestone, would be the best way. Again it would need specific textures for each combination but there'd probably be no more than 6 good-looking combinations anyway, which is perfectly manageable.

I'll see about option 3. :D
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Beathrus on October 09, 2015, 10:07:12 AM
Hey, thanks for the kind words and suggestions!

For the barn board flooring - shouldn't be a problem, it's just a case of finding a good texture for it. Perhaps with some shenanigans I can adapt something that isn't tiled... I'll see what I can come up with!

Gravel flooring - leave it with me. I have a plan... :P

As far as chequerboards with different flavours of stone go, hmm... I'm limited by the current Rimworld system. Random stream of thoughts:

Option 1 - see about thing-ified flooring. I'm against this because there's a big decrease in the prettiness of floors - textures repeat across 1 tile instead of over 16. Assuming the texture didn't look ugly that way, getting a floor to use 2 thing colours... I have a vague idea of setting that up but it might not work.

Option 2 - individual textures for every possible combination of stone chequering. This gets impractical really quickly because you'd have to add an architect button for each unique combination as well as having a specific texture for each one, bloating the download size.

Option 3 - a carefully chosen handful of stone combinations, such as the mentioned marble/slate and sandstone/limestone, would be the best way. Again it would need specific textures for each combination but there'd probably be no more than 6 good-looking combinations anyway, which is perfectly manageable.

I'll see about option 3. :D

Can we maybe get... hay floors? Like, not the green hay, but like yellow hay, along with the barn board floors? :/
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: TLHeart on October 09, 2015, 02:34:17 PM
Those would be straw floors, and require hay to build, with a yellowish brown color...

the texture for hay before it becomes a roll would be a good floor texture with the changed color.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 10, 2015, 09:30:03 AM
This seems like a good opportunity to do the last bit of HD conversion for wood floors (512px -> 1024px). Some of the wood floors seemed a bit out of scale, too, and handily the HDification seems to have fixed that. Hopefully the tiling of the textures isn't too noticeable.

Easiest quiz ever: Which of these do you reckon is the new barn board floor? :D

(http://puu.sh/kF7xa/c682194a54.jpg)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Loki88 on October 10, 2015, 11:34:28 AM
This seems like a good opportunity to do the last bit of HD conversion for wood floors (512px -> 1024px). Some of the wood floors seemed a bit out of scale, too, and handily the HDification seems to have fixed that. Hopefully the tiling of the textures isn't too noticeable.

Easiest quiz ever: Which of these do you reckon is the new barn board floor? :D

(http://puu.sh/kF7xa/c682194a54.jpg)

I'll take #3 for 500!... Wait.. why can't I has? Not ready yet, or am I a dork?  :'(
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Tekuromoto on October 10, 2015, 04:43:02 PM
This seems like a good opportunity to do the last bit of HD conversion for wood floors (512px -> 1024px). Some of the wood floors seemed a bit out of scale, too, and handily the HDification seems to have fixed that. Hopefully the tiling of the textures isn't too noticeable.

Looks great - can't wait!

Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: AHare on October 10, 2015, 05:18:34 PM
As far as chequerboards with different flavours of stone go, hmm... I'm limited by the current Rimworld system. Random stream of thoughts:

Option 1 - see about thing-ified flooring. I'm against this because there's a big decrease in the prettiness of floors - textures repeat across 1 tile instead of over 16. Assuming the texture didn't look ugly that way, getting a floor to use 2 thing colours... I have a vague idea of setting that up but it might not work.

Option 2 - individual textures for every possible combination of stone chequering. This gets impractical really quickly because you'd have to add an architect button for each unique combination as well as having a specific texture for each one, bloating the download size.

Option 3 - a carefully chosen handful of stone combinations, such as the mentioned marble/slate and sandstone/limestone, would be the best way. Again it would need specific textures for each combination but there'd probably be no more than 6 good-looking combinations anyway, which is perfectly manageable.

I'll see about option 3. :D
Since you've already got stone tile flooring with full-sized tiles, you could add a set that works as an overlay. Partly transparent, having only two tiles and shading for the underfloor.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 11, 2015, 03:20:58 AM
Since you've already got stone tile flooring with full-sized tiles, you could add a set that works as an overlay. Partly transparent, having only two tiles and shading for the underfloor.
On paper this is a brilliant idea and thanks for suggesting it! Having trouble making it work, though...

Is there any particular image format you know of that should definitely allow this? Sadly my testing so far hasn't been able to get transparency or alpha levels working at all. Can't see any XML setting that would help. I'm using 24-bit PNGs saved from Photoshop.

(http://puu.sh/kG4aT/b8418dd716.jpg)

EDIT: Never mind. Pretty sure this is just a limitation of Rimworld that it doesn't allow for transparency on terrain textures. Boo. :(
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Kolljak on October 12, 2015, 12:08:49 PM
Water supports... you cant walk on them but their buildable on water. then you can build floors on them.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Kolljak on October 12, 2015, 12:12:30 PM
Oh would this be to op? Glow in the dark flooring. or floor lights.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 15, 2015, 01:18:09 PM
Water supports... you cant walk on them but their buildable on water. then you can build floors on them.

Oh would this be to op? Glow in the dark flooring. or floor lights.

Having a method of terraforming water is on my list of stuff I want to add for sure. Terrains can't emit light without DLL shenanigans as far as I know - I'm guessing that what you want is a way to have a lightsource on a tile without building a thing of some type in it? (Either a standard lamp or something from a mod like skullywag's additional lighting (https://ludeon.com/forums/index.php?topic=14177.0) or jacob814's Ceiling Lights (https://ludeon.com/forums/index.php?topic=8402.0).) This isn't something I really want to get into at the moment, but I'll keep it in mind for the future.

Meanwhile, on update on floors! Here's straw and four flavours of chequered stone tiles. I made the barn board flooring have rough edge blending - the only wood that has it - so that you can get some suitably barn-y prettiness:

(http://puu.sh/kLj0i/935e14ed62.jpg)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: TLHeart on October 15, 2015, 01:39:17 PM
Got the checkerboard to work.

Now I can have proper barn floors, and that is a great texture on the straw.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: AHare on October 15, 2015, 08:16:26 PM
How'd you get the checkerboards to work? One for each combination?
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: viktoria.s on October 16, 2015, 04:07:19 AM
Oh would this be to op? Glow in the dark flooring. or floor lights.
There are already a floor lights mod here: https://ludeon.com/forums/index.php?topic=9103.0. IMHO it's quite cool  :).
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 16, 2015, 04:21:41 AM
How'd you get the checkerboards to work? One for each combination?

Yep, exactly that. Nothing clever or fancy (because gosh, people should know by now that I'm lazy). :)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Loki88 on October 16, 2015, 07:19:01 AM
How'd you get the checkerboards to work? One for each combination?

Yep, exactly that. Nothing clever or fancy (because gosh, people should know by now that I'm lazy). :)

If you're lazy, then I'm worse. I'm still trying to figure out how to make a bamboo flooring texture that doesn't look like crap. Its to make use of the bamboo in the vegetable garden mod. How do you make your floor textures? Especially ones that look this good!
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 16, 2015, 11:15:28 AM
Blargh, the login system ate the reply I was making - but the long and short of it is "smoke, mirrors and Photoshoppery". :P

The main tricks I use are to layer other seamless textures or patterns over the one I'm working on, and set them to around 5-20% opacity. You can tweak the blending mode of that layer to make it look good. A good "disguising" layer like this can be done with the Filter > Render > Clouds tool.

In the case of the straw texture I added, I had to shrink down the original image (http://barborka.vsb.cz/nemec/oldpages/mga/archive/2009/arg006/stuff/seno2.jpg) and re-tile it a couple of times in order to get the scale right. The tiling then became quite noticeable, so in addition to the clouds as above, I took the original image and used that in the same way (blend mode "overlay" at about 15% opacity).

You could probably do exactly the same thing in free software like GIMP or perhaps even Paint.net, though I'm not really familiar enough with either of those to say for sure. Perhaps if I get the time one day I'll try to make some kind of guide showing the process I go through.

Meanwhile, I hit a bit of a hitch with the secret plan I had regarding one of the suggestions... might need a rethink, but the new juiciness will be out in the wild very soon regardless! :)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Loki88 on October 16, 2015, 12:03:51 PM
I have gimp and an introductory knowledge of how to use it. But judging by that explanation, floor textures are a bit above my skill level. Something to work on though! Thank you for explaining it to me :)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 22, 2015, 11:34:48 AM
Okay, an update to explain what the delay in releasing the new floors is! I want to finish up and include a brand new mod into the pack, [T] Terraforming. A decent bit of the work on it has been finished already but there's still more to do.

Some folks may remember that I jumped in to try and maintain Natural Terrain Floors, a commitment that I've since been a bit lax about. Terraforming is basically my take on what NTF did (and perhaps other mods since), with slightly tweaked behaviour and some extras that folks might appreciate:

* A new recipe on the stonecutter's bench lets you turn stone chunks into piles of rubble
* Rubble can be used to build infill upon shallow water, deep water, and marsh
* A new glitterworld technology "geoforming unit" that your colony can research
* Building a geoforming unit requires late-game materials
* Use the unit to create geoform crystals, a resource used in molding your surroundings
* Construct various natural terrains to your liking
* Upgrade terrains using yet-to-be-finalised means: gravel -> soil -> rich soil

I'll try not to succumb to feature creep and release an update very "soon". ;)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: dismar on October 23, 2015, 11:11:45 PM
Okay, an update to explain what the delay in releasing the new floors is! I want to finish up and include a brand new mod into the pack, [T] Terraforming. A decent bit of the work on it has been finished already but there's still more to do.

Some folks may remember that I jumped in to try and maintain Natural Terrain Floors, a commitment that I've since been a bit lax about. Terraforming is basically my take on what NTF did (and perhaps other mods since), with slightly tweaked behaviour and some extras that folks might appreciate:

* A new recipe on the stonecutter's bench lets you turn stone chunks into piles of rubble
* Rubble can be used to build infill upon shallow water, deep water, and marsh
* A new glitterworld technology "geoforming unit" that your colony can research
* Building a geoforming unit requires late-game materials
* Use the unit to create geoform crystals, a resource used in molding your surroundings
* Construct various natural terrains to your liking
* Upgrade terrains using yet-to-be-finalised means: gravel -> soil -> rich soil

I'll try not to succumb to feature creep and release an update very "soon". ;)

sounds VERY interesting Telkir can't wait to see!
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on October 28, 2015, 10:38:14 AM
Alright, since Terraforming is taking longer to pull together than I expected, in the meantime here's a download for the updated 1.10.0 package of MoreFloors. Included in this new version are:

* HD wood flooring, including a new barn board floor style
* 8 new stone chequer floors (NOTE: not all styles of chequering will tile correctly with each other)
* Straw flooring made with hay

Grab the floory goodness from here (https://dl.dropboxusercontent.com/u/970071/TMods-MoreFloors-1100.zip)!
Please note this is not a patch - you should delete your old T-MoreFloors folder before unzipping this one. You may end up with errors otherwise.

Enjoy, and stay tuned for the full 1.10.0 package soon! :)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Trilogy070 on November 16, 2015, 03:23:28 PM
Heyas, I don't usually run mods and have a feeling I am overlooking something or did something wrong;

When I unzip to the mod folder and go into the game menu and select the "More Floors" mod, start a new game and try to use the stone floors patterns they are not shown as an option, the wood floors are there, I have not looked at carpet yet (have not researched carpet in the one I just started with this mod enabled yet), is there a research item or something particular I should do before the stone floors are available, or did I do something wrong from the time I unzipped?

Any input would be appreciated.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Tekuromoto on November 18, 2015, 09:53:52 PM
I'm not 100% certain, but I seem to remember that you need to unlock stonecutting first.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: f0xh0und696 on November 20, 2015, 02:42:04 PM
in the misc set, you have a scrap wall, how about a floor to go with it?
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: thundercaller on November 25, 2015, 08:16:39 AM
[T] MoreFloorsFF v1.9.1 is not compatible with Glitter Tech and Expanded Prosthetics and Organ Engineering after colonists installed advanced bionic legs because of PathCost in defs.

 Any colonists with  advanced bionic legs walking on floors that increase movement will cause bugs. Colonists will stand still , Exception drawing error , IndexOutOfRangeException: Array index is out of range. The image of the colonists would disappear.

Could you please test it. I've ruined two weeks and dozens of saves to find this bug. I thought it was the incompatibility of  two bionic parts mod. Sad.

I think there are some limitations of speed in the game.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on November 29, 2015, 03:43:45 AM
[T] MoreFloorsFF v1.9.1 is not compatible with Glitter Tech and Expanded Prosthetics and Organ Engineering after colonists installed advanced bionic legs because of PathCost in defs.

I very much appreciate you putting the time and effort into testing this and letting me know. Apologies for any trouble caused. Looks like you have this same problem with the base Fast Floors mod too, which is what I'd expect - but not sure I can offer a great deal of help to fix this...

Although I'll certainly try to test this out and confirm it for myself, to get the same feature without using PathCost would probably require a DLL, and unfortunately that's not something I can do myself at the moment (lack of time and skill). Perhaps there are clever folks in the community who might be able to take a stab at that? Try asking in the Rimworld Slack if you didn't already.

Meanwhile, I know it's not a real solution if you're used to floors buffing walk speed, but the only thing I can say is to just go back to using the standard MoreFloors for the time being.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: thundercaller on December 25, 2015, 09:34:33 AM
[T] MoreFloorsFF v1.9.1 is not compatible with Glitter Tech and Expanded Prosthetics and Organ Engineering after colonists installed advanced bionic legs because of PathCost in defs.

I very much appreciate you putting the time and effort into testing this and letting me know. Apologies for any trouble caused. Looks like you have this same problem with the base Fast Floors mod too, which is what I'd expect - but not sure I can offer a great deal of help to fix this...

Although I'll certainly try to test this out and confirm it for myself, to get the same feature without using PathCost would probably require a DLL, and unfortunately that's not something I can do myself at the moment (lack of time and skill). Perhaps there are clever folks in the community who might be able to take a stab at that? Try asking in the Rimworld Slack if you didn't already.

Meanwhile, I know it's not a real solution if you're used to floors buffing walk speed, but the only thing I can say is to just go back to using the standard MoreFloors for the time being.

Thank you so much for replying. I've removed FF and just used MoreFloors instead of MoreFloorsFF.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Faythe on January 17, 2016, 01:42:00 PM
I love your mods, just what I want without all the extras.  I tried to add grass as a grow-able with your mod mainly because I dislike all the extra machines that the garden mod has (though that may change once I get to more late game situations.) But I was unable to add it.  I find myself with my critters eating all the grass in an area and then it doesn't regrow.  Being able to plant grass in such areas will be a big benefit to play-styles in the early game.  I understand that haygrass may feed them better in the long run but I keep running into situations where I can't keep enough hay to feed them in the meantime. And planting haygrass to make up for that loss of grass is lackluster cause the critter will eat it before it is even half grown.  So maybe adding grass as a grow-able but not a harvest-able would be a benefit to the mod.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Vas on January 22, 2016, 03:56:51 AM
[T] ExpandedCrops :: Expands and refines the fruit and vegetables your colonists can grow.

[T] ExpandedCloth :: Tweaks the game's cotton and cloth system. �

If you want to make your mods compatible with mine, simply change the thingClass to "Vas_Plants.VasPlants".  E.G. : "<thingClass>Vas_Plants.VasPlants</thingClass>" and what this does is it makes this plant grow 24/7, day/night (so long as it has light).

I've already done so for you but I am unlikely to continue doing so in the future as I have enough to manage on my own.  :P  It is however a one line change in each of your mods as I am seeing thus far so.
ExpandedCrops Hydroponics Compatibility: https://dl.dropbox.com/u/30270697/rimworld/T-ExpandedCrops-VHydroCompat.zip
ExpandedCloth Hydroponics Compatibility: https://dl.dropbox.com/u/30270697/rimworld/T-ExpandedCloth-VHydroCompat.zip

You can add these to your main page info (the areas I quoted), even using my links for this current version of the game.  This is for compatibility with my mod: https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Grimandevil on January 22, 2016, 02:14:26 PM
So maybe adding grass as a grow-able but not a harvest-able would be a benefit to the mod.
u can plant some flowers, they're non-harvestable, and will act like a grass.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Faythe on January 22, 2016, 02:21:27 PM
I am getting an error when I add back in T - ExpandedCloth mainly cause the garden mod  (https://ludeon.com/forums/index.php?topic=12934.0) doesn't have the feature to be able to break down clothing as your mod does. I'm going to post this both here and in Dismar's mod.

(http://ft.trillian.im/9e30117d1fbaa37c24a95366dd5dc026abc1af3e/6EJvSh0tnoYR3QurgNHItpeSuw0tn.jpg)
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Kolljak on April 07, 2016, 07:42:41 PM
Does anyone know if any of these mods are still compatable with rimworld after 13? like the terrain floors.
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Telkir on April 08, 2016, 03:32:20 AM
I'll be sorting out an A13 update of TMods sometime "soon", but not sure if I can guarantee it being in time for this weekend (sorry folks). I'll see what I can do. It may well be that you can use MoreFloors from A12 but *I haven't tested this at all* - I just know it's the mod that's least likely to break. :P
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: Topper on April 10, 2016, 12:59:25 AM
no worries...good to hear your still around
Title: Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
Post by: 25wes25 on April 10, 2016, 01:45:35 AM
Take your time Telkir, but can't wait till the mods are updated! Keep up the great work, I find your mods to be some of the best enhancements to the game, subtle, vanilla, and yet add a perfect level of depth.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 14, 2016, 05:20:52 PM
Okay folks, the full A13 update is here with some juicy new content:

T's Mods v1.10.0
* Updated to and balanced for Alpha 13
* ADD: NEW MOD - [T] Terraforming allows better control of the terrain around your colony
* ADD: MoreBeds - colours for plain double beds and update royal beds to new vanilla style
* ADD: MoreBeds - put beds on same altitudelayer as walls to fix draw order in certain placings
* ADD: MoreFloors - add eight styles of chequered stone floor in various combinations
* TWEAK: ExpandedCrops - lettuce rot time decreased to 7 days

As a new addition to my mods, Terraforming may not be very well balanced (and I know for certain it's likely to be highly incompatible with any other mod that fiddles with Core terrain defs). If you use it I'm eager to hear what you think :)

And please remember: Enabling Terraforming means you will need to create a new world and start a colony there to properly get the stuff it offers. Loading a save from a world that wasn't created with Terraforming enabled will result in spontaneous sandification of water.

This release was probably the most time spent on an update yet, so hopefully nothing is too broken, but be sure to say if you find bugs. Enjoy! ;D
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: skullywag on April 14, 2016, 05:22:03 PM
Floors floors floors floors, floors floors floors floors, denenenenenehhhhhhh floors
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: LumberingTroll on April 14, 2016, 07:02:28 PM
No stockpile option for most of the gowables, potato, rice, tomato etc. Didnt have any issues before activating this.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: joshwoo69 on April 14, 2016, 07:12:45 PM
cool!  But.. where is the 24h plants?
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: MeliaElentari on April 15, 2016, 01:06:49 AM
Thank you! I love the new beds!
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 15, 2016, 05:21:45 AM
Floors floors floors floors, floors floors floors floors, denenenenenehhhhhhh floors

Floorsfloors, floors floors flooooooooooooooooooors

No stockpile option for most of the gowables, potato, rice, tomato etc. Didnt have any issues before activating this.

Not sure I can find what you mean. With just TMods installed, stockpiles seem to handle crops fine:

(http://puu.sh/oiThs/3b73e0c159.png)

Are you using any other mods?

cool!  But.. where is the 24h plants?

You'll have to wait for Vas to update his Hydroponics+ mod. :) Once that's done you should be able to use the compatibility versions of ExpandedCloth and ExpandedCrops alongside it. The download is just underneath the link to the main pack on the first post.

Thank you! I love the new beds!

Thank you for the kind words!

And indeed thanks to everyone who clicked to check out this mod - the thread just broke 100,000 views! Wooooooooo! :D
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: dismar on April 17, 2016, 03:07:07 PM
No stockpile option for most of the gowables, potato, rice, tomato etc. Didnt have any issues before activating this.

This was an issue inside my mod that changed a core plants def. base.  So if you used core defs for stockpile plants it did not assign a category.

I've since found the errors and change my coding so now it doesn't effect core bases.

Sorry about that Telkir!
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 18, 2016, 04:29:47 AM
Ah yup - no need to be sorry, it's good to know what was happening. :)

Thanks for the update!
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: erisiah on April 19, 2016, 12:55:34 AM
I keep getting these errors in my log:

Code: [Select]
Config error in TCupboard: TCupboard has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Also, when I try to build one of these cupboards, the game throws an error as the work completes, and the object disappears (losing the 200 steel that the worker placed).

I'm using the latest update (as of this post).
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 19, 2016, 06:01:00 AM
Hmm. Can't replicate this problem in debug mode; are you using any other mods that somehow change the Core "BuildingBase" def?

{ Begin technical gobbledegook! :P }

In A12 and before, you had to duplicate the Core "BuildingBase" def in each XML where you defined buildings that inherited it (such as the kitchen cabinet in this case).

While updating to A13 I noticed that this is no longer necessary. You can still inherit BuildingBase (or any other abstract def) even though it's not defined in that same XML - it just has to be present somewhere in the Core XMLs.

{ End gobbledegook 8) }

The error in your log is suggesting that something might be changing the Core def, perhaps another mod that didn't realise that the above was now possible. All I can say is that with no other mods except TMods activated, I can build the kitchen cupboard just fine.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: erisiah on April 19, 2016, 06:04:35 PM
It turns out I needed to rearrange the mod load order. Thanks for the help, and the mod! :)
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on April 20, 2016, 02:25:02 AM
I'm posting this here because the scrap metal wall seems to be the only wall functioning normally.

(http://puu.sh/ooZEU/c0e6f8868e.jpg)

I tested putting in other walls, but they all end up with dirt under them like that unless there's a tile under it. Do you have any idea what might be causing it?
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 20, 2016, 03:17:47 AM
That's extremely odd. :o I'm scratching my head furiously as to what would even cause that in the first place...

Once again, I don't like putting the cause elsewhere, but in my own colony I'm running with only TMods enabled, I'm not getting that problem:

(http://puu.sh/op1Mc/af492e05d9.jpg)

Could you let me know what other mods you are using, and maybe (like erisiah) try fiddling with your mod load order to see if anything changes? Put TMods earliest in the order, check, then try latest in the order, check again, and see if there's a difference.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Noobk on April 20, 2016, 08:20:34 AM
I'm just a lurker, but you pulled me out of my hole to say great set of mods. Thanks for the work!  8)
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on April 20, 2016, 04:18:56 PM
Could you let me know what other mods you are using, and maybe (like erisiah) try fiddling with your mod load order to see if anything changes? Put TMods earliest in the order, check, then try latest in the order, check again, and see if there's a difference.

Honestly, it's probably some mod and/or load order conflict. Copied from the ModsConfig.xml file.

    <li>Core</li>
    <li>AllowTool</li>
    <li>CheaperComponents</li>
    <li>ED-ClosableVent</li>
    <li>ED-LaserDrill</li>
    <li>ED-Plant24H</li>
    <li>ED-PoweredVent</li>
    <li>ED-Shields</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>FloorLights</li>
    <li>GlitterTech</li>
    <li>Hospitality</li>
    <li>M&amp;Co. ForceField</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Modular Tables</li>
    <li>More Factions Spawn</li>
    <li>More Furniture</li>
    <li>PackMuffalo</li>
    <li>Pawn State Icons</li>
    <li>PowerCell-PowerCell1.3</li>
    <li>Rimfire 2.0</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>RTFTJ</li>
    <li>RTGs</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_FluffyRelations-0.13.0.1</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>RW_PawnBar-0.13.0.1</li>
    <li>Stonecutting Tweak</li>
    <li>Storage Crates</li>
    <li>T-ExpandedCloth</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>TilledSoil</li>
    <li>Turrets Pack</li>

I should probably put new walls higher up, now that I think about it.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Raccoon on April 20, 2016, 07:12:57 PM
Do you working on Language Addon or do we have to do this ourself?
€dit: Did it myself, you can take a look over it, and maybe if you like it add it. Like your Mod but 2 Languages in 1 Game is to much.

[attachment deleted by admin - too old]
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Astasia on April 21, 2016, 12:55:04 PM
Is 20 gold, 40 silver and 10 jade for 35 geoform crystals intentional? And 50 geoform crystals for 1 soil tile? That's like 60000 silver for a 10x10 farm that grows at normal speed.

I think I might drop it down to 1 geoform crystal per soil tile on my end...
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on April 21, 2016, 04:16:52 PM
I messed around with the load order a bit, put in and removed some mods, and started a new game. Walls are working normally now.

EDIT: Oh right, and unlike regular walls, you can't order a vent or cooler to be made over the scrap wall. Need to remove the wall first.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on April 22, 2016, 03:31:14 PM
Do you working on Language Addon or do we have to do this ourself?
€dit: Did it myself, you can take a look over it, and maybe if you like it add it. Like your Mod but 2 Languages in 1 Game is to much.

Thanks for taking the time to attach your German translation of ExpandedCloth! I'll add this into the next update of TMods.

Unfortunately I can't work on translating myself because English is my only language. I could possibly try to throw stuff at Google Translate and see what sticks, but to be honest I wouldn't have any confidence in the quality of the results.

Is 20 gold, 40 silver and 10 jade for 35 geoform crystals intentional? And 50 geoform crystals for 1 soil tile? That's like 60000 silver for a 10x10 farm that grows at normal speed.

I think I might drop it down to 1 geoform crystal per soil tile on my end...
Y'know... yes, now you put it like that, that's a fair point :P I do want it to be a moderately expensive path to follow, but not that crazy. I'll change the costs for soil / rich soil tiles to 5 crystals in the next update.

I messed around with the load order a bit, put in and removed some mods, and started a new game. Walls are working normally now.

EDIT: Oh right, and unlike regular walls, you can't order a vent or cooler to be made over the scrap wall. Need to remove the wall first.
Aha, good catch, I'm seeing that too. Will get this fixed ASAP.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Astasia on April 23, 2016, 06:23:10 AM
Is 20 gold, 40 silver and 10 jade for 35 geoform crystals intentional? And 50 geoform crystals for 1 soil tile? That's like 60000 silver for a 10x10 farm that grows at normal speed.

I think I might drop it down to 1 geoform crystal per soil tile on my end...
Y'know... yes, now you put it like that, that's a fair point :P I do want it to be a moderately expensive path to follow, but not that crazy. I'll change the costs for soil / rich soil tiles to 5 crystals in the next update.

The concern I have with it, even when I set it to 1 crystal per tile for myself, is there's very little reason to even bother. Gravel grows at like 85% rate, spending any significant cost to make it a 100% or 120% rate doesn't seem worthwhile. One also has to consider hydroponics, which besides their power cost are really cheap to build, like 30 silver per tile. I like the idea of the crystals and the cost for the process, but I don't think the benefit is there.

I think the bigger issue after playing A13 for a while, is jade is also almost impossible to get. I've only ever found like 1-3 tiles of compacted jade on a map, and no trader is setup to specifically sell it. There's a chance I think of some traders having it, but I don't remember ever seeing it. I'm also playing with orbital traders modded to 12% chance instead of the A13 default of 3%. I think you have to hope for a raider to drop a jade melee weapon to get any real amount of the stuff. Or I've just been having really bad luck with it.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: 25wes25 on April 23, 2016, 11:45:36 AM
I think the bigger issue after playing A13 for a while, is jade is also almost impossible to get. I've only ever found like 1-3 tiles of compacted jade on a map, and no trader is setup to specifically sell it. There's a chance I think of some traders having it, but I don't remember ever seeing it. I'm also playing with orbital traders modded to 12% chance instead of the A13 default of 3%. I think you have to hope for a raider to drop a jade melee weapon to get any real amount of the stuff. Or I've just been having really bad luck with it.
If I can remember correctly on the 400x400 map I played upon release I found several small clusters of Jade and a few trade caravans had some. I'm not sure about the trade ships though, never got around to building that before we all got slaughtered.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: hoochy on April 23, 2016, 11:37:03 PM
Is 20 gold, 40 silver and 10 jade for 35 geoform crystals intentional? And 50 geoform crystals for 1 soil tile? That's like 60000 silver for a 10x10 farm that grows at normal speed.

I think I might drop it down to 1 geoform crystal per soil tile on my end...
Y'know... yes, now you put it like that, that's a fair point :P I do want it to be a moderately expensive path to follow, but not that crazy. I'll change the costs for soil / rich soil tiles to 5 crystals in the next update.

The concern I have with it, even when I set it to 1 crystal per tile for myself, is there's very little reason to even bother. Gravel grows at like 85% rate, spending any significant cost to make it a 100% or 120% rate doesn't seem worthwhile. One also has to consider hydroponics, which besides their power cost are really cheap to build, like 30 silver per tile. I like the idea of the crystals and the cost for the process, but I don't think the benefit is there.

I think the bigger issue after playing A13 for a while, is jade is also almost impossible to get. I've only ever found like 1-3 tiles of compacted jade on a map, and no trader is setup to specifically sell it. There's a chance I think of some traders having it, but I don't remember ever seeing it. I'm also playing with orbital traders modded to 12% chance instead of the A13 default of 3%. I think you have to hope for a raider to drop a jade melee weapon to get any real amount of the stuff. Or I've just been having really bad luck with it.

Good points. I think the need for jade should be removed. Also when you think about what it is "doing" you should require 1 of a few things to upgrade soil. In real life soil is made up of a number of nutrients, so making it require say 1 gravel, 1 vegetable/meat and 5 silver to upgrade 1 tile makes more sense for me at least. As there is the time done "working" to get the ingredients, and to make, and then to put it down, which are all cost factors in making it "not easy".

 I also wish the terraforming could upgrade soil even higher than "rich", so that you could get some 200-400% fertility ground. After having played with terraforming pumps I think this mods idea is a bit better in approaching this topic.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Jack Kenseng on April 27, 2016, 04:22:02 PM
If you're making growing soil, wouldn't it make more sense to compost down natural ingredients?  A Minecraft skyblock mod comes to mind - you make dirt by composting crops.

Is Soil really that precious to require otherwise?  By default gravel is 70%, and that takes a bloody ROCK to make.  I could see rich soil being harder to make.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: falcongrey on April 30, 2016, 11:17:22 PM
Are all your mods suppose to play nicely with CCL (Community Core Library)?  I found all load correctly after CCL with the exception of 1 mod, Expanded Crops. It keeps throwing up the same error erisiah stated a few comments before when I add that one in:

Code: [Select]
Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-1120D008 (this message is harmless)
Non platform assembly: data-10EDF018 (this message is harmless)
Non platform assembly: data-10EDF018 (this message is harmless)
Non platform assembly: data-10EDF018 (this message is harmless)
Config error in TCupboard: TCupboard has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

No matter how I order it, unless I either remove Expanded Crops or CCL it will throw those errors and if I try to build the kitchen cupboard it will build it, throw an error when the work completes, and object disappears (bye bye 200 steel). All other mods seem to play nicely with it and CCL.

From what I read, CCL does tend to have a nasty habit of hiccuping on the 'slightest' thing off with other mods (RIP Pawn State Icons until fixed) so wondering if there could be something not defined or if everything is correct some way to make them play nicely?

This was tested with loading in each T-Mod 1 by 1 to find no errors popping up, then starting fresh again with CCL, CCL -Vanilla Tweaks both installed then added T-Mods 1 by one to find only Expanded Crops throws the error up. All mods can be added in with CCL with no errors except Expanded Crops.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on May 01, 2016, 05:00:38 AM
Updated with a small number of changes.

TMods 1.10.1
 * Adds German translation for ExpandedCloth by Raccoon
 * Fixes ExpandedCrop / ExpandedCrops-VHydroCompat to work nicely with CCL
 * Possibly more robust compatibility in all TMods
 * Terraforming tweaked to need only 5 geoform crystals per soil / rich soil

I'll start testing compatibility against CCL as part of my usual routine in upcoming versions since many mods seem to now require it. Thanks for the catch, falcongrey. :)

Good points. I think the need for jade should be removed. Also when you think about what it is "doing" you should require 1 of a few things to upgrade soil. In real life soil is made up of a number of nutrients, so making it require say 1 gravel, 1 vegetable/meat and 5 silver to upgrade 1 tile makes more sense for me at least. As there is the time done "working" to get the ingredients, and to make, and then to put it down, which are all cost factors in making it "not easy".

If you're making growing soil, wouldn't it make more sense to compost down natural ingredients?  A Minecraft skyblock mod comes to mind - you make dirt by composting crops.

Is Soil really that precious to require otherwise?  By default gravel is 70%, and that takes a bloody ROCK to make.  I could see rich soil being harder to make.

I think the points we're all agreeing on with Terraforming as it stands are:
 * It's an overly technological process to create basic / rich soils
 * Gravel is too fertile
 * Hydroponics are way more cost-effective than attempting to terraform for crop growing

So, what I'll try to do for the next update is:
 * Reduce gravel fertility down to something like 25-50%
 * New production method for soil / rich soil to include organic materials
 * Existing geoform crystals instead used to create new tiers of super-rich soil (at least 200% fertility)

Thanks for the feedback so far and let me know if you think this is more along the right lines :)
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Famous Shoes on May 01, 2016, 12:23:31 PM
Is there a way to add the Terraforming mod to an existing save/map, perhaps with a little jury-rigging?
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on May 01, 2016, 01:22:45 PM
Has the scrap metal wall been fixed?
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on May 01, 2016, 01:46:28 PM
Is there a way to add the Terraforming mod to an existing save/map, perhaps with a little jury-rigging?

If you had patience and a reasonable idea of where the water was within an existing colony, you could temporarily activate developer mode and replace the sand with water using the debug tools. Unfortunately, to the best of my knowledge, the way Terraforming is done by XML means that there's no way to avoid sandification of water at the moment. It's perhaps something that CCL could help with and it's definitely on my list of things I will try to improve in the future.

Has the scrap metal wall been fixed?

To my surprise, this just didn't seem fixable through XML, so no. :( I inspected some of the code that controlled placement of coolers and it seems to be related to hard-coding where only a def called "Wall" (i.e. normal stuffed walls) is considered a valid structure to build over. Scrap metal walls have a def name of "WallScrapMetal" and don't fulfil the "canPlaceOverWall" tag of Coolers.

EDIT: Perhaps you could logic it out by an explanation like this: scrap metal walls are just too flimsy to handle the weight of a cooler being installed in them :P
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on May 01, 2016, 02:08:16 PM
Has the scrap metal wall been fixed?

To my surprise, this just didn't seem fixable through XML, so no. :( I inspected some of the code that controlled placement of coolers and it seems to be related to hard-coding where only a def called "Wall" (i.e. normal stuffed walls) is considered a valid structure to build over. Scrap metal walls have a def name of "WallScrapMetal" and don't fulfil the "canPlaceOverWall" tag of Coolers.

EDIT: Perhaps you could logic it out by an explanation like this: scrap metal walls are just too flimsy to handle the weight of a cooler being installed in them :P

Ah, I see. It's just that stuff that takes notice of a "Wall" doesn't really work with the scrap wall; like, I can't have a door built if there's a scrap wall there. Or a vent.

I wonder if it's possible for something to be used as both an ingredient and for deconstruction at the same time. Deconstructing steel slag into scrap metal could be cool, especially with the Crash Landing mod, since that tends to provide a lot of steel slag/chunks.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: falcongrey on May 02, 2016, 02:12:27 PM
Has the scrap metal wall been fixed?

To my surprise, this just didn't seem fixable through XML, so no. :( I inspected some of the code that controlled placement of coolers and it seems to be related to hard-coding where only a def called "Wall" (i.e. normal stuffed walls) is considered a valid structure to build over. Scrap metal walls have a def name of "WallScrapMetal" and don't fulfil the "canPlaceOverWall" tag of Coolers.

EDIT: Perhaps you could logic it out by an explanation like this: scrap metal walls are just too flimsy to handle the weight of a cooler being installed in them :P

Ah, I see. It's just that stuff that takes notice of a "Wall" doesn't really work with the scrap wall; like, I can't have a door built if there's a scrap wall there. Or a vent.

I wonder if it's possible for something to be used as both an ingredient and for deconstruction at the same time. Deconstructing steel slag into scrap metal could be cool, especially with the Crash Landing mod, since that tends to provide a lot of steel slag/chunks.

First off, thanks for the CCL update! Yeah, I was actively trying to avoid CCL but some of the mods I've been using are now requiring it so glad it is added to the list (I'm sure it's a long one) of other mods to test against.

Next... (Sorry ahead of time for being long winded)
The one thing that comes to mind with the use of 'scrap metal' walls is when I was younger and actually built these kind of walls, they tended to not be very strong. To put something like a door or air conditioner into one of these kind of walls would require the wall literally being tore down first, the frame REbuilt to include the frame for a door, then the metal cut and nailed back into place. For it to support something like an air conditioner, a frame would ALSO have to be built into this wall and the same process repeated.

Sure, you 'could' cut the metal while it was still attached to the original frame then place the door frame into this frame and attach the metal to the door frame but from experience a new problem developed. The original frame actually became less stable. The only way I found you could keep the strength and stability was to tare off the metal, lower the frame to the ground, modify it for the new door frame, replace it back up, add metal.

I went through this lengthy description of my past experience with making a scrap metal fort with friends because it gave me an idea that you might be able to use to fix this issue with trying to place vents, doors, and air conditioners into these kinds of walls. Is there a way to say code if someone wants to place a door, vent, or air conditioner into one of these walls a way for it to queue sequence like this, the taring down of that section of wall then 'rebuilding' the vent, door, or air conditioner into the wall? Granted, this is likely going to require 3 new objects which would be like "Scrap metal Vent", "Scrap Metal wall with Door", "Scrap Metal Wall with Air Conditioner" in order to do this in a sort of 'work around' for the limitation.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Nanao-kun on May 02, 2016, 02:58:53 PM
It's worth noting that putting a cooler or vent into a regular wall in the game requires deconstructing that wall first. They just do it automatically, rather than the player having to order it manually like with the scrap metal wall. This allows them to do it quickly enough so it stays indoors without letting too much heat/cold escape the room.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: panggul_mas on May 02, 2016, 03:35:54 PM

Telkir, could you please post this thread to the sticked A13 Mod release thread?

https://ludeon.com/forums/index.php?topic=18353.0

Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on May 03, 2016, 02:21:21 PM
I see Igabod has updated his Fast Floors mod, so I'll sort out the usual MoreFloorsFF compatibility download at some stage hopefully tomorrow.

... Is there a way to say code if someone wants to place a door, vent, or air conditioner into one of these walls a way for it to queue sequence like this, the taring down of that section of wall then 'rebuilding' the vent, door, or air conditioner into the wall?

Well, as Nanao-kun said, this would be the behaviour that happens automatically for normal walls. To make it happen the same way for scrap metal walls would require coding knowledge that's above my puny skill level, so unfortunately the scrap metal walls will just have to stick as they are for the time being. :)

Telkir, could you please post this thread to the sticked A13 Mod release thread?

https://ludeon.com/forums/index.php?topic=18353.0

Done!

Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on May 05, 2016, 11:34:49 AM
Added MoreFloorsFF as a compatibility download for anyone using Igabod's Fast Floors (https://ludeon.com/forums/index.php?topic=7097.0).
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: falcongrey on May 05, 2016, 02:03:57 PM
I see Igabod has updated his Fast Floors mod, so I'll sort out the usual MoreFloorsFF compatibility download at some stage hopefully tomorrow.

... Is there a way to say code if someone wants to place a door, vent, or air conditioner into one of these walls a way for it to queue sequence like this, the taring down of that section of wall then 'rebuilding' the vent, door, or air conditioner into the wall?

Well, as Nanao-kun said, this would be the behaviour that happens automatically for normal walls. To make it happen the same way for scrap metal walls would require coding knowledge that's above my puny skill level, so unfortunately the scrap metal walls will just have to stick as they are for the time being. :)


Haha! Puny!  ::)   
I can barely understand and follow the coding, now THAT is puny! You're quite skilled, T. Eventually I'll have a better understand and be able to start a small mod or two perhaps like I use to do with X3:TC and X3:AP.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: MisterVertigo on May 12, 2016, 11:06:12 AM
Greetings! I just have a question about the Terraforming mod. It seems to be working great, but I have a couple of questions about how it all works.

At my stonecutting table, I can make rubble and/or gravel. It looks like rubble can be used to fill in deep and shallow water. When that is completed pawns can walk across it, but you cannot build on it. Gravel can also be used to fill in shallow and deep water, but you can build over it when it's completed.

The functionality I'm looking for is just to make it so I can "drain" water so I can build over that terrain. It looks like the gravel will do just what I need.

So, really, why would I really need to use rubble? Am I understanding correctly, or am I missing something? Thanks!
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Draconicrose on June 04, 2016, 11:41:07 AM
More Beds is a decoration godsend! I have one tiny niggle with it, and that is that the new beds aren't compatible with More Furniture's rest-enhancing objects. I fixed this in my download of More Beds by adding the appropriate affected bys, but I don't know if this would throw an error for people who don't have More Furniture installed. Maybe there could be a compatibility version?
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Atomisk on June 08, 2016, 02:39:25 AM
I'm using vhydro compatibility crops and for whatever reason i'm getting a null thingclass for all the added crops. I tried changing the load orders around to have vhydro ontop or on bottom, but that doesn't change it. This kind of just causes my characters to stand there and do nothing while they try to plant any of these things. Thankfully it doesn't break the game, just makes me unable to grow the new stuff. :P
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: ThreeMartiniLaunch on July 15, 2016, 07:27:38 PM
Big fan. Hope to see an update for A14 soon.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on July 16, 2016, 04:47:35 AM
I'll do my best to update as soon as possible. Can't guarantee anything for this weekend, though - we'll see...

Steam note: In the unlikely event anyone here is wondering whether TMods will come to Steam, I'm currently undecided. I'm not certain there's a benefit given it's already listed here and on the Nexus. For now all I'm doing is updating my license to request that my mods are not added to Steam without my permission.
Title: Re: [A13] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton, more!)
Post by: Telkir on July 16, 2016, 04:43:58 PM
Sorry for the double post.

This time around, unlike previous updates, I'm going to release individual mods as and when they're ready for A14.

You can already find A14 versions of MoreFloors and MoreBeds on both the Nexus and on the Steam Workshop (yeah, decided to go with it after all :P).

Stay tuned over the next day or two for updates to the rest of my mods, and thanks for your continued support!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on July 17, 2016, 08:55:14 AM
Thank you for enjoying the mods, saccharide!

I've just finished sorting out ExpandedCloth - haven't looked at CoreCropTweaks yet, though that and ExpandedCrops are the next ones on my todo list. Those are some interesting suggestions for balance tweaking and I'll surely keep them in mind once I know what's changed between A13 and A14 in terms of the vanilla game setup :)
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: hector212121 on July 17, 2016, 01:30:09 PM
How about a version of the bed mod that allows you to make both, with cloth beds having +10 base rest efficiency?
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on July 18, 2016, 02:09:06 PM
Thanks for the suggestion hector212121 - not a bad idea, but that isn't something I really want to do right at the moment because to have it done properly I'd go down the path of making separate graphics for the cloth and non-cloth beds. That's more work than I want to bite off for the moment. :D

@saccharide - Tonight I came to look at CoreCropTweaks and ExpandedCrops, and hit the same problems as you. The good people of the RimWorldMod Slack told me that in A14, the thoughts that colonists get for food are now hardcoded and cannot be defined just by XML any more. This sucks and makes no sense, but I am only a humble modder and am not privy to Tynan's master game plan. Such is the way of alphas. :P

The result of this is that CoreCropTweaks is dead for the time being, and ExpandedCrops will be a bit less functional than before (it should be updated later or tomorrow). Things could probably be fixed via C# and a DLL, but it's unlikely I'll be able to sort that myself. Sorry!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: nobrainer on July 18, 2016, 03:14:25 PM
Colored Lights
The standing lamps have been reduced to a single object which takes advantage of a new comp allowing dynamic color changes on a single building, reducing the architects menu clutter.

Hi Telkir!
Thanks for keeping the awesome work on your mods for Alpha 14.
I was wondering if it would be possible to do a version of your more beds mod to use this feature of CCL instead of having 1 menu button for each color. It would help to reduce the size of the architects menu.
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: turbosr on August 01, 2016, 11:50:33 AM
Telkir, I love the T mods they are a staple of my A13 games. I was wondering if [T] Terraforming would be brought to A14? My current A13 game is heavy into terraforming and my pawns have a lot more work to do! Thank you for all the work on you on your mods; have a good day!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: eberkain on August 01, 2016, 11:58:50 AM
Telkir, I love the T mods they are a staple of my A13 games. I was wondering if [T] Terraforming would be brought to A14? My current A13 game is heavy into terraforming and my pawns have a lot more work to do! Thank you for all the work on you on your mods; have a good day!
i am totally looking forward to the updated terraforming mod too.
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Topper on August 18, 2016, 03:00:44 AM
Could you please update the dropbox files to match the ones on Nexus? The 2mb limit means I need to create an account to download More Floors from Nexus and the drop box files are all still a13. Thanks!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 19, 2016, 12:18:51 PM
Sorry for neglecting this thread, folks. I've just tidied up the OP and created a zip for all of the TMods 1.11.0 that were finally updated (ExpandedCloth, ExpandedCrops, MoreFloors, and MoreBeds).

Apologies too for not updating Terraforming / MiscStuff / ConditionRed for Alpha 14; this last month has been crazy busy for me. :( The good news is that with the prerelease of Alpha 15 now available, I can say that all of my mods except Terraforming are already updated and ready to be offered for download once the official release is made.

And yes, about Terraforming - I'm hoping to spend some time this weekend to rework it so that it too is ready for A15. As folks suggested earlier in the thread I want to include things such as compost production as a requirement for soil, greatly reduced fertility for gravel so that terraforming to soil is more desirable, and a new tier of glitter-enriched soil to make geoforming research and crystal production worth the effort. There'll almost certainly still be balance issues, but I hope the whole package will be much better.

Thanks for your patience!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: BaconBits on August 19, 2016, 01:09:24 PM
And yes, about Terraforming - I'm hoping to spend some time this weekend to rework it so that it too is ready for A15. As folks suggested earlier in the thread I want to include things such as compost production as a requirement for soil, greatly reduced fertility for gravel so that terraforming to soil is more desirable, and a new tier of glitter-enriched soil to make geoforming research and crystal production worth the effort. There'll almost certainly still be balance issues, but I hope the whole package will be much better.Sorry for neglecting this thread, folks. I've just tidied up the OP and created a zip for all of the TMods 1.11.0 that were finally updated (ExpandedCloth, ExpandedCrops, MoreFloors, and MoreBeds).

Apologies too for not updating Terraforming / MiscStuff / ConditionRed for Alpha 14; this last month has been crazy busy for me. :( The good news is that with the prerelease of Alpha 15 now available, I can say that all of my mods except Terraforming are already updated and ready to be offered for download once the official release is made.

Hi Telkir, it's good to see you back. BTW, if you're interested, I updated Terraforming for myself awhile ago and I thought I would offer you my updated version to save you some time to work on the A15 versions of your mods.

Have a good day bud.
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 19, 2016, 01:42:38 PM
Hi Telkir, it's good to see you back. BTW, if you're interested, I updated Terraforming for myself awhile ago and I thought I would offer you my updated version to save you some time to work on the A15 versions of your mods.

Have a good day bud.

If you would be able to send me your files for the A14 flavour of Terraforming then that would be much appreciated! Thanks!
Title: Re: [A14ish] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: BaconBits on August 19, 2016, 02:11:15 PM
@ Telkir: PM'd you
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 28, 2016, 04:59:44 PM
Updated to Alpha 15 - downloads available through Dropbox and the Nexus. Adding compatibility downloads next, then I'll push everything to Steam.

Terraforming is pretty much as ready as I can make it, but it now requires CCL, so I can't release that yet until the CCL team do their thing. Sorry! Hopefully it won't be long. :)
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: subarctic_guy on August 29, 2016, 11:18:24 PM
How can I get a copy of the A14 version of [T] MoreFloors?
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: subarctic_guy on August 30, 2016, 02:00:48 AM
How can I get a copy of the A14 version of [T] MoreFloors?

I guess it's here: http://www.nexusmods.com/rimworld/mods/42/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D42&pUp=1

have to register to download though.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 31, 2016, 02:51:59 PM
@subarctic_guy - Yes, as you found, the only place that I keep old versions is on the RimWorld Nexusmods site.

I've just uploaded v1.12.1 to Dropbox and the Nexus, reverting some XML trimming I had done a couple versions back. This should mean better compatibility. It also fixes the "joy > 0 with no joy kind" console error in ExpandedCrops.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: MisterVertigo on August 31, 2016, 03:52:01 PM
Will the new version of Terraforming be able to remove marsh, shallow water, and deep water? I think I read that a few mods that did this in the past were unable to in A14. I'm just curious if this is something that will still be an issue with A15. The vanilla pumps are FAR to inefficient. It would take me decades to build my base how I like it if I had to wait for the pumps to drain the water.

Thank you!
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 31, 2016, 03:59:24 PM
Will the new version of Terraforming be able to remove marsh, shallow water, and deep water? I think I read that a few mods that did this in the past were unable to in A14. I'm just curious if this is something that will still be an issue with A15. The vanilla pumps are FAR to inefficient. It would take me decades to build my base how I like it if I had to wait for the pumps to drain the water.

Yes - you'll still be able to create rubble from stone chunks at the stonecutter's bench, then use that to infill any watery terrain.

Thanks to CCL I hope that the implementation will be much less hacky, and more compatible than before. :)
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on August 31, 2016, 05:29:20 PM
Bleh, double post time!

If you downloaded the compatibility version of ExpandedCrops for Vegetable Garden since the update a few hours ago, it had the "BuildingBase" def in two places resulting in an XML error. Oops! ::)

You can either go into Defs / ThingDefs / ExpandedCropsBuildingsMisc.xml and manually delete the definition for BuildingBase, or just redownload the zip and overwrite the files.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Serenity on September 05, 2016, 10:22:49 PM
Are the beauty values for the stone and wood floors all the same?
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Kairon156 on September 07, 2016, 03:33:50 PM
ExpandedCloth: I'm currently gathering mods for my next colony and I'm wondering if I can choose the color of cloth when making cloth on the textile bench because otherwise I don't see a need in adding a step between harvesting cotton and crafting clothes.

Alert lamps: I want to use a mod called P-Music. The creator said they wanted to have the music change when there's a battle going on and stuff. I was wondering if you could contact them and see if there's a way they can use the same "magic" you did for your alert lamps but with playing background music.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on September 08, 2016, 04:02:14 PM
@Serenity - the added wood floors all have 0 beauty. Stone floors have between 0 and 2 beauty, with some styles needing more blocks per tile to build than others.

@Kairon156 - cloth dyeing at the point of processing isn't something I think "fits" - to me it's logical that dyeing the cloth would come as an additional step. Sorry! As for alert lamps, I'll upload the current source code behind that and the P-Music team are welcome to pick it apart for anything that might be helpful.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Serenity on September 11, 2016, 09:19:10 AM
Thanks

Is it by design that cotton fibers need to be refrigerated? I think they are difficult enough to deal with just by adding the extra step.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: CrazyCoco on September 11, 2016, 11:44:18 PM
Out of curiosity, would it be possible to assign an outfit category based on the alert level from the threat sensor?

So for example, dude is in 'Anything' outfit mode, a raid triggers the threat sensor and the alert lights, it switches him to the 'Soldier' outfit.
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on September 18, 2016, 06:07:50 AM
Thanks

Is it by design that cotton fibers need to be refrigerated? I think they are difficult enough to deal with just by adding the extra step.

Yes, you're probably right in that the rot time for raw cotton is too short right now and I'll lengthen it on the next update, but I don't want to remove that aspect entirely. It's an organic material, so rotting should happen if you keep it lying around for too long. :)


Out of curiosity, would it be possible to assign an outfit category based on the alert level from the threat sensor?

So for example, dude is in 'Anything' outfit mode, a raid triggers the threat sensor and the alert lights, it switches him to the 'Soldier' outfit.

It's a nice idea and I can't see any reason this wouldn't be possible, but at the same time, it would need C# magic that's beyond my skill. :(
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on November 11, 2016, 02:35:35 PM
The version of MoreFloors available in the download here and on Steam currently has a bug: if you activate the mod and then load a vanilla A15 save, it will turn all gold ore on the map into blueprints of a specific type of floor added by the mod (marble / sandstone chequer slabs).

Although I did work out a fix some while back, I didn't want to patch this on the Workshop because any folks who used this floor would see them turned into sand when they next loaded their save, no doubt causing confusion. Instead, you can follow these instructions to apply the fix.

* Using a text editor of your choice, find the MoreFloorsTerrainsStone.xml file. It will be in one of two locations, depending on whether you use Steam or not, as follows:

Non-Steam:
<Your RimWorld Folder>/Mods/T-MoreFloors/Defs/TerrainDefs/MoreFloorsTerrainsStone.xml

Steam:
<Your Steam Folder>/steamapps/workshop/content/294100/725623521/Defs/TerrainDefs/MoreFloorsTerrainsStone.xml

* Inside the file, search for "FloorStoneChequerMarbleSandstone" and change it to "FloorStoneChequerMarbleSandstone2".

* Save the file.

You'll now be able to activate MoreFloors and have it work correctly with any vanilla RimWorld save.

Be aware that as I explained above, loading a save that already contains marble / sandstone chequer slab flooring will see it turned to sand. You can fix this by activating developer mode in the game options, turning on God Mode through the button at the top of the screen - second icon from the right, it looks like a face - then building replacement flooring as normal. You'll see it will appear instantly and won't need materials or colonists to construct it. After finishing repairs, you can turn God Mode off again and deactivate developer mode.

This fix is only for RimWorld A15. A14 and below aren't affected, and hopefully this won't happen again in A16. :)
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Beathrus on December 21, 2016, 04:03:34 AM
Any idea on update for A16?
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 21, 2016, 09:13:09 AM
I hope to be able to release an A16 update before Christmas, either on Friday or Saturday depending on how things go. Fashionably late, as usual... ;)

EDIT: It seems that the existing A15 version of MoreFloors can be used with A16 already, so feel free to go ahead and just ignore the version error on it for the time being...
Title: Re: [A15] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Beathrus on December 21, 2016, 11:48:31 AM
I hope to be able to release an A16 update before Christmas, either on Friday or Saturday depending on how things go. Fashionably late, as usual... ;)

Woo! :O
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 11:49:18 AM
Updated for Alpha 16! Lote of shiny new stuff in MoreFloors this time, hopefully balanced well enough to not be unusable, but all feedback will be duly considered...

T's Mods 1.13.0 - 23rd December 2016
 * Updated to and balanced for Alpha 16
 * RE-ADD: RawCropThoughts - the artist formerly known as CoreCropTweaks, minus the custom graphics
 * ADD: MiscStuff - threat sensor AI given a logic upgrade; now properly assesses manhunter animals
 * ADD: MoreFloors - wool loom workbench produces woven wool required for woolen carpets
 * ADD: MoreFloors - woolen carpeting in all colours, beauty 3
 * ADD: MoreFloors - plasteel flooring - beauty 3, never gets dirty, sterile; 8 plasteel, 1 component each
 * ADD: MoreFloors - jade flooring - beauty 9; 10 jade each
 * ADD: MoreFloors - each wood flooring type now has its own beauty / work to make / material quantity
 * TWEAK: MoreFloors - all added floors except vanilla carpet colours are now in the MoreFloors tab
 * TWEAK: ExpandedCloth - cotton processing skill removed; cloth production now uses crafting skill
 * TWEAK: ExpandedCloth - raw cotton now only starts to rot after 21 days (was 14 days)
 * TWEAK: ExpandedCrops - better item graphics for raw tomatoes, lettuce, and carrots
 * FIX: ExpandedCrops - added crops and meals all have unique colonist thoughts back again
 * FIX: MiscStuff - threat sensor description had an unfinished

Downloads have been added to Dropbox and to the RimWorld Nexus.

Unfortunately, Steam has been turned into a... har har... steaming wreck by the holiday sale (possibly DDoS shenanigans as well) and I can't connect right now, but once I can I'll push the updates to the Workshop.

Happy holidays to you all, and thanks for all the suggestions / feedback since the last release!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Beathrus on December 23, 2016, 12:27:46 PM
Updated for Alpha 16! Lote of shiny new stuff in MoreFloors this time, hopefully balanced well enough to not be unusable, but all feedback will be duly considered...

T's Mods 1.13.0 - 23rd December 2016
 * Updated to and balanced for Alpha 16
 * RE-ADD: RawCropThoughts - the artist formerly known as CoreCropTweaks, minus the custom graphics
 * ADD: MiscStuff - threat sensor AI given a logic upgrade; now properly assesses manhunter animals
 * ADD: MoreFloors - wool loom workbench produces woven wool required for woolen carpets
 * ADD: MoreFloors - woolen carpeting in all colours, beauty 3
 * ADD: MoreFloors - plasteel flooring - beauty 3, never gets dirty, sterile; 8 plasteel, 1 component each
 * ADD: MoreFloors - jade flooring - beauty 9; 10 jade each
 * ADD: MoreFloors - each wood flooring type now has its own beauty / work to make / material quantity
 * TWEAK: MoreFloors - all added floors except vanilla carpet colours are now in the MoreFloors tab
 * TWEAK: ExpandedCloth - cotton processing skill removed; cloth production now uses crafting skill
 * TWEAK: ExpandedCloth - raw cotton now only starts to rot after 21 days (was 14 days)
 * TWEAK: ExpandedCrops - better item graphics for raw tomatoes, lettuce, and carrots
 * FIX: ExpandedCrops - added crops and meals all have unique colonist thoughts back again
 * FIX: MiscStuff - threat sensor description had an unfinished

Downloads have been added to Dropbox and to the RimWorld Nexus.

Unfortunately, Steam has been turned into a... har har... steaming wreck by the holiday sale (possibly DDoS shenanigans as well) and I can't connect right now, but once I can I'll push the updates to the Workshop.

Happy holidays to you all, and thanks for all the suggestions / feedback since the last release!

Is the comparability mod for Vegetable Garden working/up to date?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 12:37:32 PM
Is the comparability mod for Vegetable Garden working/up to date?

It's not been updated yet and I'll remove the link for the time being. I did check VG for A16 and as far as I could tell, it's integrated quite a lot that ExpandedCrops has in it. If there's a big demand then I'll see about working on this tomorrow if I get time.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Beathrus on December 23, 2016, 12:42:26 PM
Is the comparability mod for Vegetable Garden working/up to date?

It's not been updated yet and I'll remove the link for the time being. I did check VG for A16 and as far as I could tell, it's integrated quite a lot that ExpandedCrops has in it. If there's a big demand then I'll see about working on this tomorrow if I get time.

Thank you! :O
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Draegon on December 23, 2016, 12:56:32 PM
I feel like I must be blind but where are the links for the mods themselves? I don't see a link for any but the terraforming one.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 01:02:26 PM
Ah, hmm, the download links are the big-ish "Download from..." images just underneath the descriptions for the mods. Maybe not too catchy if you have images disabled somehow. But the download links are:

From Dropbox: http://bit.ly/TMods-1130-NoTerraforming
For RimWorld Nexus: http://www.nexusmods.com/rimworld/mods/42/?

:)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Draegon on December 23, 2016, 01:04:37 PM
I reloaded the page, turns out the image/icon hadn't loaded. Curse you crap wifi!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Draegon on December 23, 2016, 01:04:52 PM
Thanks :D
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 05:15:08 PM
In case it's helpful for anyone, I just made an image comparing all of the added floor types of MoreFloors and their differences in beauty, work to make, and materials required.

Shiny pixels:

(http://puu.sh/sZ8qq/a69750a9e0.jpg)

Also, a special mention should go to Helpful Bot (https://ludeon.com/forums/index.php?action=profile;u=59533) for putting me onto the track of adding more specialised floors like jade and plasteel - without the suggestion, they probably wouldn't have been done!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Lazarae on December 23, 2016, 05:39:08 PM
Poking my head in to say More Furniture on Steam received a hot patch for A16, and I think the compatibility version of MoreBeds is what's throwing "could not resolve cross reference" errors at me, since the Verse.ThingDefs it keeps mentioning are dressers and end tables and such.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 06:04:06 PM
Thanks for taking the time to register and post. Unfortunately my time on the PC is coming to a close for today but I'll check this out as soon as I can tomorrow!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: teknotel on December 23, 2016, 06:26:06 PM
Poking my head in to say More Furniture on Steam received a hot patch for A16, and I think the compatibility version of MoreBeds is what's throwing "could not resolve cross reference" errors at me, since the Verse.ThingDefs it keeps mentioning are dressers and end tables and such.

I am getting the same issues, I posted on the steam, workshop page. here is my log in case it helps.

https://gist.github.com/HugsLibRecordKeeper/47665097d39801874fdda09526116f31
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 23, 2016, 06:33:45 PM
In fact the fix was straightforward and I'm pushing an update to the workshop now. Hope this helps. :)

EDIT: For folks who've downloaded through Dropbox or the Nexus and want to use the MoreFurniture compatibility versions of MoreBeds, please re-download to get the fix.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: teknotel on December 23, 2016, 07:19:30 PM
In fact the fix was straightforward and I'm pushing an update to the workshop now. Hope this helps. :)

EDIT: For folks who've downloaded through Dropbox or the Nexus and want to use the MoreFurniture compatibility versions of MoreBeds, please re-download to get the fix.

Many thanks, great work! Have a merry christmas.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Love on December 24, 2016, 05:06:03 AM
You should ask notfood about including Mending in with ExpandedCloth. It is a lot more robust than the textile bench your mod offers with a recycling and mending system.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 24, 2016, 06:45:57 AM
Thanks for the suggestion. It doesn't seem right to yoink all of Mending in bulk, but I'll certainly ask notfood / take a look at the source code to see if I can improve apparel recycling.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Primal Lord on December 25, 2016, 03:59:15 AM
While I'm not using your MoreFloors mod itself, I'd like to say thank you for those plasteel floors, looking through your code taught me a bit of new code to make those vanilla sterile floors ACTUALLY sterile lol.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: niklas7737 on December 25, 2016, 01:44:59 PM
Maybe this has been asked before, but what is the advantage of the padded sleeping spot over a normal sleeping spot which I could just designate for free.
They still give the "slept on floor" debuff, the resting effectiveness is the same (I think) and they don't give any comfort (vanilla sleeping spot gives 40%).

Should I just not use the normal sleeping spot and feel like my game is more realistic or am I missing something?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 25, 2016, 03:17:15 PM
@niklas7737 - Perhaps the difference is something I need to make clearer in its description. I can understand it's not obvious what the benefits are, and your question has pointed me towards finding a couple of bugs.

My main objective with padded sleeping spots was to make sure they do not give the "Slept on ground" debuff, probably the nastiest thing for the early game - I've just tested this and can definitely say this works, and if you see otherwise, something somewhere isn't right.

However, what should also happen (but currently isn't) is that padded spots will let sleeping colonists recover and rest slightly faster than if they used an unpadded spot. In addition they should be slightly more comfortable; an unpadded spot has a Comfort value of 0.4 in the defs, and although the padded version doesn't have this defined right now I'll set it to 0.5 when I release a bugfix. (For comparison, a normal bed has Comfort 0.75.)

I'll get this sorted for an update soonish if I can. :)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: niklas7737 on December 26, 2016, 07:34:35 AM
My apologies if you were searching very long. I didn't look carefully enough and the pawn I was watching somehow managed to sleep so often that the debuff actually remained from sleeping on the vanilla sleeping spot.  :-[
So your padded sleeping spot actually works in that regard.

The other things mentioned stay however. Appreciate your work anyway and I'm looking forward to the update. :)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Thundercraft on December 27, 2016, 02:53:07 AM
Thank you for updating these for A16!
Though, I do wish I could use Terraforming...

It's understandable, since Terraforming required CCL. And I would assume that we won't see Terraforming for A16 for a long time, since the CCL team is still working on the A15 release and probably won't release for A16 for even longer.  :'(

Q: Have you looked at what the HugsLib (https://ludeon.com/forums/index.php?topic=28066) has to offer? I ask because I see that a lot of A16 mods now require this. And I've seen several mods that used to rely on CCL switch their dependencies over to HugsLib.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: asquirrel on December 29, 2016, 01:22:58 PM
Your terraforming mod.  That's the one where you can create marshes and stuff?  Or fill water in or rocks so you can plant on it?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: MisterVertigo on December 29, 2016, 01:54:48 PM
I anxious to use Terraforming as well. I'm not gonna hold my breath, but it would be awesome if it got a new release! I'm sure the author would update it if possible. I know the current state of CCL has left a lot of mods hanging.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: PotatoeTater on December 29, 2016, 11:22:31 PM
I love the new icons for the crops, amazing work making them fit into the game.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 30, 2016, 01:58:18 PM
I would certainly love to bring Terraforming back into life, and indeed it will live again just as soon as CCL returns for A16. :)

CCL is a tremendous library that E, skully, and many others have put a ton of voluntary work into, but the recent difficulty they've faced in updating is one reason why I prefer to avoid requiring any dependencies for TMods wherever I can.

In Terraforming's case, CCL is the only way to implement what I want it to do in the neatest way.

@Thundercraft - I did check HugsLib and it's an interesting library but unfortunately it wouldn't help here. Thanks for the suggestion though!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on December 31, 2016, 11:01:08 AM
I just released 1.13.1 which is a very minor update purely for ExpandedCloth. It fixes padded sleeping spots to make them better in all ways compared to a vanilla unpadded spot - all other mods are untouched.

For folks who aren't using Steam Workshop, if you don't want to have to download the entire mod pack again to get the fix, you can grab this patched ExpandedClothFurniture.xml file (https://dl.dropboxusercontent.com/u/970071/v1.13%20%28A16%29/Patch%20Files/ExpandedClothFurniture.xml). Overwrite the one found here:

<Your RimWorld Folder>/Mods/T-ExpandedCloth/Defs/ThingDefs/ExpandedClothFurniture.xml

Everything should then be hunkydory. :)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: animagus_kitty on January 02, 2017, 12:28:55 AM
Question about the Food Thoughts mod.
What exactly does this do? Your description says something about giving unique thoughts if food is eaten raw, but I'm not sure if that means that Joe Colonist knows whether he's eating raw corn or raw strawberries, or if it means something a little more complex.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on January 02, 2017, 05:04:56 AM
@animagus_kitty The vanilla RimWorld behaviour is that any non-ascetic colonist eating one of the uncooked food resources (potatoes, rice, agave, or even corn - but not berries) receives a generic "Ate raw food" thought that gives a -7 mood debuff with it.

With RawCropThoughts, this is changed so that all vanilla crops have their own thought (e.g. "Ate raw potatoes", "Ate raw rice", and so on). Potatoes and rice give -7, agave gives -3, and corn and berries give a neutral 0.

The behaviour of ascetic colonists remains the same - they get no thoughts at all from eating raw food.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Tgr on January 02, 2017, 05:14:45 PM
Hi,

The new beds in this pack won't be automatically used by colonists who become couples, unlike vanilla beds.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on January 02, 2017, 05:46:26 PM
I've just tested this and the vanilla behaviour with no mods installed seems to be that no automatic doublebed assignment ever happens for couples. If you could give more details or a definite way to see this automatic assignment it would be helpful.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Primal Lord on January 02, 2017, 06:10:57 PM
I've just tested this and the vanilla behaviour with no mods installed seems to be that no automatic doublebed assignment ever happens for couples. If you could give more details or a definite way to see this automatic assignment it would be helpful.

Does a second confirmation have any value? I don't actually use your mods, although i was inspired by your stainless plasteel floors to modify my sterile floor to something similar, but 100% of the time in my vanilla game, if one person in the relationship owns a doublebed and the other one has no bed, they will automatically use the same bed as their lover. I don't think it will auto assign them to the same bed if the first pawn owns a single bed though.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Tinkerer on January 03, 2017, 06:37:44 PM
Hey there! First off thank you so much for this mod, it's been a staple in any playthrough since I got this game! Secondly, how hard would it be to add aesthetic points to the wooden floors?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on January 04, 2017, 02:18:02 PM
@Primal Lord - Well yes indeed, this should help a lot because it explains why my testing didn't catch it :) I'll look again at the problem when I get chance. Thanks!

@Tinkerer - Easy! If you want to adjust them yourself then you can just find this file:
<Your RimWorld Folder>/Mods/T-MoreFloors/Defs/TerrainDefs/MoreFloorsTerrainsWood.xml

OR if you're subscribed via Steam, you'd instead need to look for:
<Your Steam Folder>/steamapps/workshop/content/294100/725623521/Defs/TerrainDefs/MoreFloorsTerrainsWood.xml

You'll see that each of the "WoodFloor#" definitions have <Beauty> tags. Just change the number between the tags, save the file and you should be set after your reload RimWorld.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Thundercraft on January 17, 2017, 06:25:12 PM
Q: With the ability to deconstruct unwanted apparel into cloth, does the amount of cloth returned reflect the skill of the colonist and/or the hit points left on the apparel? (This is the way the ReclaimFabric mod works...)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: animagus_kitty on January 28, 2017, 04:47:29 PM
Q: With the ability to deconstruct unwanted apparel into cloth, does the amount of cloth returned reflect the skill of the colonist and/or the hit points left on the apparel? (This is the way the ReclaimFabric mod works...)

I'm actually curious to know this myself. How does it determine the amount?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Birdy on February 01, 2017, 03:56:56 AM
How come I can construct beds (that require cloth), without having the research to create cloth out of cotton fibre? :D Need they both not be behind a research?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Lethe on February 12, 2017, 01:50:36 AM
I'm running into compatibility issues with MoreFloors and ExpandedCrops. Map error when loading my save and I have to disable it to play.

Tried loading both early in the mod order and at the end and they simply won't play nice.
---
Mods:

HugsLib
Spoons Hair Mod   
Animal Hoods   
Cooks Can Refuel   
FishIndustry      
CK - Animal and Plant Pack - A16 fork
Tilled Soil   
[sd] chicken nest      
Additional Joy Objects         
LT-DoorMat
Mad Skills         
Recycle         
Follow Me         
Haulpriority_lite         
Blueprints      
Hospitality A16      
Medical Tab         
Wildlife Tab         
WorkTab                  
Numbers

====
Although, I will note that MoreBeds Vanilla does work with Hospitality and that Raw Crop Thoughts works with the current load out.

If I hazard a guess MoreFloors probably is having an issue with Tilled Soil and that ExpandedCrops is running into an issue with Animal and Plant pack.

Any advice? I don't mind not having ExpandedCrops, but I'd really love the to have new floors.

Cheers!
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Ruisuki on March 05, 2017, 04:34:54 AM
So I downloaded the mod from dropbox, named 'noterraforming'. I assume this is a compilation of all mods mentioned in the installation section. Do I also need to download the patch 1.13 if I have never added these mods to my game?
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Canute on March 05, 2017, 04:47:54 AM
When you compare the name of the dropbox download "TMods-1132-NoTerraforming" with the topic you read about the patch "New in v1.13.2:".
You didn't notice that both numbers looks same. So you don't need the patch.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Ruisuki on March 05, 2017, 05:23:42 AM
Sweet man thanks. This game is just too good, and y'all just make it even better.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: faltonico on March 12, 2017, 07:20:47 AM
Hi there Telkir!,
I can't seem to find the abstract for <TerrainDef Name="FloorPlasteel">, does it has one? if not, why is it not needed? sry for the inconvenience.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Allatron on March 17, 2017, 01:35:30 PM
It seems the dropbox link isn't working. Can you fix it?  :)
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: AngleWyrm on March 25, 2017, 03:17:23 AM
DropBox link for MoreFloors no longer working.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: BluealienWilson on March 25, 2017, 09:02:06 PM
The Dropbox link seems to be broken, it Says file not found when I click on the link.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Ruisuki on March 26, 2017, 12:55:25 PM
the morebeds(cloth) downloadthats compatible with morefurniture cannot be found on dropbox
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on March 31, 2017, 02:57:34 PM
Not sure why the existing Dropbox links broke but I've created new ones - should be fixed for anyone who needs 'em.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: alsoandanswer on April 01, 2017, 06:38:10 AM
Hey, can you make your beds compatible with sulusdacor's medicaddons?

Thanks.
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: Telkir on April 01, 2017, 07:26:49 AM
@alsoandanswer - I know I'm going to sound cranky but given how easy sulusdacor's own instructions are for adding compatibility to other mods (https://ludeon.com/forums/index.php?topic=26276.msg273452#msg273452), sometimes a "please" goes a long way if you aren't willing to do the work yourself. ;)

Choose what to download based on the version of MoreBeds you use. Unzip into your mods folder and overwrite any existing files.

MoreBeds compatibility patches for medicaddons

MoreBedsCloth:
https://www.dropbox.com/s/mt5paiq3awnaszh/T-MoreBedsCloth-medicaddons.zip?dl=0

MoreBedsCloth-MoreFurniture:
https://www.dropbox.com/s/wtr56d407hmvug4/T-MoreBedsCloth-MoreFurniture-medicaddons.zip?dl=0

MoreBedsVanilla:
https://www.dropbox.com/s/a9hzru6lty62xeq/T-MoreBedsVanilla-medicaddons.zip?dl=0

MoreBedsVanilla-MoreFurniture:
https://www.dropbox.com/s/qgx7qqnmc5c7mhe/T-MoreBedsVanilla-MoreFurniture-medicaddons.zip?dl=0
Title: Re: [A16] T's Mods (Floors, Beds, Crops, Terraforming, Stove booster, Cotton...)
Post by: alsoandanswer on April 01, 2017, 08:52:15 AM
Quote
If you are not a modder there are two ways. do it yourself (describing below) or bug the creator from the other mod, link him mine and let him do a compatible version.

see! he told me to!

jokes aside, thanks alot man  :D
Title: Re: [A16] T's Mods (New floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Hcmac1996 on April 22, 2017, 04:15:51 PM
Will your T-extended crops clash with the vegetable garden mod? If so could you tell me? I can't check if the mods are working yet since its waaaaaay past my bedtime, tee hee, not that it matters. I will check it tomorrow then I'll tell you guys if there's any problems. Thanks for your hard work and keep it up. You don't how great this mods of yours help a lot of people. ;D
Title: Re: [A16] T's Mods (New floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Candacis on April 25, 2017, 07:09:42 AM
Hey, I made a german translation for the More Floors mod. Is there any way you could include it in your mod for the steam workshop?

https://www.dropbox.com/s/xsnv2d0z8wk6lof/German.zip?dl=0
Title: Re: [A16] T's Mods (New floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on May 11, 2017, 12:02:43 PM
Thanks Candacis, that translation absolutely should and will be included!

With the public test of Alpha 17 now available, the official release isn't that far off, so I just wanted to let folks know that there's some chance I may not be very prompt in getting TMods updated this time around. After tomorrow I'll be recovering from some hospital treatment (nothing serious - likely to be back home the same day - but still a general anaesthetic job).

Chances are all this will make no difference, but if the delay seems to drag on, anyone who feels like it is welcome to make the A17 update in my place. :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on May 26, 2017, 03:40:26 PM
T's Mods 1.17.1 - 26th May 2017

 * Updated to and balanced for Alpha 17
 * Revised all mods to use A17 patching - no more Core redefs!
 * ADD: MoreFloors - carpets, wooden floors, and straw flooring are now all flammable as in vanilla
 * ADD: MoreFloors - German translation, thanks to Candacis
 * TWEAK: MoreFloors - rough stone paving given new A17 "road" tag
 * TWEAK: MoreFloors - adjust stone flooring required materials and work to build
 * TWEAK: MoreBeds - beds without a specific colour will now tint just like vanilla beds do
 * TWEAK: MoreBeds - integrated compatibility with Anonemous2's More Furniture
 * TWEAK: ExpandedCrops - carrots and tomatoes growth time and harvest yield doubled
 * TWEAK: ExpandedCrops - lettuce harvest yield and stack size doubled
 * TWEAK: ExpandedCrops - model T cupboard is now simply "kitchen cupboard" and boosts both vanilla stoves
 * TWEAK: ExpandedCrops - no more model T stove; new recipes are patched into both vanilla stoves
 * FIX: MoreFloors - work around vanilla save hash collision gold ore <-> marble/sandstone chequer frame
 * FIX: MoreFloors - straw flooring can now be built on

Thanks to the new XML patching of RimWorld A17, TMods no longer redefines any Core XML definitions and should be as compatible with other mods as they're ever likely to get. Huzzah! If you notice something that needs fixing or have a compatibility request, let me know as always.

One thing will be including support for medicaddons again - I'll get to this over the weekend, but for now I just wanted to release what I've done in time for the weekend.

Enjoy!

EDIT: The scrap metal walls in MiscStuff are being drawn incorrectly because the graphic isn't yet updated to the new A17 format, but in the scale of things I didn't want to delay the release just for that. A fix will come Soon (tm) :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: cuproPanda on May 26, 2017, 03:48:31 PM
Just a heads up on the patching, its slow if not done this way: https://ludeon.com/forums/index.php?topic=32874.0
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on May 26, 2017, 03:49:30 PM
Just a heads up on the patching, its slow if not done this way: https://ludeon.com/forums/index.php?topic=32874.0

Yep, I appreciate the headsup, but I'm already using this method (I was tuned in to the Discord as this was being discovered / talked about). Feel free to download it and check for yourself :P
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: BaumMitBart on May 28, 2017, 07:53:15 AM
Is there any possibility we get a download link for the old a16 version of [T] MoreFloors? :) I really want to finish my playthrough in a16, but i couldnt find any download link (even on nexusmods)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on May 28, 2017, 08:07:15 AM
Old versions are archived on the Nexus. :) You want v1.13.2.

EDIT: This one (http://www.nexusmods.com/rimworld/ajax/downloadfile?id=1239) should do it.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: BaumMitBart on May 28, 2017, 08:42:25 AM
Jesus Christ, incredible fast response! And works - seems that i am far more stupid to find download links then i thought :D
Works perfect - u saved my day :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on June 17, 2017, 05:33:23 AM
I've updated the Dropbox download link with a single-file tweak - it struck me that after Shinzy adjusted the scrap metal wall graphic of T-MiscStuff for me a couple of weeks back, I then promptly forgot to actually include it... ::)

To save you downloading 10MB just for that file, you can download this WallScrap.png (https://www.dropbox.com/s/6iqf8780t2j67wu/WallScrap.png?dl=0) and use it to overwrite:

<RimWorld>/Mods/T-MiscStuff/Textures/Things/WallScrap.png

Steam Workshop users will get the fix automatically.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Awrawra on June 21, 2017, 07:52:07 PM
I have an issue. I notice my colonists are deconstructing apparel with any %, even when I set on bills to deconstruct, for example, 70% or less, they are still deconstructing 71% or more.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: neco37 on June 22, 2017, 06:17:21 AM
I made a Korean language pack for your mod.
Can you add this to your mod?


[attachment deleted by admin due to age]
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: asquirrel on June 22, 2017, 10:32:39 AM
Any conflicts with expanded crops and vegetable garden?
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on June 23, 2017, 09:09:14 AM
@Awrawra - I'm not seeing that problem with just ExpandedCloth activated. This seems to be a conflict with another mod you are using. If you can give me more information on what other mods you're using (and your load order) then I can check this further.

@neco37 - Yes! I'd be happy to include it in the next update and give you credit in the OP. If you package the files up and give me a link then I'll get that added.

@asquirrel - Vegetable Garden already adds virtually everything in ExpandedCrops. To answer the question you asked, I don't know of any compatibility problems, but really I'd recommend that you just use one or the other and not both.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: asquirrel on June 23, 2017, 10:55:10 AM
Oops. I am running both vegetable garden and expanded crops.  I use vegetable garden though because it has soil reclamation.  One thing I noticed though is that I can't seem to minify my fueled stove.  Maybe it's a conflict?
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Awrawra on June 24, 2017, 06:58:00 PM
@Awrawra - I'm not seeing that problem with just ExpandedCloth activated. This seems to be a conflict with another mod you are using. If you can give me more information on what other mods you're using (and your load order) then I can check this further.

http://imgur.com/uvhlU9w

This is my mod list. I tried change the load order, but even like that I'm still having issue. Don't know which mod is conflicting.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on June 26, 2017, 09:13:32 AM
@Awrawra - I spent a while over the last couple of days downloading mods and getting my RimWorld to have the exact same load order as yours. Unfortunately, I'm still not able to replicate the problem.

How I am testing:
 * Run RimWorld and ensure all mods are activated
 * Turn on developer mode in Options
 * Start a new colony - pick any location / starting colonists
 * Activate god mode
 * Place a textile bench from ExpandedCloth
 * Use debug action "Tool: Try place near thing..." to create some apparel near the bench (I picked button-down shirt)
 * On the textile bench, add a "Deconstruct shirt" bill and click the "Details..." button for it
 * Change the allowed hit points slider to any value less than 100%
 * Run the game for a while - none of the spawned shirts are taken to be deconstructed
 * Return to the bill details screen and change the allowed hit points slider to 100%
 * A shirt is taken and is deconstructed

From checking your mod list I would offer a few observations:

 * You have both MoreBedsCloth and MoreBedsVanilla activated. You only need one. Read the mod descriptions to figure out which you want to keep.
 * You have both Glitter Tech and Glitter Tech (No Surgery) activated. Again, you only need one.
 * I'm seeing several errors on startup - see this pic (http://i.imgur.com/GOF9VFa.png) - though none appear to be fatal - do you get the same?
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Awrawra on June 26, 2017, 01:50:38 PM
Telkir, I'm so gratefull you are trying to help me, and I'm sorry for the trouble. About your questions:

Yesterday, I realized the only issue I'm having is with shirts and pants. The others pieces are without any problem. Also realized there are new types of shirts and pants (added from a mod I don't know which is) called patched shirt (i.e patched labrador skin shirt) and legs (same as shirts), and they can't be deconstruct. Maybe this is the origin of my problem.

About the duplicity of mods, I realized my mistake. Thank you again, I removed the unnecessary mods, like both you said. And yes, I have a lot of errors on startup.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: SuedKAT on June 26, 2017, 01:52:58 PM
I noticed that you removed the stove, must say that quite liked having two different stoves in my giant kitchens, any particular reason or was it just more convenient? Also now that you've removed the stove is there any reason for the kitchen cupboard to remain since from what I recall it ain't linkable to the regular stove.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on June 26, 2017, 07:12:03 PM
@Awrawra - No need to apologise :) I'm happy that we're finding the true problem! I can't check which mod adds the patched shirt just now but I'll take a look at that tomorrow and see what I can find.

@SuedKAT - Up to A16, the Model T stove was the best way of maximising the compatibility of ExpandedCrops. Without a separate stove I would've needed to redefine the vanilla stove definitions, and any mod that did the same thing would immediately create a conflict - whichever mod was loaded last would "win".

With A17, XML patch operations can append new recipes onto vanilla workbenches in a completely conflict-free way - my added stove wasn't needed any more, so it got the chop.

If you check it yourself, you should find that kitchen cupboards are definitely still useful because they now link to both types of vanilla stove. :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: animagus_kitty on June 26, 2017, 08:08:11 PM
Dunno if I've already said this, but T, you're a god.

Also, I was definitely talking about you in the Rimworld discord last week--going on about how fantastic MoreFloors was. ^_^ free advertising
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: SuedKAT on June 26, 2017, 09:30:58 PM
@SuedKAT - Up to A16, the Model T stove was the best way of maximising the compatibility of ExpandedCrops. Without a separate stove I would've needed to redefine the vanilla stove definitions, and any mod that did the same thing would immediately create a conflict - whichever mod was loaded last would "win".

With A17, XML patch operations can append new recipes onto vanilla workbenches in a completely conflict-free way - my added stove wasn't needed any more, so it got the chop.

If you check it yourself, you should find that kitchen cupboards are definitely still useful because they now link to both types of vanilla stove. :)

I see, I fully understand the change then, think I however will do some tinkering to get it back (noticed it was still in the texture folder) to get it back since it looks kinda neat to have in my massive kitchens ;)

Will have to check the kitchen cupboard as well.

Edit: Nope, can't line the kitchen cupboards to anything, might be something conflicting perhaps but can't recall ever being able to link them to anything other than the T-Stove.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: dismar on July 03, 2017, 03:09:16 PM
Hello T, I wrote a little extended patch for the fueled stove in that rare case two people wanna use link-able Facilities. can be expanded to other things as well.

D

[attachment deleted by admin due to age]
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: 123nick on July 08, 2017, 07:44:15 AM
hey, can you make a variant of plasteel flooring- like, plasteel tiles or decorative plasteel flooring, that doesnt cost the component?
it doesnt have to be dirtproof or sanitary like plasteel flooring but just somethign extravagant to floor peoples rooms with. id do it with the normal plasteel flooring but that component cost would kill me
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on July 09, 2017, 05:02:02 AM
@SuedKAT - Definitely another mod causing that because linking works fine with just ExpandedCrops enabled :)

@dismar - Thank you! That's more elegant than how I was doing things so I'll use it to replace my code. Update incoming shortly...

@123nick - Grab the bull by the horns, my friend, and try doing it yourself! I promise it's not hard. Search for and open the Defs/TerrainDefs/MoreFloorsTerrainsMetal.xml file, copy all of the FloorPlasteel data and paste it below (but before the ending </TerrainDefs> tag). Change the defName to something different, remove the <Component>1</Component> line, fiddle with everything else to your liking, save the file, and hey presto! You just started modding. :P
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on July 09, 2017, 08:39:57 AM
Links for 1.17.2 have been updated everywhere. Pushing to Steam now. Should fix a minor oversight with ExpandedCloth where bowler hats wouldn't be covered by the "deconstruct hat" bill. Also replaced my janky patch with dismar's shiny one, as above.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: ololo86 on July 14, 2017, 09:01:36 AM
hello,
because plasteel floor uses components, then it can also breakdown?..will it need to be repaired occasionally?
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on July 14, 2017, 09:35:28 AM
@ololo86 - No, thanks to the wonders of glitter technology, plasteel floors won't ever break down. :P
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: ololo86 on July 14, 2017, 11:00:31 AM
thanks .. that's good news :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Merv on July 14, 2017, 07:21:32 PM
Hi. Thanks for mods. I decided to install More Floors and More Bed Vanilla.

I have the latest version of the game and mod package v1.17.2.

I can see new beds, new carpet colors, new workbench for wool floors. (btw, why does it not get buff from tool cabinets?). I can NOT see any new stone or wooden floors, jade and plasteel.

I thought it could be a mod conflict issue, so I went on and disabled ALL other mods, restarted game and started new game. Still no luck. I can see that files are there in the mod folder, I can open graphics in viewer. In-game mod description with screenshot is fine too.

I really want all those floors I see in youtube streams :) Any help is appreciated.

Update:
I loaded previous version from Nexus, and now I have another architect button - "more floors". I don't know why it doesn't work with current version, but I see that no changes were made to this particular mod between two last versions, so it's ok.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: EstebanLB01 on July 15, 2017, 10:56:05 AM
@Telkir, if the textile bench is essentially a loom, making cotton threads out of cotton fibre, why does the apparel recycling is done in that bench instead off the tailor bench where it makes more sense? Also all the apparel could be grouped into one deconstruct bill and then make the selection in the filter. BTW, all reclaimed apparel always return cloth, no matter the original material and in the ammount of %30 from the original cost.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on July 15, 2017, 05:20:09 PM
@EstebanLB01 - Deconstruction recipes were on the textile bench because prior to A17, I would have had to redefine the vanilla tailoring bench def to put the recipes there (which is bad for compatibility). Now we have patching, it was an oversight on my part to leave it how it is, but it's a minor issue that won't change until the next major version.

Making a single deconstruction bill that accepts any apparel item means that a hat would give the same amount of cloth as a parka, which isn't balanced. Any piece of apparel should only return a percentage of what you'd need to craft a new one.

I know how salvaging behaves and I appreciate it's not perfect - it also doesn't factor in the condition of the garment you're deconstructing, which it should. Again, for the next major update, I'll make an effort to see how other mods handle this and try to make improvements.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Canute on July 16, 2017, 03:53:56 AM
Currently the best deconstruction/recycle is at the mending mod.
The amount of resources are based on the HP of the items and skill of the pawn who do the job.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: cucumpear on July 16, 2017, 04:38:56 AM
[...] because prior to A17, I would have had to redefine the vanilla tailoring bench def to put the recipes there [...]
Couldn't you also use the <recipeUsers> tag in the recipes? I'm not sure if this has always been possible, but it has been for several alphas at least and has worked for all the recipes I've made.
I hope this doesn't come across wrong, I just prefer when people tell me how to do things more efficiently (even if I feel like facepalming for overlooking the obvious) and hope you feel the same.  :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on July 16, 2017, 05:17:05 AM
@cucumpear - You may well be right! At this late stage it's a bit of a moot point, though. :)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: faltonico on July 16, 2017, 04:28:13 PM
@cucumpear - You may well be right! At this late stage it's a bit of a moot point, though. :)
For A18 you can use <recipeUsers> in the recipe def, there hasn't been a need to touch the core def for that since at least A15 ;)
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: VentroHawk on August 01, 2017, 04:44:34 AM
Hello, love the mods. Just came to inform you that the kitchen cupboards only work with the fueled stove, and not the electric one.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Hecter94 on August 13, 2017, 06:57:07 PM
Hello, love the mods. Just came to inform you that the kitchen cupboards only work with the fueled stove, and not the electric one.

Hey, I ran into this issue too but managed to get it fixed.

All I did was edit "ExpandedCropsPatches.xml" at "SteamApps\workshop\content\294100\727124440\Patches\"
to include the following code at the very bottom of the file, directly above the closing </Patch>

Code: [Select]
    <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationTest">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
      </li>
      <li Class="PatchOperationAdd">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
        <value>
            <li>TCupboard</li>
        </value>
      </li>
    </operations>
  </Operation>
 
  <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationTest">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps/li[contains(@Class,'CompProperties_AffectedByFacilities')]/linkableFacilities</xpath>
        <success>Invert</success>
      </li>
      <li Class="PatchOperationAdd">
    <xpath>*/ThingDef[defName = "ElectricStove"]/comps</xpath>
        <value>
        <li Class="CompProperties_AffectedByFacilities">
          <linkableFacilities>
            <li>TCupboard</li>
          </linkableFacilities>
        </li>
        </value>
      </li>
    </operations>
  </Operation>


I don't know if that's the correct way to fix it but it worked for me.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Apposl on August 24, 2017, 07:27:02 PM
I must be blind *edit* Thanks for the great mods!
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: jabbamonkey on August 29, 2017, 09:49:16 AM
Found some artwork recreations I did for the crops... The picked crops fit with my texture mods (see link in my signature)

[attachment deleted by admin: too old]
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: jabbamonkey on August 29, 2017, 09:49:59 AM
Also, meal replacements...

[attachment deleted by admin: too old]
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: draco4d on October 24, 2017, 12:24:11 PM
how do i download the mods?
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Canute on October 24, 2017, 04:36:12 PM
how do i download the mods?
Maybe you take a look at the first posting and try one for the download buttons.
Title: Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
Post by: Telkir on November 04, 2017, 07:10:42 AM
Oh, new alpha time again... :)

I'll be starting to update TMods for RimWorld A18 ready for the official release (whenever that is) over the next few days and will post a ZIP in the first post for indev players to enjoy when it's done. I won't be pushing updates to Steam until A18 is officially available.

There won't be any new major features in this update; sorry! I'll only be doing the usual balance and error checks. All of the existing idiosyncrasies of various mods will remain as they are.

Also, a heads-up - it's likely this will be the last TMods update from me since I feel that I've taken the mods as far as my skill and interest allow. Once A18 is done, I'll be happy to hear from anyone who wants to take over and tackle some of the more longstanding quirks.

November 05, 2017
Double post for great justice; A18 version is now available for testing. :)

ExpandedCrops has a fix to the patch that makes sure kitchen cupboards can work with electric stoves and not just fuelled stoves.

November 18, 2017
No problems have been found so far with the Beta 18 prerelease of TMods so I'll make them available on the Nexus and on Steam now. Have fun!
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on November 23, 2017, 02:44:05 PM
Just released a minor fix for MoreFloors so that all the added floors now require "heavy" affordance. No more cheesy terraforming... :P

If you already downloaded 1.18.1 then you can grab this small patch (http://bit.ly/TMods-1182patch) and overwrite your existing files.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: wwWraith on December 14, 2017, 07:53:46 AM
May i suggest you to change "<thingDef ..." to "<ThingDef ..." in your mods for uniformity reasons? I spent some time trying to make a cross-mod patch (adding some more linkables to your MoreBeds) before realising that I had to use "<xpath>/Defs/thingDef ..." instead of "<xpath>/Defs/ThingDef ..." as for most other mods including Core.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 14, 2017, 09:37:31 AM
I'm sorry for the inconvenience. 1.18.4 is now available to improve the standardisation; I'll update the Nexus and Steam later.

Bitly is misbehaving so I can't provide a neat link but here's the Dropbox URL:
https://www.dropbox.com/s/capmfemnlproyec/TMods-1184.zip?dl=0
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: wwWraith on December 14, 2017, 10:01:01 AM
Thanks :)
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 14, 2017, 12:42:06 PM
[T] MoreBeds doesn't add those items. They were a new addition to vanilla RimWorld in B18.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: wwWraith on December 14, 2017, 01:48:20 PM
(Removing previous post). Oh, sorry... Playing with 150+ mods and trying to patch several of them at once it's easy to forget that some things are in vanilla ;D
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: asquirrel on December 14, 2017, 03:01:09 PM
Love the look of the high resolution textures you used for the new floors!
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Shotgunfrenzy on December 14, 2017, 04:11:43 PM
Might take on this mod for you dude
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Zalpha on December 15, 2017, 08:17:50 AM
This mod and the suggest mod (More Furniture) are great, thanks! I highly recommend playing this mod (MoreBeds) with Expanded Woodworking. The amount of bed graphics and colours mixed with wood combos makes it that your game will have well over a hundred different types you can create. It is really amazing.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: BTAxis on December 20, 2017, 03:41:54 AM
Sorry if it's been mentioned already, but I think the end tables from B18 don't work with the beds from your mod (I use the cloth version).
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 20, 2017, 05:07:20 AM
@BTAxis - this was fixed in 1.18.3 as mentioned at the top of the first post. If you download the newest zip then dressers and end tables should work just fine.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: BTAxis on December 20, 2017, 05:12:31 AM
Ah, excellent. Didn't see that. Thanks!
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on December 20, 2017, 05:43:35 AM
Maybe if you would support Modsync, he would notice it faster that a newer version was out then he was useing ! :-)
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: BTAxis on December 20, 2017, 05:52:47 AM
Heh. Well I do have that installed but I kinda just ignore it because maybe 10% of the mods I use are on there, so I might as well just check myself.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on December 20, 2017, 07:09:16 AM
Why do you think i mention it, so more modder maybe support it. :-)
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 20, 2017, 03:29:41 PM
Updated to 1.18.4b, adding support for ModSync.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on December 20, 2017, 03:38:38 PM
*bow before Telkir*
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: SpaceDorf on December 21, 2017, 03:06:13 AM
*bow before Telkir*
*bows next to Canute*
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: BTAxis on December 22, 2017, 09:15:14 AM
The Expanded Crops mod provides a kitchen cupboard, which seems bugged. When constructed, it immediately vanishes.

There's an error, but it doesn't seem very useful:
Code: [Select]
Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 22, 2017, 09:58:54 AM
Just tested with only TMods activated and couldn't replicate this.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: BTAxis on December 22, 2017, 10:08:04 AM
Interesting. I use a whole bunch of mods so it could be anything.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on March 04, 2018, 08:27:02 PM
I am running a lot of mods so sorry if it isn't a part of yours Telkir, but when I try to prepare salad x3 I only get one when finished. It also doesnt seem to use any resources though, as my cooks dont gather just go straight to the stove.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Harry_Dicks on March 05, 2018, 01:14:43 AM
I am running a lot of mods so sorry if it isn't a part of yours Telkir, but when I try to prepare salad x3 I only get one when finished. It also doesnt seem to use any resources though, as my cooks dont gather just go straight to the stove.
I'm not speaking for the mod author, but if you download Notepad++, use the "find in files" feature, and search your mod list for salads, you could then identify which mod they come from, and then we can open the recipe xml defs and look at salads to see what's broken. Message me on Discord if you need further help.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on March 20, 2018, 08:29:56 AM
^Hm...it seems to be from Gourimet. I'll look into it soon
---
T you think you can add compatibility with fashionrimsta for the textile bench so that we can deconstruct the clothes it adds from it?
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: sajberhippien on March 31, 2018, 04:34:41 PM
Hi. I'm really liking ExpandedCloth*, but one thing I find frustrating is the huge hurdle before getting an option rather than sleeping on the ground.

I was wondering if anyone knows a mod that adds something like animal skin beds, or something? Would be nice to have something between "sleep on ground" and "carpented bed and fluffy pillows".

*And expandedcrops and misc stuff and basically everything, thanks for a great set of mods!
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on March 31, 2018, 05:52:50 PM
Hi. I'm really liking ExpandedCloth*, but one thing I find frustrating is the huge hurdle before getting an option rather than sleeping on the ground.

I was wondering if anyone knows a mod that adds something like animal skin beds, or something? Would be nice to have something between "sleep on ground" and "carpented bed and fluffy pillows".

*And expandedcrops and misc stuff and basically everything, thanks for a great set of mods!
sounds like rimkea pile of furs bed is your best bet. Though you could always just use bedrolls.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: sajberhippien on April 02, 2018, 08:57:01 AM
Thanks for the rimkea suggestion! Issue with bedrolls is that they take research otherwise put to cloth processing...
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on April 02, 2018, 09:25:24 AM
Rimkea has research too. but it has tribal furnishings with rustic aesthetic
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Dash423 on June 24, 2018, 11:07:35 AM
EDIT! messed with my load order, seems okay so far. "when it doubt, load order". (leaving this here in case any others have this issue)

I saw in the steam comments that someone was having this issue, but I couldn't find a fix. I couldn't place the kitchen cupboard. I got this when the game starts (iirc).

Code: [Select]
Config error in TCupboard: TCupboard has null thingClass.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in TCupboard: TCupboard has null thingClass.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Config error in TCupboard: TCupboard has components but it's thingClass is not a ThingWithComps
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
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)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


When I tried to place the kitchen cabinet:

Code: [Select]
Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DesignateSingleCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.HandleMapClicks () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0


EDIT! messed with my load order, seems okay so far. "when it doubt, load order". (leaving this here in case any others have this issue)
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on July 17, 2018, 01:29:28 AM
so i read that you cant build over marshy soil in b18 but you can build floors over it then build stuff over that then. It...doesnt seem to work with all floors, but it is still happening with one floor type ive tried from this mod at least, plywood flooring. Is it WAD or an oversight????
https://www.reddit.com/r/RimWorld/comments/7awfdf/a18_you_cant_build_structures_on_marshy_soil_but/
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on July 19, 2018, 05:54:36 PM
can you change the categorization of prepared salad and soups as 'meat?' when im managing multiple colonies and turn to look at my cooks they sometimes use veggies+1 prepared salad to cook fine meal for instance. Its a waste of resources.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on July 20, 2018, 03:23:54 AM
Or maybe exclude the prepared salad from the fine meal bill, and add another bill with only prepared salad + meat bill.

And maybe look around, someone mention a mod that do some more inteligent cook resource gathering to prevent that the cook use too much resources.
But these mod don't got published on the forum, so i don't remember the name.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on July 20, 2018, 04:16:40 AM
Another thing not sure if i mentioned this before but some recipes keep cooking even when you have no ingredients left. Seems very OP if you arent paying attention to cancelling the task/bill. I noticed this first with the salad x3 recipe but ive also seen it happen with vanilla cooking bench and meatballs x4 bill.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on July 20, 2018, 04:54:52 AM
This isn't an issue only for this cooking, that happen to many mods.
Do you use Infinity storage or Textile storage ? Then you should update these mods.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on July 20, 2018, 05:34:22 AM
This isn't an issue only for this cooking, that happen to many mods.
Do you use Infinity storage or Textile storage ? Then you should update these mods.
Oh! is that whats causing it? yeah i use textile.
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on July 26, 2018, 08:20:50 PM
clothing deconstruction bench doesnt seem to be respecting quality filter settings for secondary colonies
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Serenity on July 26, 2018, 08:55:07 PM
I was wondering if anyone knows a mod that adds something like animal skin beds, or something? Would be nice to have something between "sleep on ground" and "carpented bed and fluffy pillows".
There is this:
https://ludeon.com/forums/index.php?topic=41961.0

It has plain wooden (but very bad) beds. Then you can cheaply research "comfortable beds" and use leathers
Title: Re: [B18] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: jmababa on August 29, 2018, 10:01:17 AM
I want my floors when's this going to b19?
Title: Re: [B19] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on August 31, 2018, 03:31:04 PM
Updated to RimWorld Beta 19. Pushing updates to the Steam Workshop now.
Title: Re: [B19] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on October 17, 2018, 11:36:37 PM
can bed cloth be made compatible with rimkea?
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on October 20, 2018, 10:41:57 AM
@Ruisuki - I don't understand what you mean and don't currently have any more time to investigate for myself. Can you clarify?

Updated to RimWorld 1.0, available here, on Steam, and the Nexus (in a moment or three).
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Kapun on October 20, 2018, 03:13:23 PM
Telkir
Your mods are great but could you please make a separate mod that would make beds require cloth but without the extra bed colors from MoreBedsCloth?
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on October 21, 2018, 04:28:41 AM
@Kapun - If you simply delete the "Defs" folder of MoreBedsCloth, the remaining patch XML will do exactly what you're after.

You could also then delete the Textures folder too since none of the new bed graphics would be needed at that point.
Title: Re: [B19] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: vandal on October 21, 2018, 04:57:00 AM
can bed cloth be made compatible with rimkea?
i second this notion
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Kapun on October 21, 2018, 12:14:18 PM
@Kapun - If you simply delete the "Defs" folder of MoreBedsCloth, the remaining patch XML will do exactly what you're after.

You could also then delete the Textures folder too since none of the new bed graphics would be needed at that point.
Thanks
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on October 27, 2018, 09:08:37 PM
hello i just completed colored lights research, where is the alert lamp? is it under misc i dont see it only the speaker
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on October 28, 2018, 04:57:16 AM
@Ruisuki - You should find it in the Furniture tab, the same as all the other flavours of standing lamp.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on October 28, 2018, 07:09:20 AM
@Ruisuki - You should find it in the Furniture tab, the same as all the other flavours of standing lamp.
I dont see it. Only two standing lamps (one of them being the 3 colors)
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on October 28, 2018, 02:35:49 PM
Hmm - I don't know what to tell you. Just checked this and after completing the research of microelectronics then colored lights, alert lamps showed up in the Furniture tab no problem.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on October 28, 2018, 03:02:40 PM
Im not getting any conflicts either
https://ibb.co/fWBzFq

hmmmm thats odd... I used god mode and I see it now. But a couple things on it

1. I already had colored lights researched (as you can see from the standing lamp green) so not sure why this wasnt showing up. I do not have glass researched from glass+lights mod though, and i see it requires it so maybe thats why?

2. The cool lamp texture from before is gone. Instead the alert lamp has the same graphic as vanilla standing lamp except it goes on a wall, horizontally. Is this WAD?

it doesnt stick to the wall either, it takes up a tile
https://ibb.co/ft8AoA
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on October 28, 2018, 03:12:57 PM
I don't know enough to say, honestly. :) If you have mods that affect the research tree by adding extra prerequisites to vanilla techs then it's certainly worth making sure that the entire research chain has been completed to see if that makes a difference.

Alert lamps having the same texture as normal standing lamps is intended - I don't add any custom graphic in MiscStuff.

Sorry that I can't be of any more help.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Ruisuki on October 28, 2018, 04:22:33 PM
Ah ok. Does the lamp provide any benefits or is it more for immersion?
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: publicuser on November 09, 2018, 01:10:25 AM
Simplified Chinese translation of T-ExpandedCloth, T-ExpandedCrops, T-MoreBedsCloth by master_wu. In attachment
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on November 17, 2018, 05:50:16 AM
@Ruisuki - Nope, purely for immersion.

@publicuser - Thanks for those translations - I'll update them into the main download!
Title: Re: [1.0] T's Mods
Post by: xextremex on December 19, 2018, 03:25:36 AM
I'm looking for some help with the Condition Red/Alert Lamp.
But first I wanted to say thanks for much for these mods. I really enjoy the extra beds and floors in particular.

I've been battling with the Alert mod for a few hours now. I play on Alpha 15 and I have it working fine. However, I'm only getting the faintest green glow from the Alert Lamp and I'm trying to make it stronger. I've tried everything I can think of:
- glow radius 4/8/12/15, glow color 0,300,0,0/0,217,0,0/50/250/50/0
The defaults are 8 and 0,50,100,0
-cross checking every line with the core's colored lamps
-deconstructing, rebuilding, placing in enclosed areas
-searched through tons of websites about RW items that glow

How can I make it a deeper and stronger green? The red in your screenshot on Steam for B19 is great.

I'm not sure why I'm having such a tough time. I must be missing something because I couldn't find a single person asking about anything like this.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on December 19, 2018, 06:04:45 AM
@xextremex - The reason you're having such a hard time is that the colours for each alert level are hardcoded into the DLL - the values in the XML that you're changing only apply for a very brief period before they get overwritten by code. Someone with the skill and time to do so could rig it so the different alert colours would be configurable inside the Mod Settings menu, but that isn't something I can do myself.

I would offer to compile you a customised DLL with adjusted colours but my current source code won't compile against A15 as RimWorld's internals have changed since then. If you choose to update, though, I could arrange something. :)
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: xextremex on December 19, 2018, 01:06:23 PM
Thank you for such a quick reply. Oh, that makes sense.
I understand. I'd update but right now I want to keep going with my current colonies. I chose 15 because it was pre-caravan and wanted to learn everything else about the game first.

I've attached two images that show where I placed the alert lamps. I kind of have them at 4 corners [not really corners] around the base and one more indoors just to see if the strength of the light changed. I've circled them.
Any thoughts on how I could make them stronger/brighter without changing the dll or is there nothing? (ex. multiple lamps, mix with colored lamps, idk)
Thank you.

(https://i.postimg.cc/qNDrqgMT/screen1.png) (https://postimg.cc/qNDrqgMT)

(https://i.postimg.cc/LqrMk71Q/screen2.png) (https://postimg.cc/LqrMk71Q)
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: WREN_PL on February 24, 2019, 04:20:19 PM
Dropbox link is fucky, there is no download option visible, gonna check later if it's only on my computer.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Canute on February 25, 2019, 03:02:20 AM
Dropbox link work's fine from my side.
Maybe you problems with the sponsor page before (bit.ly).
Use
https://www.dropbox.com/s/3txcyvcksojxoyq/TMods-201.zip?dl=1
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Xaviien on May 01, 2019, 05:23:17 AM
[T] MoreFloors - Vanilla Animals Expanded - Livestock edition (https://steamcommunity.com/sharedfiles/filedetails/?id=1728650253)

Hi Telkir.

As per the request from Hykal94 on your mod page, I have updated [T] MoreFloors (https://steamcommunity.com/sharedfiles/filedetails/?id=1543561093) to work with the new wool types created by Vanilla Animals Expanded — Livestock (https://steamcommunity.com/sharedfiles/filedetails/?id=1700683323).

Please let me know if you need me to credit you more prominently.

Suggestions are more than welcome if there are other mods which add new wool types.
Hopefully soon I can figure out how to do this as a patch instead of a new copy of a mod. Figured out how to use xpath and made it a patch instead. Hopefully I didn't break everyone's games overnight.
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Tocato on August 21, 2019, 07:27:21 PM
does more beds cloth have compatibility with UN Colony furniture/organized, Vanilla furniture expanded, and gloomy furniture?
Title: Re: [1.0] T's Mods (Floors, beds, crops, meals, cotton and cookery tweaks)
Post by: Telkir on November 03, 2019, 07:29:51 AM
A very small update to v2.0.2 in order to fix edge blending of jade and plasteel floors in MoreFloors and fix the supported version format across all mods to get rid of console warnings.