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RimWorld => Mods => Releases => Topic started by: dburgdorf on September 15, 2018, 07:30:50 PM

Title: [B19] Rainbeau's Mods
Post by: dburgdorf on September 15, 2018, 07:30:50 PM


-=- Rainbeau Flambe's B19 Mods -=-

(Versions for 1.0 can be found here (https://ludeon.com/forums/index.php?topic=46165.0).)











































Advanced Bridges (https://ludeon.com/forums/index.php?topic=45653.msg434417#msg434417) 10/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1514984984) Dropbox (https://www.dropbox.com/s/3vz5v4b13gntivb/Rainbeau%27s%20Advanced%20Bridges.zip?dl=0) Allows you to build bridges, obviously, out of stone or metal as well as wood, and over deep water as well as shallow. Originally called "Basic Bridges," but now that vanilla itself offers basic bridges....

Archipelagos (https://ludeon.com/forums/index.php?topic=45653.msg434443#msg434443) 09/29/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1515105168) Dropbox (https://www.dropbox.com/s/e2kdokm3pw7obpm/Rainbeau%27s%20Archipelagos.zip?dl=0) Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Concrete (https://ludeon.com/forums/index.php?topic=45653.msg438306#msg438306) 10/09/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1534435398) Dropbox (https://www.dropbox.com/s/wit16b9hzwxw4gs/Rainbeau%27s%20Concrete.zip?dl=0) Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls, embrasures, and reinforced concrete "bunker" walls.

Editable Backstories and Names (https://ludeon.com/forums/index.php?topic=45653.msg438133#msg438133) 10/12/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1533431537) Dropbox (https://www.dropbox.com/s/332l7sizw3t4ohi/Rainbeau%27s%20Editable%20Backstories.zip?dl=0) Replaces the vanilla backstory and name databases with completely customizable databases stored in XML and text files.

Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) 10/13/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1521287831) Dropbox (https://www.dropbox.com/s/2spropt0xsys0sj/Rainbeau%27s%20Fertile%20Fields.zip?dl=0) Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, this isn't a simple farming mod, but rather, is a full-featured terraforming mod.)

Fishing (https://ludeon.com/forums/index.php?topic=45653.msg434368#msg434368) 09/21/18 Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1514707987) Dropbox (https://www.dropbox.com/s/fqiof8k8zmrb874/Rainbeau%27s%20Fishing.zip?dl=0) Lets your pawns fish from bridges or from the shore, catch shellfish in traps, and cook various seafood dishes. Originally an add-on for my "Basic Bridges" mod, it's now fully independent.

Packed Lunches (https://ludeon.com/forums/index.php?topic=45653.msg437697#msg437697) 10/12/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1530587385) Dropbox (https://www.dropbox.com/s/ncptk5ozcxyz4mb/Rainbeau%27s%20Packed%20Lunches.zip?dl=0) Turn meals into packed lunches, and your pawns will happily eat on the go and stop whining about tables!

Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) 09/29/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1513846308) Dropbox (https://www.dropbox.com/s/a66cmgvn3jk7rqy/Rainbeau%27s%20Pawns%20are%20Capable.zip?dl=0) A mod which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate. Never again will you have to watch a colony burn to the ground because your last conscious colonist would rather die than fight a fire!

Rainbeau Flambe - Storyteller (https://ludeon.com/forums/index.php?topic=45653.msg437539#msg437539) 10/03/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1529857843) Dropbox (https://www.dropbox.com/s/4ev7zjpltj27m11/Rainbeau%20Flambe%20-%20Storyteller.zip?dl=0) Adds, obviously, a storyteller.

Tribal Pawn Names (https://ludeon.com/forums/index.php?topic=45653.msg434892#msg434892) 09/18/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1516736892) Dropbox (https://www.dropbox.com/s/p3g23wa4recg4j3/Rainbeau%27s%20Tribal%20Pawn%20Names.zip?dl=0) Overhauls the game's tribal pawn names to give them a more Native American feel. Also allows for more interesting tribal nicknames, and ensures that tribal pets have tribal-style names.

Tribal Raiders (https://ludeon.com/forums/index.php?topic=45653.msg434862#msg434862) 10/07/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1516635081) Dropbox (https://www.dropbox.com/s/muqu1s9bku1qmce/Rainbeau%27s%20Tribal%20Raiders.zip?dl=0) Adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Also allows creation of "tribal planet" worlds, on which outlander and pirate factions are disabled, so that they generate with only tribal and tribal raider settlements.

Wild Cultivation (https://ludeon.com/forums/index.php?topic=45653.msg437537#msg437537) 10/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1529858074) Dropbox (https://www.dropbox.com/s/sw9moh6lejzr29b/Rainbeau%27s%20Wild%20Cultivation.zip?dl=0) Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.




Mods Updated from B18 to B19 and Now Maintained by Kiame Vivacity:

















Configurable Maps (https://ludeon.com/forums/index.php?topic=44428.0) Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits (https://ludeon.com/forums/index.php?topic=44577.0) Adds a lot of traits to the game.

Faction Control (https://ludeon.com/forums/index.php?topic=45519.0) Provides you with complete control over which and how many factions and faction bases show up on your map. Also allows you to group faction bases geographically, with different factions' bases located in different parts of the world, to simulate the existence of actual nations.

More Trait Slots (https://ludeon.com/forums/index.php?topic=45488.0) Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!




Mod Updated from B18 to B19 and Now Maintained by Dracoix:








Tribal Essentials (https://steamcommunity.com/sharedfiles/filedetails/?id=1503813330) A mod which adds a wide variety of new tribal items to the game for those players who want to play a tribal scenario and who don't want to rush into research.




If you're a modpack maker and want to include any of the mods that I'm still maintaining myself in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!



Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 15, 2018, 07:31:04 PM
(https://steamuserimages-a.akamaihd.net/ugc/961971654939512314/FCD7E585975F6785F1D77DB755616B93C05A9829/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 09/29/2018

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.

Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1513846308)

Dropbox Link (https://www.dropbox.com/s/a66cmgvn3jk7rqy/Rainbeau%27s%20Pawns%20are%20Capable.zip?dl=0)

Compatibility:

"Pawns Are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

Credits:

Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original version of the mod.

The Korean language files were provided by sogo100. The Japanese language translation files were provided by Steam user Proxyer.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [B18] Rainbeau's Mods
Post by: rawrfisher on September 15, 2018, 07:39:15 PM
Any hints?
Title: Re: [B18] Rainbeau's Mods
Post by: dburgdorf on September 15, 2018, 09:04:33 PM
Quote from: rawrfisher on September 15, 2018, 07:39:15 PMAny hints?

And now that I've updated the first two posts, your question no longer makes sense. So I'll just give you a random hint: "It works best if you're walking backwards in the dark." :D
Title: Re: [B19] Rainbeau's Mods
Post by: rawrfisher on September 15, 2018, 09:18:29 PM
I really do hope you didnt leave the mood debuff at such a high level...
My researcher needs to pull her weight by either cleaning or hauling <,<
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 15, 2018, 09:22:59 PM
Quote from: rawrfisher on September 15, 2018, 09:18:29 PMI really do hope you didnt leave the mood debuff at such a high level...

The mood debuffs are and will remain high. As I've said many times, the point of the mod is to allow *emergency* job assignments, not long-term assignments. :D
Title: Re: [B19] Rainbeau's Mods
Post by: rawrfisher on September 15, 2018, 09:24:21 PM
Q.Q 
Title: Re: [B19] Rainbeau's Mods
Post by: Harry_Dicks on September 15, 2018, 09:57:28 PM
Welcome back dburgdorf. Even though I haven't touched B19 yet, I was hopeful that your essential mods would continue to be updated ;D
Title: Re: [B19] Rainbeau's Mods
Post by: rawrfisher on September 15, 2018, 11:01:48 PM
Had somone assigned to hated work types so long they ended up immobile
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 01:49:06 PM
(https://steamuserimages-a.akamaihd.net/ugc/961972056656372372/15D4A16934C31526C7136DB189720B9F5BB77C21/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 09/16/2018

This mod gives pawns the ability to catch and cook fish.

It's possible to create "fishing spots" adjacent to water, where pawns can catch fish. It's also possible to build "shellfish traps" that might net you shellfish, shrimp, snails or small fish. And your pawns can now prepare sushi and various other seafood dishes.

(Is it ironic that this mod was created by someone who finds fishing to be mind-numbingly dull, and who hates seafood in any form? I think it's a bit ironic.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=1514707987)

Dropbox Link (https://www.dropbox.com/s/fqiof8k8zmrb874/Rainbeau%27s%20Fishing.zip?dl=0)

How Fishing Works:

Fishing is a custom work type, which relies on the "Animals" skill. Pawns with higher skill will fish faster, and have a higher chance of successfully catching something. (Additionally, fishing serves as a joy activity for pawns with a passion for the Animals skill.) Fishing spots can become depleted if overfished, and so will occasionally need to be allowed to "recharge."

Fish and eels can be caught at any fishing spot, though the type of fish available varies with the biome, and eels are more common in marshes than in water tiles. Squid can only be caught in ocean tiles.

Shellfish traps will periodically catch shellfish or tiny fish automatically, without any pawn interaction. They will sometimes take a bit of damage in doing so, though, and will thus occasionally need to be repaired.

Fish and shellfish can be cleaned (butchered) for meat, while squid and eels can be butchered for both meat and leather.

Compatibility:

If you try to remove "Fishing" from a game in progress, you will very likely make the map unplayable, at least if your pawns have actually caught any fish and/or made any seafood dishes.

This mod shouldn't conflict with any other mods.

Credits:

Most of the fish graphics were provided to me by Steam user Draegon.

The ability to fish from bridges draws both conceptually and specifically from Rikiki's "FishIndustry" mod, though what I've done here is less elaborate than, and over time has diverged rather significantly from, what's he's done in that mod.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 01:50:59 PM
The most significant change in the update to "Fishing," obviously, is that it's now a fully-independent mod. It no longer requires that you have "Basic Bridges" installed, which is good, since I'm still not sure if I'll even be updating that one!
Title: Re: [B19] Rainbeau's Mods
Post by: rawrfisher on September 16, 2018, 02:09:22 PM
I found out that you can get pawns to be compleatly incapacitated if you leave them assigned to hated worktypes too long :P
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 02:33:01 PM
Quote from: rawrfisher on September 16, 2018, 02:09:22 PMI found out that you can get pawns to be compleatly incapacitated if you leave them assigned to hated worktypes too long :P

Which is precisely why you shouldn't do it. :)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 06:28:53 PM
(https://steamuserimages-a.akamaihd.net/ugc/961972056657415606/3485AEA0D09FD673AE77A7CE82E61607B4B99EED/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/05/2018

"Advanced Bridges," as the name so subtly suggests, allows you to build bridges which are, well, a bit more advanced than those available in vanilla RimWorld. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) All you need is wood, stone or metal. And a bit of extra steel for reinforcement if you're building over deep water. (Yes, this mod allows you to build bridges over deep water as well as over shallow water.)

Light bridges (built from wood) require no special research, and support light construction, so you can, for example, use a light bridge to run a power conduit across a river. Heavy bridges (those built from stone or metal) do require research, but will support heavy construction, so you can actually place walls on them.

NOTE: "Advanced Bridges" does not disable construction of default vanilla bridges, so you can actually use both types of bridges on your maps if you so desire. But you won't be able to build vanilla bridges over deep river water, and won't be able to place walls over them. (In other words, they'll function just like the mod's light bridges.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1514984984)

Dropbox Link (https://www.dropbox.com/s/3vz5v4b13gntivb/Rainbeau%27s%20Advanced%20Bridges.zip?dl=0)

Compatibility:

"Advanced Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.

The mod should be compatible with any mods that add additional water tiles to the game, so long as those mods have assigned the "bridgeable" affordance to those water tiles.

There seem to be some issues when using "Advanced Bridges" together with Jec's "Doors Expanded." I haven't tracked down the cause yet, but if a boardwalk or bridge is built under a large door or gate, the door will (not always, but sometimes) stop working properly. Doors seem to work fine if built on top of existing bridges or boardwalks, though, so if you must build a large door on top of a bridge or boardwalk, make sure to place the bridge or boardwalk first. But to be perfectly safe, try to avoid putting such doors on bridges or boardwalks at all.

If you want to be able to catch fish from your bridges, you'll need to utilize an additional mod to add that capability. Obviously, I'd recommend my own "Fishing," though it's not the only option.

IMPORTANT NOTE: If you remove bridge tiles with dev tools, or "minify" them to move them (which isn't possible in vanilla, but might be thanks to other mods), you will end up with problematic "pseudo" terrain tiles on your map where the bridges used to be. Please don't do this! If you need to remove a bridge tile, deconstruct it properly!

Credits:

The code in "Advanced Bridges" borrows a bit from Sulusdacor's "[sd] Bridges" mod. And obviously, the mods are very similar on a conceptual level.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 09:34:10 PM
(https://steamuserimages-a.akamaihd.net/ugc/961972056658064650/539FD1026C0CD00F859D4EBB8BEE1FCEAA22F82E/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 09/29/2018

Have you ever wanted to play RimWorld on an island map? Of course you have! And now you can!

"Archipelagos" adds exactly what its name implies. You'll now find island chains dotting the coastlines of your world maps. More specifically, the mod adds a variety of new biomes to the game, each of them an island-based variant of the corresponding vanilla biome.

If you play on an archipelago map that happens to be adjacent to the mainland, you'll be able to send caravans to settlements on the mainland without difficulty. If you play on an archipelago map that doesn't connect directly to the mainland, you'll find trading a bit more difficult, but no more so than if you were playing on a vanilla "island" tile.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1515105168)

Dropbox Link (https://www.dropbox.com/s/e2kdokm3pw7obpm/Rainbeau%27s%20Archipelagos.zip?dl=0)

Compatibility:

Adding "Archipelagos" to a saved game shouldn't cause any trouble, but removing it from a game in progress could potentially create problems, even if you're not actually playing on an island map.

"Archipelagos" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation which would be very difficult for this mod to work around.

"Archipelagos" should be compatible with most any other mods.

If you use any mods that add animals or wild plants, those animals or plants will have the same chance of appearing on archipelago maps that they have of appearing on corresponding vanilla biome maps. (For example, if you use a mod that adds penguins to tundra maps, you may also see penguins on tundra archipelago maps.)

If you're going to build a base on an island chain, you should probably make sure you can build bridges and catch fish. I, of course, would recommend my own "Advanced Bridges" and "Fishing" mods to fill those needs, but there are obviously other options available, as well, any of which should work just fine with this mod.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The simplified Chinese language translation files were provided by Steam user kghostSATORI.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 16, 2018, 09:37:52 PM
And now, the water trilogy (islands, fish and bridges) is once again complete.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on September 17, 2018, 03:20:09 AM
Much thanks,
i just wanted comment that we need your adv. bridges. The vanilla bridges are fine but i prefer to have some bridges out of stone too.
And with some beauty too.

Just a question,
bridges can hold structures like walls but it isn't possible to build floor's on it ?
Which are the reason you gave them beauty i think. But i think bridges are like floors the same terrain layer i it don't work.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 17, 2018, 08:15:48 AM
Quote from: Canute on September 17, 2018, 03:20:09 AMbridges can hold structures like walls but it isn't possible to build floor's on it ?

The bridges in my mod (unlike those in vanilla, which are floors) are actually structures. So if you were to build a floor in the same tile, the floor would actually be *under* the bridge, not over it.

(Note that you actually *can* build floors under boardwalks, to allow "prettier" seams between boardwalks and normal floored areas. But the mod won't allow you to build floors under bridges, as there's no point.)
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on September 17, 2018, 09:53:29 AM
Still hoping for Fertile (cough* cough*) fields... :P
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 17, 2018, 10:26:26 AM
Quote from: Madman666 on September 17, 2018, 09:53:29 AMStill hoping for Fertile (cough* cough*) fields... :P

I will take a look when I have time -- which probably, at this point, will be next weekend -- and see just how much work an update would actually entail. On the one hand, now that I'm getting back into the swing of modding, I'm more inclined to consider tackling it than I was last week. On the other hand, though, it's still a huge mess of a mod that suffers from having grown far beyond anything I originally had planned for it.
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on September 17, 2018, 03:33:46 PM
As long as it will eventually update - more than fine with me, thanks a lot, @dbugdorf! Take as long as you need to update it, as a man whose free time is extremely limited as well, i can all sorts of understand you hesitating to start updating a huge mod like that one.
Title: Re: [B19] Rainbeau's Mods
Post by: Flimflamshabam on September 17, 2018, 07:21:00 PM
so the guy who took over tribal essentials doesn't have download alternatives besides steam? That's frustrating.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 17, 2018, 07:51:05 PM
Quote from: Flimflamshabam on September 17, 2018, 07:21:00 PMso the guy who took over tribal essentials doesn't have download alternatives besides steam? That's frustrating.

So far as I'm aware, that's the only place he's got it right now. I could be wrong, and even if I'm right, it certainly doesn't mean he's not willing to put it up here as well. Just ask him.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 18, 2018, 07:13:43 PM
(https://steamuserimages-a.akamaihd.net/ugc/961972056666972163/4AAC32F2770C14C5DC829E8C11537C6CEDD2F0F2/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/07/2018

This mod adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Be forewarned, worlds which include tribal raider factions can be quite hostile to newcomers!

It also adds a "tribal planet" configuration option. If this option (accessible from the game's "Options" menu) is selected, outlander and pirate factions will be disabled, so that worlds will generate with nothing but tribal and tribal raider settlements. (And also, of course, settlements for any factions added by other active mods.) Spacer and mechanoid factions won't be disabled, though, so you'll still have to deal with mechanoid raids in the later game, and might still come across "ancient danger" crypts.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1516635081)

Dropbox Link (https://www.dropbox.com/s/muqu1s9bku1qmce/Rainbeau%27s%20Tribal%20Raiders.zip?dl=0)

Compatibility:

You shouldn't see any compatibility issues with this mod. You can add it to a game in progress, but unless you're using Orion's "Faction Discovery" or a similar mod, you won't see tribal raiders added to the game. Trying to remove it from a game in progress which includes any tribal raider factions will, of course, make the game unplayable.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Obviously, credit is due to RimRue, the creator of the original a17 version of the mod!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 18, 2018, 10:56:00 PM
(https://steamuserimages-a.akamaihd.net/ugc/955216889258759739/0AB9863733D9C356094E743D719D2D1E5C76C4E4/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 09/18/2018

This mod overhauls tribal pawn naming. Why? Well, the tribal names in the game have always felt a bit... "off" to me. It's probably nothing more than my own unfamiliarity with the cultures from which the names are drawn, but I always thought they seemed a bit more "Spanish" than tribal.

The changes made by the mod are as follows:
   
- Tribal pawn names are now Native American in style. (I drew the names from online "Native American baby names" lists, by the way, which I'm well aware mix and match names from many different nations, and also feature many inauthentic names. But while they have many flaws, they provided the sort of names I was looking for. No disrespect to actual Native Americans is intended.)

- Tribal pawn nicknames can now include various adjectives, terrain features, weapons and the like. So you might run into a tribal pawn named Vengeful Weasel, for example, or Deadly Scythe.

- Since tribal names don't follow a "personal name followed by family name" pattern, anyway, the game no longer forces tribal pawns to share last names if they're related.

- Pets in tribal factions will now be given tribal-style names rather than colonist-style names.

(This mod was originally going to be a complete overhaul of RimWorld's pawn naming system, similar to what I did with "Editable Backstories."  I started working on it well over a year ago, but never quite finished it, and along the way, the "Names Galore" mod came out, doing most of what I wanted to do with the colonist name database, anyway. I eventually decided to trim my "work in progress" down to just the tribal pawn name changes, resulting in the mod you see here.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1516736892)

Dropbox Link (https://www.dropbox.com/s/p3g23wa4recg4j3/Rainbeau%27s%20Tribal%20Pawn%20Names.zip?dl=0)

Compatibility:

"Tribal Pawn Names" should be compatible with any other mods, and you should be able to add it to or remove it from a game in progress without causing any problems.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 19, 2018, 10:58:40 PM
Tribal Raiders (https://ludeon.com/forums/index.php?topic=45653.msg434862#msg434862) has been updated:

- Adjusted the "young warrior" pawn kind to bring it into line with vanilla's new "penitant" pawn kind.

- Fixed name and pronoun references in tribal raider backstories.

- Tribal raiders will now draw backstories only from the tribal raiders set, and not from the vanilla tribal set.
Title: Re: [B19] Rainbeau's Mods
Post by: Mosser on September 20, 2018, 12:36:21 AM
Hi rainbeau, I want to let you know that tribal pawns names should be loaded before names galore or tribals will have the vanilla names (it happened to me)
Title: Re: [B19] Rainbeau's Mods
Post by: DDRMANIAC007 on September 20, 2018, 01:06:04 AM
Looking forward to both concrete and fertile fields!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 20, 2018, 07:46:15 AM
Quote from: Mosser on September 20, 2018, 12:36:21 AM
Hi rainbeau, I want to let you know that tribal pawns names should be loaded before names galore or tribals will have the vanilla names (it happened to me)

I'll take a closer look later, but load order shouldn't matter at all, and so far as I can tell, *doesn't* matter. I just tested it myself, with "Names Galore" at the top of my list and "Tribal Pawn Names" near the bottom, and both my own pawns and those in the raid I generated had my mod's names.
Title: Re: [B19] Rainbeau's Mods
Post by: Mosser on September 20, 2018, 12:59:58 PM
Quote from: dburgdorf on September 20, 2018, 07:46:15 AM
Quote from: Mosser on September 20, 2018, 12:36:21 AM
Hi rainbeau, I want to let you know that tribal pawns names should be loaded before names galore or tribals will have the vanilla names (it happened to me)

I'll take a closer look later, but load order shouldn't matter at all, and so far as I can tell, *doesn't* matter. I just tested it myself, with "Names Galore" at the top of my list and "Tribal Pawn Names" near the bottom, and both my own pawns and those in the raid I generated had my mod's names.
Then maybe it was another mod conflict, but putting it on top of names galore fixed it.
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on September 21, 2018, 11:43:59 AM
Are fishing spots (and watergazing spots, I imagine) able to be placed next to bridges? I know in B18 - since both were Rainbeau-made - that it was doable, but I'm struggling to place them now, and the blue circle that the warning message mentions doesn't actually appear until you successfully place one (which for now still have to have the white circle on actual land).
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 21, 2018, 12:17:44 PM
Quote from: bigheadzach on September 21, 2018, 11:43:59 AMAre fishing spots (and watergazing spots, I imagine) able to be placed next to bridges?

You *should* be able to place fishing spots on land or on bridges, either my own or vanilla. And in my own testing, I've been able to do so. But a number of people have reported problems, so I'm planning to look into it (and hopefully fix whatever the problem is) over the weekend.

As to the message, yeah, I worded it badly, since the blue circle doesn't exist until after you've actually placed the damned thing. So I'll be fixing that, too. It should read that the mouse pointer should be over water, and the white circle (interaction spot) over land or a bridge.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 21, 2018, 09:28:17 PM
Fishing (https://ludeon.com/forums/index.php?topic=45653.msg434368#msg434368) has been updated:

- Squashed the bug that was preventing fishing spots from being placed on, and shellfish traps from being placed adjacent to, bridges from my "Advanced Bridges" mod.

- Clarified the fishing spot "bad placement" message, replacing the reference to the "blue circle" (which doesn't actually appear until *after* the spot is successfully placed) with "mouse cursor."

- Updated the Japanese language files.
Title: Re: [B19] Rainbeau's Mods
Post by: cyrilthlio on September 22, 2018, 04:02:41 AM
hello, i have a question where we find the alpha 17 version  of your mods?
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 22, 2018, 08:19:37 AM
Quote from: cyrilthlio on September 22, 2018, 04:02:41 AMhello, i have a question where we find the alpha 17 version  of your mods?

I'm afraid you can't. I deleted my pre-b18 files recently from Dropbox (along with some other out-of-date stuff I had on there) on the assumption that nobody was still playing a version of the game that had been obsolete for a year, anyway.
Title: Re: [B19] Rainbeau's Mods
Post by: Flimflamshabam on September 22, 2018, 11:26:12 AM
Got a rough estimate for which mods are up next for updates? I'm looking forward to wild cultivation personally, wanna do a caveman colony and what better for food than mushrooms that can grow in the dark.
Title: Re: [B19] Rainbeau's Mods
Post by: tase on September 22, 2018, 12:27:31 PM
Faction Control error when opening the world map mid-game. "Liberal Union of West Steron" is the name of my faction:

QuoteTried to get relation between faction Liberal Union of West Steron and itself.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.WorldObject:get_ExpandingIconColor()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 22, 2018, 12:34:50 PM
Quote from: tase on September 22, 2018, 12:27:31 PMFaction Control error...

Please report any errors in "Faction Control" to Kiame on his thread for the mod. He's the one maintaining it for b19. :)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 22, 2018, 05:41:30 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) has been updated:

- "Incapable of dumb labor" is now a special case. Pawns who hate dumb labor are given a trait that reduces their carrying capacity and unskilled labor work speed. They can be assigned to hauling or cleaning with only a minor mood penalty, which will *not* increase over time.

- Pawns who hate plant work or skilled labor but are assigned to cut plants are handled similarly, with a simple static mood penalty as opposed to a  scaling penalty.

- Plant cutting is now consistently treated, as it is in vanilla, as skilled labor rather than dumb labor.

- Updated the version of the Harmony library the mod uses.
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on September 22, 2018, 07:35:15 PM
Is Plant Cut supposed to not be red-colored because it shares Growing as a subskill?

This makes it easy to accidentally task someone who hates plant cutting but is a good Grower, and they will get very angry without any warning you're assigning them to something they will partially hate.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 22, 2018, 08:13:28 PM
Quote from: bigheadzach on September 22, 2018, 07:35:15 PMIs Plant Cut supposed to not be red-colored because it shares Growing as a subskill?

I'm not quite sure what you're asking. If a pawn hates skilled labor and/or plant work, then plant cutting *will* have a red box on the work tab. Otherwise, plant cutting isn't a "hated" work type.

(As to a more general implied question, plant cutting, hauling and cleaning, even if they're "hated" work types with red boxes on the work tab, will *not* trigger "bad work assignment" alerts, since the penalties are small and static, specifically to allow long-term assignments.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 22, 2018, 09:41:36 PM
Just thought I'd let y'all know that "Fertile Fields" is, in fact, getting upgraded to b19. Work is progressing well. I can't promise I'll have it ready to release tomorrow, but I'm going to try.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 23, 2018, 11:15:38 AM
Archipelagos (https://ludeon.com/forums/index.php?topic=45653.msg434443#msg434443) has been updated:

- Eliminated no longer necessary (and potentially problematic) conditionals based on the presence of "Fertile Fields" in mod list.

- Updated the version of the Harmony library the mod uses.

This is a completely "behind the scenes" update, but if you're planning to use "Fertile Fields" when I release it for b19 later today, you will want to make sure you've updated this mod, as well.
Title: Re: [B19] Rainbeau's Mods
Post by: Amnesiac on September 23, 2018, 02:49:44 PM
Anyway you can add back in the vanilla bridges? I like the way they look but I like using your bridges to build stuff over rivers and lakes :)
Title: Re: [B19] Rainbeau's Mods
Post by: Roolo on September 23, 2018, 03:11:03 PM
Hi Rainbeau. I also posted this on Steam, but I don't know how active you are there so hence  this double post.There seems to be an incompatibility between your mod and my What the Hack!? mod. When hacked mechanoids with implanted AI are drafted, they can't move with your mod installed. Here's the error log.

https://git.io/fAdrp

Without having seen the code I probably know what's going wrong. Mechanoids hacked with my mod don't have any skilltracker. So your mod probably calls this skilltracker, causing a nullreferenceexpception. A simple check that checks if the skilltracker is set would probably fix it. Could you look into this?

Thanks in advance, and thanks for your great mods :)
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on September 23, 2018, 04:31:03 PM
Quote from: dburgdorf on September 22, 2018, 08:13:28 PM
Quote from: bigheadzach on September 22, 2018, 07:35:15 PMIs Plant Cut supposed to not be red-colored because it shares Growing as a subskill?

I'm not quite sure what you're asking. If a pawn hates skilled labor and/or plant work, then plant cutting *will* have a red box on the work tab. Otherwise, plant cutting isn't a "hated" work type.

(As to a more general implied question, plant cutting, hauling and cleaning, even if they're "hated" work types with red boxes on the work tab, will *not* trigger "bad work assignment" alerts, since the penalties are small and static, specifically to allow long-term assignments.)

I didn't see a red box for Plant Cut though my pawn hates Dumb Labor (and so I foolishly assigned him to it and he eventually got pissed to the point of being downed) - and I am assuming this is because since Plant Cut also considers Plants to be one of its key skills (to determine harvest success for both crops and trees), I'm wondering if that's a bug.

Unfortunately that game ended a few days ago otherwise I'd be able to reproduce what I saw.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 23, 2018, 04:48:53 PM
Quote from: bigheadzach on September 23, 2018, 04:31:03 PMI didn't see a red box for Plant Cut though my pawn hates Dumb Labor....

In b19, plant cutting is considered skilled labor, not dumb labor. When I initially released "Pawns are Capable" for b19, I didn't realize that that had changed, and so there were oddities regarding plant cutting when using the mod, one of which you're describing. But those were all resolved in the most recent update.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 23, 2018, 06:24:18 PM
(https://steamuserimages-a.akamaihd.net/ugc/955216889281713917/EE8BA63A81A838F215593A60E3753CB74FD15C2C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/13/2018

"Fertile Fields" is a terraforming mod that lets you fertilize and plow your soil, create farmland on solid rock so you can grow crops in inhospitable environs or inside of mountains, and eventually even restructure the landscape.

Create raw compost with food waste at a butcher's table, then put it in a compost bin or barrel so in time it can become fertilizer. Fertilizer can be used to convert any soil to rich soil. Further improve your farm's fertility by researching farming and plowing your soil. Or learn the fine art of terraforming, and redesign your environment to your heart's content.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1521287831)

Dropbox Link (https://www.dropbox.com/s/2spropt0xsys0sj/Rainbeau%27s%20Fertile%20Fields.zip?dl=0)

New Research and Terrain Improvement Options:

Without researching anything, "Fertile Fields" allows you to do basic terrain modification, essentially just digging up dirt from one spot and moving it to another. You can also create raw compost and turn it into fertilizer, which can be used to upgrade your soil, even turning regular soil into rich soil.

Researching "Farming" opens up the ability to plow soil, which lets you further increase the fertility of rich soil. As well, it allows you to lay topsoil over smooth stone. Create a garden inside a mountain if you're so inclined. Topsoil can be further improved by fertilizing it, but can't be plowed.

Finally, "Terraforming" represents an understanding of advanced irrigation and drainage techniques, and opens up a wide variety of terrain-altering options. It allows you to turn marsh, mud, sand or shallow water tiles into farmable soil, or to turn fertile land into sand or marsh. It lets you create shallow water tiles from marsh, so you can create decorative (or defensive) moats. It opens up the ability to dump dirt into deep water to create shallow water, or to remove dirt from shallow water to produce deep water. It also allows you to break solid rock into rough gravel, which can be further improved into regular soil, letting you create mountain farms that can actually be plowed for maximum fertility. Conversely, you can turn rough gravel back into rough stone. Finally, it also allows you to create a rock mill at which you can create crushed rocks, sand and clay from stone chunks, which you can use to create dirt, so you'll no longer have to remove dirt from one tile in order to add it to another.

Using the Mod:

Most of what's added by "Fertile Fields" can be found on the new "Terraform" and "Farming" tabs of the Architect menu.

A few things, however, are less obvious.

Fertilizer is made from compost in either a compost bin or a compost barrel. Compost can be created at a butcher's table from vegetable matter and meat. It can also be obtained by burning corpses.

Dirt can be created by mixing sand, clay and fertilizer at a crafting spot. Conversely, piles of dirt can be separated at crafting spots into sand and clay. Clay can be "fired" at a smithy to create bricks.

Initially, if you need dirt, sand, clay or crushed rocks, you'll need to obtain them by digging up terrain somewhere on the map or by purchasing them from traders. Once you've researched "Terraforming" and built a rock mill, though, stone chunks can be turned to crushed rocks, which can be further ground into sand and then into clay. Sand and clay, as already noted, can be used to create dirt.

Sandbags, by the way, are now made from sand, cloth and steel instead of just from steel, and the mod also introduces "heavy sandbags," made from sand, leather and steel.

For a more detailed overview of everything the mod has to offer, you can consult the "Getting Started with Fertile Fields" text file located in the mod's "About" folder.

Compatibility:

"Fertile Fields" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation, and adds far more terrain types than even exist in the vanilla game. To properly handle transformations between all of those new terrains would be a very extensive undertaking.

"Fertile Fields" should be compatible with most any other mods, though. If you run into specific issues, please let me know.

New terrains added by a number of mods are automatically recognized by "Fertile Fields." Night soil from Dub's "Hygiene" mod can be terraformed with any conversion that works from marshy soil. (Note that that mod has its own compost and fertilizer system, which is not consistent with what's provided by this one. There may be odd overlaps or misbehaviors if they're used together.) Wasteland from the "Crashlanding" mod can be terraformed as sand. Reclaimed soil from CuproPanda's "Quarry" mod can be terraformed as if it was gravel. Hot and cold springs from "Nature's Pretty Sweet" can be transformed as if they were shallow water tiles, and that mod's various "wet" sand and soil terrains can be transformed using terraforming jobs that work on comparable vanilla sand and soil terrains. The various rocky soils to be found on "Biomes!" cavern maps can be terraformed with any conversion that works on rocky dirt. And decrystallized sand and soil from "Tiberium Rim" can be terraformed as vanilla sand and gravel, respectively. (Note, though, that the various tiberium terrains introduced by that mod cannot be altered by anything in "Fertile Fields." To get rid of tiberium, you'll still need to utilize the mechanisms actually provided by "Tiberium Rim.")

You should be able to add "Fertile Fields" to an existing saved game without trouble, but removing the mod from a game in progress will, of course, likely cause problems or even make the game unplayable.

If you're using Fluffy's "Architect Sense" mod, you'll find that terraforming options are grouped together, making the "Terraform" menu rather less unwieldy.

Special note regarding "Vegetable Garden": I've tried to ensure that "Fertile Fields" and "Vegetable Garden" are compatible with each other. Most elements of the "Vegetable Garden Project" are unchanged. However, if you're using "VGP Garden Tools," you'll notice that its fertilizing and terraforming options are missing, as they duplicate existing "Fertile Fields" functionality, and that its various new planter boxes, sunlamps and hydroponics basins are located in this mod's "Farming" tab along with their vanilla counterparts. Finally, be aware that if you try to add "Fertile Fields" to a game in which you've already been using "VGP Garden Tools," you may encounter problems.

Credits:

German language translation files were generously provided by Ryder32x. Korean language translation files were provided by Ludeon forums user NEPH. French language translation files were provided by Steam user Redstylt. Russian files were provided by Steam user fox_kirya.

The C# code related to compost bins derives from Dismarzero's "Vegetable Garden." Other aspects of the mod's code have benefited in no small measure from NotFood's suggestions and contributions.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 23, 2018, 06:29:00 PM
The important "things to know" about the b18->b19 "Fertile Fields" update:

- Renamed "rocky dirt" to "rough gravel," since it's a better description of what the terrain is supposed to be, and since vanilla gravel is now called "stony soil." It's still an important terraforming step between solid stone and farmable terrain types, but it no longer generates naturally on maps.

- Eliminated custom graphics for soil and rich soil.

- Basic sandbags are now constructed from sand and steel instead of sand and cloth, to appease those who feel the cloth cost was too restrictive in the early game. Note that the steel cost is 2, as opposed to vanilla's 5.

- Heavy sandbags now also require steel, but use less leather than before.

- Both types of sandbags once again require regular sand piles instead of "mini" sand piles. The latter no longer exist in the mod.
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on September 23, 2018, 06:30:45 PM
Yaaay! Our fields are fertile again. Thanks a bunch, @dburgdorf, i really missed this mod.
Title: Re: [B19] Rainbeau's Mods
Post by: ultra4 on September 23, 2018, 07:25:24 PM
(https://staffino.com/blog/wp-content/uploads/2016/09/59349318.jpg)

I've been waiting for this one for a long time. Thank you
Title: Re: [B19] Rainbeau's Mods
Post by: Antaios on September 24, 2018, 12:15:36 AM
Hey Rainbeau, I'm getting the same patch operation failed on WaterShallow, WaterOceanShallow and Marsh as Tayen on steam is.

To be sure, I tried a brand new unzipped fresh copy of RW, 0.19.2009. It still shows up.

Gotta say I can't figure out why though, checking the defs, they exist, and they have no 'affordances' locally set, so that rules out the two ways I thought PatchOperationAdd could fail.

~~
Oh wait, hold on, it's been a while since I screwed around with patches. maybe it's because affordances doesnt exist.

Yeah. Changing the WaterShallow patch to (for example):
<Operation Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "WaterShallow"]</xpath>
<value>
<affordances>
<li>RFF_WaterShallow</li>
</affordances>
</value>
</Operation>

Removes the related WaterShallow patch error.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 24, 2018, 07:49:35 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) has been updated:

- Fixed a minor bug in water terrain patching.

Sorry 'bout that. I hadn't noticed the problem, as another mod in my list was masking it.  :P
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 24, 2018, 07:56:23 AM
Quote from: Antaios on September 24, 2018, 12:15:36 AMYeah. Changing the WaterShallow patch to (for example)....

You correctly identified the reason for the errors, but your fix would actually generate errors if another mod also patched in any affordances, since in that case, whichever mod loaded second would be trying to add the "affordances" tag when it already existed. ;)

The actual solution is to add a conditional which checks to see if the "affordances" tag is present, then adds it if and only if it isn't.  And *then* add content to the tag.

I hadn't expected to have to worry about that, since the shallow water terrains *do* have a "bridgeable" affordance in vanilla b19. But I'd overlooked that that affordance is assigned via a root abstract def. In b18, at least as I recall, traits from root abstracts were assigned to individual defs *before* patches were applied, but in b19, that's not the case.
Title: Re: [B19] Rainbeau's Mods
Post by: Antaios on September 24, 2018, 08:00:13 AM
Quote from: dburgdorf on September 24, 2018, 07:56:23 AM
Quote from: Antaios on September 24, 2018, 12:15:36 AMYeah. Changing the WaterShallow patch to (for example)....

You correctly identified the reason for the errors, but your fix would actually generate errors if another mod also patched in any affordances, since in that case, whichever mod loaded second would be trying to add the "affordances" tag when it already existed. ;)

The actual solution is to add a conditional which checks to see if the "affordances" tag is present, then adds it if and only if it isn't.  And *then* add content to the tag.
Oh I know, I was just testing to check if it was the cause - it wasn't meant to be a full solution.  :D
Title: Re: [B19] Rainbeau's Mods
Post by: ultra4 on September 24, 2018, 01:41:15 PM
FF doesn't deal with soft sand. Making it inside a kill box would be ok in a desert region.

When testing the mod (extreme desert map) i was heartbroken because i had a patch of "soft sand" the middle of the base layout, lets say my base was waiting for the mod to come out to fix the holes in the walls. it did. no fix... only then... i thought, lets build some floor.... (vanilla floors wont work but your brick floor or "fences and floors mod" floors work) ok... now a wall over those floors... lol no more soft sand problem....

... still think terraforming it into something more solid instead of finding modded floors that are an exception to the original programing would be the best solution
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 24, 2018, 01:50:46 PM
Quote from: ultra4 on September 24, 2018, 01:41:15 PMFF doesn't deal with soft sand.

I didn't bother to add a way to *create* soft sand, but you should be able to use any terraforming action on soft sand that you can use on regular sand, to convert it into a different terrain type. Did that not work for some reason?

(Also, I know it wasn't your point, but thanks for pointing out that my brick floors are bugged somehow. I'll have to compare them to vanilla floors more carefully, and see what needs to be adjusted.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 24, 2018, 09:50:35 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) has been updated:

- Attempting to draft pawns such as hacked mechanoids from Roolo's "What the Hack?!" (which lack some of the attributes of colonist pawns) should no longer generate error messages.
Title: Re: [B19] Rainbeau's Mods
Post by: Roolo on September 25, 2018, 03:10:23 AM
Quote from: dburgdorf on September 24, 2018, 09:50:35 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) has been updated:

- Attempting to draft pawns such as hacked mechanoids from Roolo's "What the Hack?!" (which lack some of the attributes of colonist pawns) should no longer generate error messages.

Thanks Rainbeau! I really appreciate it that you looked into this so quickly!
Title: Re: [B19] Rainbeau's Mods
Post by: ultra4 on September 25, 2018, 07:38:19 AM
Quote from: dburgdorf on September 24, 2018, 01:50:46 PM
(...) you should be able to use any terraforming action on soft sand that you can use on regular sand, to convert it into a different terrain type. Did that not work for some reason? (...)

Sind there is no specific recipe for soft sand and you can build a wall on sand but not on soft sand, i never though of trying terraform those as if they were sand, that was a lack of oversight on my part. Got that floor building workaround working and stopped there ::) now i know

Thanks for the quick response and yes, the floor workaround is a kind of a cheat that should be fixed
Title: Re: [B19] Rainbeau's Mods
Post by: Sleeeper on September 25, 2018, 12:03:40 PM
Can't butcher eel/tiny fish corpses (maybe others too, didn't test).
After progress bar finishes, nothing happens and corpse remains.

JobDriver threw exception in initAction for pawn Gross driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_1717585) A=Thing_TableButcher1041400 B=Thing_Eel1925364 C=(73, 0, 216)) lastJobGiver=RimWorld.JobGiver_Work
System.InvalidCastException: Cannot cast from source type to destination type.
at NewAlphaAnimalSubproducts.Thing_ButcherProducts_Patch.ChangeMeatAmountByAge (Verse.Thing,single,System.Collections.Generic.IEnumerable`1<Verse.Thing>&) <0x0005f>
at (wrapper dynamic-method) Verse.Thing.ButcherProducts_Patch2 (object,Verse.Pawn,single) <0x0008c>
at Verse.GenRecipe/<MakeRecipeProducts>c__Iterator0.MoveNext () <0x00881>
at System.Collections.Generic.List`1<Verse.Thing>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Thing>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>) <0x00070>
at Verse.AI.Toils_Recipe/<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () <0x002d4>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0072f>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Trying without AlphaAnimals mod mentioned in error log. Takes forever to load with 300 mods xD.

Edit: yeah it was AlphaAnimals mod, butchers fine without it.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 25, 2018, 01:15:07 PM
Quote from: Sleeeper on September 25, 2018, 12:03:40 PM
Edit: yeah it was AlphaAnimals mod, butchers fine without it.

OK, I'll make a note to look into that one and see if I can figure out what's causing the conflict and how to resolve it. Thanks for the info!
Title: Re: [B19] Rainbeau's Mods
Post by: LunaticModo6 on September 29, 2018, 04:47:29 AM
Hi! Just here to report that Fertile Fields and EPOE seem to be in conflict. Here's the log.

Loading game from file New Arrivals6 with mods Core, HugsLib, Giddy-up! Core, Giddy-up! Caravan, JecsTools, Humanoid Alien Races 2.0, Android tiers B19, Rimsenal, Rimsenal - Enhanced Vanilla Pack, Rimsenal - Federation, Rimsenal - Feral, Rimsenal - Rimhair, Rimsenal - Security pack, Simple sidearms, RimHUD, Rimatomics, EdB Prepare Carefully, [B19] DE Surgeries, A Dog Said..., Color Coded Mood Bar, Death Rattle, [CP] Detailed Body Textures II (B19), Blueprints, Centralized Climate Control, ED-Embrasures, Hospitality, MendAndRecycle, More Planning, Camping Stuff, Pawn Rules, Pick Up And Haul, Prisoner Harvesting, Questionable Ethics, Replace Stuff, Research Tree, [KV] RimFridge - B19, Share The Load, Stack XXL, Static Quality Plus B19, [SYR] Set Up Camp, VGP Vegetable Garden, VGP_CoffeeTeaDrugs, VGP Garden Canning, VGP Garden Fabrics, VGP Garden Drinks, VGP Garden Gourmet, VGP Soylent Production, Wall Light, ED-Laser Drill, Realistic Rooms, [RF] Fertile Fields [b19], [T] MoreFloors, VGP Garden Medicine, VGP Garden Tools, Better Pawn Control, [T] ExpandedCloth, [T] MoreBedsCloth, Better Workbench Management, Expanded Prosthetics and Organ Engineering
Verse.Log:Message(String, Boolean)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[RimHUD v1.1.0.2] Integrated with Pawn Rules
Verse.Log:Message(String, Boolean)
RimHUD.Mod:Log(String)
RimHUD.Integration.Union:GetModAssembly(String, String)
RimHUD.Integration.PawnRules:.cctor()
RimHUD.Interface.InspectPanePlus:DrawContent(Rect, PawnModel, Pawn)
RimHUD.Interface.InspectPanePlus:DrawContent(Rect, PawnModel, Pawn)
RimHUD.Interface.InspectPanePlus:OnGUI(Rect, IInspectPane)
RimHUD.Patch.RimWorld_InspectPaneUtility_InspectPaneOnGUI:Prefix(Rect, IInspectPane)
RimWorld.InspectPaneUtility:InspectPaneOnGUI_Patch1(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

MakeThing error: Tried to make UnfinishedProsthesis from ComponentSpacer which is not a stuff. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
Verse.AI.<MakeUnfinishedThingIfNeeded>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch0(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Niko driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_1411) A=Thing_TableBionics39673 B=Thing_UnfinishedProsthesis43293 C=(110, 0, 140)) lastJobGiver=RimWorld.JobGiver_Work
System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Basically what it does is that it prevents me from upgrading my bionics, making the part itself and the materials to disappear.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 29, 2018, 09:13:39 AM
Quote from: LunaticModo6 on September 29, 2018, 04:47:29 AMHi! Just here to report that Fertile Fields and EPOE seem to be in conflict. Here's the log.

I have no idea why you think EPOE and FF are conflicting, but there's absolutely no reason why they would be, and the log snippet you posted doesn't suggest anything of the sort. Have you actually done any investigation yet to try to track down the source of your error, or are you just making wild guesses?

EDIT: My apologies; I posted first thing in the morning, before I'd even had any caffeine.  I should know better.  :) The point is, though, that there's no actual reason to think that EPOE and FF are conflicting. You should probably look elsewhere to track down the source of your trouble.
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on September 29, 2018, 09:59:39 AM
I think he mean that these error appear after he add FF to his modlist.
So he think the problem is at FF.

But i think more the problem is more at EPoE, i think i saw some error's related to EPoE in some logs.
Try to move EPoE at the end of the modlist so it overwrite maybe some other settings. Maybe that allready helps.

Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 29, 2018, 12:28:46 PM
Advanced Bridges (https://ludeon.com/forums/index.php?topic=45653.msg434417#msg434417) has been updated:

- Reverted the label of "chest-deep moving water" back to its b18 value, "deep moving water," as the idea that even deep water in a river is only chest-deep is ridiculous.

- Deep water bridges can now be built over deep river water, and light bridges cannot. (This change will not impact any bridges that have already been built over deep river water.)

- Vanilla bridges are no longer removed by the mod, but they now behave like the mod's light bridges. They can't be built over deep river water, and support only light, not medium, construction. (But, again, this change will not impact anything already constructed on a map.)

- Watergazing spots can now be placed on any land tiles adjacent to water, rather than only on bridges or piers.

- Clarified the gazing spot "bad placement" message, replacing the reference to the "blue circle" (which doesn't actually appear until *after* the spot is successfully placed) with "mouse cursor."

- Updated the Japanese language files.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 29, 2018, 03:21:20 PM
Archipelagos (https://ludeon.com/forums/index.php?topic=45653.msg434443#msg434443) has been updated:

- Added that ability to configure the "water level" on generated maps.

- Increased slightly the amount of shallow water around islands, to make the transition from land to deep water a bit less extreme.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 29, 2018, 05:37:11 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) has been updated:

- "Force Do Job" behavior, which allows a pawn to be told to do a specific job even if not assigned to the relevant work type, is still the default, but can now be disabled via a new configuration option.
Title: Re: [B19] Rainbeau's Mods
Post by: CplCuddles on September 29, 2018, 09:58:21 PM
Quote from: dburgdorf on September 29, 2018, 05:37:11 PM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=45653.msg434212#msg434212) has been updated:

- "Force Do Job" behavior, which allows a pawn to be told to do a specific job even if not assigned to the relevant work type, is still the default, but can now be disabled via a new configuration option.

The "Pawns Are Capable!" dropbox link is to an empty .zip
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on September 29, 2018, 10:17:06 PM
Quote from: CplCuddles on September 29, 2018, 09:58:21 PMThe "Pawns Are Capable!" dropbox link is to an empty .zip

Ugh.  Fixed.  Sorry 'bout that.
Title: Re: [B19] Rainbeau's Mods
Post by: LunaticModo6 on October 01, 2018, 03:23:31 AM
Sorry again for dropping by. Started a new game with just Hugslib, Fertile Fields and EPOE respectively. Still got an error when upgrading a bionic part.

Initializing new game with mods Core, HugsLib, RF - Fertile Fields, ExpandedProsthetics&OrganEngineering
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

MakeThing error: Tried to make UnfinishedProsthesis from ComponentSpacer which is not a stuff. Assigning default.
Verse.Log:Error(String, Boolean)
Verse.ThingMaker:MakeThing(ThingDef, ThingDef)
Verse.AI.<MakeUnfinishedThingIfNeeded>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

JobDriver threw exception in initAction for pawn Bond driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_501) A=Thing_TableBionics37053 B=Thing_UnfinishedProsthesis37064 C=(119, 0, 109)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe.CalculateDominantIngredient (Verse.AI.Job job, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Reason why I came here is EPOE doesn't do anything to FF but FF does something to EPOE. Again Sorry. :P
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 01, 2018, 07:54:45 AM
Quote from: LunaticModo6 on October 01, 2018, 03:23:31 AMSorry again for dropping by. Started a new game with just Hugslib, Fertile Fields and EPOE respectively. Still got an error when upgrading a bionic part.

Again, this appears to be an error in EPOE which has nothing to do with "Fertile Fields." There's no reason to believe, based on what the mods do, that they'd conflict, and there's nothing in your error log to suggest that they *are* conflicting.
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 01, 2018, 10:12:37 AM
dburgdorf,
something thoughts about the bricks from Fertile field.
Is there any hidden special with the walls that i don't see beside they need 1 stone less then regular walls, but that could be adjusted at the made brick recipe.

I think it would be good to made brick's as standard building material for wall,door and maybe floors.
At last the special brick wall could be removed.
On a brick wall you can't place a blueprint from a door or vent's like you could do on regular walls.
And i think the Herringbone brick floor should need 1 brick more then standard brick/floor. The extra work isn't enough for the +1 extra beauty.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 01, 2018, 01:32:26 PM
Quote from: Canute on October 01, 2018, 10:12:37 AMI think it would be good to made brick's as standard building material for wall,door and maybe floors. At last the special brick wall could be removed.

But I don't *want* to remove the special graphic. Originally, bricks *were* standard materials for regular walls, but I changed that very deliberately. It was pointed out to me that there was just something wrong with brick walls with black mortar, which is what they looked like before I gave them a unique graphic image.

Quote from: Canute on October 01, 2018, 10:12:37 AMOn a brick wall you can't place a blueprint from a door or vent's like you could do on regular walls.

Really? I'll take a look. It should be easy enough to fix. (I had the same issue with custom walls from "Smooth Stone Walls" a while back.)

Quote from: Canute on October 01, 2018, 10:12:37 AMAnd i think the Herringbone brick floor should need 1 brick more then standard brick/floor. The extra work isn't enough for the +1 extra beauty.

I'll take a look at this, too.

Thanks for the input! :)
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 03, 2018, 10:49:49 AM
Something strange with FF.
I want to terraform a tile into shallow water, because i want to set a fishing spot there.
No shallow water close by, so i can't use the sand-> shallow water shortcut.
Soil->Marsch, Ok
Marsch -> Shallow water, result stony soil !!!
I tryed it a few times, it is either an problem at FF, or some undocumented feature that i can't create shallow water there.



Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 03, 2018, 11:51:41 AM
Quote from: Canute on October 03, 2018, 10:49:49 AMMarsch -> Shallow water, result stony soil !!!

You're the second to report that. I haven't had a chance to look at it yet, but it's almost certainly a bug. ;)
Title: Re: [B19] Rainbeau's Mods
Post by: WolfgangPolska on October 03, 2018, 12:52:48 PM
As of B19 rotten food items dont leave rotten mush, is it bug, or may it be mod incompatibility? Vanilla stuff also doesnt become mush either,
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on October 03, 2018, 01:01:14 PM
Leaves it properly for me. So it must be some incompatible mod you're having.
Title: Re: [B19] Rainbeau's Mods
Post by: WolfgangPolska on October 03, 2018, 01:57:57 PM
https://git.io/fxLQ5
Well, here is the error log, in case Rainbeau wants to look at It, beacuse I have no idea what the cause is.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 03, 2018, 02:42:28 PM
Quote from: WolfgangPolska on October 03, 2018, 01:57:57 PMWell, here is the error log, in case Rainbeau wants to look at It, beacuse I have no idea what the cause is.

It looks like you've got over a hundred mods loaded, any of which might be the cause of the problem. (You also seem to have quite a few different errors in your log, not even considering the issue of rotting material in FF.) If you can narrow down *which* mod is conflicting with FF, I'll be happy to see if I can figure out the reason and fix it. Otherwise, I'm afraid there's not really much I can do.  Vague "the mod conflicts with something" reports aren't of much use.
Title: Re: [B19] Rainbeau's Mods
Post by: WolfgangPolska on October 03, 2018, 05:46:45 PM
Quote from: dburgdorf on October 03, 2018, 02:42:28 PM
Quote from: WolfgangPolska on October 03, 2018, 01:57:57 PMWell, here is the error log, in case Rainbeau wants to look at It, beacuse I have no idea what the cause is.

It looks like you've got over a hundred mods loaded, any of which might be the cause of the problem. (You also seem to have quite a few different errors in your log, not even considering the issue of rotting material in FF.) If you can narrow down *which* mod is conflicting with FF, I'll be happy to see if I can figure out the reason and fix it. Otherwise, I'm afraid there's not really much I can do.  Vague "the mod conflicts with something" reports aren't of much use.
The issue was  fixed, by moving FF to the top of  modlist, so no need for fix I guess.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 03, 2018, 05:55:25 PM
Quote from: WolfgangPolska on October 03, 2018, 05:46:45 PMThe issue was  fixed, by moving FF to the top of  modlist, so no need for fix I guess.

If at some point you can track down which mod FF is conflicting with, I'd still appreciate knowing about it. Except in the case of dependencies, mod order shouldn't matter. Rearranging mods in a situation like this one is merely a workaround; it's not an actual fix. :)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 04, 2018, 12:22:13 AM
(https://steamuserimages-a.akamaihd.net/ugc/951840457003966185/CB6018474F7DB008814720F88ADB3CD5B1DD53BD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/05/2018

Blur the lines between wild and cultivated plants! "Wild Cultivation" allows you to cultivate a variety of plants formerly found only in the wild, and adds wild generation of most of the plants that previously could only be cultivated.

Plants which can now be found naturally include corn, haygrass and smokeleaf (most commonly, but not exclusively, found in arid shrubland biomes), daylilies, devilstrand and hops (most easily found in boreal forests), psychoid plants (least uncommon in deserts), cotton, potatoes and roses (most readily discovered in temperate forests), and rice (most easily obtained from tropical rainforests and swamps).

The ability to find these plants in the wild provides a few extra resource options in the early game, and also allows those using the "Seeds Please!" mod a chance to obtain seeds for plants they might otherwise not be able to grow.

"Wild Cultivation" also allows you to cultivate cacti (both pincushion and saguaro), agave, astragalus, clivia, brambles, bushes, low shrubs and grass, all of which could formerly only be found in the wild, as well as glowstools, agarilux mushrooms and bryolux, which otherwise can only be found naturally within caves.

You can also now create growing zones on any terrain that's not completely infertile. This doesn't allow you to grow plants on ground that's not fertile enough to support them, of course. The change is primarily intended to allow you to create growing zones on sand for cacti.

The mod also adds a very small chance of finding raspberries or wild healroot in tropical rainforests and swamps, where otherwise they don't exist.

Finally, "Wild Cultivation" adds one new type of flower, the geranium. Geraniums are functionally identical to daylilies, and in fact the geranium graphic is simply a recolored version of the daylily graphic. I just wanted a purple flower in the game, to add a bit more variety to garden colors.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1529858074)

Dropbox Link (https://www.dropbox.com/s/sw9moh6lejzr29b/Rainbeau%27s%20Wild%20Cultivation.zip?dl=0)

Cultivated Plant Notes:

Agave grows more slowly and has a lower yield than in vanilla, to prevent it becoming a "superplant" when cultivated. It also takes a bit more work to sow and to harvest than most other plants.

Cultivated saguaro cacti grow more slowly and yield less wood than wild cacti, in order to put their wood production capability on a par with that of other trees.

Glowstools, agarilux mushrooms and bryolux will all die if exposed to light, so be sure to grow them in enclosed spaces. Cultivated fungi mature faster than their natural counterparts. Additionally, agarilux mushrooms, due to their large size, require extra space, just as do trees and saguaro cacti.

Cultivated brambles are denser than natural brambles, and thus slow movement more, nearly as much as does chokevine.

Compatibility:

You should be able to add "Wild Cultivation" to an existing saved game without trouble, but removing it from a game in progress will almost certainly cause problems.

"Wild Cultivation" changes a few vanilla plant definitions, but mostly just adds new definitions. So while it might conflict with other mods that alter vanilla plants, it also might not. And generally speaking, any such conflicts which do arise probably won't even be noticeable. For the record, it should be fully compatible with "Vegetable Garden."

If you're using "Vegetable Garden," "[T] Expanded Cloth," or another mod that alters the harvest of cotton, "Wild Cultivation" will automatically adjust the harvest of wild cotton to match it.

"Wild Cultivation" is fully compatible with "Seeds Please!" If you have that mod installed, the wild versions of various plants will drop seeds which can be used to grow their cultivated counterparts.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 04, 2018, 12:28:59 AM
(https://steamuserimages-a.akamaihd.net/ugc/951840457003964618/52F7F76CE0D481134F0EF4E6F2E9F48D34DBBB9D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/03/2018

This mod adds a new storyteller, Rainbeau Flambe.

Rain shares Randy's love of the unpredictable, but tempers that love with a bit of Cassandra's storytelling flair. Still, he'll send big threats nearly as often as small ones. He seems to have a bit of a sadistic streak, and in any event, he has to keep his cat, Sabre, amused. He also likes to have a slightly larger cast of characters to work with than Cassandra does, and so will subtly encourage you to have more colonists.

The mod also slightly increases the base chance of orbital traders arriving, though the actual frequency of their arrival is not altered.

Some player testimonials:

"[Rainbeau is] real good on providing a constant supply of traders and challenges."

"Yep. Three events after one minute. And after that I had some time for my colonist. I like that challenge."

"I have to say I'm really satisfied with this storyteller.... Rain (on some challenge and later on rough) is heavy handed, but fair. The good flows in rapid succession just like challenges. I feel like if you survive the onslaught, he rewards you with a reasonable term of prosperity, and loves big colonies. He basically fits exactly how I like to play."

"Not sure if I just had bad luck.... But it feels like the game now spams bad events on me."

"Just into my second year in my current game using Rainbeau and I can say, 100%, that he is very fun, even on Some Challenge. XD Very fast paced and intent on being very kind or very brutal to my tiny colony. A+ Storyteller!"

"I've taken to calling this storyteller 'WHAT NOW?!'"

"He looks kinda like Shia Labeouf."


-- Rainbeau Flambe (dburgdorf) - the modder, not the storyteller ;)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1529857843)

Dropbox Link (https://www.dropbox.com/s/4ev7zjpltj27m11/Rainbeau%20Flambe%20-%20Storyteller.zip?dl=0)

A Note on Difficulty Levels:

Technically, Rain can be used at any difficulty setting, if only because there's no way to disable any of those settings. But as a matter of practicality, I wouldn't recommend trying to use him with "base builder" difficulty. Rain utilizes big threats as often as small ones, and tries to keep things going at a fair clip, while the "base builder" setting disables most big threats, and is intended to keep the game moving at a more leisurely pace. The inconsistency should be obvious.

Compatibility:

"Rainbeau Flambe - Storyteller" adds a new storyteller, but doesn't really change anything already in the game, so it should be compatible with pretty much any other mod, and you should be able to add it to an existing saved game without trouble. You should also be able to safely remove it from a game in progress, at least so long as Rain's not the currently active storyteller.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 05, 2018, 12:06:23 AM
(https://steamuserimages-a.akamaihd.net/ugc/951840457008337568/92ECA92A96C6C92FF9BAF50503C2FA1BA89562AD/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/12/2018

In ancient times, a fabled colonist by the name of RimRue taught her people the art of packing meals to eat on the go, and all was well in the universe. But during the era of Beta 18, that skill was lost, and pawns had no choice but to moan and cry whenever they had to eat without a table. But rejoice, for now, the stars have aligned, and the technology of packing bagged lunches has been rediscovered!

(Tired of your pawns being in a bad mood because they ate without a table? Now they can turn meals into packed lunches, and eat happily wherever they happen to be.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1530587385)

Dropbox Link (https://www.dropbox.com/s/ncptk5ozcxyz4mb/Rainbeau%27s%20Packed%20Lunches.zip?dl=0)

Credits:

Obviously, credit is due to RimRue, the creator of the original a17 version of the mod!
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on October 05, 2018, 01:26:29 AM
Interesting... Can any meal type be packed, including modded ones? Or just vanilla rimworld simple-fine-lavish meals?
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 05, 2018, 07:54:24 AM
Anything that's defined as part of category "FoodMeals" ought to work, except for survival meals and (for obvious reasons) packed lunches themselves, which are specifically excluded from the recipe. But all packed lunches are the same, regardless of what sort of meal they're made from.

("What'd my spouse pack in my lunch today? Hmm. A bologna sandwich, just like *every* day. Which is kind of weird, because I'm sure I saw him putting leftover lobster thermidore in the bag this morning....")
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on October 05, 2018, 07:58:15 AM
Ah, now i get!) So you basically turn anything regardless of its contents and nutrition amount\mood buff into a packaged lunch bags. Well thats nice. You d still wanna have a proper dining room for people to enjoy their fine-lavish meals, but you won't get quite as much idiotic mental states from people eating from the ground from across half map. Nice. I ll be subbing to this! Big thanks for your time @dburgdorf!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 05, 2018, 08:27:34 AM
Quote from: Madman666 on October 05, 2018, 07:58:15 AMBig thanks for your time @dburgdorf!

Honestly, this one was quick and easy. Rue created it for a17, but it had never been updated since then. Turned out to be a *very* simple update to b19.
Title: Re: [B19] Rainbeau's Mods
Post by: Madman666 on October 05, 2018, 09:00:04 AM
Still you used your free time for it. As one who did some temporary updates for mods, i know time can be really hard to come by. And of course big thanks to RimRue for creating it in a first place.
Title: Re: [B19] Rainbeau's Mods
Post by: Flimflamshabam on October 05, 2018, 01:32:55 PM
ah finally, wild cultivation, now i can make a proper caveman colony
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 05, 2018, 03:28:02 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=45653.msg437537#msg437537) has been updated:

- Error messages should no longer be generated if other mods also patch the plant files that "Wild Cultivation" patches. (At the very least, any error messages that *do* show up shouldn't be this mod's fault.)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 07, 2018, 05:44:08 PM
(https://steamuserimages-a.akamaihd.net/ugc/951840890892700357/1C6A98CC8834069A3A917C6F3D92A028E01165CA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/12/2018

Are you tired of running into characters in your game with horribly overpowered or just plain silly backstories? Are you frustrated by the number of colonists you have to feed who aren't willing to work to earn their keep because their backstories prevent them from doing manual labor? Does it annoy you when you find a backstory you like with the "Prepare Carefully" mod, only to notice that the gender pronouns or even the pawn's name don't change to fit your character? Do you just hate not being able to do anything about typos that you spot in backstories?

Well, fret no more! Your worries are over!

"Editable Backstories and Names" dramatically improves, and gives you full control over, the game's backstory and name databases. It's ready to be used "out of the box," but also allows you to change pretty much anything, in whatever way you see fit. Details are below.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1533431537)

Dropbox Link (https://www.dropbox.com/s/332l7sizw3t4ohi/Rainbeau%27s%20Editable%20Backstories.zip?dl=0)

The Backstory Database:

This mod provides you with a fully customizable database of more than 300 backstories which (by default) completely replaces RimWorld's vanilla backstory database. None of the backstories are unreasonably powerful or lore-breaking, none have hard-coded pronouns or names, and they're (mostly) free of typos. They're ready to be used as provided, but of course can be edited. (Please note, though, they can't edited from within the game itself. To edit them, you'll need to edit the mod's XML files. Instructions on how to do so can be found in its "Documentation" folder.)

It also provides much more robust filtering of backstories than does the vanilla game. You should never again see pawns whose childhood and adulthood backstories contradict each other, with one providing penalties to skills or disabling work types that the other significantly buffs. Additionally, the mod provides brand new filters, so you can define certain backstories to only be available to pawns of a particular age or gender, define some backstories to be more or less common than others, and even define "sets" of backstories which will always and only be used together. (For example, in the mod's "out of the box" database, medieval backstories are flagged so that medieval childhoods will only ever be matched with medieval adulthoods, and vice versa.)

The Names Database:

This mod provides a significantly larger pool of random first and last names for colonists than is available in the vanilla game. (It provides more than 2,000 each male and female first names, as opposed to about 300 each in vanilla, and about 10,000 last names, as opposed to just 1,000 in vanilla.) The mod's database is drawn from lists of the most common names in pretty much every country of the world, so your pawns' names will have a truly mixed- and multicultural feel. But like the mod's backstory database, its name database not only replaces the vanilla database, but is completely customizable, so you have full control over the names that can appear in your games. If you wanted to include nothing but German first and last names, for example, you could play a game of RimWorld in which literally every non-tribal pawn has a German name.

The names of colonists' pets draw from the same lists as do the names and nicknames of colonists themselves, so any changes you make to those lists will be reflected in the names colonists give their pets, as well as in the colonists' own names.

(This mod does *not* alter tribal names in any way. For that, I'd recommend my "Tribal Pawn Names" mod, with which "Editable Backstories and Names" is fully compatible.)

In addition to lists of first and last names, and of course nicknames, the mod also utilizes new lists of "sets" of first names and nicknames, allowing for randomly-named pawns to have intelligent nicknames. You might encounter a pawn named Jonathan with the nickname "Jon," for example, or perhaps a Cassandra known as "Cassie."

Not all names have to be randomly generated, of course. Just as there are defined full names in the vanilla game, some of them attached to certain specific backstories, the mod allows you to define full names for pawns who might show up in your own games, either with or without specifically-defined backstories.

Configuration Options:

"Use 'Lite Mode'": By default, "Editable Backstories" allows only its custom backstories to be selected randomly for new pawns. However, if this box is checked, the mod will instead allow new pawns to draw backstories from both its custom database and the vanilla database. (Note that vanilla backstories will always be visible and manually selectable when using a mod such as "Prepare Carefully," regardless of this option's setting.)
   
"Tag Backstories by Source": If this option is selected, backstory titles will be tagged to indicate their source, with "(Vanilla)" and "(VanillaPK)" indicating basic vanilla backstories and "Pirate King" designated backstories, respectively, "(REB)" indicating backstories added by this mod, and "(Other)" indicating backstories added by other mods. These tags can make it easy to tell what you're looking at when searching through backstories in "Prepare Carefully" or a similar mod. However, the tags will also be visible on the character bio windows within the game itself, so you probably won't want to turn the option on except when you're actually manually creating new pawns.
   
"Allow Vanilla 'Triple Names'": By default, the only predefined "triple" (or "full") names that will be available for random assignment to new pawns are the names defined in the mod's data files. If this box is checked, though, the "triple names" defined in the vanilla databases will also be available. (Note that even if you don't allow vanilla names, if you're playing in "lite" mode as defined above, the vanilla "Pirate King" pawns, whose names and bios are linked, can still show up in your games.)

Compatibility:

"Editable Backstories" can safely be added to a game in progress, and any of its configuration settings can be changed at any time, without any affect on already-generated pawns. However, it should not be removed from a game in progress, as if it is, any pawns with backstories drawn from its database will have those backstories randomly reassigned.

The mod is compatible with both "EdB Prepare Carefully" and "Verify Start."

It is also fully compatible with any mods that utilize Erdelf's "Humanoid Alien Races" framework.

Special Note:

I completely understand why backstories aren't editable by default. And I mean absolutely no disrespect to those who backed RimWorld on Kickstarter back in 2013 (or have purchased the "Name in Game Pack" since then) and got their stories written into the game as a result. But at the same time, I'm a modder. Changing things I don't like about the game is what I do. And the fact that backstories can't be edited, even though I understand it, is something that I don't like.

Credits:

Some of the C# code in "Editable Backstories" (specifically, the code that allows data to be read from XML files) derives from code in Erdelf's "Humanoid Alien Races."

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Special thanks to Kiame Vivacity and Sumghai for handling the initial update of the mod from RimWorld b18 to b19 in my absence!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 07, 2018, 05:59:25 PM
Major changes in the "Editable Backstories" update from Kiame's initial b19 release:

- Updated mod name from "Editable Backstories" to "Editable Backstories and Names."

- Fixed body type randomization, which was inadvertently broken in the initial update to b19.

- Added 17 backstories to the mod's database, based on vanilla Pirate King and "snowflake" backstories added to the game since a16.

- The mod now supports adding names to the game's database from simple text files, in addition to adding them from an XML names file. The latter is primarily useful now for defining name/backstory sets, rather than for simple name lists.

- Added the ability to define lists of "sets" of first names and nicknames, so pawns can have nicknames that actually have a connection to their given names.

- Normal mode no longer literally overwrites the vanilla database. Vanilla backstories will still be visible in (and can be selected from) "Prepare Carefully" or similar mods, but will never be given to pawns randomly.

- Switching between "lite" and normal modes no longer requires restarting the game.

- A new configuration option allows you to add a source tag to backstory titles, so you can easily tell them apart in "Prepare Carefully." This tag will also be visible in pawns' bio windows, but can easily be removed just by resetting the config option.

- Random backstory selection now has a slight bias against backstories which disable dumb labor, firefighting or violence. (This change was inspired by the "weighting" of backstories that was added to vanilla in b19.)
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on October 07, 2018, 08:17:35 PM
Will switching from Kiame's version to this one be problematic to a game in progress?
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 07, 2018, 08:31:09 PM
Quote from: bigheadzach on October 07, 2018, 08:17:35 PMWill switching from Kiame's version to this one be problematic to a game in progress?

You shouldn't see any problems, since all the backstory defNames are the same. (The new update added a few, but didn't remove or rename any of the older ones.) I'd still make sure there's a "fallback" game save available, just in case, as that's wise *any* time you make changes to your mod list. But I really wouldn't expect trouble.
Title: Re: [B19] Rainbeau's Mods
Post by: raydarken on October 08, 2018, 05:46:41 PM
Hey dburgdorf, thank you for your hard work on all your mods! I have been tinkering with your 'Tribal Names' mod and took the time to combine a list of Medieval names from https://www.mithrilandmages.com/utilities/MedievalBrowse.php (https://www.mithrilandmages.com/utilities/MedievalBrowse.php).

QuoteThe Medieval Name List is comprised of names taken from the European area during the Middle Ages and Renaissance era. The bulk of the names aim to be from the 10th-15th centuries but many names from earlier and later periods are included as well.

There are ~4200 female first names and ~6200 male first names. There's definitely nothing wrong with the names you have provided, however I feel variety is the spice of the Rim and I enjoy the style of these names as well. Also, I'm hopeful that at some point in the future we'll be able to have different 'name groups' for different faction types, or maybe even different factions!

I've attached the text files to this post however I'm not sure on what type of considerations should be made regarding permission to use this name list and I can take it down if requested.

Enjoy!  ;D

[attachment deleted due to age]
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 08, 2018, 06:13:31 PM
Quote from: raydarken on October 08, 2018, 05:46:41 PMHey dburgdorf, thank you for your hard work on all your mods! I have been tinkering with your 'Tribal Names' mod and took the time to combine a list of Medieval names....

I'll definitely take a look. It's already been suggested/requested that the mod be modified to allow some tribal groups to use my tribal names but others to use the default names, and if I do that, it should be simple enough to add additional options, so a Medieval names list could be handy.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 08, 2018, 11:35:35 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) has been updated:

- Plowed soil on which no plants are growing will, in time, degrade back to rich soil. The practical upshot of this change is that fields will likely need to be replowed at the beginning of each growing season.

- Basic sandbags once again have a (minimal) cloth cost.

- It is now possible to build doors, vents and the like over brick walls, just as you can over vanilla walls.

- Herringbone brick floors now require 4 bricks instead of 3, in addition to requiring more work than regular brick floors, in order to better balance their beauty advantage.

- Brick floors can no longer be built on terrain (primarily soft sand) that won't support vanilla floors.

- Converting terrain other than ice to shallow water on an ice sheet map no longer has a chance of resulting in stony soil.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 09, 2018, 01:43:48 AM
(https://steamuserimages-a.akamaihd.net/ugc/951840890898591332/FC66B30A3C073899DC12B558099DE3D9C446ACBA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/09/2018

This mod adds concrete to the game. Originally designed as an add-on to "Fertile Fields," it can now be used independently, though without "Fertile Fields," your options for obtaining sand and crushed rocks will be a bit more limited.

Concrete can be made at a stonecutting table, with sand, crushed rocks and cement. Sand and crushed rocks can be made from stone chunks or blocks, also at a stonecutting table. Cement is made by "cooking" limestone in a smithy. (Note that while by default, only limestone can be used, the cement recipe can be adjusted to allow other stone types. It's less realistic, but obviously, limestone won't be readily available on all maps.)

Vanilla concrete and paved tile floors are now made with concrete instead of with steel. (Honestly, I have no idea why Tynan added concrete floors to the game without adding concrete from which to make them.)

If you're using "Fertile Fields," you'll see that the terraforming option which allows conversion of rocky dirt into rough stone now requires concrete in addition to crushed rocks.

And if you're using my "Advanced Bridges" mod, you'll find that construction of deep water bridges now requires concrete instead of steel.

Concrete can be used to make "cinder" blocks. These can be used to make walls and other items that can otherwise be made from stone blocks. Cinder block walls are weaker (and less attractive) than granite walls, but can be built quickly.

The mod adds embrasures, which can be made of any material from which regular walls can be made.

It also adds "poured concrete walls," which are as strong as standard stone walls, but easier to build in bulk, "steel-reinforced concrete walls" (and matching embrasures), which are nearly as strong as plasteel walls, and "plasteel-reinforced concrete walls," with twice the durability of plasteel walls, for those who want the ultimate security for their pawns living in bunkers.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1534435398)

Dropbox Link (https://www.dropbox.com/s/wit16b9hzwxw4gs/Rainbeau%27s%20Concrete.zip?dl=0)

Compatibility:

This mod should be compatible with most any other mods, except perhaps for other mods which add concrete. But why would you be trying to use two different mods to add concrete? Just pick one or the other!

The basic embrasures added by this mod share a defName with the embrasures added by "Combat Extended." Embrasures in your game will thus be defined by whichever of the two mods loads last. There really isn't much difference between the two. I'd recommend loading "Concrete" after "Combat Extended," though, since my embrasures provide slightly better cover and look nicer. :D

You should be able to add this mod to an existing saved game without trouble, but removing it from a game in progress will likely cause problems.
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 09, 2018, 03:32:13 AM
Quote- Plowed soil on which no plants are growing will, in time, degrade back to rich soil. The practical upshot of this change is that fields will likely need to be replowed at the beginning of each growing season.
Hmm why it should degrade when nothing grow on it. Ok yes the wind and animal maybe do it, but not that much like a harvest.
I think you don't know
Advanced Cultivation (https://ludeon.com/forums/index.php?topic=43900.0)
a nice addon before you update FF.
He add tilling to the growing zone, tilling increase the fert. by 30% and the tilling get removed with the harvest.
I don't want say you should do the same, but just want point on it.

Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 09, 2018, 07:50:49 AM
I'll take a look at what that mod does and see if I can adapt it. Obviously, the degradation is based on the idea that plowed soil that's been used needs to be replowed. I did it as a random time-based check because that was the only way I could think of to implement it, not because I necessarily thought it was the best way. ;)
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on October 09, 2018, 08:11:28 AM
Can you provide a little info on how Concrete's embrasures work? I'm running ED-Embrasures right now but haven't made any (so I can easily switch), and I'm curious to know what differences there might be.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 09, 2018, 08:44:59 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) has been updated again:

- Plowed soil now degrades to rich soil when crops are harvested, rather than as a random time-based function.

(I can't believe I missed the simple, obvious way to do this that I should have used in the first place!)
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 09, 2018, 08:47:10 AM
Quote from: bigheadzach on October 09, 2018, 08:11:28 AMCan you provide a little info on how Concrete's embrasures work?

Honestly, embrasures in *any* mod work in pretty much exactly the same way. They make a tile impassable, like a regular wall, but unlike a wall, don't completely block it.
Title: Re: [B19] Rainbeau's Mods
Post by: Sleeeper on October 10, 2018, 06:28:43 AM
Gravel appears on terrain same as rocky soil (info at bottom of screen and texture), though still works for next terraforming stage to normal soil.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 10, 2018, 09:38:41 AM
Quote from: Sleeeper on October 10, 2018, 06:28:43 AMGravel appears on terrain same as rocky soil (info at bottom of screen and texture), though still works for next terraforming stage to normal soil.

I'm afraid I have no idea what you're trying to report, here.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 10, 2018, 06:50:53 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) has been updated again:

- The chance of plowed soil degrading to rich soil when crops are harvested is now a configuration option (default 100%).

- An additional configuration option determines the chance of rich soil degrading to normal soil when crops are harvested (default 50%).

- When a soil tile degrades due to crop harvesting, it will by default be flagged automatically for replowing/refertilizing before new any new crops are planted. However, this behavior is also configurable, and can be turned off (for example, if you're low on fertilizer and don't want farms tiles sitting idle).

- Topsoil can now be laid over ice as well as over smooth stone. This will provide a potentially important new option for farming on ice sheet and sea ice maps, especially if playing in the mod's new "hard mode."

- Added a "Hard Mode" configuration option which disables the less realistic terrain transformations (removing ice from ice sheet or sea ice maps, creating mud, marsh or marshy soil on those same maps, and creating or removing deep ocean water on any map).
Title: Re: [B19] Rainbeau's Mods
Post by: Ruisuki on October 11, 2018, 08:53:38 AM
damn i never got to test the etch wall feature in my last game, was short stacked on creative people. RIP beautiful feature of smoothed walls
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on October 11, 2018, 10:05:07 AM
Quote from: dburgdorf on October 10, 2018, 06:50:53 PM- The chance of plowed soil degrading to rich soil when crops are harvested is now a configuration option (default 100%).

- An additional configuration option determines the chance of rich soil degrading to normal soil when crops are harvested (default 50%).

- When a soil tile degrades due to crop harvesting, it will by default be flagged automatically for replowing/refertilizing before new any new crops are planted. However, this behavior is also configurable, and can be turned off (for example, if you're low on fertilizer and don't want farms tiles sitting idle).

I recognize this kicks up the difficulty of agriculture by requiring a fertilizer-production loop to be instituted to maintain rich soil, but given how much of a growth speed boost it gives, I welcome this additional realism.

So these don't stack, correct? If I harvest from plowed soil there is no chance for it to go straight to normal soil? I get one harvest at Plowed speed, and then another one at Rich speed (and then it's a coin flip whether it stays Rich)?

Seems to me that if plowing doesn't require expense of anything but time/labor, then once you get the ability to Plow, all you have to do is keep turning the soil over between harvests and you'll never have a chance to drop to normal soil.
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 11, 2018, 10:24:38 AM
QuoteSeems to me that if plowing doesn't require expense of anything but time/labor, then once you get the ability to Plow, all you have to do is keep turning the soil over between harvests and you'll never have a chance to drop to normal soil.
Rich soil and Plowed soil require 1 fertilizer each.
This mean you need a constant production of these.

dburgdorf,
with these changes i think you should adjust the amount of raw compost you get from burning corpses to 5.
Currently you are geting just 2, but when you butcher them and use the meat you can get 5-6.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 11, 2018, 10:34:52 AM
Quote from: bigheadzach on October 11, 2018, 10:05:07 AMSo these don't stack, correct? If I harvest from plowed soil there is no chance for it to go straight to normal soil?

That is correct. Plowed soil (if you have it configured to do so) can degrade to rich soil, and rich soil (again, if you have it configured to do so) can degrade to normal soil, but plowed soil will never, in a single jump, degrade to normal soil.

Quote from: bigheadzach on October 11, 2018, 10:05:07 AMSeems to me that if plowing doesn't require expense of anything but time/labor, then once you get the ability to Plow, all you have to do is keep turning the soil over between harvests and you'll never have a chance to drop to normal soil.

And that's exactly why plowing requires fertilizer as well as work.  It might not be entirely realistic, but it helps keep things balanced. :)

Quote from: Canute on October 11, 2018, 10:24:38 AMi think you should adjust the amount of raw compost you get from burning corpses to 5. Currently you are geting just 2, but when you butcher them and use the meat you can get 5-6.

Thanks for pointing that out. I *try* to keep things consistent, but sometimes, stuff like that gets past me.  ;)
Title: Re: [B19] Rainbeau's Mods
Post by: bigheadzach on October 11, 2018, 11:08:57 AM
I appreciate that burning corpses to compost is an option, because not every colony has a sociopathic butcher :D
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 11, 2018, 11:58:18 AM
Quote from: bigheadzach on October 11, 2018, 11:08:57 AMNot every colony has a sociopathic butcher :D

Maybe not, but no colony is truly *complete* without one.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 11, 2018, 12:51:52 PM
Just pump him up with smokeleaf joints, pschic tea, ambrosia and beer to keep him happy.
But after a tribe raid, the rest of the colony is stoned too after butchering 30+ corpses.
Just to salesmann is happy, he got alot of human skin parka to sell for.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 12, 2018, 10:59:13 PM
Editable Backstories and Names (https://ludeon.com/forums/index.php?topic=45653.msg438133#msg438133) has been updated:

- Added the ability to define special lists of names to be used together with backstory FilterSets. (For example, in the provided database, pawns with medieval backstories will now have names drawn from a list of medieval English names, rather than from the main name database.)

- Altered the optional backstory "source" tags to use parentheses instead of brackets, so the game doesn't misread them.

- Squashed a bug that occasionally caused null exception errors when the game tried to create a new pawn.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 13, 2018, 12:18:48 AM
Packed Lunches (https://ludeon.com/forums/index.php?topic=45653.msg437697#msg437697) has been updated:

- Updated the work required to make packed lunches, so they now require half as much work as making a simple meal, as opposed to five times as much.
Title: Re: [B19] Rainbeau's Mods
Post by: RicRider on October 13, 2018, 12:04:11 PM
Hey there. I have an issue to report with one of your mods, Fertile Fields. When random animal corpses rot all over the map the rotted mush they leave behind is unforbidden. Can you make it so these are forbidden by default? I often find my haulers running around to the edges of the map picking these up and it gets tedious pausing the game, finding the mush and forbidding it. Thanks!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 13, 2018, 01:55:15 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=45653.msg435915#msg435915) has been updated:

- Cut plants (including blighted plants) can now yield "plant scraps," which can be used in composting.

- Pawns will now haul fertilizer to tiles designated to be improved to rich or plowed soil, even if they're not assigned to plant work, just as pawns will haul materials to blueprints, even if not assigned to construction.

- Cremating a corpse in a crematorium now yields 5 compost instead of 4, and cremating in a campfire yields 4 compost instead of 2.

- When items rot, the rotted mush that results is now forbidden, to prevent pawns from running all over the map collecting... well, mush.
Title: Re: [B19] Rainbeau's Mods
Post by: RicRider on October 13, 2018, 03:22:44 PM
Omg that was fast. Thanks!
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 13, 2018, 03:27:53 PM
Quote from: RicRider on October 13, 2018, 03:22:44 PMOmg that was fast. Thanks!

I happened to be working on "Fertile Fields," anyway, and your request was simple enough to toss in.  ;)
Title: Re: [B19] Rainbeau's Mods
Post by: Canute on October 13, 2018, 04:04:20 PM
Quote- When items rot, the rotted mush that results is now forbidden, to prevent pawns from running all over the map collecting... well, mush.
Ok, i didn't tryed it yet.
But i think it only should be forbidden if outside home area. Did you include that ?

Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 13, 2018, 04:53:23 PM
Quote from: Canute on October 13, 2018, 04:04:20 PMBut i think it only should be forbidden if outside home area. Did you include that ?

Didn't think of that. I'll look into how to do it.  ;)
Title: Re: [B19] Rainbeau's Mods
Post by: raydarken on October 14, 2018, 07:36:20 AM
Hi RF, I'm running in to an error using 'Editable Backstories' which pauses the game and repeats the error making resuming the game impossible. I don't know if it's a compataiblity issue with the mods I'm using or an error with Edit. Back. itself. From my this error is happening when a scenario event I have repeating (chased refugee) is trying to happen. I am also using the incident person stat mod which seems unrelated. Here's the message: Could not resolve any root r_root firstRulePack: Dynamic Wrapper.


Some things I've tried: Destroying every alive pawn in the colony. Reordering my mod list so Edit. Back. is before, not after, Prepare carefully. I suspect this could be happening due to another 'chased refugee' event bugging out but I haven't been able to check that for sure, could be wrong.

Notes:
I'm using Edit. Back. 'full' mode, not 'lite' mode. I'm also using the 'one big family' mod to turn off relations as I prefer to play without them, possibly related? I see a lot of messages in the log regarding 'Could not resolve reference to object with loadID Thing_Human' and 'This means that we forgot to serialize pawns somewhere' which seems related to pawn relations.

Troubleshooting:
Next I am going to test if using 'lite' mode resolves the error or not, even though it is recommended not to change that setting in the game. I'm also going to try to remove the 'Incident Person stat' mod to see if that helps, but that is likely unrelated due to the error text below.

Changing the mod settings for Edit. Back. to 'full' intead of 'lite' mode allows the 'chased refugee' window to pop up, with the 'exception error' I mentioned before. Here's a screenshot of what it looks like: https://prnt.sc/l5wpud and here's the message again: Could not resolve any root r_root firstRulePack: Dynamic Wrapper. Turning off the 'incident person stats' mod did not improve anything, just removed pawn stats as expected. When I accepted the refugee event the log file ran 100 errors in a row until it reached the max, showing this:
Exception drawing Bowman: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch2 (object) <0x00085>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x000fa>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch1 (object,UnityEngine.Vector3,bool) <0x00087>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch2 (object) <0x004ac>

Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch2(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Reached max messages limit. Stopping logging to avoid spam.
Verse.Log:Warning(String, Boolean)
Verse.Log:PostMessage()
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch2(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and the pawn is invisible with a 'Pilot Fan: VanillaPK' childhood backstory only (Pawn is 16).

System.NullReferenceException: Object reference not set to an instance of an object
at REB_Code.Patch_PawnBioAndNameGenerator_GiveAppropriateBioAndNameTo.Prefix (Verse.Pawn,string,RimWorld.FactionDef) <0x0040b>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch2 (Verse.Pawn,string,RimWorld.FactionDef) <0x00027>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x005d2>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Here's a log file right after reloading the game where the error is happening:
https://git.io/fxRiL
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 08:36:14 AM
Quote from: raydarken on October 14, 2018, 07:36:20 AMHi RF, I'm running in to an error using 'Editable Backstories'....

Please update to the version of REB I released on Friday. It fixes the null exception error issue.

I can't guarantee the update will resolve *all* your problems, as some may be related to your other mods, but it'll take care of the "Editable Backstories" errors.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: onerous1 on October 14, 2018, 04:54:19 PM
So I've been playing with Rainbeau Flambe storyteller on savage... and it seems like I always get three raids in a row about 24 hours in between each raid. I know bad events come in threes but it is somewhat predictable when one raid shows up (because two more follow). Is this by design or some strange feature of B19 (soon to be 1.0)? I ask because I believe the description states that it's a blend of Randy Random and Cassandra with more traders stopping by. I may have to swallow my pride and turn the difficulty down.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:04:09 PM
Quote from: onerous1 on October 14, 2018, 04:54:19 PMSo I've been playing with Rainbeau Flambe storyteller on savage...

I'll make a note to take a closer look. I tried to copy over his settings from b18 to b19 as closely as I could, but so much was changed in the storyteller defs in b19, that I could easily have overlooked something. I certainly didn't deliberately put in any "once one raid spawns, be sure to spawn two more" conditional.  :)
Title: Re: [B19] Rainbeau's Mods
Post by: Ruisuki on October 16, 2018, 02:43:54 AM
its been a while but i remember in b17 you had some traits such as:
New traits to replace incapabilities are:

All Thumbs - Crafting
Anti-Social - Social
Brown Thumb - Growing
Burns Water - Cooking
Claustrophobic - Mining
Dislikes Animals - Animals
Dunce - Intellectual
Hates Hospitals - Caring
Inept - Skilled Labor
Pacifist - Violence
Philistine - Art
Pyrophobic - Firefighting
Slacker - Hauling
Slob - Cleaning
Snob - Dumb Labor
Useless - Skilled Labor and Dumb Labor


Additional Traits:

Animal Lover - loves animals and will be very unhappy if assigned to hunting
Early Bird - loves being up early, but hates staying up late
Neat Freak - gets a mood boost for every bit of filth they clean
Outdoorsy - loves being outdoors but hates being indoors
Rockhound - gets a mood boost for every rock they mine
Shut In - hates being outdoors but loves being indoors

i only see outdoorsy in prepare carefully, have they since been removed? I wont miss the all negatives of the first list, but the additional traits seemed nice
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 16, 2018, 07:48:21 AM
Quote from: Ruisuki on October 16, 2018, 02:43:54 AMits been a while but i remember in b17 you had some traits such as....

The traits you listed were all from the original version of "Pawns are Capable," which hasn't been updated since a17, as the "no traits" version is, I think, a much better implementation of the core concept.

I'd thought about adding some of those traits to "Consolidated Traits" back in b18, but never got around to doing so.  Kiame's maintaining that mod now; I'd post a suggestion on his thread if I were you, and see if he'll add the ones you like.  ;)
Title: Re: [B19] Rainbeau's Mods
Post by: Ruisuki on October 16, 2018, 07:54:54 AM
well you kept outdoorsy so cheers ;)
Title: Re: [B19] Rainbeau's Mods
Post by: luciddreemer on October 16, 2018, 04:28:51 PM
Hi i'm sort of new here and to this game but was just curious if there is a link anyone has to the tribal essentials pack or mod for b19. I've only been able to find the steam workshop version and i don't have a copy on steam, I've been looking for ages and the one ive managed to download is for b18 even though it says its updated from b18-b19. I tried activating it anyways but when i launched i got a ton of red errors that looked like it all pertained to the mod so i don't think that's gonna work and i really want to just do some cool tribal runs haha, anyways amazing mods here none the less, i was just curious if anyone had any information or could even upload that mod for me. The one i downloaded was the ZARS tribal reborn.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 16, 2018, 05:44:16 PM
Quote from: luciddreemer on October 16, 2018, 04:28:51 PMHi i'm sort of new here and to this game but was just curious if there is a link anyone has to the tribal essentials pack or mod for b19.... The one i downloaded was the ZARS tribal reborn.

That is the b19 version, though so far as I know, the only "official" site for the mod right now is on Steam. I'd suggest contacting the new author/maintainer, and asking if he'd make it available elsewhere.
Title: Re: [B19] Rainbeau's Mods
Post by: luciddreemer on October 16, 2018, 10:33:41 PM
Hmmm okay, yeah it just came up as b18 in the list, i changed the version in the text file and vice versa lol just to get it to not show up red but all the files still load up red, do i have to have that mod above any other mods?
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 16, 2018, 11:07:37 PM
Quote from: luciddreemer on October 16, 2018, 10:33:41 PMHmmm okay, yeah it just came up as b18 in the list, i changed the version in the text file and vice versa lol just to get it to not show up red but all the files still load up red, do i have to have that mod above any other mods?

If you have a b18 version, simply changing the version number isn't going to make it work in b19. You need to use the actual b19 version. And as I said, at the moment, that's currently only available on Steam.

However, I just checked with Dracoix, and while he's not active here on the Ludeon forums, he said he'll be happy to make it available on Dropbox. I'll pass along the URL as soon as it's available.

EDIT: He got it posted fast. Here's the URL:

https://www.dropbox.com/s/2969yx0a1l7kn0k/ZARS%20Tribal%20Reborn.zip?dl=0
Title: Re: [B19] Rainbeau's Mods
Post by: luciddreemer on October 17, 2018, 12:12:50 AM
OMG you guys are amazing thank you, both of you. I don't have internet right now and i use what little data i can on this hotspot from my phone to get stuff on my pc for this game to play with haha so thanks again so much. :D
Title: Re: [B19] Rainbeau's Mods
Post by: Morbo513 on October 22, 2018, 05:06:17 PM
I see advanced bridges as essential, mechanically. But I have issues with their art, or rather the way they play with adjacent floor tiles. In other words, there's often a gap between the "true" ground and the bridge, meaning bridges made to support half a structure for example, result in that room having a streak of visible river running through it. I remember a bridge mod for B19 that had all the same archetypes (except boardwalks) but didn't have the same issue, the art for the bridges was a lot closer in style to vanilla.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 22, 2018, 06:43:33 PM
Quote from: Morbo513 on October 22, 2018, 05:06:17 PMThere's often a gap between the "true" ground and the bridge....

Boardwalks can resolve that problem. Put a boardwalk on the land tile immediately adjacent to the bridge, and no more water showing through a gap. And if you want a nice seam between regular floors and boardwalk tiles, well, floors can be extended under boardwalks, to make the connecting "edge" nice and clean. :)

QuoteThe art for the bridges [in another mod] was a lot closer in style to vanilla.

To each his or her own, I suppose, but I believe you're the first ever to comment on the bridge art who *didn't* think it was reasonably consistent with vanilla's style. *Shrug*
Title: Re: [B19] Rainbeau's Mods
Post by: Morbo513 on October 22, 2018, 07:25:47 PM
Unless the style of the vanilla bridges has changed since B19, which I'm honestly not sure of. In other words it was a flat square (not counting the legs) with the same texture as a floor of that type with a slightly different shade. It's not to say I don't like how these bridges look - I think they're great for when they're used as actual bridges, but when used as a structural support for something built partially over water/mud/bog etc, it just triggers me when I have a room with multiple different floor types that aren't at least flush with one another.
The most obvious solution to me is to allow floors to be built on top of bridges, but I don't know how feasible that is.
Title: Re: [B19] Rainbeau's Mods
Post by: dburgdorf on October 22, 2018, 08:35:50 PM
Quote from: Morbo513 on October 22, 2018, 07:25:47 PMUnless the style of the vanilla bridges has changed since B19....

I thought you were referring to the graphic style of the game in general, as opposed to the look of vanilla bridges, specifically. No, the mod's bridges (which have been around since a17) don't look like vanilla bridges, which I personally think is a good thing.

Vanilla bridges look like floors because they *are* floors. That's why their edges don't actually look like bridge edges, but just sort of... "cut off".

The mod's bridges, on the other hand, are actually structures. They use the same sort of "atlas" graphic as do walls, which allows them to have defined edges which change as new segments are built. The fact that they're structures is also what allows them (in the case of the wooden bridges) to have "gaps" between planks, through which water can be seen.

When I upgraded the mod from b18 to b19, I actually considered changing the mod's bridges to be terrains rather than structures, just as the new vanilla bridges were, but quickly decided against doing so, as it would have necessitated what I regarded as an unacceptable drop in their graphical quality.

QuoteThe most obvious solution to me is to allow floors to be built on top of bridges, but I don't know how feasible that is.

Unfortunately, it's not feasible, as the game won't allow floors to be displayed "above" structures. And in any event, if you *could* build floors on top of the mod's bridges, you'd just end up with something that looked like vanilla bridges, anyway. So you might as well just *use* vanilla bridges. :)