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RimWorld => Mods => Releases => Topic started by: dburgdorf on October 13, 2018, 02:54:55 PM

Title: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 13, 2018, 02:54:55 PM


-=- Rainbeau Flambe's RimWorld 1.0 Mods -=-

(Versions for b19 can be found here (https://ludeon.com/forums/index.php?topic=45653.0).)
































































Advanced Bridges (https://ludeon.com/forums/index.php?topic=46165.msg439103#msg439103) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539309348) Dropbox (https://www.dropbox.com/s/ejremyqkupeibv6/Rainbeau%27s%20Advanced%20Bridges.zip?dl=1) 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=46165.msg439104#msg439104) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539309846) Dropbox (https://www.dropbox.com/s/smgnrz8lihffm9o/Rainbeau%27s%20Archipelagos.zip?dl=1) 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=46165.msg439105#msg439105) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539310322) Dropbox (https://www.dropbox.com/s/sv4mmgy1abjdwid/Rainbeau%27s%20Concrete.zip?dl=1) 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=46165.msg439106#msg439106) 10/14/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539310979) Dropbox (https://www.dropbox.com/s/cu53bwqto2z4png/Rainbeau%27s%20Editable%20Backstories.zip?dl=1) Replaces the vanilla backstory and name databases with completely customizable databases stored in XML and text files.

Etched Stone Walls (https://ludeon.com/forums/index.php?topic=46165.msg441063#msg441063) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1545872070) Dropbox (https://www.dropbox.com/s/zr315ld7lck38gw/Rainbeau%27s%20Smooth%20Stone%20Walls.zip?dl=1) Allows pawns to "etch" smoothed stone walls so they match the look of constructed block walls. Also allows pawns to "decorate" such walls with pretty (or not-so-pretty) pictures.

Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539311500) Dropbox (https://www.dropbox.com/s/4lkcl5u29jjljdh/Rainbeau%27s%20Fertile%20Fields.zip?dl=1) 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=46165.msg439108#msg439108) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539311991) Dropbox (https://www.dropbox.com/s/p9qpufn5x06lqj8/Rainbeau%27s%20Fishing.zip?dl=1) 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=46165.msg439109#msg439109) 10/14/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539312601) Dropbox (https://www.dropbox.com/s/1w174edoiywljd3/Rainbeau%27s%20Packed%20Lunches.zip?dl=1) 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=46165.msg439110#msg439110) 12/08/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539312975) Dropbox (https://www.dropbox.com/s/3jq14g7e0zufeoc/Rainbeau%27s%20Pawns%20are%20Capable.zip?dl=1) 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!

Permafrost (https://ludeon.com/forums/index.php?topic=46165.msg439322#msg439322) 11/11/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1540322147) Dropbox (https://www.dropbox.com/s/4a3qsivv4b1hpsm/Rainbeau%27s%20Permafrost.zip?dl=1) Adds a permafrost biome to the game. Also allows lakes and rivers (in any biome that gets cold enough) to freeze in the winter.

Rainbeau Flambe - Storyteller (https://ludeon.com/forums/index.php?topic=46165.msg439111#msg439111) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539313434) Dropbox (https://www.dropbox.com/s/bzqztly012lv1we/Rainbeau%20Flambe%20-%20Storyteller.zip?dl=1) Adds, obviously, a storyteller.

Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1543164506) Dropbox (https://www.dropbox.com/s/qrurmx6j3xzyjj3/Rainbeau%27s%20Rational%20Romance.zip?dl=1) Overhauls the game's romance system, fixing some problems and adding new options. Sort of a "spiritual successor" to SeveralPuffins' old "Romance Diversified" mod.

Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1571623829) Dropbox (https://www.dropbox.com/s/foc7kiysvq7s0vo/Rainbeau%27s%20Realistic%20Planets.zip?dl=1) Allows you to create a wider variety of planets, cleans up some vanilla biome placement issues, and adds some new biomes.

Rim Disorders (https://ludeon.com/forums/index.php?topic=46165.msg444355#msg444355) 11/08/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1560113539) Dropbox (https://www.dropbox.com/s/8wdflzvq2ot0kst/Rainbeau%27s%20Rim%20Disorders.zip?dl=1) Adds new mental illnesses, disorders, and counseling. An update of SeveralPuffins' original "Rim Disorders" mod.

Rumor Has It (https://ludeon.com/forums/index.php?topic=46165.msg443181#msg443181) 11/03/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1554149030) Dropbox (https://www.dropbox.com/s/aws10uq6ox8ttcz/Rainbeau%27s%20Rumor%20Has%20It.zip?dl=1) Adds social interactions, traits, thoughts and events, all focused around people talking about people. An update of SeveralPuffins' old "Rumours and Deception" mod.

Scenarios (https://ludeon.com/forums/index.php?topic=46165.msg442812#msg442812) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1552432811) Dropbox (https://www.dropbox.com/s/q68l45irsgake2n/Rainbeau%27s%20Scenarios.zip?dl=1) Adds a few scenarios and some related incidents. Make your crashlanding a bit more realistic, deal as a tribal group with the aftermath of an exploding moon, or just start with less research handed to you.

Tribal Pawn Names (https://ludeon.com/forums/index.php?topic=46165.msg439113#msg439113) 10/14/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539314168) Dropbox (https://www.dropbox.com/s/i3uj1uneu3gr8zg/Rainbeau%27s%20Tribal%20Pawn%20Names.zip?dl=1) 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=46165.msg439114#msg439114) 10/14/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539314714) Dropbox (https://www.dropbox.com/s/oqm75agps1gauql/Rainbeau%27s%20Tribal%20Raiders.zip?dl=1) 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=46165.msg439115#msg439115) 12/05/18 Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1539315254) Dropbox (https://www.dropbox.com/s/plkb5xjw92fd933/Rainbeau%27s%20Wild%20Cultivation.zip?dl=1) Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.




If you're a modpack maker and want to include any of my mods 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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:49:38 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153017381/5FE09C7E6EA1C9A8D70D2BBB0F862E5310303EDA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

"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=1539309348)

Dropbox Link (https://www.dropbox.com/s/ejremyqkupeibv6/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:50:27 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153019169/0B9917EF53C7EB8540DDC0F5B7364D4386AA559A/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

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=1539309846)

Dropbox Link (https://www.dropbox.com/s/smgnrz8lihffm9o/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:51:11 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153020833/7E19985FA8121C0D9E050AB025A3839BEA76E9B8/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

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.)

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. (Embrasures are walls with holes through which pawns can shoot. However, they're walls with holes, so they also act effectively as permanently-open vents, equalizing temperatures on both sides of the wall. Additionally, items on the "inside" side of an embrasure will still be subject to deterioration as if they were outside.)

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.

Steel-reinforced walls require "Machining" to have been researched. (I realize there's no direct correlation between machining and bunker wall construction, but I didn't want to add a brand-new tech just for this, and machining seems to represent about the right technological competence and conceptual research focus, and it's something that nobody starts the game with.) Plasteel-reinforced walls additionally require "Microelectronics Basics" research.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1539310322)

Dropbox Link (https://www.dropbox.com/s/sv4mmgy1abjdwid/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.

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.

If this mod is used together with either "Glass+Lights" or "Dub's Skylights," then creation of the glass from those mods will require the sand from this mod.
Title: Re: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:51:54 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153022905/9C2304F44FFF929D67A4631D0D8673541A263C62/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/14/2018

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=1539310979)

Dropbox Link (https://www.dropbox.com/s/cu53bwqto2z4png/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:52:45 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153024773/30A8FB6AC39226E840CF183FB0B21EDA0812C8B3/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

"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=1539311500)

Dropbox Link (https://www.dropbox.com/s/4lkcl5u29jjljdh/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.

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 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.")

"Fertile Fields" is compatible with "Seeds Please!" However, if you're using that mod, the soil degradation feature of this mod won't be functional, and you won't get plant scraps from cutting plants. I'll see about resolving those issues in the near future.

If this mod is used together with either "Glass+Lights" or "Dub's Skylights," then creation of the glass from those mods will require the sand from this mod.

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.

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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:53:47 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153026553/8C71D549C9CB767DCFB6A89AC9FFC2AD93D947D4/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

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 (https://steamcommunity.com/sharedfiles/filedetails/?id=1539311991)

Dropbox Link (https://www.dropbox.com/s/p9qpufn5x06lqj8/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.

The mod also adds ice fishing spots, which work as normal fishing spots, except that they can only be constructed on frozen river or lake water tiles generated by my own "Permafrost" mod, Fumblesneeze's "Ice," or "Nature's Pretty Sweet." Note that ice fishing spots cannot be placed on vanilla ice tiles, and will appear on the "Production" tab of the Architect menu only if at least one of the "freezing" mods is actually in your mod list.

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.

Apparently, this mod conflicts with "Thanks for All the Fish," which doesn't really surprise me, as the two mods do many of the same things, albeit in different ways. I may eventually see about trying to make them compatible, but frankly, I'm not sure I see why anyone would need to use two different fishing mods at the same time, anyway.

"Fishing" 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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:54:33 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153028399/7ECEC7995FF4542AF35E989299944CE3C794ADC0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/14/2018

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=1539312601)

Dropbox Link (https://www.dropbox.com/s/1w174edoiywljd3/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:55:33 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153029915/C639F72C025698E882CDB53B9A3F5BF6A7E8D0CF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/08/2018

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=1539312975)

Dropbox Link (https://www.dropbox.com/s/3jq14g7e0zufeoc/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:56:24 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153031737/2B7D35629D30727654D87B5D639A7C195D9AB1B8/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

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=1539313434)

Dropbox Link (https://www.dropbox.com/s/bzqztly012lv1we/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:58:11 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153034330/8D0E133DC1E1CBBCDC3C9EE1524A3FD52C6086DE/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/14/2018

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.

- Tribal factions and settlements will now have names consistent with the style of the individual pawns' names.

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


- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1539314168)

Dropbox Link (https://www.dropbox.com/s/i3uj1uneu3gr8zg/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:58:59 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153036168/3C70CB984BE4D2F6FEA33115AE69A970B15BC3EA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 10/14/2018

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=1539314714)

Dropbox Link (https://www.dropbox.com/s/oqm75agps1gauql/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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 05:59:55 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153038085/8D8179ECF327C13B4BFF60BAD386EDA5ED658505/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

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 pincushion cacti, 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 wild healroot in tropical rainforests and swamps, where otherwise it doesn'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=1539315254)

Dropbox Link (https://www.dropbox.com/s/plkb5xjw92fd933/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.

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.

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: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 14, 2018, 06:13:16 PM
Most of the initial 1.0 releases are virtually identical to their b19 predecessors. (With the sole exception of "Pawns are Capable," all of the mods proved to be cross-compatible between the two game versions.)

There are, however, a few changes of note:

"Fertile Fields":

- Rotted mush is now forbidden only if it appears outside of your home area.

- Grass and wildflowers now produce less plant scrap than other plants.

"Fishing":

- Pawns who hate violence will now refuse to fish, just as those who hate animals already did.

- Fixed shellfish trap timing; they were taking twice as long as intended to have a chance to catch something (up to 4.5 days in base biomes, as opposed to just over two days intended maximum).

"Tribal Pawn Names":

- Tribal factions and settlements will now have names consistent with the style of the pawns' names.

"Wild Cultivation":

- Removed the patches that put berries in tropical rainforests and swamps, since berries now show up in those biomes anyway, and the patches were generating errors that caused no plants at all to spawn....
Title: Re: [1.0] Rainbeau's Mods
Post by: dburgdorf on October 16, 2018, 12:08:26 AM
(https://steamuserimages-a.akamaihd.net/ugc/951841632595880456/8AB89D0A10A4DA40E69E1C46B3BDF407EB56451B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 11/11/2018

"Permafrost," as you'd probably guess, adds a new biome to the game. Permafrost exists on the border between tundra and ice sheets. The ground is permanently frozen, and much of it is covered in ice, but unlike the ice on ice sheets, the ground ice here is at most a few meters, rather than kilometers, thick. There is little vegetation beyond scrub brush, and few animals.

Additionally, the mod also allows water to freeze. This means that lakes, rivers and marshes in any biome will slowly ice over when the temperature drops below freezing, and only thaw again when the temperature rises. It also means that ground ice in permafrost biomes will (very) slowly advance and retreat with temperature changes. (If you don't like this feature, it can be disabled in the mod's "options" menu.)

Note that if you have a fishing spot (whether from my own "Fishing" mod, "Thanks for All the Fish," or "ZARS Simple Fish") located on a water tile that freezes, the fishing spot will be destroyed. You can't fish through ice. Fishing piers from "FishIndustry" are not impacted, though, and neither are shellfish traps from "Fishing," since they're actual buildings with material costs.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1540322147)

Dropbox Link (https://www.dropbox.com/s/4a3qsivv4b1hpsm/Rainbeau%27s%20Permafrost.zip?dl=0)

Compatibility:

I wouldn't expect this mod to conflict with any other mods.

"Permafrost" can safely be added to a game in progress, though obviously, it won't add new biomes to an already-generated map. Trying to remove the mod from a game in progress, however, would be ill-advised.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Biomes, Fishing, Terraforming, and More!)
Post by: dburgdorf on October 19, 2018, 11:41:29 PM
(https://steamuserimages-a.akamaihd.net/ugc/950715826703467900/C25111AC08FA374BC095695E22CFB70D8515D231/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

"Rational Romance" overhauls RimWorld's romance system, fixing some problems and adding some new options. Think of it as a "spiritual successor" to SeveralPuffins' popular but sadly abandoned a17 mod, "Romance Diversified."

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1543164506)

Dropbox Link (https://www.dropbox.com/s/qrurmx6j3xzyjj3/Rainbeau%27s%20Rational%20Romance.zip?dl=0)

What It Does:

(1) Adds Orientations. All pawns will now have a trait indicating their sexual orientation, either asexual, bisexual, gay or straight. (Don't worry; the mod doesn't "waste" a trait slot on this, as orientation traits are assigned only *after* regular trait assignment is complete.)

By default, pawns have a 50% chance to be bisexual, a 20% chance to be gay, a 20% chance to be straight, and a 10% chance to be asexual. I set the percentages this way because biological, sociological and historical evidence strongly suggest that, in the absence of cultural imperatives to the contrary, bisexuality is actually the "default" status for most humans. However, the percentages are all configurable in the mod's "options" menu, so you can set things up however you prefer for your own games. If you're radically heterosexist and don't want any gays in your colony, go right ahead and set the mod to make pawns 100% straight. On the other hand, if you want *all* your colonists to be queer, more power to you! And if you just want to play on a planet full of asexuals, where nobody worries about romantic entanglements at all, well, you can do that, too.

(And yes, I'm aware that I'm using certain terms rather loosely. "Bisexual" isn't the only or even necessarily the best term to describe someone whose romantic interests are not governed by gender or gender presentation, but it's a convenient and widely familiar term that fits the mod's needs. Similarly, while I know that not all asexual individuals are aromantic, the game draws no distinction between romantic and sexual relationships, and so the use of the term "asexual," though not strictly accurate, is convenient. On a related note, sadly, there's really nothing I can do to correct the fact that the game forces pawns to conform to the idea of a gender binary.)


(2) Adds New Traits. The mod adds two new traits, "Faithful" and "Philanderer," which influence how likely a pawn is to cheat.

(3) Adds New Activities. The mod adds long walks as a date option for couples, allowing them to socialize and improve their relationships. It also adds casual hookups as a joy activity for single pawns.

(4) Improves Romantic Behavior in General. Pawns will no longer make romance attempts if they've been recently rebuffed, and won't target pawns for such attempts who are currently in mental break or with whom they already have a romantic relationship. Pawns will neither initiate nor receive romance attempts if they have a high opinion of their current lover. And pawns who are gay or straight will be more likely to rebuff romance attempts by pawns of the "wrong" gender, will be more likely to breakup with partners of the "wrong" gender, and will never accept marriage proposals from pawns of the "wrong" gender. Finally, the impact of the Ugly trait on romantic attraction is lessened for pawns who have that trait themselves.

(5) Makes Culture Matter. There is now a cultural component to pawns' romantic interactions, with female pawns from tribal and imperial backgrounds more forward (more likely to initiate romantic encounters or to propose marriage) than males from those cultures, and male pawns from medieval and urbworld backgrounds more forward than females from those cultures.

(6) Adds Support for Polyamory. Polyamorous pawns prefer relationships involving multiple partners to simple monogamous relationships. You can decide in the mod's "options" menu how likely pawns are to be polyamorous. Like the orientation traits, Polyamorous is an "extra" trait assigned after normal trait assignment is complete, so allowing pawns to be polyamorous won't in any way limit their access to other traits. The default chance for polyamory is 0%, as the system isn't yet fully tested, and even if it all works as intended, it may still complicate colony management in unexpected ways. If you do want to include polyamorous pawns in your games, I strongly encourage you to also use Meltup's "Polyamory Beds" mod, which will allow you to more easily accommodate your pawns' desired sleeping arrangements.

(7) Adjusts Romance-Related Mood Penalties. Penalties and/or stack limits for rebuffs and other romantic failures have been reduced. You should no longer see pawns hitting on someone a few times, getting rejected, and then going on a murder spree as a result.

(8 ) Fixes Some Problems in the Game's Romance-Related Code. Female pawns will now be just as likely as male pawns to initiate romance attempts or to propose marriage. Gay pawns will be no less likely than straight pawns to be parents. And male and female pawns will both now prefer partners near their own age but potentially accept either younger or older partners, unlike in vanilla, where men have a strong preference for younger women and women for older men.

Compatibility:

"Rational Romance" can safely be added to a game in progress. (Pawns without orientation traits will be assigned them as they enter into social interactions for which orientation is relevant.) The mod cannot, however, be removed from a game in progress.

This mod is fully compatible with "EdB Prepare Carefully."

This mod is NOT compatible with "Psychology." You may or may not actually notice any problems if you try to use them together, but the mods both alter some of the same vanilla code, and if they're both installed, neither will be operating entirely as intended. For similar reasons, "Rational Romance" isn't likely to be compatible with any other mods altering RimWorld's romance systems, either.

Credits:

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

Obviously, "Rational Romance" owes a great deal to SeveralPuffins' "Romance Diversified." In particular, the code for the new social activities comes directly from that mod. Other mods from which I borrowed code bits and/or ideas include "Less Stupid Romance Attempt" by Dazz Aephiex (for improvements to romantic behavior), "Grim Reality" by SheiFoxy (for alterations to mood penalties), and "Everyone is Queer" by Suzi (for general problem fixes).

Some of the code related to polyamory is borrowed from Linq/Word-Mule's "Psychology" mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: bigheadzach on October 20, 2018, 09:16:09 AM
Tres cool, Rainbeau!

And yes, I hope that Linq might feel inspired to find an integration path between this mod and his.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 20, 2018, 10:05:36 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:

- "Fertile Fields" and "VGP Garden Tools" once again play nicely together.

- Water from "No Water, No Life" should no longer rot into mush.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 20, 2018, 02:41:13 PM
Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108) has been updated:

- Added sliders on the options menu to adjust the basic "efficiency" of both pawn fishing and shellfish traps.

- Use of the mod's seafood recipes can now be turned off in the configuration menu, so those who want only vanilla meal recipes available at their stoves can make it so.

- If either "Feed the Colonists" or "Simple Bulk Cooking" is in use, seafood meals will be available for production in batches of four, just as are vanilla meals.

- Carrion crawlers (giant snails) from "Monster Mash" now yield the same snail meat when butchered as do regular snails. They just yield a lot more of it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 22, 2018, 09:29:50 PM
(https://steamuserimages-a.akamaihd.net/ugc/951842358504496624/0C247B3C2BA1396451D7E23379779A856FDBE7F2/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

Since beta 19, vanilla RimWorld has allowed you to smooth natural stone walls. This allows you to have real walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from scratch. But smoothed stone walls are, as you'd expect, smooth. They don't have the graphic patterning that constructed (block) walls have.

Some players prefer to have all their walls look exactly the same. And that's where this mod comes in. You can have your crafty pawns "etch" the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls. Alternatively, you can have a pawn with artistic skill do decorative etching, in which case at least some of your wall tiles, in addition to a brick pattern, will end up randomly decorated with pictures.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1545872070)

Dropbox Link (https://www.dropbox.com/s/zr315ld7lck38gw/Rainbeau%27s%20Smooth%20Stone%20Walls.zip?dl=0)

Compatibility:

"Etched Stone Walls" adds a new capability, but doesn't change any existing things, so it should be compatible with pretty much any other mod. You should be able to add it to an existing saved game without trouble. Removing it from a game in progress, however, will make the game unplayable if you have any etched or decorated walls on the map.

"Etched Stone Walls" should be fully compatible with stone types added by other mods, at least as long as those mods follow vanilla's convention for walls' defNames, meaning that you'll be able to smooth walls of non-vanilla stone types as easily as you can those of vanilla stone types.

Credits:

Most of the images used for wall art came from the flaticon.com Web site.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: vandal on October 22, 2018, 10:39:21 PM
ey the etching is back. i missed it
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 23, 2018, 08:59:34 PM
Etched Stone Walls (https://ludeon.com/forums/index.php?topic=46165.msg441063#msg441063) (formerly "Smooth Stone Walls") has been updated:

- Changed the mod's name.

- Replaced the code that puts etching icons on the task bar. This should get rid of the huge performance hits some players were seeing when selecting multiple items.

And just an hour later:

- An additional quick code fix to prevent short hash conflicts.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 24, 2018, 09:44:14 PM
Concrete (https://ludeon.com/forums/index.php?topic=46165.msg439105#msg439105) has been updated:

- Fixed a minor problem with drops from deconstructed deep bridges, which had snuck into the mod in the upgrade from b19 to 1.0.

- Clarified in the descriptions of embrasures that they act essentially as permanently-open vents, equalizing temperatures on both sides of a wall.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: katjezz on October 25, 2018, 10:23:49 AM
Fertile fields makes naked starts impossible because fertilizer is required for planting pots and other stuff, but fertilizer takes YEARS ingame to be made.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: cyberian on October 25, 2018, 10:31:42 AM
Quote from: katjezz on October 25, 2018, 10:23:49 AM
Fertile fields makes naked starts impossible because fertilizer is required for planting pots and other stuff, but fertilizer takes YEARS ingame to be made.
I don't get it. You can immediately grow in a growing zone as normal. No requirements.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 25, 2018, 10:35:13 AM
Quote from: katjezz on October 25, 2018, 10:23:49 AMFertile fields makes naked starts impossible because fertilizer is required for planting pots and other stuff, but fertilizer takes YEARS ingame to be made.

First, fertilizer doesn't take "years" to make; it's quite possible to have at least a few piles of fertilizer within a week or so of game start, especially now that cutting plants yields "plant scraps" that can be used to make compost.

More importantly, though, fertilizer isn't required for basic farming, so it's quite possible to begin growing crops right away on available soil, just as you would in a vanilla game.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: bigheadzach on October 25, 2018, 04:03:37 PM
Yeah, plant scraps makes sense and it's exactly how you'd start a compost heap. A great way to balance the ongoing disappearance of rich soil to represent nutrients being leeched.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: ruyan on October 26, 2018, 04:28:46 AM
Seeds Please has been updated to 1.0: https://github.com/notfood/RimWorld-SeedsPlease
I guess the patch needs some lovin, loading Wild Cultivation and Seeds Please thows the following:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No Verse.ThingDef named PlantAgave found to give to SeedsPlease.SeedDef SeedAgave
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantBrambles (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantClivia (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantSaguaroCactus (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


Is this on your end, or should I report to Seeds Please?
Cheers
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 26, 2018, 07:43:46 AM
Quote from: ruyan on October 26, 2018, 04:28:46 AMSeeds Please has been updated to 1.0: https://github.com/notfood/RimWorld-SeedsPlease I guess the patch needs some lovin, loading Wild Cultivation and Seeds Please thows the following.... Is this on your end, or should I report to Seeds Please?

It's on my end, and I'm already aware of it. I'll get it fixed over the weekend.  ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 26, 2018, 11:04:34 PM
Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265) has been updated:

- When on a date, both pawns (and not just the following pawn) will now gain joy, as obviously should have been happening all along.

- Squashed a bug that completely prevented cross-species romances.

- Added a configuration option to affect the likelihood of pawns actually being interested in cross-species romance. (Obviously, this setting is meaningless if you're not playing with any alien races.)

- Pawns of non-gendered alien races will no longer be given an orientation trait.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 26, 2018, 11:24:36 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=46165.msg439115#msg439115) has been updated:

- The mod no longer adds cultivated saguaro cacti, since those can actually now be cultivated in the vanilla game, anyway.

- Fixed some problems with "Seeds Please!" seed definitions.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 27, 2018, 02:15:25 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:

- Restructured the "Terraform" tab of the Architect menu to take advantage of vanilla's new "designator drop-down" groupings.

- Fixed the bug that sometimes had plowed soil degrading directly to normal soil. Hopefully, also fixed the bug that sometimes had degraded plowed soil not leaving behind a blueprint when it should have.

- Soil degradation will now leave behind blueprints only in growing zones, rather than all over the map.

- Fixed a new incompatibility created by an update to "VGP Garden Tools."
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: cyberian on October 27, 2018, 01:41:56 PM
Quote from: dburgdorf on October 27, 2018, 02:15:25 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:
Hey dburgdorf somehow a few of my terraform options disappeared:
(https://i.imgur.com/mmfbUl2.png)
do you have any idea why that is?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 27, 2018, 02:16:25 PM
Quote from: cyberian on October 27, 2018, 01:41:56 PMHey dburgdorf somehow a few of my terraform options disappeared....

Nothing disappeared.  Look closer.

First item on yesterday's update notes:

"Restructured the 'Terraform' tab of the Architect menu to take advantage of vanilla's new 'designator drop-down' groupings."

Icons are now grouped on the tab, based on the terrain being produced, to make navigating the options easier.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: cyberian on October 27, 2018, 02:31:00 PM
Quote from: dburgdorf on October 27, 2018, 02:16:25 PM
Quote from: cyberian on October 27, 2018, 01:41:56 PMHey dburgdorf somehow a few of my terraform options disappeared....

Nothing disappeared.  Look closer.

First item on yesterday's update notes:

"Restructured the 'Terraform' tab of the Architect menu to take advantage of vanilla's new 'designator drop-down' groupings."

Icons are now grouped on the tab, based on the terrain being produced, to make navigating the options easier.
WOW now I see it... good job

I should really read patch notes more closely
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: skullywag on October 27, 2018, 07:13:15 PM
That update to the new button system has a bug in it.

When i first load the game I can "rough gravel from stone" before I have even done the research, changing that first button to any other option then stops me using it again unless i restart the game entirely, had me very confused!

Looks like its using the 1st def it finds for a sub category even though it has a research prerequisite, thats a core bug I think???

[attachment deleted due to age]
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 27, 2018, 10:13:33 PM
Quote from: skullywag on October 27, 2018, 07:13:15 PMThat update to the new button system has a bug in it.

Thanks for pointing that out. I'll see about rearranging things to avoid the issue.

I'm also probably going to add a configuration option so users who don't like the new "compressed" menu can go back to the "every transformation is individually on the task bar" system. I mean, why not?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: skullywag on October 28, 2018, 03:53:12 AM
Choice is good! i think im gonna raise the bug with Tynan etc as well, as its a core mechanic, probably not that important but they should at least know about it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on October 28, 2018, 06:13:52 AM
I can see the use of the old system.
Sometimes i select a terraform because if want some special output like dirt or clay.
With the old system you could just hover about all the terraform, that didn't work with the new system that easy.
When you want terraform into a special terrain, the new system is better.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: LordShotGun on October 28, 2018, 08:57:38 AM
I must be blind. How do I dig up dirt to move elsewhere?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on October 28, 2018, 09:21:50 AM
If you researched the terraform, the best way is to create deep water out of shallow water and you get 10 dirt.
Or you can change soil into gravel or stony soil.
You can create dirt at the crafting spot with clay,sand and fertizizer.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 28, 2018, 11:09:32 AM
Quote from: LordShotGun on October 28, 2018, 08:57:38 AMI must be blind. How do I dig up dirt to move elsewhere?

A great many of the transformations on the Architect menu's "Terraform" tab yield dirt as a byproduct.

A good basic practice is to transform any tile on which you're going to build a wall or place a floor, into rough stone. That'll provide you with a supply of dirt (and possibly other raw materials, as well).
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 28, 2018, 06:49:23 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:

- The amount of scrap a particular plant will drop is now influenced by the plant's growth amount, so you'll no longer be able to plant things and immediately cut them down to quickly build up a large plant scrap supply.

- Added a configuration option to determine whether plants actually drop scraps at all.

- Made a few adjustments to the ordering of items on the "Terraform" tab, in order to prevent transformations which require research from incorrectly showing up before the prerequisite research is actually complete.

- Compost barrels now have a higher capacity, and can convert up to 30 piles of compost (instead of just 10) into fertilizer per run.

- Similarly, compost bins now require three piles of compost, instead of just one, and yield three piles of fertilizer.

- Compost bins will now leave behind blueprints for new compost bins, if the "auto-refertilize" setting in the options menu is checked.

- Compost recipe requirements are now based on total mass rather than total nutritional value.

- Rotted mush no longer has a nutritional value, so even pigs should no longer eat it (and make themselves sick as a result).

- Rotted mush can still deteriorate, but will no longer "rot," so you'll no longer have rotted mush rotting into... more rotted mush.

- Plant scraps are now categorized (for stockpile purposes) as plant matter rather than as food, and rotted mush is now categorized simply as a generic raw resource.

- It is now possible to allow the use of kibble and/or pemmican in the production of compost, though those ingredients will not be allowed by default.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on October 28, 2018, 11:12:44 PM
How does  the Storyteller differ from the game's one?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 28, 2018, 11:34:13 PM
Quote from: NoCanDo on October 28, 2018, 11:12:44 PMHow does  the Storyteller differ from the game's one?

The primary point of the mod's description is, well, to answer that very question.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on October 29, 2018, 06:27:23 AM
About fishing.
The meal recipes arn't in line with vanila ones.
1 nutri (snail,shrimp) -> 1 meal with 0.9 nutri
Simple meal 0.5 nutri -> 1 meal with 0.9 nutri
Suhsi,boilded shellfish are similar.
I think you either double the output , or just half the input.

What do you think about that ?


Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 29, 2018, 07:54:20 AM
Quote from: Canute on October 29, 2018, 06:27:23 AMThe meal recipes arn't in line with vanila ones.

Simple Meal: 0.5 nutrition ingredients -> 0.9 nutrition meal (base mood 0)
Fine Meal: 0.5 nutrition ingredients -> 0.9 nutrition meal (base mood 5)
Lavish Meal: 1.0 nutrition ingredients -> 1.0 nutrition meal (base mood 12)

Sushi: 0.8 nutrition ingredients -> 0.9 nutrition meal (base mood 7)
Boiled Shellfish: 0.9 nutrition ingredients -> 0.9 nutrition meal (base mood 5)
Escargo & Shrimp Scampi: 1.0 nutrition ingredients -> 0.9 nutrition meal (base mood 5)

Given that these are all intended to be on the "fancy" side, I really don't see an issue. Perhaps the mood buffs are a bit low (which may be something that was adjusted in vanilla in b19/1.0), but otherwise, they're consistent with the lavish meal. And if you just want to use fish meat in simple meals, well, you can do that. :)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on October 29, 2018, 10:00:43 AM
I accept it, but don't agree with it.
If it wouldn't be a hugh work to butcher these small corpes i would made simple/fine meals out of them.
But i think i will leave them for the animals.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 29, 2018, 08:13:48 PM
Etched Stone Walls (https://ludeon.com/forums/index.php?topic=46165.msg441063#msg441063) has been updated:

- Inside corners will no longer be "auto-smoothed," as while that feature is fine in vanilla, where smoothed walls come in one and only one flavor, it doesn't work so well in the context of the mod.

- Pawns can now smooth and/or etch inside corners themselves.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 29, 2018, 09:54:13 PM
Concrete (https://ludeon.com/forums/index.php?topic=46165.msg439105#msg439105) has been updated:

- Embrasures now have slightly higher resource costs than do normal walls.

- The market value of concrete "cinder" blocks has been cut roughly in half, to the value of regular stone blocks.

- The market value of concrete has been cut to 2.5, a third of its previous value.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Ruisuki on October 29, 2018, 09:55:24 PM
hello i think heavy sandbags are added by fertile fields? if so, is there any chance they could be made movable?/able to be reinstalled? i have security barriers from fences and floors that are equal in cover strength so I feel this would be a nice small bonus compared to them. if heavy bags are not added by this bad please ignore it
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 29, 2018, 10:05:38 PM
Quote from: Ruisuki on October 29, 2018, 09:55:24 PMhello i think heavy sandbags are added by fertile fields? if so, is there any chance they could be made movable?/able to be reinstalled?

I thought I'd already made sandbags movable....  Hmm. Maybe that ability got lost somehow in the b18 -> b19/1.0 update.  I'll make a note to look into it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 30, 2018, 10:02:17 PM
(https://steamuserimages-a.akamaihd.net/ugc/951842992776756793/36CED102D31398C5392807B4E24254A42566D7C2/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

This mod just adds several scenarios for RimWorld.

(1) Colonization Crash Course:

"Young adults from dozens of planets were drawn together in an ambitious project to colonize a virgin world. A fleet was launched to carry them to their destiny, stocked with the supplies that would ensure their success. 

"But one ship was lost along the way, victim of a fluke accident. Most of those it carried perished when it was destroyed, but a few found themselves stranded, alone and ill-equipped, on an unknown rimworld...."

This is a variation of the "Crashlanded" default scenario, altered so that your colonists are all young adults with a slightly better than average chance of having beneficial character traits.

To better simulate a crash landing, starting supplies don't include silver or a pet, and you'll only have wood immediately available if your pods happen to crush some trees as you land. There's also less steel and fewer components. But don't let that worry you, as you'll be encountering a fair number of falling ship chunks and "meteorites" composed of molten steel or components from your ship. These will fall frequently over the first few days, but will taper off as time goes on.

If you're really lucky, a cargo pod with valuable supplies or even a refugee pod could land nearby soon after your arrival. Of course, if you're not so lucky, a large chunk of steel from the remains of your ship might land right on top of your stores of food and medicine.

Oh, and be wary of fires. Meteorites and ship chunks now have a chance of starting fires when they land, and additionally, the ionization of the atmosphere from all the debris falling through it might cause a flashstorm or two.

(2) Colonization Crash Course - Low Tech:

This is the "Colonization Crash Course" scenario, but with one additional twist: none of your pawns start with the MacGyveresque ability to create complex power systems out of random junk and broken components. To put it in more specific game terms, you won't start with "Electricity" or any techs which depend upon it already known. Your colonists will need to do some research before they start building solar panels, batteries, air conditioners and the like.

(3) Crashlanded - Low Tech:

This is the default "Crashlanded" scenario with "Electricity" and any researches which depend upon it removed as starting techs, but otherwise unaltered.

(4) Moon Fall:

This is a tribal scenario. It's essentially the same as the default "Lost Tribe" scenario, except that your pawns are fleeing the devastation of their homeland caused by debris from the cataclysmic destruction of their planet's moon. The worst has passed, but you'll still have to contend with a lot of meteorites, and probably some flashstorms, especially in the early weeks of the game.

NOTE: By default, this mod changes meteorites and ship chunks so that they have a chance of starting fires, and changes pods so that they have a chance of crushing trees, scattering wood about, if they land in appropriate biomes. Both of those changes affect all games, regardless of the scenario being played or the storyteller in use. But both of them can be turned off in the mod's options menu, if you don't like them.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1552432811)

Dropbox Link (https://www.dropbox.com/s/q68l45irsgake2n/Rainbeau%27s%20Scenarios.zip?dl=0)

Compatibility:

All this mod really does is add a few scenarios (and a few scenario-specific incidents), so I doubt that it would conflict with anything. Adding the mod to or removing it from a game in progress should be safe.

Credits:

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

The idea for "Moon Fall" came from Ellit's scenario, "The Moon that Fell from the Sky."
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on October 31, 2018, 02:51:35 PM
A small request for fertile fields, @Dburgdorf. Could you add an option for harvest\chop action to also produce plant scraps as cut plants does? I mean with rich\plowed soil expiration mechanic, those are kinda needed and you get them only by cutting plants. You lose on potential fertilizer materials every single time a colonist harvest a growzone, when you can order to cut plants instead and get same amounts of farm crops, but also a bonus scraps too. Micromanagin that is a bit tedious if you have several growzones though. So it would be nice if when they harvested it by default scraps were also produced along with crops.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on October 31, 2018, 03:01:23 PM
Quote from: Madman666 on October 31, 2018, 02:51:35 PMA small request for fertile fields, @Dburgdorf. Could you add an option for harvest\chop action to also produce plant scraps as cut plants does?

Yeah. That's actually something I should have thought of myself. ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on October 31, 2018, 03:21:17 PM
Cool! :) Thank you.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 01, 2018, 10:42:26 PM
(https://steamuserimages-a.akamaihd.net/ugc/951843163528603301/19C51145BA3FDE9F6F31949F5C0480AB69E5737D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 11/03/2018

Have you ever wondered why your pawns don't talk about each other?

Did no one wonder about sending that shifty cannibal Alex to bury the dead? How come Ray likes the abrasive psychopath who beat up her friend, just because she's never been insulted directly? And why is no one ever apologetic about anything they've done?

If you want more social complexity, or just enjoy gossip and intrigue in your stories, then look no further! "Rumor Has It" -- an update of SeveralPuffins' popular but sadly abandoned a17 mod, "Rumours and Deception" -- adds new social interactions, traits and thoughts that largely focus on people talking about people.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1554149030)

Dropbox Link (https://www.dropbox.com/s/aws10uq6ox8ttcz/Rainbeau%27s%20Rumor%20Has%20It.zip?dl=0)

What It Adds:

(1) New Interactions!

- Chat About Other Pawns: Alice likes Bob. Bob hates Carol. Bob can now tell Alice this!

- Quarrel: Even friendly pawns can sometimes have their relationship damaged by an argument....

- Spread Rumor: Pawns will tell nasty, unsubstantiated tales to each other, particularly about pawns that neither of them like.

- Share Secret: A pawn can trust another enough to reveal something deep and personal, bringing them closer together.

- Reveal Secret: There's no guarantee that all trust is well placed! Pawns who have been told a secret can go and gossip about it to their friends!

- Apologize: Pawns can try to make up with others that they've insulted or hurt.

- Make Peace: Pawns may try and apologize on behalf of a third party.

- Culture Clash: Not all insults are intended! One pawn may insult another due to having a poor understanding of the other's cultural background. (Would you really expect a tribal pawn, for example, to understand glitterworld cultures?)

(2) New Traits!

- Compulsive Liar: Pawns with this trait just can't help themselves. Every conversation is an opportunity to make up some new, snide story about someone else.

- Gossip: Gossips talk about other people all the time. This extends to secrets, with which they simply can't be trusted.

- Gushing: Some pawns just cannot judge who to trust with their darkest secrets, exposing themselves to potential embarrassment.

- Manipulative: Pawns with this trait will use any social trick they know to make other people see things their way. They are great negotiators, but can be divisive and isolating within a colony.

- Peacemaker: Some pawns just can't stand to see their friends fighting. They will try to resolve other people's differences, and will get a mood boost if successful.

- Trustworthy: Trustworthy pawns keep secrets. They rarely spread rumors, and if they do, they feel terrible about it.

(3) New Events!

- Defection: Socially isolated pawns will suffer mood penalties and very regular mental breaks. If they remain friendless, they may, occasionally, walk off the map and join an ally.

- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to its other members, they may choose to leave together and form a new map faction. They will take some of the colony's belongings with them as they go.

- Brawl:  Even if they don't leave, hostile cliques will start fights. Unless you patch up your fractured colony, mass brawls will break out.

NOTE: All of these events can be switched off in the mod's "Options" menu, but not entirely without consequence. Divided colonies, after all, are unhappy colonies.

(4) Negative Traits are Ameliorated for Those Who Share Them!

The negative impact of the Annoying Voice, Creepy Breathing, Disfigured, and Ugly traits is reduced for pawns who have any of those traits themselves. (This was originally a feature in SeveralPuffins' "Romance Diversified" mod, but I think it fits better here, in a mod that primarily focuses on what pawns think of each other.)

Compatibility:

"Rumor Has It" can safely be added to a game in progress. Removing it from a game in progress, however, could create problems.

This mod should be compatible with "Psychology," though you might notice that some traits or incidents overlap conceptually.

Credits:

Obviously, "Rumor Has It" owes a great deal to SeveralPuffins' "Rumours and Deception," inasmuch as it's pretty much just a direct update of that mod.

The "Quarrel" incident is taken from Linq/Word-Mule's "Expanded Incidents" mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 03, 2018, 03:36:09 AM
About fishing,
could you maybe add a check for the fishing objects if they are still got water ?
Fertile field can't change the terrain, because the objects block it.
But moisture pump or a terraforming spell from Rim of Magic could change the terrain on these objects and they still work.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: zmadz on November 03, 2018, 03:58:55 AM
Niceeeee one for rumor update/revival can't wait to put in my mod list and give it a test, last time i used it was in 16 !
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: publicuser on November 03, 2018, 04:51:44 AM
Cant download from Dropbox, is it possible to uploads mods to github, nexus or mediafire?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 09:11:31 AM
Quote from: Canute on November 03, 2018, 03:36:09 AMAbout fishing, could you maybe add a check for the fishing objects if they are still got water ?

Thanks for pointing that out!

Quote from: publicuser on November 03, 2018, 04:51:44 AMCant download from Dropbox, is it possible to uploads mods to github, nexus or mediafire?

I'm not sure why you think you can't download from Dropbox, given that downloading a file is a simple matter of clicking on a link, but no, given that I already maintain my mods both on Steam and on Dropbox, I don't plan on adding a third location.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 12:18:40 PM
Rumor Has It (https://ludeon.com/forums/index.php?topic=46165.msg443181#msg443181) has been updated:

- Added the "Quarrel" incident. (This was taken from Linq/World-Mule's "Expanded Incidents" mod.)

- The negative impact of the Annoying Voice, Creepy Breathing, Disfigured, and Ugly traits is now reduced for pawns who have any of those traits themselves. (This was originally a feature in SeveralPuffins' "Romance Diversified," but it didn't make it into "Rational Romance," as I think it fits better here, in a mod that primarily focuses on what pawns think of each other.)

- Made some slight adjustments to the mod's mood penalties and buffs, making them generally a bit milder. They still won't seem unreasonably low when compared to vanilla penalties and buffs, but also shouldn't seem too high when matched against those of "Grim Reality" or similar mods.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 06:41:55 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:

- Whether degraded plowed tiles, degraded rich soil tiles, and compost bins leave behind blueprints are now three separate configuration options.

- Doubled the mass of plant scraps. This will make them more efficient as compost ingredients. (You'll need only five to create a pile of compost, rather than 10.)

- Harvesting plants now yields plant scraps, though not as large a quantity as does plant cutting.

- Sandbags (both regular and heavy) are now minifiable and movable.

- The rock mill now only requires Electricity (rather than both Electricity and Terraforming) to be researched. This change allows the rock mill to be added to my "Concrete" mod for independent use.

- It's now possible to create normal stone blocks at the rock mill, faster and more efficiently than at a stonecutting table. (I should have thought to add this long ago.)

- Added patches so that glass from "Glass+Lights" and "Dub's Skylights" is actually made from sand.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 06:43:18 PM
Concrete (https://ludeon.com/forums/index.php?topic=46165.msg439105#msg439105) has been updated:

- Added the rock mill (and relevant recipes) from "Fertile Fields" to this mod. This will allow more efficient creation of crushed rocks and sand.

- It's now possible to create concrete and concrete blocks at a rock mill, faster and more efficiently than at a stonecutting table.

- Added patches so that glass from "Glass+Lights" and "Dub's Skylights" is actually made from sand.

- Fixed the concrete and cement graphics so they have black borders like all other items.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 07:26:58 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=46165.msg439115#msg439115) has been updated:

- If this mod is used in conjunction with "Fertile Planet," rainforests and tropical swamps should no longer be devoid of vegetation.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 03, 2018, 09:59:44 PM
Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108) has been updated:

- Reduced the ingredient nutrition cost of the seafood meals slightly, and increased the mood buffs, to put them between fine and lavish vanilla meals in terms of efficiency and benefit.

- Shellfish traps are now "stuffable," and can be made from vanilla wood or from any wood added by mods.

- Shellfish traps are now minifiable and movable.

- If the tile under a fishing spot becomes any terrain other than water, the fishing spot will now be destroyed. (This applies to changes due to use of dev mode, moisture pumps, terraforming "spells," etc.) Similarly, if the terrain under a shellfish trap becomes anything other than water, the trap will be destroyed, unless the change is simply due to the water freezing to ice as a result of the terrain changes allowed by my "Permafrost" mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: moonra on November 03, 2018, 10:20:52 PM
Would it be possible to make it so pawns only "attempt hookup" while in the Home area, or an option for that? Pawns crossing the entire map for a chance at a hookup is really annoying.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: publicuser on November 03, 2018, 10:58:21 PM
Quote from: dburgdorf on November 03, 2018, 09:11:31 AM
I'm not sure why you think you can't download from Dropbox, given that downloading a file is a simple matter of clicking on a link, but no, given that I already maintain my mods both on Steam and on Dropbox, I don't plan on adding a third location.

Dropbox is blocked in China
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 04, 2018, 06:39:18 AM
QuoteFishing has been updated:
Dang, i forget to mention the Watergazing spot.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 07:17:20 AM
Quote from: Canute on November 04, 2018, 06:39:18 AMDang, i forget to mention the Watergazing spot.

The watergazing spot's from "Advanced Bridges," not "Fishing." But I assume your point is that it also ought to disappear if it's no longer over water?  :)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 04, 2018, 07:31:23 AM
Ofcourse you can rename it into a (land)gazing spot or Find the water spot once the water is gone.

Since we are at the bridges, what happen to them when their underground is at the moisture punp range ?
I notice the moisture pump can't change deep water, but when i use FF to turn it into shallow water, and it inside the moisture pump range it turns into stony soil.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 08:08:22 AM
Quote from: Canute on November 04, 2018, 07:31:23 AMSince we are at the bridges, what happen to them when their underground is at the moisture punp range ?

I have no idea if the moisture pump will actually affect the custom terrain under bridges. I'll have to check on that.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 08:56:22 AM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated again:

- Rock mills and compost barrels are now minifiable and movable.

- Rock mills, like other work benches, now benefit from tool cabinets.
   
And Concrete (https://ludeon.com/forums/index.php?topic=46165.msg439105#msg439105) has been updated again, to match it:

- ... And now, pawns will actually *use* the rock mill. (I'd forgotten to add the relevant WorkGiver to the mod yesterday.)

- Rock mills are now minifiable and movable, and benefit from tool cabinets.
   
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 01:17:48 PM
Etched Stone Walls (https://ludeon.com/forums/index.php?topic=46165.msg441063#msg441063) has been updated:

- Added fixes to allow basalt from "Nature's Pretty Sweet" to be smoothed and etched.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 05:13:05 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated, yet again:

- Patched for compatibility with yet another "VGP Garden Tools" update.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 08:59:08 PM
Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265) has been updated:

- Added support for polyamorous relationships. The code is based in part on polyamory code from the original "Romance Diversified," and also in part on code from Linq/Word-Mule's "Psychology" mod.

- Culture now plays a role in determining a pawn's likelihood to initiate a romantic encounter or to propose marriage.

- The impact of the Ugly trait on romantic attraction is lessened for pawns who have that trait themselves.

- Replaced the date walk code with a clean copy of the vanilla walk code, just in case some subtle difference was responsible for the problems some users have seen with pawns not actually going on dates.

- Added a few log messages that will hopefully help me track down the reason for the problems if the above change doesn't actually fix them.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 04, 2018, 09:00:31 PM
A NOTE ON POLYAMORY IN "RATIONAL ROMANCE":

(This is actually in the mod's desc, now, but I figured I'd post it here, too, for the benefit of folk who don't go back and re-read mod descs.)

You can decide in the mod's "options" menu how likely pawns are to be polyamorous. Like the orientation traits, Polyamorous is an "extra" trait assigned after normal trait assignment is complete, so allowing pawns to be polyamorous won't in any way limit their access to other traits. The default chance for polyamory is 0%, as the system isn't yet fully tested, and even if it all works as intended, it may still complicate colony management in unexpected ways. If you do want to include polyamorous pawns in your games, I strongly encourage you to also use Meltup's "Polyamory Beds" mod, which will allow you to more easily accommodate your pawns' desired sleeping arrangements.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on November 05, 2018, 12:55:54 AM
Hey just a quick heads up but shellfish traps being stuffable broke my game. I will attach the log now
https://git.io/fxjuL
As you can see, the first error is when I click a trap, that was already there before the update, and select copy. The next error is just hovering over the trap option in the production tab.

Also, the mod Natures pretty sweet makes rivers and other body waters dry when it gets hotter, so all the traps I had on the river banks, which turned into river deposits, were destroyed. Can you make this, traps being destroyed, optional? Thanks
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on November 05, 2018, 02:38:54 AM
Rational Romance and Psychology don't work together, do they?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 05, 2018, 04:07:55 AM
Quote from: Hexwall on November 05, 2018, 12:55:54 AM
Also, the mod Natures pretty sweet makes rivers and other body waters dry when it gets hotter, so all the traps I had on the river banks, which turned into river deposits, were destroyed. Can you make this, traps being destroyed, optional? Thanks
Maybe the  "no water check" shouldn't destroy the trap.
Just damage the trap instead to catch a fish, when the trap is on land.
So the trap will decay faster, but since they are now replaceable it give you time to move them.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: bigheadzach on November 05, 2018, 08:51:52 AM
Quote from: NoCanDo on November 05, 2018, 02:38:54 AM
Rational Romance and Psychology don't work together, do they?

They really don't, and at this point the main difference between them is that Psychology introduces a whole new system of personality traits and mental illnesses beyond just retooling the romance/sexuality framework.

As a fan of both modders, I say if you're not interested in the above, Rational Romance becomes your "must-install" mod, just for its own changes.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 05, 2018, 09:40:23 AM
Quote from: Hexwall on November 05, 2018, 12:55:54 AMHey just a quick heads up but shellfish traps being stuffable broke my game.

Ugh. Sorry about that. I'd completely forgotten, but recall now that something similar happened last year when I made bridges stuffable. The problem stems from the fact that traps already on the map don't having any "stuff" defined, even though they're now supposed to. That's why you get an error when you try to "copy" one.

QuoteAlso, the mod Natures pretty sweet makes rivers and other body waters dry when it gets hotter, so all the traps I had on the river banks, which turned into river deposits, were destroyed. Can you make this, traps being destroyed, optional? Thanks

Actually, there's no reason for them to be destroyed at all, and I should have thought of that in the first place. I'll update the mod so that when traps find themselves on land, they simply stop working until such time as they're moved into water again.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 05, 2018, 09:44:31 AM
Quote from: NoCanDo on November 05, 2018, 02:38:54 AMRational Romance and Psychology don't work together, do they?

Unfortunately, no, they don't, and it's not something I can really do anything about, as the two mods change a number of vanilla code methods in conflicting ways.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Tenshi~Akari on November 05, 2018, 03:52:32 PM
Quote from: moonra on November 03, 2018, 10:20:52 PM
Would it be possible to make it so pawns only "attempt hookup" while in the Home area, or an option for that? Pawns crossing the entire map for a chance at a hookup is really annoying.

I was just about to ask about this as well. This was a major problem I had with the original mod, my pawns that were restricted to certain areas would forgo those restrictions just to ask their partner, halfway across the map & taking on a pirate raid, for a date or hookup. A little too desperate if you ask me...  :o
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: bigheadzach on November 05, 2018, 04:54:59 PM
That's one hell of a booty call.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 05, 2018, 05:10:33 PM
I kind of forgot to look into the "crossing the map for lovin'" thing yesterday when I was working on "Rational Romance," but yeah, I intend to, hopefully in the next day or three.  It definitely doesn't seem like something that non-desperate pawns should be doing.  :D
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on November 05, 2018, 08:33:31 PM
Quote from: dburgdorf on November 05, 2018, 09:40:23 AM
Quote from: Hexwall on November 05, 2018, 12:55:54 AMHey just a quick heads up but shellfish traps being stuffable broke my game.

Ugh. Sorry about that. I'd completely forgotten, but recall now that something similar happened last year when I made bridges stuffable. The problem stems from the fact that traps already on the map don't having any "stuff" defined, even though they're now supposed to. That's why you get an error when you try to "copy" one.

QuoteAlso, the mod Natures pretty sweet makes rivers and other body waters dry when it gets hotter, so all the traps I had on the river banks, which turned into river deposits, were destroyed. Can you make this, traps being destroyed, optional? Thanks

Actually, there's no reason for them to be destroyed at all, and I should have thought of that in the first place. I'll update the mod so that when traps find themselves on land, they simply stop working until such time as they're moved into water again.

Nice! But what bout just hovering over the traps menu, will it get fixed too?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 05, 2018, 08:41:30 PM
Quote from: Hexwall on November 05, 2018, 08:33:31 PMNice! But what bout just hovering over the traps menu, will it get fixed too?

Just hovering over what menu? I have no idea why hovering over any menu option would be causing any trouble at all.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 05, 2018, 08:43:14 PM
Scenarios (https://ludeon.com/forums/index.php?topic=46165.msg442812#msg442812) has been updated:

- If you're using the "Various Space Ship Chunks" mod, the new ship chunks will now be available to drop within this mod's scenarios.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on November 05, 2018, 11:07:28 PM
Quote from: dburgdorf on November 05, 2018, 08:41:30 PM
Just hovering over what menu? I have no idea why hovering over any menu option would be causing any trouble at all.

Nvm, for some reason it works ok now???? The error happened when you were selecting the shelfish trap from the production menu and the cursor hovered over it
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 06, 2018, 10:59:19 PM
Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265) has been updated:

- Pawns now check to see if their intended targets are actually available before walking across the map to ask for a date or to propose a hookup. So you should no longer have to deal, for example, with pacifist Joel walking into the middle of a firefight because he wants to know if his girlfriend Sally is interested in leaving the combat to go on a romantic walk.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Tenshi~Akari on November 07, 2018, 01:57:53 PM
Bless you for this!  ;D
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 07, 2018, 02:21:29 PM
Quote from: Tenshi~Akari on November 07, 2018, 01:57:53 PMBless you for this!  ;D

The way things were originally coded, the pawn wanting to initiate a date or a hookup would pick a target, walk to that target... and only *then* would the code check to see if the target was busy with a job, surrounded by enemies, about to have to deal with a base need, or whatever.

Now, the code checks to see if the target's actually available *before* the initiating pawn takes that walk, and if the target's busy, the whole attempt just gets aborted before it begins.

Obviously, it's still theoretically possible that if the two pawns are on opposite sides of the map, the initiating pawn will find that the target is free, and start walking, but by the time he or she arrives, find that the target isn't free any more.  But that shouldn't be too much of an issue, as generally speaking, if pawns are far from home base, it's because they're doing something that would make them unavailable for dates or hookups, anyway.

(The alternative would have been to actually put a distance limit on how far a pawn would walk to ask for a date or hookup, but I really didn't like that idea.)

A side benefit of the change is that there should be fewer instances of pawns being sad because their overtures were rejected, when the only real problem was that they asked at an inconvenient time.  ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 08, 2018, 10:34:21 PM
(https://steamuserimages-a.akamaihd.net/ugc/967606226460099488/7A0B9829B5AF6B1AFFD368B9896CF56E48EE6024/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 11/08/2018

"Rim Disorders," a mod originally created for RimWorld a17 by SeveralPuffins, introduces more misery, trauma, and poor mental health to your vibrant, lively colony! Pawns will develop, either randomly or due to trauma, new mental health disorders, which can only be cured slowly, through counseling.

Note that this mod will make your pawns' lives more difficult! Your best researcher, locked in a dark room, may become depressed and unable to think through problems any more. Your best soldier may find herself unable to return to the front line without having panic attacks. But don't worry; if you feel the balance isn't quite what you want, the rates at which the diseases manifest, and the strength of counseling, can all be changed in the mod's "options" menu.

-- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1560113539)

Dropbox Link (https://www.dropbox.com/s/8wdflzvq2ot0kst/Rainbeau%27s%20Rim%20Disorders.zip?dl=0)

What the Mod Does:

(1) Adds Illnesses.
 
- Depression: Triggered by random chance, extreme low mood, downer addiction or witnessing death. Depressed colonists are slower, unhappier, and have impaired cognitive function. Moderately depressed colonists are more likely to go on food binges. Extremely depressed colonists are a suicide risk if they pass the mental break threshold. (This risk vanishes if they're arrested and confined for the duration of the episode.) Suicidal mental breaks happen quickly, so it's best to stop them before it gets that far.
               
- Generalized Anxiety: Triggered by extreme low mood, any single large stressor, stimulant addiction or random chance. Anxious colonists will be worse at talking, more unhappy, and will have a higher mental break threshold and moderately impaired global work speed. Extremely anxious colonists may have panic attacks as mental breaks.
 
- Cleanliness-OCD: Triggered by random chance, extreme sickness and exposure to rotting corpses. Affected colonists will have a lowered global work speed through worries and rituals and will be unhappy in rooms that are not perfectly clean. Extreme cases may result in mental breaks to obsessively (but not efficiently) clean the home area.
 
- PTSD: Triggered occasionally when downed. Affected colonists have a higher mental break threshold and are somewhat more likely to get into social fights. Moderate and extreme cases will suffer from panic attacks when an enemy is near, and extreme cases will suffer from panic attacks even outside of this situation.

(2) Adds Disorders.

- Autism Spectrum Disorder: Colonists on this spectrum take a hit on social interactions. They also react negatively to prioritized work, preferring an order they settle on themselves. For those with minor autism, this is a minor irritation, for those with moderate autism, it's a major irritation, and those with extreme autism will often ignore prioritized work completely. This includes being drafted!

- ADHD: Colonists with ADHD will drop jobs entirely and wander off to do something else. The regularity with which they do this depends on the severity of the ADHD.

Both of these health effects are developed in early life, rather than in response to circumstances. They are not mental illnesses, and so cannot be "cured."

(3) Adds Counseling.

Counseling appears as a bill on the individual with the illness, like surgery. A counselor must be trained to a certain degree in Medicine in order to perform the bill, but the magnitude of their success will be based on their Social skill. Counseling reduces both the present and the maximum severity of an illness. It can only occur once per day. If a patient is counseled to the point where the illness is permanently controlled, it will be removed, though it may recur if triggered anew.   

(An additional note from SeveralPuffins, the mod's original creator, on how counseling currently works: "Counseled patients currently go to sleep whilst someone makes metalwork noises at them. My headcanon: 3X1st century counseling is mostly about hypnosis, strobe lights and chimes. I'm pretty sure I'm getting that image from 'Hannibal.'")

Compatibility:

"Rim Disorders" can safely be added to a game in progress. Removing it from a game in progress, however, could create problems.

I am as yet unaware of any conflicts with other mods.

Credits:

Obviously, my version of "Rim Disorders" owes a great deal to SeveralPuffins, who originally created it. I have, myself, done little with it so far beyond simply ensuring that it functions in RimWorld 1.0.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on November 09, 2018, 03:33:10 AM
Hm...works with psychology??
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 09, 2018, 07:39:25 AM
Quote from: NoCanDo on November 09, 2018, 03:33:10 AMHm...works with psychology??

"Rim Disorders" just adds new things without altering anything in the vanilla game, so yes, it should be compatible with "Psychology," though as with "Rumor Has It," you may encounter some conceptual overlap.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on November 10, 2018, 01:22:02 PM
For some reason, i am getting really harsh fps drops whenever i try to do terraforming options added by Fertile Fields. Dunno what causes it and if its a compatibility problem, since logs don't show any errors. But the lags are real.

One more moment - now that you moved placing fertilizer to Growing, it just never gets done, cause its placed after actual growing work. Please consider moving it back to construction work. Or make it first job in the Growing subtasks, dunno. Seems that fertilizers are both construction and also plants work types, so no one doing it is probably me screwing up work priorities. Apologies.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 10, 2018, 05:28:48 PM
Quote from: Madman666 on November 10, 2018, 01:22:02 PM
For some reason, i am getting really harsh fps drops whenever i try to do terraforming options added by Fertile Fields. Dunno what causes it and if its a compatibility problem, since logs don't show any errors. But the lags are real.
When a lag appear, can you check your pawn if they stay before something to haul.
Then it is maybe Pickup&Haul's fault and you maybe need to update the mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on November 10, 2018, 06:52:32 PM
All my mods are Steam workshop based, so they should be up to date, unless steam is borked once again. And I guess i ll take a closer look, but i don't think they tried to haul anything. They were just turning soil into stony soil for me and resulting dirt were transported by dogs, so it shouldn't really have anything to do with Pick up and haul.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Biomes, Fishing, Terraforming, and More!)
Post by: Jiro on November 11, 2018, 11:25:29 AM
Quote from: dburgdorf on October 19, 2018, 11:41:29 PM
If you're radically heterosexist and don't want any gays in your colony, go right ahead and set the mod to make pawns 100% straight. On the other hand, if you want *all* your colonists to be queer, more power to you!
Are you sponsored by Kotaku or something?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Biomes, Fishing, Terraforming, and More!)
Post by: dburgdorf on November 11, 2018, 11:36:11 AM
Quote from: 中村ジロ on November 11, 2018, 11:25:29 AMAre you sponsored by Kotaku or something?

I'm afraid I haven't the slightest idea who or what "Kotaku" is, or what relevance it has to the line you quoted.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: wreckcelsior on November 11, 2018, 01:38:50 PM
I love the idea of "Packed Lunches" and have a small suggestion.

I use the 'Vegetable Garden Project' mod and it adds a few meals that have bonuses to Consciousness, Metabolism etc.  (Stew, Smoothies, Yogurt, and more)
These bonuses, unfortunately, don't get included in the lunch bag meal. 
Is there any way to have these bonuses included into the lunch bag without you having to add them each individually? It would compliment your mod nicely.

An "add bonuses from meal "x" to target lunch "y" (layman speak) or something? I guess technically it would end up being a visual wrapper with the 'boo-hoo-I-ate-standing-up' debuff removed...??
I'm not a programmer so forgive my stumbling about with language code suggestions. 

Thanks for you time.
cheers

Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 11, 2018, 02:53:06 PM
Quote from: wreckcelsior on November 11, 2018, 01:38:50 PMIs there any way to have these bonuses included into the lunch bag without you having to add them each individually?

Unfortunately, no, there isn't. In order to have packed lunches with differing buffs, each would have to be its own distinct item, with its own distinct creation recipe. (The closest the game comes to having multiple possible outcomes from a single recipe is the use of "stuff" as an ingredient.)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 11, 2018, 04:29:16 PM
Here's some more updates! :)

Permafrost (https://ludeon.com/forums/index.php?topic=46165.msg439322#msg439322):

- It should now be possible to build bridges over frozen water tiles just as over regular water tiles.

- Eliminated the possibility of marshes on new permafrost biome maps. (This change does not, of course, affect maps already generated.)

- Marsh, like river and lake water, can now freeze in cold weather.

- Shallow water adjacent to marsh will no longer treat the marsh as a shore when freezing.

- Fixed a minor issue in the ice thaw code, so thawing should now be a bit less piecemeal.

Advanced Bridges (https://ludeon.com/forums/index.php?topic=46165.msg439103#msg439103):

- Made a few adjustments to allow bridges to be properly constructed over frozen water tiles from my "Permafrost" mod.

- A watergazing spot will now be destroyed if the tile on which it's placed dries up.

Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108):

- Added "ice fishing spots" which can be constructed on frozen river or lake water tiles generated by my own "Permafrost" mod or Fumblesneeze's "Ice" mod. Note that ice fishing spots cannot be placed on vanilla ice tiles, and will appear on the "Production" tab of the Architect menu only if one or both of the "freezing" mods are actually in your mod list.

- Shellfish traps will no longer be destroyed if the tile beneath them dries up, but will instead simply stop working. If the tile freezes, they'll still operate, but more slowly than otherwise.

Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265):

- Added options sliders to adjust the rate at which pawns propose dates and hookups.

- Made a few very minor tweaks which might (or might not) resolve lingering problems (if any) with date functionality.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JT on November 11, 2018, 06:22:16 PM
Loving the updates so far!

Is there any way forcibly to eliminate all of the original backstories in Editable Backstories + EdB Prepare Carefully without having to enable the "tagging" option?  I seem to recall this was the case in A16 or so, but not so much anymore.  The tagging option was clearly added as a compromise, but is it possible to eliminate it entirely?  (i.e., was the compromise technical in nature, or just to mollify the backers?)  The one factor of RimWorld that makes me froth at the mouth is the literal and figurative special snowflakes from the Kickstarter nonsense, and it's a pain to have to remember to enable the Mod Options in the main menu prior to starting a new colony and then switch them back off after the colony starts. =)

I never did say it in the past, so I do have to mention how utterly pleased I am that Editable Backstories exists in the first place, and have to heap all the praise that was lost from RimWorld proper onto you instead. ;-)

---

I have a couple feature requests for Permafrost that are far less contentious than my dislike of Kickstarter ;-):

1) A (configurable?) 50% reduction in the freezing rate of moving water in Permafrost.  Standing water should freeze at the normal rate, but there should be at least a 50% reduction in the chance for a river/creek to freeze, since running water always freezes more slowly.

2) I've also been pondering and re-pondering the possibility of falling through thin ice -- breaking the tile back into water (and random adjacent thin ice tiles, too) and suffering damage directly to the lungs.  If incapacitated in water, a pawn might suffer continuous lung degradation, too...

3) Entering water in freezing temperatures will set a colony pawn to a minimum hypothermia level proportional to the map's current temperature below a threshold of 5 degrees Celsius (at, say, a 2:1 factor -- each degree below the hypothermia point sets the hypothermia hediff to a minimum of +2% severity).  For instance, if you enter water at -10 degrees, you reach {(threshold - current_temp) * 2} = {(5 - (-10)) * 2} = 30% hypothermia severity immediately if not already there.  At -40 degrees, falling into water is instantly incapacitating (90% severity of hypothermia).  Visitor and enemy pawns would either need pathfinding updates or would need to be omitted from this feature for balance (it shouldn't be possible to rely on the enemy's own stupidity to win every battle).
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 11, 2018, 06:52:10 PM
OK, wow. A lot to digest, here.  First, thanks for the kind words.  Always nice to know my work is appreciated. :)

As to your question about "Editable Backstories," yes, you are correctly recalling that in b18, the non-lite version actually eliminated the vanilla backstories completely. The way things work now was simply something I decided to do to try to simplify the coding, and also to allow for greater compatibility if someone decides to switch from lite to regular version in the middle of a game. (Under the old system, that switch would have resulted in all pawns with vanilla backstories abruptly having their backstories randomly reassigned.)

I'm really not a fan of the idea of undoing a lot of the changes I made, just so the mod would once again actually remove the vanilla backstories. However, since the only context in which their presence actually matters is when selecting backstories in "Prepare Carefully," it might be possible to tweak something there so the vanilla backstories simply don't show up unless "Editable Backstories" is running in lite mode.  I'll make a note to look into it.

Moving on to "Permafrost"....

Idea #1. Um, yeah, I kind of almost thought of that myself, and now, I'm kind of embarrassed that I didn't.  :P

Idea #2. I thought about something like that when I was first creating the mod, but then kind of forgot about it, in favor of simply making thin ice more difficult to traverse. Not sure how easy/practical it would actually be to have terrain be "trapped" for lack of a better word, but I'll make a note to revisit the idea.

Idea #3. There's already code that triggers the "soaking wet" thought when pawns walk through water, so I could probably just expand from there with relevant temperature checks. Honestly, though, I probably would make it substantially less serious than what you've proposed, simply because AI pathfinding is so... abysmally stupid sometimes.  ;)

It occurs to me that it would be really wonderful if the "acceptability" of a tile for pathfinding could be adjusted with the temperature, but unfortunately, it can't. A water tile has the same movement cost whether the temperature is a balmy 80F or a potentially fatal -20F.  :D
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Namsan on November 11, 2018, 09:25:26 PM
Can you add some positive traits to Autism Spectrum Disorder?
I think current autistic people in your mod is like, "They are clearly worse than normal people!"
I know all autistic people are not same, but they tend to have great at memorize things they like, or they are really fast at they like to do.
Well I'm an autistic person so I maybe have somewhat biased view at it...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 12, 2018, 09:51:54 AM
Scenarios (https://ludeon.com/forums/index.php?topic=46165.msg442812#msg442812) has been updated:

- Added a check to prevent pod crashes from generating absurd amounts of wood if another mod has given the map's biome a too-high plant density rating.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Warforyou on November 14, 2018, 09:20:54 AM
Somehow "pawns are capable" suddenly stopped working. Is there an issue with the recent update of fluffy's "work tab"?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 14, 2018, 09:33:42 AM
Quote from: Warforyou on November 14, 2018, 09:20:54 AMSomehow "pawns are capable" suddenly stopped working. Is there an issue with the recent update of fluffy's "work tab"?

There are no issues that I'm aware of, and no one else has reported any problems.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on November 14, 2018, 02:10:04 PM
Hey! Can you make it so i can put fishing spots on Nature is Pretty Sweet's ice? The river near my colony freezes during winter with that mod but I cant add fishing spots there without compatibility...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 14, 2018, 02:52:37 PM
Quote from: Hexwall on November 14, 2018, 02:10:04 PMHey! Can you make it so i can put fishing spots on Nature is Pretty Sweet's ice? The river near my colony freezes during winter with that mod but I cant add fishing spots there without compatibility...

I'll take a look. Shouldn't be difficult.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: wreckcelsior on November 14, 2018, 11:26:25 PM
Quote from: wreckcelsior on November 11, 2018, 01:38:50 PMIs there any way to have these bonuses included into the lunch bag without you having to add them each individually?

Quote from: dburgdorf on November 11, 2018, 02:53:06 PM
Unfortunately, no, there isn't. In order to have packed lunches with differing buffs, each would have to be its own distinct item, with its own distinct creation recipe. (The closest the game comes to having multiple possible outcomes from a single recipe is the use of "stuff" as an ingredient.)

Thanks for the reply, dorfiest of dorf ones.

cheers.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Tyolan on November 15, 2018, 12:46:01 PM
Question for the "Etched Stone Walls" mod:

Is it possible to add the alternative/reverse option to smooth manually built stone walls and tiles? I like the smooth aspect better that the built one.

Thx.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: fidelfc on November 15, 2018, 03:27:44 PM
Hey, the clean OCD is really bugged atm, the pawn picks an item, and keep "hauling" it from side to side.

That's not really the problem, the problem is that this lags the game REALLY hard. And since it triggers every single day, it's making the game impossible.
"
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 15, 2018, 03:52:23 PM
Quote from: fidelfc on November 15, 2018, 03:27:44 PMHey, the clean OCD is really bugged atm....

You're not the first to report the problem. (And apparently, the same or a similar problem existed back in SeveralPuffins' a17 version of the mod, as well.) It's on my "to do" list; in the meantime, probably the best thing to do is just go into the mod's configuration options and set the c-OCD manifestation rate to 0%.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 15, 2018, 07:53:07 PM
Rational Romance (https://ludeon.com/forums/index.php?topic=46165.msg440265#msg440265) has been updated:

- Fixed a bug that sometimes allowed pawns with preexisting romantic partners to be assigned two different orientation traits.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on November 17, 2018, 08:09:01 AM
Yeah, with new re-fertilizing mechanics lag spikes when people do terraforming becomes an issue. Am i the only one who gets sharp FPS drops when people place rich\plowed soil?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Vladimir 777 on November 20, 2018, 05:13:26 PM
The minor incompatibility problem of the "Fertile Fields" with the "Prison Labor" mod.

If "Fertile Fields" is used together with either "Prison Labor",  then receiving plant scraps from cutting plants in the growing zone when pawns work automatic is impossible. Using the "harvest" button in the growing zone and using the pawn command "prioritize cutting..." allows you to receive plant scraps.

Cutting trees and bushes when clearing an area for construction also does not receiving plant scraps. However, using the "chop wood" and "harvest" buttons on wild plants, you can get plant scraps without even using the pawn command "prioritize cutting..."
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 20, 2018, 07:39:31 PM
Quote from: Vladimir 777 on November 20, 2018, 05:13:26 PMThe minor incompatibility problem of the "Fertile Fields" with the "Prison Labor" mod.....

From what you're describing, it sounds as if "Prison Labor" might be using custom JobDrivers for some reason; if that's the case, there's probably not much I can do about it, as the functionality that you're not seeing is tied directly to modifications of the vanilla plant harvesting JobDrivers. But as I said, I'll look into it further, probably over the long weekend.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 22, 2018, 11:12:52 PM
(https://steamuserimages-a.akamaihd.net/ugc/954097132213668915/4EFA6A3F5D53974290B5BE0F9E0A768686F13320/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

Have you ever noticed that RimWorld's planets all seem sort of the same? Or maybe you think they have too much land and not enough ocean? Or perhaps you've been bothered by the odd placement of certain biomes?

Well, your worries are over!

"Realistic Planets" allows you to create a wider variety of planets, and also "cleans up" the game's biome placement so that the planets you play on look more... realistic.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link (https://steamcommunity.com/sharedfiles/filedetails/?id=1571623829)

Dropbox Link (https://www.dropbox.com/s/foc7kiysvq7s0vo/Rainbeau%27s%20Realistic%20Planets.zip?dl=0)

What It Does:

(1) Planet Creation.

The "Create World" page has been altered.

First, you can now select "coverage" anywhere from 5% to 100%, in 5% increments, instead of having to choose between just 30%, 50% and 100%.

Second, there's a new "sea level" slider, which determines the amount of ocean coverage your world will have. You can create anything from watery worlds with only a few small continents to barren rocks with no surface water at all.

The "rainfall" slider is now a relative rather than an absolute setting, as a planet's overall rainfall is influenced by its sea level. A "high" rainfall level on an arid planet, after all, will for obvious reasons be rather less than even a "low" rainfall level on a planet with extensive oceans.

Additionally, the "temperature" settings have been "stretched," so that cold planets are colder than in vanilla, and hot planets are hotter, by up to about 15 degrees C at the ends of the scale.

There's also now an "axial tilt" setting. Planets with higher axial tilts will have more extreme seasonal temperature shifts.  (However, at least for now, changes to axial tilt do not alter the game's base day/night cycle.)

The mod also adds a set of "world type" options from which you can select. These are simply shortcuts to sets of slider settings intended to allow you to quickly and easily create planets predominantly characterized by particular biomes.

Finally, the "reset" button at the bottom of the screen has been replaced with a "random planet" button, which will immediately generate a world with randomly-selected sea level, rainfall and temperature settings. (It will not, however, alter your selected coverage setting, as that can impact game performance.)

(2) Biomes.

"Realistic Planets" fixes a few oddities in biome placement, mostly involving arid shrublands and deserts. Arid shrublands are described as semi-arid regions that surround deserts, yet in vanilla, they're placed in areas that are warm enough, but not rainy enough, to be rainforests. And deserts... well, in the vanilla game, any tile that's not rainy enough to be forest and not cold enough to be tundra, becomes desert.

The mod limits deserts to areas where the combination of temperature and rainfall makes deserts likely to actually exist, and moves arid shrublands to regions of the globe surrounding those newly-limited deserts.

To fill in the gaps created by those changes, as well as to add a bit more variety, "Realistic Planets" adds several new biomes:

- Grasslands, as the name suggests, are areas where the vegetation is dominated by grasses and shrubs. The soil is fertile, but there is little protection from the elements.

- Steppes are high-altitude grassland regions. A steppe may be semi-desert or covered with grass or shrubs or both, depending on the season and latitude.

- Savannas are mixed woodland/grassland ecosystems typically found between rainforests and deserts. Though savannas are more forested than grasslands, their trees are still spaced widely enough that sufficient light reaches the ground to support an unbroken layer of grasses. Despite the abundance of plants, the soil is mostly dry, and a wide variety of animals roam the area searching for food and water.

- Temperate deserts are cooler but often even drier than subtropical deserts. Vegetation is sparse, and the ground is typically more rocky than sandy.

- Oases are vibrant, isolated bits of life and color. In even the harshest of deserts, after all, groundwater occasionally manages to make it to the surface, and where it does, life blooms. Plants grow around small ponds, and animals gather in search of water and shade.

- Permafrost exists on the border between tundra and ice sheets. The ground is permanently frozen, and much of it is covered in ice, but the ice is at most a few meters, rather than kilometers, thick. There is little vegetation beyond scrub brush, and few animals. (Yes, this is the same as the biome from my "Permafrost" mod. "Realistic Planets" doesn't include that mod's water freezing mechanic, but the mods can be used together, if you want your lakes and rivers to freeze in cold weather.)

If you're interested in the nitpicky details of how biomes are placed, the "Biome Grids" files in the mod's "About" folder provide graphs showing biome placement by overall temperature and rainfall for both the vanilla game and the modded game.

(3) Faction Settlements.

The mod also allows you to have the placement of faction settlements take racial temperature preferences into consideration and/or to have each faction's settlements "grouped" to simulate actual nations. (These options will be automatically disabled if you're also using "Faction Control," in order to avoid conflicts.)

Compatibility:

"Realistic Planets" can safely be added to a game in progress, but trying to remove it from a game will likely make the game unplayable. (Adding the mod to a game in progress will not, of course, alter any existing planet maps.)

I've tried to make sure that this mod works with other mods that also alter planet generation. I have specifically confirmed that "Realistic Planets" is compatible with "More Random Seeds," "My Little Planet" and "Prepare Landing," though you'll want to turn off the latter's "precise world generation percentage" option to avoid meaningless but annoying error messages.

"Realistic Planets" should also be compatible with other mods that add new biomes. If you happen to notice that a biome added by another mod seems a bit "out of place" as a side effect of the changes this mod makes to vanilla biome placements, let me know, and I'll be happy to see about adding a patch to deal with the problem. On a related note, if you're using "Terra Core" or "Advanced Biomes," both of which add a savanna biome, or "Nature's Pretty Sweet," which adds both a grassland and a savanna biome, you'll find that the biomes from those mods replace the similar ones from this mod. This is deliberate, as those mods' versions of the biomes add features that this mod doesn't make available.

Finally, plants and animals added by other mods will have a chance to show up in this mod's new biomes. However, since all I've done is specify that if modded animals or plants are defined to show up in vanilla biome "X," they should also have a chance to show up in new biome "Y," there may be oddities. So again, if you notice things that seem a bit out of place -- specific modded animals or plants showing up in biomes where they don't logically belong, or not showing up in biomes where they ought to be found -- let me know, and I'll see about fixing the issue.

Credits:

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

The basic idea for the mod came from Steam user "Captain Lurmey," who was complaining to me one night about how he felt that RimWorld planets didn't look much like real planets.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on November 23, 2018, 03:33:13 AM
Unrealistic planet mod?
Ice pole at the aquator,Tropical biome at the north pole because some ancient device create it.
Nah, i don't realy want it. :-) Just wanted to comment it and maye you can made modoption for unrealistic ones.


Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 23, 2018, 07:17:13 AM
Quote from: Canute on November 23, 2018, 03:33:13 AMUnrealistic planet mod?

That's an interesting idea, but honestly, I'd be more inclined to look into unrealistic biomes (for variety's sake) than simple unrealistic biome rearrangements.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Dr_Zhivago on November 23, 2018, 09:07:10 PM
So I've got some issues popping up with the new "Realistic Planets" mod. One is from using the mod "Prepare Landing", and the other comes from using "Nature's Pretty Sweet"(NPS), in conjunction with "Realistic Planets".

Prepare Landing:
Upon selection of your game difficulty two errors appear in the log:

[PrepareLanding] [postfix] StitchedPagesPostFix /!\ Error !!!! Required page not found /!\
Verse...
[PrepareLanding] [postfix] StitchedPagesPostFix; Missing page type: RimWorld.Page_CreateWorldParams
Verse...
Error Log Share Link (https://gist.github.com/HugsLibRecordKeeper/c9cfe4ce3b717b26ee6cc494959b4037)

Nature's Pretty Sweet:
Upon starting on an "Ice-Covered world", the log spits these three out:

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse...
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method)...
System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index...
Error Log Share Link (https://gist.github.com/HugsLibRecordKeeper/91273dfc0a16d6ddf169f87b77d1aa1c)

Then once the colonists have landed the log goes nuts with repeating errors. I believe what's happening here is that NPS thinks the selected world tile is a "Savannah", for example, and instead the tile is "Ice Sheet". Then NPS freaks out because it can't handle the climate change. When I selected other world-types, say "Jungle planet" or "RimWorld default", I encountered no noticeable issues with NPS.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 24, 2018, 12:03:57 AM
Quote from: Dr_Zhivago on November 23, 2018, 09:07:10 PMSo I've got some issues popping up with the new "Realistic Planets" mod....

The first one is simple. You just need to disable the "precise world generation percentage" option in the options settings for "Prepare Landing." ("Realistic Planets" gives you essentially the same functionality, anyway.) This will prevent "Prepare Landing" from trying to access a page that no longer exists and throwing up error messages as a result.

As to the second....

I can make a note to look into it, but at first glance, I'm honestly inclined to assume it's just an NPS bug that has nothing to do with my mod. There's nothing I can see in the error log to suggest a link to "Realistic Planets," and there's really no way that NPS can "assume" that a tile is any biome other than what it is.

And literally all the "world type" presets do is set the world generation sliders to certain values. So there's no functional difference whatsoever between selecting an ice planet or a desert planet or a jungle planet or whatever.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Dr_Zhivago on November 24, 2018, 12:30:55 AM
Quote from: dburgdorf on November 24, 2018, 12:03:57 AM
As to the second....

Cool. Thanks for the info. I don't know why it throws out so many errors with that world-type specifically, but I don't mind. I was testing and choosing random worlds, stumbled upon it. Don't plan to play on that world-type anyway.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JT on November 26, 2018, 08:12:08 PM
I've finally deigned to break compatibility with my current saves and given Realistic Planets a shot and wow, it's pretty awesome!  I wish I could get it to work reasonably with Miscellaneous MapGenerator Urban, though.  They "work" together, but it always produces urbworlds where every temperate forest and temperate swamp tile is covered in urban ruins.  (At first I thought it was a feature.  But when every world turns out as an urbworld, it becomes clear it wasn't. ;-)) If there could be a fix for that from either of the two parties, that would be amazing, but I imagine it'll be impossible.

There was another mod that allowed us to specify global rainfall and temperature modifiers on a scenario-by-scenario basis, but it was so esoteric and had such a clunky, underdocumented interface based on manipulating points on a curve (with no labeled axes or units for what putting those points on the curve even meant) that all I could ever produce were worlds like Mercury or worlds like Neptune, with no happy medium.

Definitely keeping Realistic Planets in, and I think Miscellaneous (unfortunately) is the one that'll lose in my load order.


I'll part with a joke I thought up and amused myself with a couple days ago, to be read firmly tongue-in-cheek:

I'm sorry, Rational Romance.  I strayed.  I was drawn to her personality quirks... I'm even shallow enough to admit, her flexible curves and her features.  Where you were so discrete and set in your ways, she promised variety and distinctiveness.  I thought she was more stable, too.  So I caved.  I gave Psychology a try.  But I was wrong.  She was inflexible.  By very nature of being so different, so affirmed of her own rectitude, she had only one way of doing things: her way.  I am so, so sorry.  Your imperfections are what make you perfect.  You always surprised me, always had something spontaneous and interesting to offer, whereas Psychology always made me feel the same in the end.  Sometimes, she even bored me.  I thought she'd be healthier for me, but all she did is make me realise how much I missed you.  I know you might not want to take me back, Rational Romance, but I... I need you.  I screwed up.  I'm no champion, no white knight.  I'm a terrible person.  If you won't take me back, that's fine.  But I'll always be here for you.  And if you find it in your heart to forgive me, I'll do everything I can to change and make it work.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 26, 2018, 08:51:46 PM
Quote from: JT on November 26, 2018, 08:12:08 PMI wish I could get [Realistic Planets] to work reasonably with Miscellaneous MapGenerator Urban, though.

You're not the first to report the problem, and it *should* actually be a pretty simple fix. I haven't actually looked closely at "Urban" yet, but my assumption is that the problem is simply due to the changes I've made to vanilla biome generation "throwing off" that mod's built-in assumptions of where urban biomes should be placed, and so long as that actually turns out to be the case, the solution should be a simple matter of replacing that mod's biome placement code with biome placement code designed to work in the altered worlds.  ;)

QuoteI'm sorry, Rational Romance.  I strayed....

That is hilarious.  ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 26, 2018, 11:47:51 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated:

- Biome placement now takes seasonal temperature variation into consideration instead of looking only at average temperature. This should prevent forest or grassland biomes showing up in tiles with growing periods of 0 days.

- Undid a change to vanilla ice sheet placement which prevented ice sheets from appearing where rainfall was extremely low. So cold planets, even if very dry, will once again have ice caps.

- Replaced the previous alteration of vanilla temperature ranges, which did little beyond making the equatorial regions of cold planets colder, with a more extensive "stretching" of the scale, so cold planets are colder at all latitudes than vanilla cold planets, and hot planets are hotter.

- Added patches so that "Misc. MapGen Xtension 'Urban Biome'" biomes generate correctly on this mod's planets.

- Added patches to allow "FishIndustry" fish to be caught in this mod's new biomes.

- Renamed the "ocean size" slider as "sea level," which makes more sense.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 27, 2018, 11:37:54 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated again:

- Added an option to allow adjustment of the planet's axial tilt.

- If you're using this mod in conjunction with "My Little Planet," world size will now be correctly saved with the game data, so planets will no longer revert to standard RimWorld size when a game is reloaded.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 28, 2018, 12:55:29 AM
... And it's updated again, to fix a stunningly stupid typo that was causing most ocean tiles to be replaced by sea ice.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 29, 2018, 11:15:54 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated. Again. Yes, I've been kind of obsessing over it this past week.

- Added options to have the placement of faction settlements take racial temperature preferences into consideration and/or to have each faction's settlements "grouped" to simulate actual nations. (These options are automatically disabled if "Faction Control" is also in use.)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on November 30, 2018, 03:27:00 PM
Are fishing spots still incompatible with Nature is pretty sweet's ice?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 30, 2018, 03:39:44 PM
Quote from: Hexwall on November 30, 2018, 03:27:00 PMAre fishing spots still incompatible with Nature is pretty sweet's ice?

I'll try to get to that this weekend. It should be a pretty quick and simple fix, but as I said above, I've been kind of obsessing on "Realistic Planets" this past week or two.  ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on November 30, 2018, 09:39:42 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated... again.

- Fixed a bug that resulted in faction settlement generation being aborted if a faction added by a mod generated without a leader.

=~=~=~=~=~=~=~=~=~=

NOW....

My plan is to actually leave this one alone for a while, and get a few overdue updates to *other* mods taken care of this weekend....
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 01, 2018, 04:55:24 PM
Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108) has been updated:

- Ice fishing spots can now also be constructed on ice tiles generated by "Nature's Pretty Sweet."

- Non-generic fish can now be caught in the biomes introduced by "Realistic Planets," as well as in similarly-named biomes introduced by other mods.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Dr_Zhivago on December 01, 2018, 05:12:15 PM
Hey Rainbeau, got a question about how you code your patches. How come you write the xpath with "*/" as opposed to "Defs/"? To my understanding it would reduce game load times if the patches' xpath designation starts with a "Defs/" because it doesn't have to search as much.

For a real example it'd go from:
<xpath>*/TerrainDef[defName = "WaterDeep"]/affordances</xpath>
To:
<xpath>Defs/TerrainDef[defName = "WaterDeep"]/affordances</xpath>

Here's a Reddit article (https://www.reddit.com/r/RimWorld/comments/7gys9p/psa_about_xpath_in_patchesmods/) (not that that's a credible source) discussing it. I recently replaced my own patches with the "Defs/" using the Global Replace function on my xml editor, so it wasn't much of a bother for me. Curious on your thoughts.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 01, 2018, 05:18:15 PM
Quote from: Dr_Zhivago on December 01, 2018, 05:12:15 PMHey Rainbeau, got a question about how you code your patches.

Back when xpath patches were first added to the game, there was a thread here on the forum, the gist of which was that using "//" in xpaths was horribly inefficient, but that other options were roughly comparable in efficiency. So honestly, I just picked the format a lot of other modders seemed to use, stuck with it, and haven't really thought about it since.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Dr_Zhivago on December 01, 2018, 07:15:04 PM
Quote from: dburgdorf on December 01, 2018, 05:18:15 PM
I can't stop patching Realistic Planets mod because it's my baby.

Ah ok, well some new info for ya and me both then. On another note, I wanted to get back to you on the error I reported with NPS. Not sure what the cause is exactly but I just got it again on an Oasis map. I'm pretty sure now too that it's an error with NPS though, so I'll report it to that mod author. If you have any curiosity, these are the logs I'm getting spammed with:
Exception ticking Badger (at (114, 0, 116)): System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.IntVec3, TKKN_NPS.cellData>.get_Item (Verse.IntVec3) <0x001e4>
at TKKN_NPS.PatchTickPawn.MakePaths.....


Share Logs Link (https://gist.github.com/HugsLibRecordKeeper/189c8fb3d80bf44f60cb9393ea83c94f)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: N0xiety on December 02, 2018, 06:06:24 PM
Ah hey there again, found your thread. I don't think you understood my problem. Like i said, i can stop the production of raw compost manually, but that would be somehow of an annoyance. I want to automate the process of farming and fertilizing completely. But since i can't say 'stop producing fertilizer once reached a certain number' it keeps producing. I use insect meat and hay for both kibble and raw compost, so if i let it run it would completely use all the hay and insect meat. There would be nothing left for the kibble production and my warehouse would be filled with fertilizer. Since the raw compost production never stops on its own, i have to keep stopping it every time the fertilizer numbers grow. Then i have to reactivate the bill manually again when fertilizer becomes low. Since i don't want fertilizer to take hundreds of squares of warehouse space, i have to keep stopping it and continuing the raw compost production bill. I just need enough fertilizer to be kept in the warehouse for the next harvest, not for the next 10 harvests. That is why i have to keep manually doing this. Is there no way for me to automate this process? It becomes quite annoying after some time. I could disable the rich soil returning to regular soil after harvest option, but i consider that refertilizing the land after harvest as a well done game balance point, so i would like to keep that if i can.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 02, 2018, 06:16:49 PM
N0xiety,
a bit automatic you can have.
I use FF in combination with VG, so it might be different.
To made Fertilizer you should use the compost barrel, they produce 30 fertilizer every x days.
The raw compost you can do until X. So you just need to produce enough raw compost to fill the next barrel. Basicly 30 are enough. But since the stacksize is 75, you do until 60 to have a buffer.

dburgdorf,
about plant scrap.
Plant scrap's are consumeable by animals like hay.
So i think you should move the scraps to the Animal Feed categorie like Hay too.
So maybe they can be used for kibble too.

Reason, i just try out the Animal Food Restrictions mod
https://ludeon.com/forums/index.php?topic=46440.0
and can't assign a resource to a food policy.
So i have no way to force animal to eat plant scraps.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 02, 2018, 06:27:26 PM
Quote from: N0xiety on December 02, 2018, 06:06:24 PMAh hey there again, found your thread. I don't think you understood my problem.

As I said in response to your private message, it's easy enough to stop compost production when you have enough fertilizer. Given that you'll realistically only have to stop or start compost production a few times a year to keep your fertilizer supply where you want it, I honestly don't see any real need for the sort of "full automation" you're requesting, especially given that it would require a substantial rewrite of the way composting works.

And as far as your complaint about compost production using up ingredients you want to use instead for something else, again, all you need to do is just disallow those items from the compost recipe. So, you're correct, I really don't understand why you think there's a problem.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 02, 2018, 07:35:10 PM
Fertile Fields (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107) has been updated:

- Plant scraps now stack to 200, like hay, instead of just to 75, and are once again categorized (for stockpile purposes) as food, as they can be used to feed animals.

- Plant scraps, like hay, can now be used in the kibble recipe.

- The options menu toggle to determine if plant scraps drop has been replaced with a slider to determine how *much* scrap drops.

- Sand piles no longer deteriorate if outside.

- Plant cutting, just like harvesting, can now result in soil degradation.

- Placement of moving or still water near rivers as new water tiles are created is better than it was, but can still result in "glitchy" graphics at the interface between the two. I'll continue trying to improve it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: ultra4 on December 02, 2018, 09:42:02 PM
bulk kible and bulk compost dont use scraps
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 02, 2018, 10:17:50 PM
Quote from: ultra4 on December 02, 2018, 09:42:02 PMbulk kible and bulk compost dont use scraps

The "five at a time" compost recipe can use plant scraps, just as can the regular compost recipe. And there's no "bulk kibble" recipe in the vanilla game.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hexwall on December 02, 2018, 10:40:10 PM
Quote from: dburgdorf on December 01, 2018, 04:55:24 PM
Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108) has been updated:

- Ice fishing spots can now also be constructed on ice tiles generated by "Nature's Pretty Sweet."

- Non-generic fish can now be caught in the biomes introduced by "Realistic Planets," as well as in similarly-named biomes introduced by other mods.

Thanks dude!!!!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 03, 2018, 03:14:39 AM
Quote from: dburgdorf on December 02, 2018, 10:17:50 PM
Quote from: ultra4 on December 02, 2018, 09:42:02 PMbulk kible and bulk compost dont use scraps

The "five at a time" compost recipe can use plant scraps, just as can the regular compost recipe. And there's no "bulk kibble" recipe in the vanilla game.
But VG got one, since you are doing a modcheck for VG anyway (i think) you can patch that recipe too.
And VG got Silage, a vegan animal food like kibble which use hay too.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on December 03, 2018, 07:05:46 AM
Man, Rim Disorder's is awesome, but bugged as hell. OCD and Panic Attack make the game drop to 1-2 fps and throw like 10000000000000000000000 errors , like https://hastebin.com/ewipugisuf.txt
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on December 05, 2018, 08:27:16 AM
Quote from: dburgdorf on November 30, 2018, 09:39:42 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated... again.

- Fixed a bug that resulted in faction settlement generation being aborted if a faction added by a mod generated without a leader.

=~=~=~=~=~=~=~=~=~=

That update did not quite work. I mean the generation is all fine and dandy but there's no scattered bases anymore. Every faction has huge clusters of only their bases around. No mix and matching.

https://i.imgur.com/TbJVFRf.jpg
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 05, 2018, 09:01:42 AM
Quote from: NoCanDo on December 05, 2018, 08:27:16 AMI mean the generation is all fine and dandy but there's no scattered bases anymore. Every faction has huge clusters of only their bases around. No mix and matching.

Does anyone even read update notes? *Sigh*

What you're describing isn't a bug; it's the mod's intended default behavior. In addition to allowing you to have faction settlement placement affected by a faction's race's "comfortable temperature" range, "Realistic Planets" now defaults to placing settlements in loose groupings, to simulate the existence of actual nations.

If for whatever reason you prefer the nonsensical purely random scattering of bases seen in the vanilla game, simply change the mod's options settings.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 05, 2018, 09:06:46 AM
Quote from: Canute on December 03, 2018, 03:14:39 AMBut VG got one, since you are doing a modcheck for VG anyway (i think) you can patch that recipe too. And VG got Silage, a vegan animal food like kibble which use hay too.

Honestly, VGP is a mod in which I have very little interest; I don't use it, and pay attention to it only inasmuch as I occasionally have to patch "Fertile Fields" to fix a new incompatibility that VGP created.

That said, if you can tell me in which of VGP's "pieces" the recipes in question are found, I can throw in patches to fix them to work with plant scraps.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 05, 2018, 03:16:13 PM
Vegetable Garden Project
/Vegetable Garden/Defs/RecipeDefs/Recipes_Butcher.xml

all recipes there use Hay.

Thanks for your work.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 05, 2018, 07:45:50 PM
I updated most of my mods today with minor revisions to the XML patches to improve efficiency. A few of the mods also have more noteworthy changes:

Archipelagos:

- Fixed an error created by the fact that "Infectious Creatures" redefines cobras in a way that made the mod think they were mod-added rather than vanilla creatures.

Etched Stone Walls:

- Removed patch previously required for smoothing NPS's basalt.

Fertile Fields:

- Plant scraps can now be used in silage and bulk kibble recipes added by "Vegetable Garden," if that mod is in use.

Fishing:

- Fish meat from this mod can once again be used to make sushi items from "Vegetable Garden," if that mod is installed.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Dr_Zhivago on December 05, 2018, 09:20:57 PM
Apologies for the insufficient report on Steam. It's actually yet another conflict with VGP Vegetable Garden. Requires all three mods: "SeedsPlease!", "VGP Vegetable Garden", and "Wild Cultivation". The error is that there are two Agave plant seed Defs and two agave plant seed extraction Defs (for the seed processing table). One seed Def is being injected by mod "SeedsPlease!" one Def being injected by RWC.

defNames located in:
"Defs\PlantsNewCultivated_RWC" and "Defs\PlantsRecipes_RWC" for RWC
"Defs_OnDemand\VGPVegetableGarden\Items_Seeds_VegetableGarden" and "Defs_OnDemand\VGPVegetableGarden\Recipes_Plants_VegetableGarden" for SeedsPlease!

defNames involved are:
"SeedAgave"(SeedsPlease.SeedDef) and "ExtractSeedAgave"(RecipeDef) from RWC
"Seed_Agave"(SeedsPlease.SeedDef) and "ExtractSeed_Agave"(RecipeDef) from SeedsPlease!

In-game debug inspector showing seeds (https://imgur.com/a/Qg8BkvK)

Thanks for the work ya do.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 05, 2018, 10:30:33 PM
Wild Cultivation (https://ludeon.com/forums/index.php?topic=46165.msg439115#msg439115) has been updated:

- Changed the defNames for agave seeds and for the agave seed extraction recipe to match those from "Vegetable Garden," to prevent duplication if both mods are in use alongside "Seeds Please!" (This will, unfortunately, produce errors the first time a game is loaded in which any of the original version of this mod's agave seeds exist.)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 05, 2018, 10:49:09 PM
Realistic Planets (https://ludeon.com/forums/index.php?topic=46165.msg446324#msg446324) has been updated:

- Revised acacia tree stats to match those of acacia trees in "Vegetable Garden." The trees have different defNames, so you may still end up with both versions of acacia on a map if you're using both mods, but the only difference now is visual; in terms of wood yield, etc., they are identical.

- Fixed an error created by the fact that "Infectious Creatures" redefines cobras in a way that made the mod think they were mod-added rather than vanilla creatures.

- Rewrote XML patches to improve load efficiency slightly.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 06, 2018, 06:21:17 AM
Thanks for all the work ! :-)
I got an idea.
I recently notice i got enough fertilizer and manpower to keep up the soil at the growing zone, so i wanted to increase the fertility of some existing growing zones.
My standard behavior at this case would be to stop the growing, wait until anything is harvested.
Then place the better soil on it and enable growing.

The idea is now, to give growing zone a soil quality selector.
When the pawn want to grow stuff on a tile below that quality he will mark that tile be be updated, like when he harvest it before.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: N0xiety on December 07, 2018, 07:43:03 AM
Wild vegetation still grows on Fertile Fields tilled land. I was building a graze area and noticed this. Makes sense if they grow on rich soil as otherwise it would break the game but tilled land should be clear of unnecessary vegetation and shouldn't allow growth of wild vegetation or you can practically make ridiculous looking tilled graze areas. And also tested that the %180 fertility really does speed up the wild vegetation growth time.

Ofc, nature can overtake anything given time. Even cleared tilled land is no exception to this. Possible solutions could be that the tilled land can degrade overtime on its own to rich soil or wild vegetation spread is slowed down to a crawl for tilled land if not completely stopped. This can also make fields that you don't tend anymore and just left in the wild for a long time to completely degrade. Like in a year or two.

Honestly i have no idea about farming. Just giving you some ideas. Just thought my tilled graze area looked quite silly after i have gone through with it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 07, 2018, 08:22:42 AM
Quote from: N0xiety on December 07, 2018, 07:43:03 AMWild vegetation still grows on Fertile Fields tilled land.

As "Fertile Fields" does not, in any way at all, alter wild plant growth, I'd have been very surprised if someone had reported that wild plants *didn't* spread to unused tilled soil. But if you're tilling soil then not growing anything on it, well, that's on you.  ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: N0xiety on December 07, 2018, 12:26:52 PM
Eh, if it isn't too hard to code it in, could it be possible to atleast make it so the plowed land degrade to rich soil over time if left unattended? Like if wild plants grow on the tile? It could be that the plowed land turn back to rich soil the moment the wild plant spawns or the moment it dies and despawns. If it can be made so the tile changes when the wild plant dies, there can be plenty of time for the player to clear the wild growth and reclaim the field that has been left unattended. No idea how hard it would be to code such an option or if it would impact any performance so it is up to you, tho it would be nice if the land fixed itself if i abandon a field or if i couldn't use the field for some reason and nature reclaims it in time.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 07, 2018, 02:50:29 PM
When your pawn's clear the wild plant's to grow new stuff there is allready the degrade chance.
Same when animals eat the wild plants.
Not sure when the plant's die from age, but at nature the remain's of the plant fert. the soil again.
So i don't think an auto. degrade over time is needed.

And why the soil should degrade when
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: N0xiety on December 07, 2018, 03:15:34 PM
it isn't the soil that should degrade, it is the plowed land. So plowed land should degrade, which would become rich soil. It is for nature to be able to fix itself if you leave a field unattended for too long. Wild plants like grass generally have about 3 days of growth and about 10 to 20 days something lifespan. Not sure on the exact lifespan but i'm pretty sure all plants die from what i have observed. Wouldn't it make sense if you left your field unattended too long, nature reclaims plowed land, it would become unplowed? It would probably take more than an ingame year for that to happen as wild plants would have to spawn on every tile and then die for them to revert back to rich soil.

Ofc, in real life there is wind, rain, animals and other elements that effect the rate at which a field would degrade, but since it would be hard to have all those simulated, i thought that the plowed land degradation would be easier to simulate if the tile a wild plant dies just reverts to rich soil if it was on plowed land. This would give the player time to clear the wild growth if the player for some reason couldn't sow the land for a long time enough for nature to claim it. If not, well, nature should be able to destroy a field if you abandon it right? Revert the land back to what it was. Or it could also be the moment a wild plant spawns on the tile if that is easier to mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on December 07, 2018, 03:50:06 PM
Any way to make Rim Disorders not make my fps go to 1fps when pawns have panic attacks? I mean I already turned of OCD because it's bugged. For panic attacks there's no option, so I guess I have to turn off Rim Disorders entirely? But I don't wanna...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: NoCanDo on December 08, 2018, 05:44:42 AM
dburgdorf: Do you think https://www.reddit.com/r/RimWorld/comments/a0ybe4/mod_idea_settler/ealgh6c/ is possible with the current modding system in place?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 08, 2018, 06:17:42 AM
Quote from: NoCanDo on December 08, 2018, 05:44:42 AMDo you think [having AI factions build a base on your map] is possible with the current modding system in place?

I don't think it's possible, period. It has nothing to do with the modding system, but with the game's AI. To have an AI faction settle on your map and build a base from scratch, over time, would essentially require that the AI be able to actually *play* the game, the code for which simply doesn't exist.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 08, 2018, 10:34:53 AM
Pawns Are Capable! (https://ludeon.com/forums/index.php?topic=46165.msg439110#msg439110) has been updated:

- PAC should now once again work just fine in conjunction with Fluffy's "Work Tab" mod.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JT on December 08, 2018, 04:41:30 PM
Quote from: dburgdorf on December 08, 2018, 06:17:42 AM
I don't think it's possible, period. It has nothing to do with the modding system, but with the game's AI. To have an AI faction settle on your map and build a base from scratch, over time, would essentially require that the AI be able to actually *play* the game, the code for which simply doesn't exist.

I think we all have to admit a Rimworld Millénaire (https://millenaire.org/indexen.html) mod would be pretty freaking awesome, though. =)

But yeah, something like that would literally be a single mod author's sole project.  The Kinniken fellow who does Millénaire has made no other mods for Minecraft that I'm aware of, and it took over a year to get the initial "I'll just build my house over top of your house" version out there in the early Minecraft betas.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 08, 2018, 04:50:46 PM
Like the Mars mode from dubwise ! :-)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: GileIG on December 09, 2018, 01:55:20 PM
How to get Pile of dirt by digging?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 09, 2018, 02:04:51 PM
Quote from: GileIG on December 09, 2018, 01:55:20 PMHow to get Pile of dirt by digging?

Dirt is obtained by removing it from tiles where it's not needed. (For example, transforming a soil tile to a rough gravel tile will provide you with three piles of dirt.)

If you're not familiar with how the mod works, I *strongly* encourage you to read the "Getting Started with 'Fertile Fields'" document. At the very least, you should read the "Using the Mod" section of the mod's description, which addresses this specific question.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: GileIG on December 09, 2018, 02:55:50 PM
Very thanx.
Perhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil :)
P.S. Also note marshy soil => rough gravel for 13 works it's too great for tropical rainforest.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on December 09, 2018, 04:00:14 PM
Quote from: GileIG on December 09, 2018, 02:55:50 PMPerhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil :)

If the buttons "primarily described" the byproducts of the transformations instead of the transformations themselves, you'd end up with a lot of buttons uselessly labeled with names like "two piles of dirt."

The buttons are labeled with the names of the relevant transformations because enabling your pawns to transform terrain into other terrain is their primary function. The costs and byproducts of the transformations, however, are all listed in the info window, so the information is readily available.

QuoteP.S. Also note marshy soil => rough gravel for 13 works it's too great for tropical rainforest.

Terraforming is, by design, work intensive. It's not supposed to be something that's quick and easy, and I won't be altering the mod to make it so.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on December 18, 2018, 12:17:31 PM
After playing with those new refertilizing mechanics from Fertile Fields, i must say its more fun than just having eternally fertile plowed soil with real high grow rate. But what i d really like for options to have rather different set of features, to be precise - it would be much more cool to have actually an option to set number of harvests, after which a soil 100% degrades down a tier, instead of a percentage chance per one tile harvested. That'd make fields deteriorate all at once, requiring periodic refertilizing of them all, instead of a constant grind you have now, refertilizing some tiles that degraded, while others stay plowed. Can you consider adding that? Unless that is too troublesome to implement or contradicts your view of the mod of course.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: whyareuhere on December 24, 2018, 02:53:30 PM
I'm trying to raid a tribal raider base but the game is stuck on loading the map for the base. Is this a bug or is my computer just too bad at loading bases?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 25, 2018, 04:42:20 AM
whyareuask,
depend when you allready got a long loading time when Rimworld startup, it can be that the map loading on an assult could take pretty lonk, similar when a large raid appear at your base.
But i don't think you got problems with raids, so it is maybe an error.
You should enable developer mode at the options.
Then you can open the log window with the top left icon ingame.
When you see one or more red lines (errors) there is a problem at last.
If you use hugslib you should see the "Share logs" button, use that and post the link so people can take a look at it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on January 02, 2019, 06:48:44 AM
dburgdorf,
the idea with the plant scraps are great.
You have something you can made raw compost out of it and/or something for the animals to feed.
But i have problem with other mod, special the ones to allow plant scrap's as food source.
I rather need to edit the mod, and even then it not allways work (my bad knowledge).


So my idea are, why not replace the plant scrap with hay.
Then you don't need extra patches for the kibble recipes, and work's with animal food policy mods too.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: vovik on January 05, 2019, 09:08:38 AM
im going to integrate Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108), Ore processing (https://ludeon.com/forums/index.php?topic=47313.15), Explosives mod (https://ludeon.com/forums/index.php?topic=17285.0),Garden tools (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137) and terraforming (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107)
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on January 05, 2019, 07:10:22 PM
I honestly have no idea why you felt the need to post an, "I'm going to make a new mod vaguely inspired by your own mods," comment, but you're welcome to create whatever you like.

Quote from: vovik on January 05, 2019, 09:08:38 AM4. fishing node will allow for bill giving....

I have no idea what, if anything, you've actually done yet, but you do realize that this change alone will require pretty much a complete rewrite of the code in "Fishing," right?

Quote from: vovik on January 05, 2019, 09:08:38 AM7. will remove most terraforming recipes for terrain.... 8. will remove most upgrades.... 9. will remove pile of dirt....

In other words, you don't want to use "Fertile Fields." That's fine. So... why not just, you know, not use it? I'm not sure I see the need for a mod that removes the functionality of another mod that no one has to use in the first place.

And on a side note, of course plant pots don't require piles of dirt. The piles of dirt are *huge*, as would be expected when your pawns are using them to terraform large patches of land. Conceptually, the amount of dirt in one of the mod's "piles of dirt" could probably fill hundreds of plant pots.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: vovik on January 05, 2019, 08:45:02 PM
Quote from: dburgdorf on January 05, 2019, 07:10:22 PM
I honestly have no idea why you felt the need to post an, "I'm going to make a new mod vaguely inspired by your own mods," comment, but you're welcome to create whatever you like.
Just for safety.

Quote from: dburgdorf on January 05, 2019, 07:10:22 PM
I have no idea what, if anything, you've actually done yet, but you do realize that this change alone will require pretty much a complete rewrite of the code in "Fishing," right?
Sure.

Quote from: dburgdorf on January 05, 2019, 07:10:22 PM
In other words, you don't want to use "Fertile Fields." That's fine. So... why not just, you know, not use it? I'm not sure I see the need for a mod that removes the functionality of another mod that no one has to use in the first place.
Not remove - change it to remove all hidden "terrain cost" for structure calculation (ever mentioned structure cost on game start?)

Quote from: dburgdorf on January 05, 2019, 07:10:22 PM
And on a side note, of course plant pots don't require piles of dirt. The piles of dirt are *huge*, as would be expected when your pawns are using them to terraform large patches of land. Conceptually, the amount of dirt in one of the mod's "piles of dirt" could probably fill hundreds of plant pots.
Vanilla dirt is something to be inheretly carried around by pawns in cost of constructing time or sowing (when making plant pots for example), so its not even logical to add strange ples of dirt(that are produced indefinitely of thin air and cannot be disposed of by other means than dropping of caravan) as it can be included in worktime, also it can be sand (just because there is no dirt around or this plant needs sand, not dirt) or some other type of dirt - poisonous one, why bothering with this? Just include in worktime and forget.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: dburgdorf on January 05, 2019, 11:52:49 PM
Quote from: vovik on January 05, 2019, 08:45:02 PMNot remove - change it to remove all hidden "terrain cost" for structure calculation.... Vanilla dirt is something to be inheretly carried around by pawns... so its not even logical to add strange ples of dirt(that are produced indefinitely of thin air and cannot be disposed of by other means than dropping of caravan)....

First, I have absolutely no idea what you mean by "hidden" costs, as the cost and yield of the various terrain transformations in "Fertile Fields" are clearly defined.

Second, it's nonsensical to talk about "vanilla dirt," as there's no such thing. Vanilla RimWorld doesn't allow for terraforming, and therefore, doesn't include dirt or any other material only used in terraforming. Your argument basically boils down to, "I like the things that the mod lets me do, but I don't like that it adds new materials that have to be used in doing those things."

Third, as regards your comment about dirt "produced indefinitely out of thin air," I have to ask.... Have you ever actually *used* "Fertile Fields," or did you just come here and start posting semi-coherent complaints about it without even bothering to see how it works? Because it absolutely does *not* allow you to produce dirt "out of thin air." Terraforming in the mod is a zero-sum game. The idea that to use dirt or other materials to improve a tile, you have to first remove those materials from a different tile, has been a foundational concept of the mod since its inception two years ago.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on January 06, 2019, 03:40:37 AM
Pfft. The nerve of some people. "I don't like crapton of things about your mod, cause its annoying, so i am gonna change that, that and that. Wanna hear what you think about it. I won't be asking for permission, by the way, will just do it. Cheers".

Had the nerve to also copy paste that in VG's thread as well... Jeez.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Graphical on January 16, 2019, 05:06:47 AM
Hello,
I am playing the Hardcore SK modpack for Beta 18 and would LOVE to use your "Pawns are Capable" mod in my load order.
Heres the problem:
I don't have the steam version of the game and cannot find a dropbox link for the B18 build anywhere.
There are download links for A17 and 1.0, but not B18.
Would you please upload it on a secondary site for those not using steam?
Thank you very much.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on January 16, 2019, 05:40:58 AM
Graphical,
just a little hint. B18 is old or outdated. And don't we got a subforum for outdated mods ?
When you search at this place you find
https://ludeon.com/forums/index.php?topic=36687.0
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Graphical on January 16, 2019, 12:13:10 PM
Thank you, I didn't see that.
Works perfect.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: 2.71828 on January 21, 2019, 08:20:12 PM
Is there any way you could add some kind of method to remove ice (generated by the Permafrost mod) from an area, maybe only briefly and requiring a lot of work, or even only for thin ice? Perhaps colonists could remove it by mining it, or some kind of heat source could be used that melts ice in a (small radius). I'm asking because I currently try to setup my first nuclear reactor from Rimatomics, and since I built it next to a small river, I would like to use water cooling. Since there is technically no water when there's ice (at least that's how I understand it), I can't build it. It's the same with trying to terraform (from your Terraforming mod), say, a marsh that's currently frozen over (which doesn't work, either). Although I really like the mechanics, it's a bit frustrating if I have to wait a couple of months for the ice to melt to do stuff like this.

I also noticed that while a moisture pump placed near water/marsh/etc. with ice on top progresses, it doesn't actually dry anything/produce any soil. Is this deliberate, or could this be some mod conflict (I'm using Fast Moisture Pumps 1.0 (https://steamcommunity.com/sharedfiles/filedetails/?id=1164753788))?


And are you still working on your port of "Razzle Dazzle!"?




Wow, I always thought I was just pretty myopic, but apparently I'm straight out blind... I just found the option to remove ice, in the "Terraform" menu, on the far right, and have no idea how I managed to overlook that option. Now I just have to find out whether it works with marches, as well.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Madman666 on January 24, 2019, 01:00:17 PM
Can i make a little request for an option for realistic planet generation? Would it be hard to implement a slider for also overall terrain elevation? I d really like to minimize the amount of impassable mountain tiles on world map. Had to abandon so many convenient base location just because it was too close to a long mountain ridge, which cut off like half worldmap events, cause you had to travel for 22 days for it...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: moonra on January 28, 2019, 12:03:55 AM
Would it be possible to make Rumor Has It not consider my A Rimworld of Magic Necromancer's undead as part of the colony? I keep getting Cliques/Divided Colony debuffs because everyone hates the poor, hard-working zombies. Hasn't really been much of an issue but it's kind annoying.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: jptrrs on February 12, 2019, 06:23:14 PM
Hi, Rainbeau!
I just uploaded a re-texture for Fertile Fields. Thought those resources could look better, so I just did it! Hope you're ok with it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1653937715

Thanks for those mods, man, you're awesome!



Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: AileTheAlien on February 18, 2019, 09:03:29 AM
I feel like mushrooms need to be rebalanced with Wild Cultivation. They give more food per day than all other crops (even corn!), grow pretty much everywhere, and also give you free light in your colony! The original growth rates were probably balanced around the fact than only a few mushrooms would randomly spawn in the map, and not be farmed.

One way to do it, would be to have separate varieties that show "cultivated" in their name after you plant them. Then the growth rates can be balanced separately from the naturally-spawning versions. Since they save you so much electricity by not needing sunlamps, giving you free light to save on regular lamps, and you can just wall off large sections of otherwise-garbage soil (they grow just fine in walled-off sand, for example), I'd cut their growth rate by half or something.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: notfood on February 19, 2019, 06:47:19 PM
Hey Rainbeau,

Is there a reason why the Terraforming options can't be built under other buildings? I've been adding the following patch and been playing just fine without issues to fix the terraform under buildings.


<!--IF Fertile Fields is installed; make terraforming items be able to be built on buildings-->
  <Operation Class="PatchOperationFindMod">
    <mods>
      <li>[RF] Fertile Fields [1.0]</li>
    </mods>
    <match Class="PatchOperationAdd">
      <xpath>Defs/ThingDef[@Name="RFF_TerraformBase"]</xpath>
      <value>
        <building>
          <isEdifice>false</isEdifice>
        </building>
        <clearBuildingArea>false</clearBuildingArea>
      </value>
    </match>
  </Operation>

Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: sayheyjay on February 20, 2019, 12:21:05 AM
Has anybody been able to get Mega Fauna to work with the biomes in Realistic Planets?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Kibawan on February 20, 2019, 01:47:52 AM
Quote from: sayheyjay on February 20, 2019, 12:21:05 AM
Has anybody been able to get Mega Fauna to work with the biomes in Realistic Planets?

Yes, it works just fine! Animal Colab, Alpha Animals, Spider Dogs, Dinosauria...etc..etc... The only catch is sometimes weird animals show up were they are not realy supost to be, like a Sand Squid showing up on the cold grassland, etc. Is not perfect but functinal. The weirdness happens more on the new biomes by the way.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: sayheyjay on February 20, 2019, 10:37:50 AM
Quote from: Kibawan on February 20, 2019, 01:47:52 AM
Quote from: sayheyjay on February 20, 2019, 12:21:05 AM
Has anybody been able to get Mega Fauna to work with the biomes in Realistic Planets?

Yes, it works just fine! Animal Colab, Alpha Animals, Spider Dogs, Dinosauria...etc..etc... The only catch is sometimes weird animals show up were they are not realy supost to be, like a Sand Squid showing up on the cold grassland, etc. Is not perfect but functinal. The weirdness happens more on the new biomes by the way.
I have Animal Colab and Alpha Animals and they work (animals spawn and events happen), but Mega Fauna doesn't spawn on the added biomes. I just had a caravan show up and they brought a couple, but they won't spawn on my savanna.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: temple_wing on February 24, 2019, 07:52:42 AM
Would you please provide mediafire download for at least "Rumor Has It...." ? dropbox is not accessible from china .
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Cairbear on February 28, 2019, 06:24:10 PM
Hey, is there going to be a fix for the Rational Romances Date issue? My Colonists are constantly attempting to date each other (or rather, one specific couple is) and then going back to work without dating. And then another request will happen, interrupting more work and resulting in a cycle of constant attempted dating.

I really love the mod otherwise, but my grower and builder are now essentially useless unless both of them are occupied at all times (so that they CANT request a date).
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: jptrrs on March 04, 2019, 10:46:47 PM
Quote from: dburgdorf on December 09, 2018, 04:00:14 PM
Quote from: GileIG on December 09, 2018, 02:55:50 PMPerhaps it would be clearer if the buttons primarily described the resulting resource, but not a change in the type of soil :)

If the buttons "primarily described" the byproducts of the transformations instead of the transformations themselves, you'd end up with a lot of buttons uselessly labeled with names like "two piles of dirt."

I'm gonna have to agree with GileIG. I find myself constantly struggling to figure out what terraforming step is needed to get more clay or more sand, and the transformations themselves end up being the subproducts. Its much more difficult to figure it out from the various info panels. And you could easily have a series of buttons for "two piles of dirt": from soil, from marsh, etc, just like there is a button for each different material you can build a table from.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: jamaicancastle on March 04, 2019, 11:49:56 PM
Perhaps the Terraforming transformations could show their products in icons, instead of just a shovel when they yield something? (I routinely forget that's what the shovel means.) So a transformation that yields say 3 piles of dirt would have three dirt icons on the button. FWIW this information is in the infobox that pops up when you hover over the button, but it's hard to see "at a glance" when you're considering different options.

While we're talking about Terraforming buttons, I'd really like a blanket "transform whatever to X" designator. So you'd drag say dirt over a bunch of mixed terrain and it would figure out "these tiles are gravel, put down gravel->dirt frames; these tiles are sand, put down sand->dirt; these tiles are dirt, do nothing".
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Eryx on March 05, 2019, 04:25:00 PM
Does your 'configurable maps' mod work for 1.0 or is it still being worked on..?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: jptrrs on March 05, 2019, 08:16:44 PM
Quote from: jamaicancastle on March 04, 2019, 11:49:56 PM
Perhaps the Terraforming transformations could show their products in icons, instead of just a shovel when they yield something? (I routinely forget that's what the shovel means.) So a transformation that yields say 3 piles of dirt would have three dirt icons on the button. FWIW this information is in the infobox that pops up when you hover over the button, but it's hard to see "at a glance" when you're considering different options.

While we're talking about Terraforming buttons, I'd really like a blanket "transform whatever to X" designator. So you'd drag say dirt over a bunch of mixed terrain and it would figure out "these tiles are gravel, put down gravel->dirt frames; these tiles are sand, put down sand->dirt; these tiles are dirt, do nothing".

Those are good ideas!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: atewithouttabIe on March 08, 2019, 04:26:04 AM
If anyones using RF Concrete and the Embrasures that come with it in concert w the latest CE - you have to change the fillpercent of the RF embrasures from 0.95 to say 0.7 else your colos will just stand and stare at the embrasures snotbubbling about "no line of sight" despite 20 tribals hacking away at the embrasure/wall on the other side w their wooden spears for what appear to be serveral quadrums...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: zozilin on March 27, 2019, 06:40:59 AM
Rainbeau, I don't know if you're still reading Ludeon forums or steam page, so I will double post.
Found a bug in Fertile Fields: pawns assigned to construction will try to build thing above their skill level.
Example: pawn (skill level 0) tries to build a generator (skill level 4). You can't force a pawn to build, option is grayed out, but they will try to do so as part of their job priorities with spam of this error. https://pastebin.com/zf8UnHMW
Effectively they stand in place and do nothing.
Tested both with my mod list and just Core and Fertile Fields.
Here's an output log made with Hugslib https://pastebin.com/F7ynAzq7
Thank you for the mod and I hope you're still there somewhere.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: shadowstitch on March 30, 2019, 12:28:26 AM
I love Archipelagos, but it's always a little unsettling to get a random trade caravan on an island base surrounded by impassable ocean tiles in every direction.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: LiteEmUp on April 16, 2019, 10:50:08 PM
i hate to nag, but i'm wondering what is the current status of 1.0 version of razzle dazzle??

i'm glad that you have updated most of severalpuffin's mods, but this razzle dazzle mod is one of those on the top of my wish list lol..


also if possible to make a request regarding severalpuffin's recon and discovery mod: is it possible to have the osiris casket and stargates added as standalone mods for 1.0 version pls, which also includes the events that are associated with those 2...

i know that some of the things in that mod are already available in 1.0 on some mods, but these 2 are one of the few last things i haven't added yet to my campaign
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Pelador on April 26, 2019, 01:37:47 PM
Rainbeau, setup a Plant scraps generator akin to the wood generator for personal use, but thought I'd share it as a potential suggestion to include in the base mod of RFF. (up to you if you want to use it, but I found it helpful even if scraps can be converted to chemfuel).

(See attached files).

[attachment deleted due to age]
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: LiteEmUp on May 03, 2019, 02:02:29 AM
im currently using advanced bridges and so far im loving it.. i have a question regarding compatibility with sd's bridge mod (https://steamcommunity.com/sharedfiles/filedetails/?id=788610933)..


im wondering if both are compatibility with each other or no?? if compatible which one is in higher load order??

what i realized that sd bridge mod has that the rf bridge mod didn't have is the drawbridge... i've been wanting to see this and didnt saw it on sd's version, before choosing which bridge mod to go with...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on May 03, 2019, 02:41:57 AM
LiteEmUp,
what did i said when you ask about the loadorder ?
You should avoid mods that add the same thing.
And do you think the mod author check all possible mod combinations ? Don't forget it is their hobby to mod and not a job. Some good modder will made a patch to made it compactible with other mods if YOU find a problem.

It is too much trouble for you just to activate the mod, load your last safegame and test it out ? You can use the dev tools to finish the researches or god mode to place stuff without research.
When it don't works well you still can deactiative the last mod and load the safegame.

Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Theurg on May 13, 2019, 03:58:23 AM
Hi.
Does anyone have a problem with "Fertile Fields" on 1.0? I think i've played already on 1.0 and everything was ok, but in current playthrough got a problem - there are no buttons in "Terraform" tab after researching "Terraforming (2000)" that allows creation of cave farms. I clearly remember that there was a button "Rocky ground from rough stone", starting point of making fertile dirt inside mountains, and it disappeared now! All other options are in place. :(
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on May 13, 2019, 04:47:54 AM
No i don't got any problem.
Maybe you looked wrong.
When you want remove stone ground you need to use "Rough Gravel from stone" that should be the 1. button.
Then you can transform the gravel into sand or stony soil.
And Sand/stony soil into soil.

Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: whyareuhere on May 18, 2019, 03:43:24 PM
Hi, I'm using Rainbeau's Fertile Fields with the Nature's Pretty Sweet mod. I have issues where I can only terraform certain areas of shallow water into sand. Other areas of shallow water get turned into sand and then instantly transform back into shallow water, wasting resources.

In addition, since Nature's Pretty Sweet also adds in seasonal tides, the water level changes over the seasons, turning some areas of shallow water into river deposits (land). Does the Rainbeau's fishing work if it's built on the bank of a river/lake during that time?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: whyareuhere on May 28, 2019, 04:41:07 AM
Hi, I'm using the Work Tab along with the [RF] Pawns are Capable! mod with Fluffy's Work Tab and a mod called Common Sense. On past saves this worked perfectly. I recently had to reinstall the game so I screwed up the mod order, but now using the Work Tab I can't assign any of the hated works (it still says hated works instead of incapable of)... when I click the check box for the work it doesn't produce any errors.

Is there any sort of load order for this mod? Are there any known incompatibilities? Any info helps.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on May 28, 2019, 05:39:30 AM
The mod load order shouldn't matter in that case.
I think more, another mod interfere with that.
You should just test it out with only these 3 mods (+libaraies like hugslib) if you notice any difference.
If it work's perfect with only these 3 mods, you need to find out what other mod cause the problem.
Ok, i maybe see a small chance that Comman Sense can bite with Pawn's are Capable, even when i didn't notice any sofar.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: whatsherwho on June 26, 2019, 12:05:26 AM
Thanks for the mod! Enjoying it.

Any chance to add in a smoothed concrete floor? Seems like there should be an option for a nicer-looking concrete floor, rather than the ugly or neutral choices the game offers. Is it just me who thinks concrete can be beautiful? Not a request, just a suggestion that I have no expectations for. Thank you for modding!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JT on June 27, 2019, 08:50:44 AM
I've made a couple tweaks to Rational Romance, which I heartily recommend incorporating into the official distribution.  I've tested it locally and it works wonderfully.

1) Nuked the stray "at < 0" devmode log warning, which cannot trigger during the vanilla game, but triggers frequently when using Children & Pregnancy and/or Atlas' Android Tiers.  Since outlanders and tribals can all generate children, this warning would appear frequently during world generation, during caravan arrivals, and during new game start when a child is included in the starting pawns, which is a source of annoyance when running dev mode.

2) Since DoesTargetPawnAcceptAdvance() duplicated the exact same conditions as IsTargetPawnFreeForHookup(), I simply converted the massive list of conditions to call IsTargetPawnFreeForHookup(), since I was editing that line anyway.  Much more concise and easier to maintain.

3) Corrected the silliness where two pawns would repeatedly try hooking up with each other and rejecting each other, literally standing in front of each other spamming hookup requests with each other.  ("I want to make love.  Want to make love to me?"  "No, but I want to make love.  Want to make love to me?"  "No, but I want to make love.  Want to make love to me?" ...Guys.  Seriously.  Figure it out.)  Now, if one has tried hooking up with the other within recent memory (2.5 minutes/9000 ticks), and the other now asks the first one to hook up, that will be interpreted as changing their mind, causing an auto-accept.

4) Similarly, if the target pawn is also on a hookup job when the first one asks, it will be auto-accepted.  Since it was easier than creating and navigating a massive cast-and-dereference chain to find out who the target pawn was actually trying to hook up with, I just assume that it's like a Tinder date and they're no longer concerned about who they hook up with, so long as the other pawn is at least barely appealing to them (>=10% attraction).  "He may not be Mr. Right, but he's Mr. Right Here and Mr. Right Now."

5) Introduces a cooldown to the hookup joygiver and job driver based on whether the target pawn has already said no.  It does so by scanning for the rebuffed-hookup thought and checking to see that the rebuff happened recently.  If so, that pawn is off limits and the job won't be produced at all for that pawn.  If, however, the thought still exists but is reasonably "old" (10800 ticks, or 3 minutes), they might try again.  This stops the worst cases where the pawn will try over and over and over again after every other job -- or even try non-stop -- to hook up, although it doesn't catch the rare edge case where the pawns are working on opposite sides of the map and will travel back and forth to try hooking up.  I chose 3 minutes after some careful thought: if much longer, the rebuff penalties and opinion penalties wouldn't be able to stack up; if only a little longer, the pawns will fall into joy deprivation too easily.

(The same cooldown tweak could also be applied to the date system, but I haven't yet had a colony with datespam that would work as a test case.  I have however had a colony with massive hookup spam. =P)

6) Finally, it makes joy-deprived pawns more likely to accept a hookup request, because if their joy is getting that low at all, romantic joy is probably their only option for entertainment.  A pawn with an Empty joy meter will auto-accept if attraction >= 10%, and a pawn with Low or Very Low joy will scale upward from equally likely at joy 30%, down to 3 times more likely at joy 10%, and 30 times more likely at joy 1% (which is why 0%/Empty is simply an auto-accept).

Source code file (https://www.dropbox.com/s/pgcruuyxrvy4031/MyClass.cs?dl=1), with plenty of my irreverent humour.  Since the licence provided in About.xml only applies to modpacks, I'm not certain what my distribution rights are, so I'm sharing-alike the source code only for now.
udiff:
--- E:/Games/Rimworld/1.0/RF - Rational Romance/Source/Rainbeau's Rational Romance/MyClass.cs Thu Nov 15 18:44:20 2018
+++ E:/Games/Rimworld/Homemade/RationalRomance/HookupCooldown/MyClass.cs Thu Jun 27 05:12:45 2019
@@ -831,7 +831,7 @@
private static float MinPossibleAgeGapAtMinAgeToGenerateAsLovers(Pawn p1, Pawn p2) {
float ageChronologicalYearsFloat = p1.ageTracker.AgeChronologicalYearsFloat - 14f;
if (ageChronologicalYearsFloat < 0f) {
- Log.Warning("at < 0", false);
+ //Log.Warning("at < 0", false);
return 0f;
}
float single = PawnRelationUtility.MaxPossibleBioAgeAt(p2.ageTracker.AgeBiologicalYearsFloat, p2.ageTracker.AgeChronologicalYearsFloat, ageChronologicalYearsFloat);
@@ -1230,6 +1230,7 @@
public override bool TryMakePreToilReservations(bool errorOnFailed) {
return true;
}
+
public bool successfulPass = true;
public bool wasSuccessfulPass {
get { return this.successfulPass; }
@@ -1249,14 +1250,32 @@
private TargetIndex TargetBedIndex {
get { return TargetIndex.B; }
}
+
+ //NEW: If TargetPawn had just recently asked for a hookup (in last 2.5 minutes) and was rebuffed by the Actor,
+ // but the Actor is now asking the TargetPawn instead, that means the Actor changed theirmind and the
+ // TargetPawn will auto-accept (we can presume they still want a go if they asked so recently in reverse).
+ //The TargetPawn still keeps the rebuffed thought (the Actor shouldn't be such a !&$%ing tease).
private bool DoesTargetPawnAcceptAdvance() {
- return !PawnUtility.WillSoonHaveBasicNeed(this.TargetPawn) && !PawnUtility.EnemiesAreNearby(this.TargetPawn, 9, false) && this.TargetPawn.jobs.curJob.def != JobDefOf.LayDown && this.TargetPawn.jobs.curJob.def != JobDefOf.BeatFire && this.TargetPawn.jobs.curJob.def != JobDefOf.Arrest && this.TargetPawn.jobs.curJob.def != JobDefOf.Capture && this.TargetPawn.jobs.curJob.def != JobDefOf.EscortPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.ExtinguishSelf && this.TargetPawn.jobs.curJob.def != JobDefOf.FleeAndCower && this.TargetPawn.jobs.curJob.def != JobDefOf.MarryAdjacentPawn && this.TargetPawn.jobs.curJob.def != JobDefOf.PrisonerExecution && this.TargetPawn.jobs.curJob.def != JobDefOf.ReleasePrisoner && this.TargetPawn.jobs.curJob.def != JobDefOf.Rescue && this.TargetPawn.jobs.curJob.def != JobDefOf.SocialFight && this.TargetPawn.jobs.curJob.def != JobDefOf.SpectateCeremony && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeToBedToOperate && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeWoundedPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.UseCommsConsole && this.TargetPawn.jobs.curJob.def != JobDefOf.Vomit && this.TargetPawn.jobs.curJob.def != JobDefOf.Wait_Downed && SexualityUtilities.WillPawnTryHookup(this.TargetPawn) && SexualityUtilities.IsHookupAppealing(this.TargetPawn, base.GetActor());
+ return IsTargetPawnFreeForHookup() &&
+ SexualityUtilities.WillPawnTryHookup(this.TargetPawn) &&
+ (
+ SexualityUtilities.IsHookupAppealing(this.TargetPawn, base.GetActor()) ||
+ this.TargetPawn.needs.mood.thoughts.memories.Memories.Any(x => SexualityUtilities.IsRebuffedHookupThought(x, base.GetActor(), 9000))
+ );
}
private bool IsTargetPawnOkay() {
return !this.TargetPawn.Dead && !this.TargetPawn.Downed;
}
+
+ //NEW: Pawns now check to see if the other pawn rejected them recently (in last 3 minutes) before bothering
+ // to try again.  Should significantly curtail hookup spam, although there may be edge cases (jobs on both
+ // sides of the map, pawns keep running back and forth across the map to attempt a hookup).
+ private bool WasRebuffedByTargetPawn() {
+ if(actor.needs.mood.thoughts.memories.Memories.Any(x => SexualityUtilities.IsRebuffedHookupThought(x, this.TargetPawn, 10800))) return true;
+ return false;
+ }
private bool IsTargetPawnFreeForHookup() {
- return !PawnUtility.WillSoonHaveBasicNeed(this.TargetPawn) && !PawnUtility.EnemiesAreNearby(this.TargetPawn, 9, false) && this.TargetPawn.jobs.curJob.def != JobDefOf.LayDown && this.TargetPawn.jobs.curJob.def != JobDefOf.BeatFire && this.TargetPawn.jobs.curJob.def != JobDefOf.Arrest && this.TargetPawn.jobs.curJob.def != JobDefOf.Capture && this.TargetPawn.jobs.curJob.def != JobDefOf.EscortPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.ExtinguishSelf && this.TargetPawn.jobs.curJob.def != JobDefOf.FleeAndCower && this.TargetPawn.jobs.curJob.def != JobDefOf.MarryAdjacentPawn && this.TargetPawn.jobs.curJob.def != JobDefOf.PrisonerExecution && this.TargetPawn.jobs.curJob.def != JobDefOf.ReleasePrisoner && this.TargetPawn.jobs.curJob.def != JobDefOf.Rescue && this.TargetPawn.jobs.curJob.def != JobDefOf.SocialFight && this.TargetPawn.jobs.curJob.def != JobDefOf.SpectateCeremony && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeToBedToOperate && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeWoundedPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.UseCommsConsole && this.TargetPawn.jobs.curJob.def != JobDefOf.Vomit && this.TargetPawn.jobs.curJob.def != JobDefOf.Wait_Downed;
+ return !WasRebuffedByTargetPawn() && !PawnUtility.WillSoonHaveBasicNeed(this.TargetPawn) && !PawnUtility.EnemiesAreNearby(this.TargetPawn, 9, false) && this.TargetPawn.jobs.curJob.def != JobDefOf.LayDown && this.TargetPawn.jobs.curJob.def != JobDefOf.BeatFire && this.TargetPawn.jobs.curJob.def != JobDefOf.Arrest && this.TargetPawn.jobs.curJob.def != JobDefOf.Capture && this.TargetPawn.jobs.curJob.def != JobDefOf.EscortPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.ExtinguishSelf && this.TargetPawn.jobs.curJob.def != JobDefOf.FleeAndCower && this.TargetPawn.jobs.curJob.def != JobDefOf.MarryAdjacentPawn && this.TargetPawn.jobs.curJob.def != JobDefOf.PrisonerExecution && this.TargetPawn.jobs.curJob.def != JobDefOf.ReleasePrisoner && this.TargetPawn.jobs.curJob.def != JobDefOf.Rescue && this.TargetPawn.jobs.curJob.def != JobDefOf.SocialFight && this.TargetPawn.jobs.curJob.def != JobDefOf.SpectateCeremony && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeToBedToOperate && this.TargetPawn.jobs.curJob.def != JobDefOf.TakeWoundedPrisonerToBed && this.TargetPawn.jobs.curJob.def != JobDefOf.UseCommsConsole && this.TargetPawn.jobs.curJob.def != JobDefOf.Vomit && this.TargetPawn.jobs.curJob.def != JobDefOf.Wait_Downed;
}
[DebuggerHidden]
protected override IEnumerable<Toil> MakeNewToils() {
@@ -1543,6 +1562,27 @@
}

public static class SexualityUtilities {
+ public static JobDef hookupJob = DefDatabase<JobDef>.GetNamed("TryHookup", false);
+
+ //NEW: Provides a spam-blocker on hookup attempts, preventing pawns from trying another hookup if they
+ // tried recently, and also allowing other pawns to try a reverse hookup attempt for auto-acceptance.
+ /// <summary>
+ /// Returns true if the checked thought is in fact a hookup-rebuff thought, and it falls within the specified age in ticks.  Intended to be used from lambda expressions that run on a pawn's memories.
+ /// </summary>
+ /// <param name="thought">The thought that we suspect is a <seealso cref="RRRThoughtDefOf.RebuffedMyHookupAttempt"/>.
+ /// Normally passed from a lambda expression/predicate (e.g., <seealso cref="JobDriver_LeadHookup.WasRebuffedByTargetPawn()"/>)</param>
+ /// <param name="rebuffer">The pawn who would have rebuffed the person who owns the thought.</param>
+ /// <param name="maxAgeInTicks">The oldest that the thought can be before it will be excluded from consideration.</param>
+ /// <returns>True if there is still an active "rebuff" in my recent memory, false otherwise.</returns>
+ public static bool IsRebuffedHookupThought(Thought_Memory thought, Pawn rebuffer, int maxAgeInTicks = int.MaxValue) {
+ if(thought.def.defName == RRRThoughtDefOf.RebuffedMyHookupAttempt.defName) {
+ Thought_MemorySocial rebuff = (Thought_MemorySocial)thought;
+ //Log.Message("DEBUG: rebuff.age =" + rebuff.age.ToString());
+ return (rebuff.otherPawn == rebuffer) && (rebuff.age <= maxAgeInTicks);
+ }
+ return false;
+ }
+
public static Pawn FindAttractivePawn(Pawn p1) {
Pawn result;
if (p1.story.traits.HasTrait(RRRTraitDefOf.Asexual)) {
@@ -1577,6 +1617,10 @@
else if ((double)p1.relations.SecondaryRomanceChanceFactor(pawn) < 0.05) {
result = null;
}
+ //NEW: If they've recently rebuffed me, I won't bother asking and will just find someone else (or nobody at all)
+ else if (p1.needs.mood.thoughts.memories.Memories.Any(x => SexualityUtilities.IsRebuffedHookupThought(x, pawn, 10800))) {
+ result = null;
+ }
else {
result = pawn;
}
@@ -1628,17 +1672,32 @@
return result;
}
public static bool IsHookupAppealing(Pawn pSubject, Pawn pObject) {
- bool result;
if (PawnUtility.WillSoonHaveBasicNeed(pSubject)) {
- result = false;
+ return false;
}
else {
float num = 0f;
num += pSubject.relations.SecondaryRomanceChanceFactor(pObject) / 1.5f;
num *= Mathf.InverseLerp(-100f, 0f, (float)pSubject.relations.OpinionOf(pObject));
- result = (Rand.Range(0.05f, 1f) < num);
+
+ //NEW: pawns who are needy will be more willing to accommodate a hookup request
+ if(0.10f < num) { //is there a snowball's chance in a mechanoid's inferno cannon I'd ever casually boink this person?
+ Need_Joy joy = (Need_Joy)pSubject.needs.TryGetNeed(NeedDefOf.Joy);
+ if(pSubject.CurJobDef == hookupJob) { //I'm already trying to find a Tinder date, but you're closer... sure
+ return true;
+ }
+ if(joy != null) {
+ if(joy.CurCategory == JoyCategory.Empty) { //I'm so incredibly bored that I'll do anything with two legs just to get a moment's thrill... sure
+ return true;
+ }
+ else if(joy.CurCategory <= JoyCategory.Low) { //I'm not incredibly bored, but I'm *pretty* bored...
+ //Although it would be possible to divide by zero with this formula, the possible range is by definition [0.01f, 0.3f) because of the auto-success at Empty joy
+ num /= Mathf.Lerp(0.0f, 0.3f, joy.CurLevel); //e.g., divides value by 1.0 (no change) at joy 0.3, divides value by 0.333 (+200%) at joy 0.10
+ }
+ }
+ }
+ return (Rand.Range(0.05f, 1f) < num);
}
- return result;
}
public static bool WillPawnTryHookup(Pawn p1) {
bool result;
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: notfood on July 07, 2019, 10:30:13 PM
Rainbeau, just letting you know that I made a fork of Pawns are Capable over here Source (https://github.com/notfood/RimWorld-MoreThanCapable)

I'll be waiting for any of your concerns then publish on steam if there is no issues.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JT on July 21, 2019, 02:00:50 PM
Just noticed this yesterday. More Than Capable/your fork solves the Prison Labor incompatibility -- I can now assign pawns to hated labour as before! Thanks notfood!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: notfood on July 21, 2019, 02:31:26 PM
I'd like feedback about MoreThanCapable, people use it but they haven't said anything about the changes.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Schwartz on August 02, 2019, 03:13:49 PM
Small improvement I would like to see in Fertile Fields:

Constructing plowed soil has a decent chance of failure (possibly turning soil into rich soil as well? I didn't check). In my opinion, it shouldn't be able to fail. Mixing soil with fertilizer is about as simple as it gets, and for something like this where construction repeats every time a field is harvested and re-planted, it can get a bit annoying.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: RicRider on August 21, 2019, 12:41:09 PM
Hey Rainbeau (or anyone who knows this),

I seem to have some load order issues regarding your Fishing mod. The escargot and the sushi (the one that looks like a simple meal but red) don't show up on the stove. I've been dumping the snails in the marsh where I got them since I don't know what to do with them :O

Now I suspected it was something to do with VGP or Expanded Crops (the Telkir one), but I've used these mods together before and never had an issue. I've not added any other mods that add cooking related items to my latest games. I played successfully with this mod combo as little as a month go. I've tried all possible load order combinations (Fishing after or before or even between what the hell) and still bills are not showing up in stove. No errors in dev mode or in log... I'm at a loss. I want my escargot!

Any help would be great.

(Edit: also the boiled shellfish is not there, I just got crayfish which went right next to the snails in the marsh and the trap got uninstalled -_-)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: TC on September 02, 2019, 01:31:21 PM
I'm confused about how terraforming is supposed to work. I just researched the technology "Terraforming". The description of that technology says
So, now that I've researched the technology, how do I turn marsh into farmable land? Among the tasks in the Architect / Terraform menu, there are no options that can be placed on marsh tiles.

-TC
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 02, 2019, 03:24:32 PM
You should look what you destination would be.
I guess, Soil.
Then you should look at the terraform for the soil one, click on it to see what terrain can be terraformed into soil.
Mosttimes you need to do 2 steps, like stony ground into sand first, then sand into soil.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: TC on September 02, 2019, 03:51:07 PM
Canute, Thank you. It makes sense now.

-TC
Title: Re: [1.0] Rainbeau's Mods
Post by: Pangaea on September 02, 2019, 07:32:33 PM
Quote from: dburgdorf on October 14, 2018, 05:56:24 PM
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.[/size]

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.

This is intriguing. However, how does this storyteller compare with the difficulty of Cassandra Rough and Savage? Is it even more difficult, or somewhat more tolerable in the long run? Does "big threats as often as small ones" indicate even more chaos than in late game Cassandra?
Title: Re: [1.0] Rainbeau's Mods
Post by: E-102 on September 09, 2019, 11:29:02 PM
Quote from: dburgdorf on October 14, 2018, 05:49:38 PM
(https://steamuserimages-a.akamaihd.net/ugc/951841177153017381/5FE09C7E6EA1C9A8D70D2BBB0F862E5310303EDA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637%3A358&composite-to=*,*%7C637%3A358&background-color=black)

Last update: 12/05/2018

"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=1539309348)

Dropbox Link (https://www.dropbox.com/s/ejremyqkupeibv6/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.

I can't seem to build walls on the heavy briges from this mod. I'm not sure what the issue is. I'm trying to build steel walls on some steel heavy bridges. Whenever I try to build it says terrain type medium required.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 10, 2019, 03:22:41 AM
I have no problem's to build steel (or other) wall's on heavy bridges.
You wrote "on some" does that mean you can build at some bridges but then not at other ?
Or you can't generelly build on them ?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: E-102 on September 10, 2019, 04:41:25 AM
Quote from: Canute on September 10, 2019, 03:22:41 AM
I have no problem's to build steel (or other) wall's on heavy bridges.
You wrote "on some" does that mean you can build at some bridges but then not at other ?
Or you can't generelly build on them ?
I can't seem to build a wall on any of the advanced bridges.
Modlist:
<activeMods>
    <li>Core</li>
    <li>ModManager-master</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.15</li>
    <li>AlienRaces-master</li>
    <li>Miscellaneous_Core</li>
    <li>GiddyUpCore-1.1.6</li>
    <li>battlemounts-1.1.2</li>
    <li>DoorsExpanded</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.2.1</li>
    <li>Vegetable Garden</li>
    <li>locks</li>
    <li>Locks-DoorsExpanded--master</li>
    <li>BetterPawnControl-master</li>
    <li>VGP_Canning</li>
    <li>Psychology</li>
    <li>AlphaAnimals-1.5</li>
    <li>Hospitality-1.0.27</li>
    <li>GlitterTech</li>
    <li>MoreFactionInteraction_2019_03_06</li>
    <li>prison labour</li>
    <li>Rimatomics-1.6.919</li>
    <li>Rimefeller-1.2.537</li>
    <li>AnimalCollabProject-master</li>
    <li>Dubs-Bad-Hygiene-2.5.958</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>A_Dog_Said_1.0</li>
    <li>Children</li>
    <li>VGP_Trees_Flowers</li>
    <li>705924057 Xeva's Rimhair</li>
    <li>725447220 Spoons Hair Mod</li>
    <li>727687246 Nackblad Inc Rimhair</li>
    <li>ConsolidatedTraits</li>
    <li>Lovely Hair Style</li>
    <li>rimworld-moretraitslots-master</li>
    <li>ED-Embrasures</li>
    <li>Furnace</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Realistic Planets</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>VariousSpaceShipChunks</li>
    <li>DefensiveMachineGunTurretPack</li>
    <li>1211694919 Nature's Pretty Sweet</li>
    <li>Miscellaneous_Incidents</li>
    <li>1478936958 More Vanilla Turrets 1.0</li>
    <li>TurretExtensions</li>
    <li>1516356320 More Vanilla Turrets - Turret Extensions Patch</li>
    <li>AnimalsLogic</li>
    <li>ChangeDresser</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_EndGame</li>
    <li>Miscellaneous_TurretBase</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Fishing</li>
    <li>sd_luciprod-1.0-1.0.1</li>
    <li>RF - Rumor Has It</li>
    <li>sd_goodnight-1-1.0.1</li>
    <li>sd_medicaddons-1-1.0.3</li>
    <li>Skylights-1.5.960</li>
    <li>snapout</li>
    <li>lhm</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Medicine</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Resources</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_Tools</li>
    <li>VGP_Garden_Dyes</li>
    <li>VGP_Garden_Drinks_Bulk</li>
    <li>933324235 Hardworking animals 1.0</li>
    <li>Achtung2-master</li>
    <li>ColonyManager</li>
    <li>PickUpAndHaul-master</li>
    <li>RunAndGun-1.1.5</li>
    <li>SafelyHiddenAway - Release</li>
    <li>SmartMedicine - Release</li>
    <li>TD Enhancement Pack - Release</li>
    <li>WorkTab</li>
    <li>1508341791 [FSF] Rain Washes Away Filth</li>
    <li>1541978411 Veinminer R1.0</li>
    <li>AllowTool</li>
    <li>AnimalTab</li>
    <li>BadPeople-master</li>
    <li>Blueprints</li>
    <li>Bubbles</li>
    <li>Dubs-Mint-Menus-1.2.409</li>
    <li>FollowMe</li>
    <li>Numbers</li>
    <li>RemoteTech</li>
    <li>Replace Stuff - Release</li>
    <li>ResearchTree</li>
    <li>RimHUD</li>
    <li>EdBPrepareCarefully</li>
    <li>FluffyBreakdowns</li>
    <li>MadSkills-master</li>
    <li>PrepareLanding</li>
    <li>QuestionableEthicsEnhanced-master</li>
    <li>rjw-Dev</li>
    <li>BoomMod</li>
    <li>RJW_FeelingBroken</li>
    <li>BnC-master</li>
    <li>rjw-ex</li>
    <li>RimNudeWorld</li>
    <li>Smart-Speed-2.01</li>
    <li>stack</li>
    <li>MoreRandomSeeds</li>
    <li>1557850280 Less Default Hair</li>
    <li>1500981707 Harvest Everything!</li>
    <li>DontShaveYourHead-1.0.0</li>
    <li>Collapser</li>
    <li>FactionControl</li>
    <li>1207934602 ameiro anime hairs for 1.0 (female)</li>
    <li>725949967 Rimsenal - Rimhair</li>
  </activeMods>
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 10, 2019, 05:35:27 AM
I don't know all mods, but i don't see why it shouldn't work.
But you should move the bridge mod at the end of the modlist and check it again.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: E-102 on September 10, 2019, 10:39:28 AM
Quote from: Canute on September 10, 2019, 05:35:27 AM
I don't know all mods, but i don't see why it shouldn't work.
But you should move the bridge mod at the end of the modlist and check it again.
Thanks a lot for the reply I'll give that a go.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: E-102 on September 20, 2019, 07:12:59 AM
Is there an easier way to make dirt other than at the crafting spot/rock mill or terraforming other areas? I just want to know if I'm missing something because rn the easiest way to get dirt is just buy buying it which doesn't seem right. This is in reference to the fertile fields mod btw.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 20, 2019, 08:38:07 AM
No,
mosttimes when i am in need of dirt, transform some shallow water into deep water, that give 5 or 10 (can't remember) dirt which are enough for some other tile's to terraform except when you want to create an isle out of the water.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: E-102 on September 20, 2019, 10:04:08 AM
Quote from: Canute on September 20, 2019, 08:38:07 AM
No,
mosttimes when i am in need of dirt, transform some shallow water into deep water, that give 5 or 10 (can't remember) dirt which are enough for some other tile's to terraform except when you want to create an isle out of the water.
Yea that's what I've been doing thanks for all the help my guy for always helping me out you seem to be everywhere ;)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 20, 2019, 10:20:49 AM
Yeah, i was doing that too once.
With the configurable maps mod, i made a pretty small beach line with alot of water.
And build up an isle at the water.
You can either terraform it into sand/gravel (i wouldn't turn anything into dirt with terraform) or build heavy bridges you can place wall's on it.
But you just could terraform small branches and place Moisture pump on them.
That would take more time/energy but require less workpower/resource to terrafom it.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: E-102 on September 20, 2019, 12:19:29 PM
Quote from: Canute on September 20, 2019, 10:20:49 AM
Yeah, i was doing that too once.
With the configurable maps mod, i made a pretty small beach line with a lot of water.
And build up an isle at the water.
You can either terraform it into sand/gravel (i wouldn't turn anything into dirt with terraform) or build heavy bridges you can place wall's on it.
But you just could terraform small branches and place Moisture pump on them.
That would take more time/energy but require less work/power/resource to terraform it.
I've also been terraforming all my soil/marshy soil/marsh tiles to rough stone so I can smooth it out and get +2 beauty while getting 2 clay/crushed rocks/soil out of it. I've got the configurable maps mod but I didn't you know could do that. I've just been using it to make all the stone types marble or granite since I only chose tiles with those types on it. To do that don't you have to have a coastal tile though? I normally use the prepared carefully mod to find a tile with roads on a mountain with a river and if I added coastal tile to the list of requirements then I don't think I'd find any tiles. I know that prepared carefully has a god mod that allows you to alter tiles but you can only alter the flatness/terrain/temp/elevation/rainfall so I can't add a river or road or whatever. Also Do you know if the biosolids fertiliser from the dubs hygiene mod works with the fertile fields mod? I've got more than 10,000 barrels of faecal sludge and I want to put it to use.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on September 20, 2019, 04:13:45 PM
Yes the biosolids fertiliser work's on any ground tile, and enhance the fert. even on tilled soil.
And you can use the sprinkler too.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: JaJe on October 23, 2019, 11:36:56 AM
Hey Rainbeau!
I really like your mods, expecially the realistic planet one.
I have a question however, I am using both advanced biome mod and Realistic planet mod, I started playing a new game using these 2 mods together on permafrost biome. I noticed a problem and I am not sure exactly what causes it but everytime I build something or haul some random chunks on the map the image of the specific chunk will persist for a few second after hauling and then randomly despawn. Same goes for building, once the construction is complete it appear that is still on work and then all of sudden it spawn completed. Any idea why it happens that?

Another thing is, everytime I generate the planet, expecially the one with huge oceans it have a strange aspect with a perfect circle around land and it's kind of.....strange?

Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Proxyer on December 18, 2019, 06:25:18 AM
Hello, Rainbeau.
I missed your mod update. Although it was late, I have updated the Japanese translation for [RF] Fishing [1.0].
So I uploaded file to DropBox. Please download the file, confirm and merge. Thank you.

File name: 10_Fishing_JP.zip
File size: 9.87 KB (10,104 bytes)
SHA256: 8688b73556bd578a538ffa19780ef6896e5b83d9bd7700ce52c9edcd5b99a21a
CRC32 : 47609203

DropBox DowmloadLink :
https://www.dropbox.com/s/nod9a1993e8qmnk/10_Fishing_JP.zip


Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: forumgod on December 24, 2019, 07:38:50 AM
Getting the following 4 warnings at startup: https://pastebin.com/ZdS91QX2
I have both rational romance and rumor has it. Please advise on how to resolve them.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on December 24, 2019, 07:49:17 AM
Warnings (yellow text) or errors (red text). Warnings arn't that dangerous.

Do you use any other mod that adds or modify traits ?
Try to move rational romance and rumor has it at the end of the modlist, so the traits from other mods got loaded before.
If that don't help, maybe dburgdorf (mod author) give any clue.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Hydromancerx on December 27, 2019, 01:47:47 PM
@dburgdorf

Can you make a version of your Wild Cultivation mod that spawns crops from the Vegetable Garden mod (https://steamcommunity.com/workshop/filedetails/?id=1185272266) into the wild? thanks in advance!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Vlad0mi3r on January 04, 2020, 05:51:47 PM
I know you have a life dburgdorf and its probably more fun and enjoyable when people are not asking you for stuff.

However I love your work and so I have a request (we always hurt the ones we love).

I am at the stage where I have to change things up with rimworld and am playing around with Medieval times, Magic etc.

Is there the possibility that you could put an option into fertile fields to make advanced terraforming a medieval level tech? I want to make my castle with a shallow water moat and I also want to be able to backfill shallow/deep water on the coast.

I found a work around for heavy bridges (Romans built some very solid bridges) so if you feel inspired that would be 2 more mods I could drop off my list.

Very big Please and Thankyou (Thankyou is just for reading this)
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on January 05, 2020, 03:02:49 AM
Vlad,
just edit the defs/ResearchProjects_RFF.xml
and change the
<techLevel>Industrial</techLevel>
into
<techLevel>Medieval</techLevel>
.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Aidan on January 10, 2020, 11:49:28 AM
For Rational Romance:

I wish polyamory actually worked, due to 'improved romance behaviors' from the mod itself, this happens "I really really like you, but I' m happy with my lover, so I won't accept your attemp" also the same pawn "being in a monogamus relationship makes me sad", even more "We are both polyamorus, but if any of us gets another lover, the other will be sad for a long time, and think less of the cheater"

Aside from that, I never seen pawns trying to go for a walk as a date.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Vlad0mi3r on January 12, 2020, 02:42:03 AM
Quote from: Canute on January 05, 2020, 03:02:49 AM
Vlad,
just edit the defs/ResearchProjects_RFF.xml
and change the
<techLevel>Industrial</techLevel>
into
<techLevel>Medieval</techLevel>
.

That sounds really easy. Now I'll have to educate myself and then who knows what might happen. Do I dare to modd something?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on January 12, 2020, 04:15:55 AM
I wouldn't call this modding.
You just use a simple texteditor, like Window's Notepad.
Look at the file i mention for the phrase i mention, there is only one with Industrial.
Change it and safe the file.
All done.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Lady Wolf on February 02, 2020, 03:11:11 AM
Any chance of an update to the Rational Romance mod?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Ashardalon411 on February 23, 2020, 02:23:31 PM
@rainbeau
Its me or "rainbeau's flambe" are really broken  when you match it with araknid troopers from walking problems ?
Each raid it send me, every time its the araknid plasma bombardement, the worst raid possible.
each time my colony is bled to the bones, look at the image ! to recover i must switch to peacefull almost everytime
this type of raid is thought to be rare and really deadly; more than a regular siege: it is even more not supposed to be the norm.
your storyteller can use raiders, mechanoids, all types of araknids, why every time the same type of the same mod ? its not the idea behind a random dice (linked to levels as you say)
as i have noticed, your storyteller loves raid, i mean really hard, i have often 3 to 5 raids in a row, not a problem normaly, but with the araknid plasma bombardement, its a total colony crusher.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canaris on March 02, 2020, 05:43:00 AM
Brother, please upgrade at least Fertile Fields..

That mod of yours became such a integral part of the game i barely can play 1.1 without it...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: stasiman on March 08, 2020, 05:54:30 AM
Please release anyone [RF] 1.1 Fishing
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canaris on March 09, 2020, 12:24:13 AM
There is a Fertile Fields 1.1 version, fucking praise Jesus !!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on March 09, 2020, 03:57:57 AM
You praise the wrong one !! Not a dead one made the mod, it was a living mod author.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: RicRider on March 09, 2020, 07:55:05 AM
Quote from: Canute on March 09, 2020, 03:57:57 AM
You praise the wrong one !! Not a dead one made the mod, it was a living mod author.

Repent, heathen. God is watching you!
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: SpaceDorf on March 09, 2020, 02:14:20 PM
Quote from: RicRider on March 09, 2020, 07:55:05 AM
Repent, heathen. God is watching you!

I don't think Randy ever punished me for using RF mods .. but yeah praises to whomever made the 1.1 Version of Fertile Fields.
No other mod gave my pawns so much power over their surroundings
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Gorre Helexisys on March 12, 2020, 01:12:56 PM
Fishing updated to 1.1:
https://github.com/firefoxpdm/Rainbeau-s-Fishing/releases/tag/v1.1.0
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: shadowstitch on August 21, 2020, 06:22:07 PM
Of what I've tested in 1.2:

Advanced Bridges seems to work OK.
Wild Cultivation throws a Harmony error but it still works.

Fishing 1.0 throws an error, doesn't crash, but doesn't work.
Fishing 1.1 from Gorre above seems to work.

Tribal Pawn Names causes an unrecoverable error.
Editable Backstories causes an unrecoverable error.
Archipelagos causes an unrecoverable error.
Rational Romance causes an unrecoverable error.

YMMV. RIP Rainbeau's mods.
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Simstu on September 08, 2020, 07:32:15 AM
Hi, still using 1.0, is there a way to somehow exclude concrete and fertilizer from ,,gift list" of Hospitality's guests? I'm tired of guests carrying bags of cement instead of normal stuff...
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: LiteEmUp on September 09, 2020, 04:32:06 AM
anyone likely working on Rainbeau's mods porting to 1.2??? RF definitely has alot of must have mods needing a 1.2 port
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: potential_highlight on March 20, 2021, 09:13:25 PM
Is there anywhere I can download directly Basic Bridges for B18?
Title: Re: [1.0] Rainbeau's Mods (Backstories, Fishing, Romance, Terraforming, and More!)
Post by: Canute on March 21, 2021, 04:46:08 AM
You can use the steam version.