RIMMSqol
TopicsIn-Game modding, Pawn customization(skillpoints or unrestricted), Map search, QOL Settings, Food management, Pathfinding, Bug Fixes, Performance improvements.
Description:Alter the settings of game objectsYou will no longer be dependant on people balancing their mods or your specific mod combination. This mod allows you to change the settings of e.g. floors or power buildings via a graphical user interface in the mod menu.
Editable objects
- floors and terrain
- power buildings(power consumption/generation)
- recipes
- thoughts
- apparel
- plants
- materials
- food items
- resource rocks
- main buttons(reorder and hide/show)
- architect buttons
- buildings
- hediffs
- races
- traits
QOL Settings/Bug Fixes/Performance
- Turn off experience decay
- Turn off tameness/training decay
- Disable tracking of animal families
- Leveling up/down displays an icon depicting the skill on the pawn
- Level ups are tracked as thoughts for half a day
- Fixes ingredient search to improve performance on recipes that limit the search range
- Faster garbage collection for global pawns
- Replace numeric inputs with bug free versions
- Fixes ingredient consumption to prevent loss of material
- Fixes movement speed on tiles above 100% movement speed
- Icons for menues on architect buttons
Configurable PathfindingPathfinding is split into 4 categories: Colonists, Tame Animals, Wild Animals and Other.
For each category a pathfinding algorithm can be selected and configured. Thus allowing the user to distribute his performance however it is desired.
Algorithms:
A*, accepts a number as configuration. Up until that distance the pathfinding will be precise(vanilla like setting would be 40), beyond that distance the pathfinding speeds up but no longer gurantees the best path. Unlike vanilla it accounts for transitional costs(moving from e.g. sandbag to sandbag is faster and moving from door to door is slower).
Restrict MovementWhen using custom pathfinding each cell can be restricted so that it can only be traversed in specific directions. This allows building one way passages or direct the flow through the colony. Only colonist and tame animals respect these rules. Mustered colonists and colonists that perform specific jobs are unaffected(e.g. ,,BeatingFire" jobs). The jobs are configurable under "general settings".
The restrictions are defined using two designators. The ,,Smart Lines" designator is a linear drag operation. The direction of the drag determines the direction for cell movement that gets toggled on all but the last cell. This is a fast way to setup ,,highways" and offshoots. With the ,,Fill" designator selected restrictions can be pasted into a rectangle area, allowing full control but more micro intensive than ,,Smart Lines".
Careful with imprisoning pawns through cutting of all access. Thats the job of vanilla areas. Pawns will try to perform jobs that they can not reach since the decision of reachability does not inspect cells only rooms.Customize ur MinionsColonists gain personal growth points through their actions. Those points can be spent to alter backstories, traits and passions. The look and relations of a pawn can be changed for free.
Points are earned from the pawns records and the amount can be changed in the mod settings. By default each human kill is worth 1 point and each full year in the colony is worth 20 points. The pawns will have a "points spent" record which is worth -1 and is therefore reducing the number of points available. The base cost can be altered and the conversion factor for transferring points from a pawn to the pool. Turning a pawn into a remnant will put some points based on the colonists worth into the pool.
Changeable Features
- Backstories
- Traits
- Passions
- Hair
- Head
- Bodytype
- Skincolor
- Relations
- Name
- Gender
- Age
If the goal is to use the edit feature unrestrained then set the base cost in the mod menu's general section to zero.
Where To FindSearch for stuff on the map(ore, items, animals, etc.) via its name. Cycle with left click through stacks or select up to 80 stacks with right click. Filter for forbidden items to quickly sort out the raid loot or hunt down that pesky beaver that you missed the first time around.
When using god mode a selection option to destroy all selected items is displayed.
Remnant Colonies(to be replaced)Abandoned settlements become interactable settlements that are managed by the people left behind. They can be called via the comms console. If used with an old save a new comms console must be built.
Food and RestrictionsA preset ruleset determining who can do what with food and serve to manage the wide variety of food items. It can be used through an animated forbid/unforbid icon in the "assign" menu.
- Restrict faction members from eating ingredients - This prevents your colonists and animals from eating raw food before you get a chance to refine it for more nutrition. Useful if the colony is on the brink of starvation.
- Restrict non starving faction members from feeding or eating preserved food - With this you can stockpile preserved food for caravans without fearing it may be victimized at the next birthday party.
- Restrict non starving colonists with mood above minor break threshold from eating meals better than simple - only use good food if necessary.
- Restrict non starving colonists with ascetics trait from eating better than simple meals - just for roleplayers
- Restrict non starving faction animals from eating meals - no more hens gorging themselfs on the good stuff.
- Restrict non starving non colonist prisoners not marked for recruiting from eating meals better than simple - prison food the texan way.
- Restrict non starving non colonist prisoners marked for recruiting with mood above 80% from eating meals better than simple - let them eat cake so you can put them to work sooner.
Customizable MenusMain MenuIn the mod settings is a category for main buttons. There you can find the DDs which have a special property called buttons.
It's a list of other main buttons that will be displayed in a dropdown menu when clicking the button. By default the DDs are hidden and must be toggled visible.
Buttons that were added to a DD will not automatically be invisible. You have to hide them if you wan't them exclusively under the DD menu.
Architect MenuIn the mod settings is a category for architect buttons. There you can change the order and visibility of architect categories as well as which designators buttons appear in each category. The building buttons are defined
in the mod settings under the category buildings. Each building can define an "architect category" and an "architect category dropdown". The dropdown groups all buildings in the same category and dropdown together. Unlike
in vanilla buildings with material selection can be grouped as well. When using the button each click cycles between building selection and material selection.
Avoid Designator RefreshIn the mod menu settings under the general category is an option to avoid the refreshing of architect buttons. Some mods(e.g. AllowTool mods) use custom buttons that are not reloaded when vanilla buttons reload.
Those buttons will vanish, until a restart takes place, when changing anything in the mod menu. Once you are done with changing the architect buttons it is useful to activate this setting to avoid the problem.
CompatibilityThe mod allows the user to activate/deactivate all code groups that might interfere with other mods. You can therefore decide to sacrifice a subset of funtionality to keep it compatible with any other mod. Think of it as deactivating a mod in a mod pack. The groups are deactivated in the general category of the mod settings under "forbidden patches".
AuthorRazuhl
DownloadSteam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457)
LicenseCan modpack makers include your mod in their modpack? No.
Can other modders make derivative mods based on yours? No.
Seriously, I've been following this mod for months, cant you upload it somewhere? Github? Wherever?
It is a new and useful knowledge.
Can you please upload it to a mirror link, like GitHub or MediaFire? Thank you!
We definitely need this
I dont think you are allowed to post mods here without a non-workshop link.
Floors and fences mod has sensor floor (https://i.imgur.com/4wiL7Gx.png) bugged for a few versions with speed over 100% not really working. Will this mod be able to use negative pathcost to make floors faster than 100%?
@ultra4 Yes the pathfinder basically shifts the costs of everything upwards if tiles exist that are above 100% movespeed.
@TelekineticSloth Feel free to read the sticky about the rules for posting mods and if you suspect a violation flag the thread for a moderator.
@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.
Quote from: TelekineticSloth on November 21, 2018, 05:38:10 PM
I dont think you are allowed to post mods here without a non-workshop link.
Actually you are allowed to post without including a download link.
Can a moderator please confirm this, since there seems to be some confusion regarding this new 'rule'.
went ahend and instaled it. tested it. one long corridor 2 tiles wide, one line of -2 pathcost (118% walk speed) and one with 100% floor, 2 colonist with 4.56c/s. The one on 100% floor get to the end before the 118% walk speed. Same problem the original floor mod had. negative 2 is counted as positive 2 pathcost, so 0 is faster than -2 speed penalty :o
You got a git for that?
As the author said, you can search (the name of the mod) and will find a site that you can download the mod v1..
Quote from: ultra4 on November 22, 2018, 10:45:52 AM
went ahend and instaled it. tested it. one long corridor 2 tiles wide, one line of -2 pathcost (118% walk speed) and one with 100% floor, 2 colonist with 4.56c/s. The one on 100% floor get to the end before the 118% walk speed. Same problem the original floor mod had. negative 2 is counted as positive 2 pathcost, so 0 is faster than -2 speed penalty :o
The pathfinding will prefer the faster tiles with negative cost when selecting a path - if your corridor had one line with 100% and one line with 118%. The speed that a colonist follows that path has nothing to do with pathfinding, thats the PathFollower(No I did not make that name up). You should report it as a bug. In fact the reason why it doesn't work is because they made a mistake when adding minimal costs for snow.
int minimalCostForCrossingSnow = SnowUtility.MovementTicksAddOn(this.map.snowGrid.GetCategory(c));
if (minimalCostForCrossingSnow > currentTerrainPathCost)
{
currentTerrainPathCost= minimalCostForCrossingSnow ;
}
And the minimal cost for no snow is 0 instead of the smallest integer(or just ignoring the zero values), that means any step below zero will be clamped to at least zero.
Is there a way to reset "Resources for minions" to 0 ? I have some pawns with -30000 points (surely due to the fact that I used Prepare Carefully to create some pawns)
Hello.
Is this mod compatible with Psychology, PawnRules, AnimalLogic and the likes? Has anyone tested them yet (i.e. Is any functionality lost from the other mods?).
Thanks!
@HSneak
The amount of points is solely determined by the records of the pawn. The points spent through this mods modifications are saved there too under "CuM spent". If you haven't edited the pawn before that should always be zero. EdB is not involved in this at all. With a value so far off the mark and only on some pawns I suspect all records of those pawns are scrambled(happens if you move a save through game versions), see if the values are sensible.
You can game the system by changing the costs for specific traits. If a pawn has -30k points and the base cost is the default 20 you choose one of his traits and configure the point cost to be (30k/20 + originaltraitcost = 1500+), then remove the trait to get the points refunded ending up with just enough points to retake the trait after you change the trait cost back to it's default value.
@Razuhl
Thank you very much, it worked like a charm :D
I want to know.. How does this change objects in game? Does it make a patch and automatically adds it to the modlist or what? Im asking because I dont understand how this can patch something that is furthest down in the modlist.. Its impressive
I only wanted the pathfinding... How about making it modular?
no has download without steam? :'(
@wolfsilver00 It works by modifying the database entries in memory and takes place when loading/saving the mod's configuration. XML modding takes place before any mod is loading it's configuration.
@notfood It already is, you can turn off any unwanted content using the general settings and adding forbidden patches. That covers everything that integrates with rimworld and resolves possible conflicts. By hiding buttons through the "main buttons" or "architect buttons" settings you can remove the custom tabs. Any other futures like not tracking animal families or pathfinding can be turned on or off.
@Razuhl can you upload to github or another site?
steam is completely blocked in the country I'm currently living in. I cannot even sign in let alone use the workshop, so my only option is the drm free version.
i'd rather not download from some suspicious third party that might have viruses or be outdated. github is not hard to update at all.
also, "Anonymous downloads are counterproductive to my goals and I will not maintain them." sounds very sketchy? are you trying to steal steam accounts or something else malicious in your dll?
Does anyone have idea where to find this mod except steam?
I found previous version, after quite a lot of searching, but latest on.. nowhere.
Released a beta framework for building 4x cities on the world map. It supports buildings, districts, achievements, crafting, repairing, free trade, alternate endings and more. An example mod and technical documentation are shipped with the mod files. The available implementations are still on a need basis but get expanded. The cities will soon replace remnant colonies.
I'd be really wary to use your framework when it's not open source and it has this license:
Can other modders make derivative mods based on yours? No.
Quote from: Razuhl on November 22, 2018, 12:14:50 AM
@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.
Take note of his words carefully. On a larger scale this means he does not want pirates to use his mod. Or on a lesser scale, he does not want foreigners who cannot use steam to use his mod. A third type blocked by this is those of us who refuse to use steam because we do not like or support steam.
Though he says he will not maintain them and that there are others out there... So I am just assuming that means he is okay with it, just that he himself will not do it. I found a link while searching. Idk if its absolutely up to date, but it does work in the current release of the game. https://modsbase.com/a3taxbwgdn2f/1084452457_RIMMSqol.zip.html This is the link, and if i'm not allowed to post that then please have it taken out -- ie: if thats the case, I will be happy to private message that link to anyone who needs it. Take note, I am not the uploader of said file.
Furthermore...Idk why theres so few comments on this page. Honestly, this mod is absolutely amazing in everyway and I salute and adore you for this. I mean, god, I can't imagine playing rimworld without this mod. It should be in the base game its so freaking perfect. You should setup a patreon or a donate link or something for your mod to make money.
Quote from: sefer on February 18, 2019, 03:06:01 AM
Quote from: Razuhl on November 22, 2018, 12:14:50 AM
@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.
Take note of his words carefully. On a larger scale this means he does not want pirates to use his mod. Or on a lesser scale, he does not want foreigners who cannot use steam to use his mod. A third type blocked by this is those of us who refuse to use steam because we do not like or support steam.
Though he says he will not maintain them and that there are others out there... So I am just assuming that means he is okay with it, just that he himself will not do it. I found a link while searching. Idk if its absolutely up to date, but it does work in the current release of the game. https://modsbase.com/a3taxbwgdn2f/1084452457_RIMMSqol.zip.html This is the link, and if i'm not allowed to post that then please have it taken out -- ie: if thats the case, I will be happy to private message that link to anyone who needs it. Take note, I am not the uploader of said file.
Furthermore...Idk why theres so few comments on this page. Honestly, this mod is absolutely amazing in everyway and I salute and adore you for this. I mean, god, I can't imagine playing rimworld without this mod. It should be in the base game its so freaking perfect. You should setup a patreon or a donate link or something for your mod to make money.
Pirates can get files off the steam workshop so this is a pointless effort in that regard. I had to take this same route despite not being a pirate since I can't otherwise access my $15,000~ steam account in the country where I've decided to spend a few years doing aid work.
Actually Rimworld workshop files are ones which cannot be downloaded via a third party program. Its been reported that tampermonkey, as well as third party download sites, cannot convert the workshop files into a downloadable, making it impossible to get said mods without using steam as a client. So unless someone uploads it after using steam to download it... No dice.
Useless if people post mods (even unfinished ones) on this forum with no link other than steam. Nearly 50% of people here use non-steam version. There should be a rule made for the release forum that you can't post a mod if you can't provide a github or dropbox link, simple as that. Post it in Unfinished and ask for feedback, but this forum has nothing to do with steam.
Quote from: Razuhl on February 14, 2019, 02:57:57 PM
Released a beta framework for building 4x cities on the world map. It supports buildings, districts, achievements, crafting, repairing, free trade, alternate endings and more. An example mod and technical documentation are shipped with the mod files. The available implementations are still on a need basis but get expanded. The cities will soon replace remnant colonies.
The framework is very interesting but doesn't really fit in with RIMMSqol. Will this be a stand-alone spin-off?
Going to just step on in here real quick and tell folks to take it easy before this thread spins off in dumb ways and I have to start backhanding folks with temp-bans.
Basicly there is no need for this topic on the forum, when he don't release a non-steam version.
But that is the descision of the mod author and should be respected ! Even for the other who don't use steam for various reasons.
@Mehni The framework itself can probably be extracted into a seperate mod but the default implementation, that I use for testing and the tutorial, leverages the rendering techniques and other utilities that come with the RIMMSqol mod. Which means unless there is a mod that provides it's own rendering of the city screen(at the very least) it would make no difference.
For now I will round out the basic functionality and the documentation, as well as build the test city into something that people can play with. That will be the full release. From there I have to gauge where peoples interest are before I commit more work. A full on collab project is just as much a possibility as me being the only city builder.
Please, address the license, your current license makes it impossible to use your library as anything done with it is derivative and you forbid derivate works.
So, someone knows where latest version can be downloaded?
What I have also works with 1.0 but isnt last version
Added building properties to the list of configurable items.
@notfood There is no problem with the license.
Hi.
Got latest version, thanks to sender again.
Installed. But "index finger" icon on assign tab is lost.
Installed old version again, still no icon.
Cannot setup in example food restrictions (like, eat simple meal while mood is above... something).
Any idea what is the problem?
Is the patch "forbid by context" forbidden in the mod menu? Because if so it will hide the icon since the rules won't apply without that patch. That was changes lately, before that the icon could not be removed even if the user didn't wan't to use it.
Past that it uses a vanilla table which other mods might modify in a manner that overwrites the additional column. Does the table look like the vanilla version?
Hi.
Patch was ok.
Nevertheless, the icon showed up when second colonist joined. No idea why or how, it just showed up.
Thanks a lot.
Added hediff properties to the list of configurable items.
Hi.
Non starving colonist with mood above minor... turned on.
Yet everyone eats fine meals first.
Something I need to turn on elsewhere?
Is it just that one rule that is not working? If the others are working then make sure the people aren't urgently hungry because thats what I labeled starving in the context of FaRt.
Checked a few colonists.
Hungry (but nor urgently).
Mood is fine (minor starts at 35% for this one colonist), he's at 41%.
And he's eating fine meal.
Can you say anything about the other rules?
Check your fine meals in the mod menu in the food category make sure their preferability is set to mealFine or mealLavish. Maybe another mod demoted them.
If you have a hugslib log(other logs won't do) I can see if some of your mods are patching the "FoodUtility.TryFindBestFoodSourceFor" or "FoodUtility.BestFoodSourceOnMap". If that is the case you might be able to resolve a conflict by changing relative positions of the mods in the load order.
Hey, thought of an idea that might make your mod a bit easier to use when it comes to editing building values.
I was trying to edit the stats for some of my walls/furnishings and noticed many of them had matching names. So the only way to figure out which was which, was by cross-referencing the stats and in some cases, changing the values to see if I changed the right one.
So, I thought it'd be pretty useful if there were a button in the information/stats popup that would take me directly to the editing section of your mod for the item I was looking at. If that were at all possible, it'd be great to have.
In any case, thanks for all the work you've done on this. It makes balancing my modlist so much easier.
Good idea. Added buttons for buildings and their material(if any) on the stat tab of the info screen. Will be in the next release, probably on monday.
Added races to be editable.
soo any way to see the framework (GiT or so) .. or i should just blindly install this mod w/o knowing what it is down in the background?.
or am i missing the alternative download link?
using the no DRM version .. is this mod useless to me?
The mod is shipping with all the necessary information. Just open the pdf "QOLCities" and follow the tutorial to build a custom city. The tutorial mod is also shipped as a zip file. All the concepts and implementations should be covered in the pdf.
I do not provide an alternative download.
Whether it's useless to you has to be decided by you not me. It definetly has it's uses and can be used in the no DRM version.
Added age to the customizable features.
Does this mod affect perfomance?
Usually positive since it fixes some coding errors from vanilla. Corrected world pawn garbage collection, stopped searching the whole map when recipes have a radius, etc..
How to disable the "cities" module?
By not building a city. It has no tie ins or overhead unless a city exists.
I don't like that "make a city" button everywhere on the world map
Added stats from traits to be editable.
Architect buttons can now change which designators(buttons) they contain.
non-steam version?
Hi, I'm trying to track down this bug and I'm wondering if it's your mod that caused it, any ideas?
Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_DrugPolicyTracker.ShouldTryToTakeScheduledNow (Verse.ThingDef ingestible) [0x00000] in <filename unknown>:0
at RimWorld.JobGiver_TakeDrugsForDrugPolicy.GetPriority (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch5(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch2(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
Doubt it's related to this mod.
Delete and redo your drug policies. Maybe you have removed a mod that added a drug that is still referenced in a policy, thus causing the exception when tryig to determine which drug to take. As far as I know the policies do not clear invalid entries after loading them from the save file(nor do they add new entries).
Added fields to building editing "Architect Category" and "Architect Category Dropdown" which allow changing where and how buildings show up in the architect menu.
Added new patch "dropdowns with mats". When active the architect dropdown menus support material selection. The menu will cycle between building and material selection when openening the menu in quick succession. The material selection counts only for the currently selected building.
Added new patch "dropdowns with icons". The floating menues on the architect buttons will now display icons in addition to the text. This works for selecting buildings and selecting material.
- Expanded the recipe settings. It should now include everything. Previous settings regarding ingredient count are lost.
- Added "Materials" and "Additional costs" to building configuration. With that all building costs can be changed. In order for it to take effect the buttons must be refreshed.
- Added new patch: "ThingFilter fixes" that corrects some normally unused vanilla code which was supposed to allow things based on material categories.
- Bug Fix: plants that could not be eaten would log a warning and be excluded from configuring(burning tree)
Awesome mod, could you provide a non steam download?
(Btw you can get a non steam download by other means)
- Made the label for main buttons editable.
- Added main buttons that can be used as drop downs. By default they are hidden. They can be configured using the main buttons section in the mod menu.
- Added support for multiline messages in the CuM dialog.
Bug-Fix: Fixed message in CuM dialog for missing trait for backstory.
Bug-Fix: Fixed an error that would occur if a thought was changed which contained an undefined thought stage entry(mostly stages for room thoughts that are linked to quality).
While someone could find this mod using a web search, that host site is not technically legal. Since you have a restrictive copyright (i.e. no inclusion in modpacks, no derivatives even with attribution); it doesn't make sense that you would direct users from this forum to that "alternative" Steam workshop.
Of course, you can publish your mod however you like, but it would be very simple to attach to the original post or upload it somewhere. If you're taking the time to update this thread, that isn't really any extra effort/work. People on Steam are practically just as anonymous, and if you attach it to this thread, there would be a download counter as well.
There are rational reasons why many of us don't use Steam and/or its Workshop, which I won't get into detail here. My point is, people are going to keep asking for a download regardless, especially since your explanation is pretty contradictory. Don't misunderstand: I'm not saying you have to explain yourself. I'm only putting forth a suggestion.
Probably half the posts in here are wishes for a non-steam download, but for whatever reason the mod author is not forthcoming with that. I don't really understand the reasoning, but never mind that. Means I won't use this mod.
Like heartwarmingly many others, I don't own any games on steam, don't use it, and never will. So if a mod is only available there (yes, yes...) then it's not something I can or will use.
I came here because I was recommended this mod given my tabs are full and new mods that introduce more are not able to be shown but come to find out this mod also allows me to speed up floor tiles so my dream of making an elevator at the end of my base with 120% walk speed can come true once again? I had thought that dream died after the fences and floors mod died and the author quit. Is there any problem in editing floors like this though? As i recall that aspect of the mod was reportedly very buggy back when it was active.
Floors can have more than 100% walkspeed. You probably should use custom pathfinding though, since the vanilla code isn't dealing correctly with such tiles. So with vanilla you are no longer guranteed to find the best path - even on short distances.
There are no outstanding bugs, if you have anything concrete just report it.
By custom pathfinding do you mean supplementing it with a mod like path avoid? I only plan to use this on tiles that are 1x1 corridors where there is no other option but to go in a straight line, not on intersections or locations where they may split off from the intended path, to simulate an elevator going up and down my mountain base.
edit: ah you mean using the mods restricted movement system. Ok ill give it a go if it becomes a problem and pawns start avoiding the speed paths
Should probably deactivate path avoid? I noticed its buttons under the architect menu disappeared after I installed this. Same with the blueprint plans of More planning
check the mod options menu and look for avoid the refreshing of architect buttons under general. that might do it
@Ruisuki Custom pathfinding is active if you select an algorithm in the mod menu for the various "PF" properties. It replaces the vanilla algorithm for finding a path from a to b. If you set the corresponding configuration to a number of at least map size you will always use an optimal path. In vanilla pathfinding accuracy deteriorates based on distance between start and finish - that's why people march through swamp instead of going around it. Using speeds above 100% has a similar effect on the vanilla algorithm.
@Tocato Like Ruisuki said that setting should help with most mods. The issue is described in more detail in the bug thread (https://steamcommunity.com/workshop/filedetails/discussion/1084452457/1735468061759788423/)(bottom of first page).
so this new architect tab "PF directions" is what you use to increase tile speed? As far as I could tell thats what influenced the direction pawns generally traveled in, not the speed at which they do? How do you actually set them higher? I want into the mod options, terrains and floors and i saw you could change the beauty, filth and the like but didnt see an option for it. Im trying to set my path for 130, another for 120 and a last one for 110% walk boost
Quote from: Tocato on September 19, 2019, 01:11:16 AM
so this new architect tab "PF directions" is what you use to increase tile speed? As far as I could tell thats what influenced the direction pawns generally traveled in, not the speed at which they do?
Correct. In the settings "Floor or Terrain" you can set the property "Path-Cost". That is the additive malus for walking over the tile. Making it negative generates display values beyond 100%(or if far enough in the negative negative percentages). The displayed percentage however is just bullshit, its not a multiplier.
- Added food restrictions to the packing lunch job. Pawns will also ignore any food present in their inventory that is not allowed for consumption when deciding if they need to pack lunch. They will however not drop the food by themselfs.
- Added the "Transporter" settings to buildings that support them.
- Added partial configuration support. When changing objects a new toggle button appears behind properties. If that button is green the configured value is used, otherwise the value remains unchanged. This allows for example to configure the menu placement of buildings while still adopting all changes to the other properties through later mod updates or changes in the mod list. Properties are automatically flagged as active when a change occurs to them. They have to be flagged as inactive manually. Any changes in the property will be lost if they are flagged as inactive and the menu gets closed. Settings that are stored inside a list with varying number of entries are not eligible for this system and all fields will count as active.
- Bug Fix: When navigating inside the editing pages the currently edited value got changed before the frame finished rendering, which could cause error messages.
- Bug Fix: When editing objects, resetting them and saving in specific combinations the default values could be polluted. That could cause changes to stick until a restart.
- Added the "refuellable" settings to buildings.
- Added new category "Summary" in the mod menu. It lists all active modifications and allows quick access to their editing page as well as to reset them.
- Added more research tabs and made them editable(label and order). If a research tab is not in use(No research project uses that tab) it won't be displayed.
- Added new patch "Research-Tab Drawer" that hides unused research tabs.
- Added support for comp "SeverityPerDay" on hediffs. If it isn't used on a hediff it won't show up.
- Made research projects editable
- Added an exclusion zone designator to the pathfinding menu, when selecting a cell or a zone the surrounding cells are changed so that pawns can't move into the selected area.
- All pathfinding designators now highlight the selected area when dragging.
Anyone has the link for the latest version for non steam user?
http://steamworkshop.download/
Nothing happens when I press download.
Some additional marketing download shows up, but mod is not downloaded.
I just tested it, and it was working fine at my side.
After i clicked on download button a link to download the downloaded mod showed up.
@Canute (or others)
Beware of the mod version when using http://steamworkshop.download/ (http://steamworkshop.download/) Since it tends to download older versions of some mods. Best way is to see the version in the mod itself and compare, otherwise look at the size of the file, if it's different from the steam one, it's probably an older version. Lastly you can check the modified date of the mods files and try to find the most recent one to see if it's the same as the latest update in the steam page.
Hi.
Its not working for me.
After I click download, this link opens:
Download: Tales from the Borderlands | Sasha [LR]
and this is not rimworld mod.
Ok. Figured it out. Just retyped mod ID.
Thank you.
Hi.
HSneak was right. This is not latest version.
At least when I retyped mod ID in the link, what I got is mod created on 24.4.2019. And is 1MB smaller.
So can anyone provide link to last version?
Maybe you didn't notice it self yet.
But the mod author ONLY support steam workshop and don't provide any other download.
But, noone prevent you to search the web for the modname.
I did that.
Found it only on tho Japanese web sites, and there links only to Steam.
So no luck there...
Hi Razuhl, thank you for the mod :)
I would like to know if it is possible to implement in your mod what is asked in this post (time schedule for the food administration):
https://ludeon.com/forums/index.php?topic=49530.msg464374
maybe a new option like this:
"Restrict non starving colonists with mood above minor break threshold from eating"
What can be done depends on your actual goal. One meal a day should be a simple change to the human hunger rate(edit the human race's "race properties"). There is no need to exploit the bandaid(lower hunger at lower nutrition) that the developer put in to prevent people from starving even though food is available.
If that doesn't work you can activate the rule to "prevent people from eating better than simple meals unless they are starving or need a mood boost". Then restrict them to only fine or lavish meals and place some fine meals. That way you can test if the suggested rule would acomplish what you want.
The loss of nutrition by eating too early is not easily moddable. Changing the body size has to many unintended implications and changing the lifestage would affect multiple races. Might be ok for humans but isn't a solution for things like chicken.
I believe I am having a problem that the UI mentioned does not appear for me. RIMMSqol if high up in my mod order. Can someone give me an idea what/where to find it.
Thank you
Which UI? The one for food rules? That's under the assign menu after drug policies. Should be a flashing icon. There's a preview picture on the steam page showing it. If you forbade the "forbid by context" patch in the mod menu it won't show since that deactivates it.
I found it. Thank you for the suggestion.
Quote from: Razuhl on December 17, 2019, 01:45:06 AM
What can be done depends on your actual goal. One meal a day should be a simple change to the human hunger rate(edit the human race's "race properties"). There is no need to exploit the bandaid(lower hunger at lower nutrition) that the developer put in to prevent people from starving even though food is available.
If that doesn't work you can activate the rule to "prevent people from eating better than simple meals unless they are starving or need a mood boost". Then restrict them to only fine or lavish meals and place some fine meals. That way you can test if the suggested rule would acomplish what you want.
The loss of nutrition by eating too early is not easily moddable. Changing the body size has to many unintended implications and changing the lifestage would affect multiple races. Might be ok for humans but isn't a solution for things like chicken.
Thank you my friend, that was exactly what I was looking for!
Quote from: PhantomFav on January 15, 2020, 01:31:34 PM
Thank you my friend, that was exactly what I was looking for!
Nope sorry it doesn't work. There should be a new option called "prevent people from eating unless they are starving or need a mood boost"
Have you tested with the latest version where you can configure the threshold for starving in the rules? Because if that doesn't work a new rule won't either.
Hi.
Using your MOD mostly for patches and modifying Architect tab.
"Path avoid" lost submenus. I tried turning on Avoid designator refresh, and it works for some other mods submenus but still no submenu in path avoid.
Tried moving in the mod list both mod's, top, bottom, one after the other... nothing.
Any ideas?
Moin,
Path Avoid buttons won't work, no matter what you do. The mod has to change it's buttons to vanilla buttons and then they can be modded(via xml or rimmsqol).
Hi.
Contacted path avoid author.
"I'm creating buttons from Defs on a new DesignatorCategory. Can't get much more vanilla than that."
Tried both mods on 1.1.
Still the same. No submenu buttons for path avoid.
Path Avoid's author Vendan creates his designators in a custom designator category. However he does so using an argument in the designators constructor. That's not allowed in vanilla which is why he used a custom category. By defining multiple classes of the designator class, each hardwired with the attribute values that are used in the constructor, you create designators that are valid and can be used in the xml API. Making the custom code that is spawning buttons obsolete.
Changed path avoid designators to have an empty constructor. Still no buttons show up. What's missing?
Empty constructor:
https://github.com/KiameV/rimworld-pathavoid/blob/d85ccaa5125aea3db209446bb1cf03255e7a8051/Source/Designator_PathAvoid.cs#L60
Populating the designator:
https://github.com/KiameV/rimworld-pathavoid/blob/master/Source/PathDesignationCategoryDef.cs
(https://i.imgur.com/A25GUcs.png)
I would make the class Designator_PathAvoid abstract since it doesn't function if initialized with just the empty constructor. The call to Initialize would be missing if it is used in the vanilla fashion. Then I would define classes for each designator like this:
public class Designator_PathAvoid_Normal extends Designator_PathAvoid {
public Designator_PathAvoid_Normal() {
Initialize(DefDatabase<PathAvoidDef>.GetNamed("PathAvoidNormal"));
}
}
public class Designator_PathAvoid_Dislike extends Designator_PathAvoid {
public Designator_PathAvoid_Dislike() {
Initialize(DefDatabase<PathAvoidDef>.GetNamed("PathAvoidDislike"));
}
}
...
Now your buttons can be used without a custom category in xml, which allows modding them(both through patching or rimmsqol).
<DesignationCategoryDef>
<defName>Pathing</defName>
<label>pathing</label>
<description>Allows you to customize pathing</description>
<order>0</order>
<showPowerGrid>false</showPowerGrid>
<specialDesignatorClasses>
<li>PathAvoid.Designator_PathAvoid_Normal</li>
<li>PathAvoid.Designator_PathAvoid_Dislike</li>
...
</specialDesignatorClasses>
</DesignationCategoryDef>
The only thing missing from the custom category is the visibility of the preferred designator which is handled through GameRules.SetAllowDesignator(typeof(PathAvoid.Designator_PathAvoid_Preferred), false).
Thanks for the help Razuhl. Path Avoid now works with RIMMSqol
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.MeditationFocusDef.EnablingThingsExplanation (Verse.Pawn pawn) [0x001fd] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.MeditationUtility.FocusTypeAvailableExplanation (Verse.Pawn pawn) [0x0004e] in <d243303f714d4dc48680ccaecd2f594e>:0
at Verse.Pawn+<SpecialDisplayStats>d__237.MoveNext () [0x00212] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.StatsReportUtility+<StatsToDraw>d__24.MoveNext () [0x002e0] in <d243303f714d4dc48680ccaecd2f594e>:0
at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect rect, Verse.Thing thing) [0x00083] in <d243303f714d4dc48680ccaecd2f594e>:0
- prefix RIMMSqol: Boolean RIMMSqol.DrawStatsReport_EditShortcut:Prefix(Rect rect, Thing thing)
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect cardRect) [0x00064] in <d243303f714d4dc48680ccaecd2f594e>:0
- prefix OskarPotocki.VFECore: Boolean AnimalBehaviours.VanillaExpandedFramework_Dialog_InfoCard_FillCard_Patch:Prefix(Rect cardRect, Dialog_InfoCard __instance, Thing ___thing, InfoCardTab ___tab)
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00288] in <d243303f714d4dc48680ccaecd2f594e>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001f8] in <d243303f714d4dc48680ccaecd2f594e>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)
nothing bad seems to happen though in game but I wanted to share the thing anyway. https://gist.github.com/idkman2021/c419ca8c548750d8a80616aa78a2cd0d
(the log file is truncated)
I am trying to found found a city but the button is not showing when clicking on my settlement in the world view
i have updated Rimmsqol to the latest version and i am only using that mod