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RimWorld => Mods => Releases => Topic started by: Dr_Zhivago on December 02, 2018, 03:17:15 AM

Title: [1.1] The Doctor's World (June 29, 2020)
Post by: Dr_Zhivago on December 02, 2018, 03:17:15 AM
(https://i.imgur.com/fkoOSrL.jpg)

Decided to put all my mods together in one post. For the sake of consolidation and uniformity. Order from chaos.

The Doctor's World
Check out my Steam mod collection if you're inclined or want some mod ideas. (https://steamcommunity.com/sharedfiles/filedetails/?id=1568763074)

Vanilla Friendly Combat Overhaul
Check out my other Steam mod collection if you want to overhaul Vanilla combat. (https://steamcommunity.com/sharedfiles/filedetails/?id=1985947759)
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:22 AM
(https://i.imgur.com/eJ2Cm9s.png)

DocWorld
A mod of combined patches for Vanilla RimWorld, any of the supported mods, and my RimWorld mod collection "The Doctor's World" (https://steamcommunity.com/sharedfiles/filedetails/?id=1568763074). This mod patches many mods not currently included in my collection, and can be used without any other mods.

Content Overview
New Vanilla Content
Supported Mods
Huge List Inbound (https://github.com/DrZhivago1/DocWorld/wiki/1.-Content-Overview)

Important Info
For possible conflicts: Mod Compatibility (https://github.com/DrZhivago1/DocWorld/wiki/2.-Mod-Compatibility)
For ongoing games: Save Compatibility (https://github.com/DrZhivago1/DocWorld/wiki/3.-Save-Compatibility)
For all changes: Changelog (https://github.com/DrZhivago1/DocWorld/wiki/4.-Changelog)


Downloads
Github (https://github.com/DrZhivago1/DocWorld/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1568744597)

Credits (https://github.com/DrZhivago1/DocWorld/wiki/5.-Credits)
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:28 AM
(https://i.imgur.com/7yMnLNG.png)
Normal and Spacer (Spacer only with [sd]medicaddons (https://ludeon.com/forums/index.php?topic=26276.0))
(https://i.imgur.com/JTLdjUJ.png) (https://i.imgur.com/SzdIdC6.png)

DocWalledVitals
A small mod that adds a vitals monitor to... well... walls. Check the settings to add functionality to all beds.



Compatibility:
Everything, always. Just deconstruct walled monitors if you wish to remove mod.




v1.0 Downloads
Github (https://github.com/DrZhivago1/DocWalledVitals/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1580375043)



Credits:
sulusdacor- for his mod "[sd] medicaddons" (which I highly suggest you get).
zzz- for the original mod mine is based off, "Wall Vitals Monitor".
notfood- for conjuring the spirits of the computer with their spells.
And of course all the beautiful mod creators/users out in the RimVerse.
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:35 AM
(https://i.imgur.com/Wpc3bCo.png)
(https://i.imgur.com/5UZLYH5.png)

Rolling Table
A table used to roll joints more effectively than a crafting spot on the ground. Can make smokeleaf joints in x1, x5, or x10 quantity.

- VGP Garden Medicine (https://steamcommunity.com/sharedfiles/filedetails/?id=1185274792) compatible, can be used to roll cigarillos.
- RimCuisine (https://steamcommunity.com/sharedfiles/filedetails/?id=1543723640) compatible, can be used to roll tobacco products.
- RimCuisine 2 (https://steamcommunity.com/sharedfiles/filedetails/?id=1833593222) compatible, can be used to roll tobacco products.
- Smokeleaf Industry (https://ludeon.com/forums/index.php?topic=35747.0) compatible, can be used to make various products.
- Smokeleaf Industry Reborn (https://steamcommunity.com/sharedfiles/filedetails/?id=1876387936) compatible, can be used to make various products.
Save-friendly.


v1.0 Downloads
Github (https://github.com/DrZhivago1/RollingTable/releases)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=935099161)

A16 Downloads
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=918242362)

Credits:
Xen- for helping me realize I was missing defs
ilawz- for texture modifications
Lanilor- for helping me learn xpath patching on the Discord
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:42 AM
(https://i.imgur.com/5X2Orm7.png)

Vanilla Animals Overhaul Reloaded
A collection of patches and tweaks regarding animals. Check out the links and code below.

I have updated this mod further for RimWorld v1.0, upon seeing that Ludeon user "Caffeine Zombie" took the first and largest step to updating.


v1.0 Downloads
Github (https://github.com/DrZhivago1/KK_AnimalOverhaul/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1588681499)


Original Mod
Ludeon Thread (https://ludeon.com/forums/index.php?topic=34173.0)




Date Format: DD/MM/YYYY

v1.0.6 (03/02/2019):

- Westerado Compatibility
- Minor formatting edits

v1.0.5 (18/12/2018):

     Edit to market values, new values are:

    --Vanilla Animal Horns--
        Rhino: 100
        Gazelle: 20
        Ibex: 20
        Deer: 15
        Elk: 20
        Caribou: 20

    --ACP Animal Horns--
        Black Rhino: 125
        Whooly Rhino: 150

    --Thrumbo--
        Milk: 20
        Wool: 5 (no change)

    --Eggs--
        All egg values unchanged: 10

v1.0.4 (15/12/2018):

    Small update pushed for compatibility with "Giddy Up"

v1.0.3 (12/12/2018):

    Labradors, Huskies, and Wolves are now pack animals.

v1.0.2 (11/12/2018):

    I have updated Thrumbos so they can be pack animals, produce milk, nuzzle, as well as updating the wool features.
    I have altered the amounts of hay and kibble that can be consumed at once, upping the value to 200 for each.
    I have also included a patch for the mod "AnimalCollabProject" which allows;
        black rhinos to be Pack Animals
        black/wooly rhino and bison horns to be harvested from corpses


Original Mod Author's words below:

A collection of patches and tweaks regarding animals
-= 1.1 - "Charles Darwin Edition" =-

Focused on animal mechanics

    Cassowaries, Emus, Iguanas, Ostriches, Tortoises, and Turkey can now lay unfertilized eggs

    Monkeys and domestic Cats had their body-size upped in order for them to be eligible for haul training (from 0.35 to 0.40 for monkeys and from 0.26 to 0.4 for cats)

    Elephants can now eat trees and the female elephant will also drop tusks

    Caribous, Deers, Elks, Gazelles, Ibexes, and Rhinos will now drop horns/antlers/tusks when butchered. They are considered quite valuable for reselling and can be used as makeshift melee weapon

    Alpacas, Deers, and Ibexes can now be milked. Ibexes produce poor-quality wool now

    Thrumbos can now be sheared (every 50 days) for their high-quality wool

-= 1.0 - "Konrad Lorenz Edition" =-

Focused on animal behavior

    All bears, Alpacas, Ostrich, Rhinoceros, Cow, Elk, Caribou, Warg and Elephants can now be used as pack animals and will be used by other factions

    Pets sets to follow master while doing fieldwork will now also consider DoctorRescue, ReleasePrisoner, Slaughter/Milk/Shear, Harvest/Cut, Strip/Bury/Haul Corpses and CleanClearSnow as fieldwork.

    Chinchillas, Rhinoceros, Ostriches, Turkeys, Chickens, Pigs, Cows, Rat, WildBoars, Monkey, Wargs and all wolves are now herd animals.

    Cats and big Cats are now trainable (up to advanced like dogs) but are harder to train than most other pets (wildness raised from 0.2 to 0.5 for the pet).

    All Bears, Foxes and Big Cats have now a "maxPreyBodySize" attribute up to their relative own body size attribute.

    All dogs are now set to be predator (but only for the smallest animals)

Thanks / Credits

A big Thank you to Oblitus : For fixing "pack animals" to be buyable.

All Horns/Antlers graphics were made by Coercion originally for the TropiCKAPP Rainforest mod

Also Mehni for pointing me to an error with the changes I made with cats behavior changes



Credits:
kaptain_kavern- for the original mod.
owl- for Westerado compatibility
Ludeon Forum user "Caffeine Zombie"- for the original RimWorld v1.0 update
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:50 AM
(https://i.imgur.com/OZgBcMK.png)

Amnesia
Removes all Vanilla starting research, and as such, is only useful at the start of a new game. The benefit of using patches as this mod does, is keeping all Vanilla behavior of faction types.

Patches are named after their function. EG: "Vanilla_NewTribe_RemoveStartingResearch.xml" is the patch that removes all starting tribal research in Vanilla. You can delete a patch if you want the starting research back.

Current Mod Support:
Lizardmen (https://steamcommunity.com/sharedfiles/filedetails/?id=1710060170)
Yabils: Space Gremlins (https://steamcommunity.com/sharedfiles/filedetails/?id=1711219414)

v1.0 Downloads
Github (https://github.com/DrZhivago1/Amnesia/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1674357478)

Credits:
Xiapher-Mod name idea
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:17:58 AM
(https://i.imgur.com/9q5NLwT.png)

The Birds and the Bees - CF Patch
Adds reproductive organs for "The Birds and the Bees" (https://ludeon.com/forums/index.php?topic=16120.msg171779#msg171779) with prosthetics based on "Cyber Fauna" (https://steamcommunity.com/sharedfiles/filedetails/?id=1548649032).

Load after "Cyber Fauna" and "The Birds and the Bees".

Features
Adds simple (80% efficiency) and bionic (125% efficiency) and archotech (200% efficiency) reproductive organs for animals. Restores fertility.
Also works with derivative mods such as "The Birds and the Bees - RBSE Edition"

Known issues
No known issues. Save compatible.


v1.0+ Downloads
Github (https://github.com/DrZhivago1/The_Birds_and_the_Bees-CF_Patch/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1776297945)

Credits:
Daniledman- Cyber Fauna
Fluffy- The Birds and the Bees
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 03:18:06 AM
(https://i.imgur.com/mqmV1Ub.png)

DocTech
A mod which allows the disassembling and assembling of Archotech technology after the required "Nanite Production" research. This is a late-game technology and objects will produce nanites upon being disassembled.There is also a "scrambling" recipe included which allows players to randomly change neurotrainers... for a price (also note that all crafted neurotrainers are randomized).

Current Mod Support:
SF [1.0] Orbital Trader Transponder (https://steamcommunity.com/sharedfiles/filedetails/?id=1301120711)

v1.0 Downloads
Github (https://github.com/DrZhivago1/DocTech/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1921215747)

Credits:
Unon- co-author
Title: Re: The Doctor's World
Post by: Dr_Zhivago on December 02, 2018, 04:19:47 AM
(https://i.imgur.com/JVJiQDk.png)


DocPawnOverhaul
The goal of this mod is to make pawns feel damage. I found inspiration in VE-CO (https://ludeon.com/forums/index.php?topic=30799.0) to overhaul the Vanilla combat in a mod-friendly way. The way in which this mod handles that are through these features:
- Increase pain and bleeding rates to Human pawns from most damage types
- Pawns are less spongy and bleed out faster
- Pawns are less likely to lose small limbs
- Pawns are more likely to be shot in the torso
- Organs are critical wounds and more likely to be hit
- Medical aid will be more necessary in the field
- Animals are slightly more robust
- Bionics and Armor become far more important
- Completely save-friendly to add or remove as you wish



Suggested Mods To Use With
Ammunition (https://steamcommunity.com/sharedfiles/filedetails/?id=1892397131)
Yayo's Combat (https://steamcommunity.com/sharedfiles/filedetails/?id=1747929243)
CustomDeathRandomness (https://steamcommunity.com/sharedfiles/filedetails/?id=1464742390)
Smart Medicine (https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319)
Field Medic (https://steamcommunity.com/sharedfiles/filedetails/?id=1541287769)

If you do choose to use these mods, in conjunction with DPO, it will greatly change your Vanilla combat experience.
This mod only effects Vanilla races.



v1.0 Downloads
Github (https://github.com/DrZhivago1/DocPawnOverhaul/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1975381493)
Title: Re: [1.0] The Doctor's World (December 01, 2018)
Post by: Dr_Zhivago on December 03, 2018, 02:04:05 PM
DocWalledVitals (https://ludeon.com/forums/index.php?topic=47165.msg447417#msg447417) has been updated:

Polyamory Beds now supported.
Title: Re: [1.0] The Doctor's World (December 01, 2018)
Post by: Dr_Zhivago on December 05, 2018, 04:59:15 AM
DocWalledVitals (https://ludeon.com/forums/index.php?topic=47165.msg447417#msg447417) has been updated:

Mod almost entirely rewritten. Thanks to user 'notfood', as I currently know about .01% C#. Mod menu option added in 'settings' to toggle walled vitals monitor support for all beds, or default of Vanilla behavior.
Title: Re: [1.0] The Doctor's World (December 05, 2018)
Post by: Dr_Zhivago on December 07, 2018, 04:44:53 PM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

Change notes under "code" for the fifth release.
Title: Re: [1.0] The Doctor's World (December 05, 2018)
Post by: ruyan on December 07, 2018, 08:05:52 PM
Thank you so much for your mods mate. Not only do I like the changes you've made, I also appreciate the fact that you put DocsWorld on Github as I use it to learn about xml modding in Rimworld and already made some changes that fit my mod setting.
Cheers
Title: Re: [1.0] The Doctor's World (December 05, 2018)
Post by: Dr_Zhivago on December 07, 2018, 09:53:05 PM
Quote from: ruyan on December 07, 2018, 08:05:52 PM
Thank you so much for your mods mate. Not only do I like the changes you've made, I also appreciate the fact that you put DocsWorld on Github as I use it to learn about xml modding in Rimworld and already made some changes that fit my mod setting.
Cheers

No problem mate. I'm glad to hear you're enjoying, and I saw the fork you made. That's pretty much how I learned. Thinking of something I wanted and then looking at what other people had done. Rolling table was my first mod haha. Still learning though, so you might see changes in my xpathing style as I get better!
Title: Re: [1.0] The Doctor's World (December 07, 2018)
Post by: ruyan on December 08, 2018, 05:36:17 AM
Yeah I already modified some of your xpathing, testing the loading speeds by using a multi select version. The difference is miniscule since there are not enough passes to make a huge difference I guess.

I do have a couple fixes like architect icons for different mods (icons made by me), a fix for architect icons when extended storage EXTENDED is installed (it changes the storage tab name so the icon is lost) and putting Industrial Rollers behind electricity research. Do you want a pull request on those and look over them?
Title: Re: [1.0] The Doctor's World (December 07, 2018)
Post by: Dr_Zhivago on December 08, 2018, 05:42:28 PM
Quote from: ruyan on December 08, 2018, 05:36:17 AM
Do you want a pull request on those and look over them?

Sure, I'll look it over and see
Title: Re: [1.0] The Doctor's World (December 07, 2018)
Post by: Dr_Zhivago on December 11, 2018, 07:03:33 PM
New Updated Mod:

Vanilla Animals Overhaul Reloaded (https://ludeon.com/forums/index.php?topic=47165.msg447419#msg447419)
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Dr_Zhivago on December 19, 2018, 02:03:41 AM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

v1.0.8 (18/12/2018):

Updated Vanilla and modded miniaturisation Defs.

Removed "Expanded Woodworking"/experimental patches, as they are now integrated into the main mod/not useful.

IF "High Tech Labratory Facilities" is installed:
Moves countertop behind complex furniture research.

IF "RimCuisine" AND "SeedsPlease" are installed:
Removes extra cocoa recipes and items.

IF "RIMkea" AND "CuprosStones" are installed:
Allows all chunks to be used for BULDRESTStool.

IF "VGP Garden Fabrics" and "Vanilla Animals Overhaul Reloaded" are installed:
Allows new wools to be used on blended wool recipe.

IF "VGP Garden Fabrics" AND "RimCuisine" are installed:
Wild flax drops raw flax instead of cloth.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: ambivalence on December 19, 2018, 12:27:11 PM
Does it require having all the mods? I like a couple of patches + the idea of seamless modding.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Canute on December 19, 2018, 12:45:51 PM
No, the mod check if that other mod is active/loaded then it throw in that patch.
A mod tool "Modcheck" is doing that job.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Dr_Zhivago on December 19, 2018, 02:46:12 PM
Nope, like Canute said, you can even just use Vanilla.

As a side-note... If you do not like a patch, and use the mod effected, you can also remove the patch. I've tried to make the patches pretty modular so you can just delete the patch in question from the patch folder.

Edit: This is in reference to the mod DocWorld
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: ambivalence on December 25, 2018, 01:24:08 PM
Is it safe to use Dubs Bad Hygiene + SeedsPlease + VG + [RF] Fertile Fields, if the first of them was added to the existing save (the rest, including your patch, were already there)? There's already some mode that uses fertilizer (for hydroponics), I guess it's VG. Is it okay for DBH? Thanks.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Dr_Zhivago on December 25, 2018, 02:56:55 PM
Quote from: ambivalence on December 25, 2018, 01:24:08 PM
Is it safe to use Dubs Bad Hygiene + SeedsPlease + VG + [RF] Fertile Fields, if the first of them was added to the existing save (the rest, including your patch, were already there)? There's already some mode that uses fertilizer (for hydroponics), I guess it's VG. Is it okay for DBH? Thanks.

I never used VGP Garden Tools, so that won't be touched by my mod at all. I do not know if Garden Tools relies on the other mods in any way, so there could be a potential issue there. If you're adding DBH to an existing game with my patch already running, then it should be fine (as the items will be removed before loading the save-game so long as you restart after changing modlist). Just back-up your save as a precaution.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Dr_Zhivago on January 06, 2019, 08:02:31 AM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

v1.0.9 (06/01/2018):

IF "Architect Icons" is installed:
Added more mod support for pictures.

IF "Change Dresser" is installed:
Added compatibility to [sd] Goodnight, RIMkea, LOTRE, Gloomy Furniture, Medeival Times, Polyamory Beds

IF "Dubs Bad Hygiene" is installed:
Move "Ceiling Fan" behind electricity research.

IF "Extended Storage" is installed:
Adds some categories to various storage furniture for better compatibility with "RimCuisine" and "Rim of Madness - Bones"

IF "VGP Xtra Trees and Flowers" AND "Realistic Planets" AND "Expanded Woodworking" are installed:
Add wood logs and lumber to VGP Trees.


RollingTable (https://ludeon.com/forums/index.php?topic=47165.msg447418#msg447418) has been updated:


General code optimization.
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: ww9 on January 14, 2019, 01:20:21 PM
Thank you so much for updating, maintaining and patching Vanilla Animals Overhaul!
Title: Re: [1.0] The Doctor's World (December 18, 2018)
Post by: Dr_Zhivago on January 31, 2019, 03:49:36 PM
Quote from: ww9 on January 14, 2019, 01:20:21 PM
Thank you so much for updating, maintaining and patching Vanilla Animals Overhaul!

No problem. Glad you've found the update useful.
Title: Re: [1.0] The Doctor's World (January 06, 2019)
Post by: Dr_Zhivago on March 05, 2019, 01:25:32 AM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:


Date Format: DD/MM/YYYY

**v1.0.10 (04/03/2019):**

Moved the Changelog into the README.md
Fixed RoM-Bones_StuffedFloors patch
Changed underground conduit defName, this will delete conduits from ongoing saves (so replace them).
Buffed the mass of various minifiable Vanilla items (only items from 1.0.0 release of DocWorld).
Removed "Weapon Tech" error fixing patch, no longer needed.

IF "DDA Security and More" AND "Doors Expanded" are installed:
Remove DDA blastdoor research and replace research with Doors Expanded version.

IF "DDA Security and More" AND "Fences and No Floors"/"Fences and Floors" are installed:
Remove fence research and move fences to Fences tab.

IF "Dubs Hygiene" AND "RF Fertile Fields" are installed:
The composter is usable and produces RF Fertile Field compost. May cause minor issues with ongoing saves.
Returns previously removed JobDef "LoadComposter" and "UnloadComposter".
Returns previously replaced "WaterFiltration" research prerequisites to "SepticTanks".
Returns previously removed "SewageSludgeComposting" research.
Returns previously removed "BiosolidsComposter".
Returns previously removed WorkGiver "UnloadComposter".
Returns previously removed WorkGiver "FillComposter".
Continues to remove "BiosolidFertilizer".
Continues to remove "Biosolids".

IF "LED Lights" is installed:
Move all lights to Lighting tab.

IF "Repair Workbench" AND "Survival Tools" are installed:
Add tools to weapon repair recipe.


RollingTable (https://ludeon.com/forums/index.php?topic=47165.msg447418#msg447418) has been updated:

Smokeleaf Industry compatibility added.
Title: Re: [1.0] The Doctor's World (March 04, 2019)
Post by: Dr_Zhivago on March 05, 2019, 07:38:47 PM
Amnesia (https://ludeon.com/forums/index.php?topic=47165.msg447420#msg447420) has been released:

Removes all Vanilla starting research.
Title: Re: [1.0] The Doctor's World (March 05, 2019)
Post by: Giraffe on May 29, 2019, 05:26:55 PM
Is there a quick solution to making animals from other mods into pack animals?

I'm using the Star Wars Animal Collection mod and there are a few animals which I can use as mounts just fine but they have +0 carrying bonus despite being gigantic and having a carry weight bonus of x500%

With dinosauria it was simple enough to just edit the xml for races in the mod and just change pack animal to true (though that said I haven't tested it enough to know if that does the trick anyhow)

Sorry if this is the wrong place to post this but it seems like you've got the pack animal thing figured out and I'm hoping you could send me in the right direction.

I initially thought this forum thread was for some Dr. Who themed mod or something so I never checked it out. Hope you continue to revive dead mods as some of my favorites have been lost to the past.
Title: Re: [1.0] The Doctor's World (March 05, 2019)
Post by: Dr_Zhivago on June 02, 2019, 08:39:57 PM
Quote from: Giraffe on May 29, 2019, 05:26:55 PM
Is there a quick solution to making animals from other mods into pack animals?
https://github.com/DrZhivago1/KK_AnimalOverhaul/blob/master/Patches/AnimalCollabProj.xml#L4
Lines 4-23 is the patch applied to allow ONE animal to become a pack animal. This basically tests to see if a mod is loaded, if it is, the animal is tested to see if it is a pack animal, and if it is not a pack animal, adds that value to it. The requirements in my linked example are: mod name from About.xml and defName of the animal you wish to change. You'd only have to make a few changes to that patch example for every animal, replacing the defName with the proper one instead of "ACPBlackRhinoceros". Of course you'd also need to replace the name of the mod that is searched for, however that only needs to be done once.

There is perhaps a better way of doing this called "PatchOperationConditional" that I could have opted to use instead. However I did not use it at the time for whatever reason. If you'd like to learn more about XPath and modding in general for RimWorld, the Wiki has some good info now.
https://www.rimworldwiki.com/wiki/Modding_Tutorials

Quote from: Giraffe on May 29, 2019, 05:26:55 PM
I initially thought this forum thread was for some Dr. Who themed mod or something so I never checked it out. Hope you continue to revive dead mods as some of my favorites have been lost to the past.
You know what they say about assuming ;). Glad you've found inspiration in it.
Title: Re: [1.0] The Doctor's World (March 05, 2019)
Post by: Dr_Zhivago on June 21, 2019, 12:33:38 AM
The Birds and the Bees - CF Patch (https://ludeon.com/forums/index.php?topic=47165.msg447421#msg447421) has been released:

Adds reproductive organs for "The Birds and the Bees" with prosthetics based on "Cyber Fauna".
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Tgr on June 24, 2019, 01:43:05 AM
I don't know if you take or want suggestions, but UN-Colony, Industrialization, Glass & Lights, Ancient Rim have some materials overlap (copper, concrete,
glass, etc.) and something's off with a handful of materials (high grade steel is weaker than regular steel when I have these enabled?)

Unfortunately I don't really know how to do this or I would do it.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Tgr on June 24, 2019, 04:06:49 AM
Additionally, coal chunks is implemented in Ancient Rim, and is a different material than coal from Medieval/Agracore's Simple Coal.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Canute on June 24, 2019, 04:53:01 AM
TREH,
if you didn't notice any material a mod add to the game is unique. Doesn't matter if it is coal or steel that is just the display name.
Only a few mod's are made to use stuff from other mods.
So basicly it happen when 3 mods add coal, you got 3 different coal type's ingame each one for their own use and they arn't exchangeable.

You should ask the mod author of these mod's if they could create a modcheck patch, so the other resources would be used instead to create a own new one.

Ofcourse you can try to create a own modpack, and manualy adjust all the resources by yourself like the Hardcore SK modpack did ! :-)
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Tgr on June 24, 2019, 06:46:44 PM
Ah, I see. Reading about this, it is somewhat more complicated than I imagined.

Additionally if I am interpreting this correctly it would be somewhat more difficult if some materials are duplicated across more than one mod.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Canute on June 24, 2019, 07:49:53 PM
When a mod add some resources it add a defination like Mod1_coal and a name Coal.
A second mod made a similar resources Mod2_coal and name it Coal too.
They arn't duplicate since their defination are different.
You would need to remove the Mod2_coal defination, and adjust all entries at Mod2, that they use the Mod1_coal defination instead.

The mod author's don't like to use other mod's as requirements for their own mod. But some author's accept requests for patches or variants of their mod to use other mod resources.

Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Tgr on June 24, 2019, 08:48:49 PM
Right. I was under the impression this mod did patch some materials in that manner but looking at the change log it appears it is modifying other incompatibilities.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Dr_Zhivago on June 25, 2019, 03:55:09 AM
Quote from: TREH on June 24, 2019, 08:48:49 PM
Right. I was under the impression this mod did patch some materials in that manner but looking at the change log it appears it is modifying other incompatibilities.

Idk if it was you on Steam, but I'm not opposed to altering mods in that manner, within reason. I just need some detailed info and links to the mods. Basically I need to know exactly the desired product, and the exact mods that create this behavior. Then I have to do testing and I can alter it to my desired standards, unless I find that it requires too much.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Tgr on June 25, 2019, 04:21:16 PM
Industrialization adds copper (material) and concrete (from cement mixer). Copper I don't believe has any specific purpose, though it makes concrete a required material for some poured floors.

https://steamcommunity.com/sharedfiles/filedetails/?id=1463579055

Ancient rim adds iron, bronze, copper and "coal chunks," though the Simple Coal author might already be looking into this. Copper in this mod is a generic material that is also used with iron (added by this mod) to smelt steel. Iron and bronze do not need to be changed.

https://steamcommunity.com/sharedfiles/filedetails/?id=1734135259

UN-Colony adds concrete (made at industrial machinery) for the construction of certain walls and ceilings, as well as glass slabs for the construction of glass objects.

https://steamcommunity.com/sharedfiles/filedetails/?id=1542036108

Glass + Lights adds its own glass production chain with two materials, glass and reinforced glass, which are used for walls.

https://steamcommunity.com/sharedfiles/filedetails/?id=1734135259

Essentially what would be ideal is if these duplicate materials were merged to simplify production chains and eliminate duplicates, a la Simple Coal. So you could make glass for Glass + Lights using the industrial machinery in UN-Colony, or concrete for UN-Colony using the cement mixer in Industrialization.
Title: Re: [1.0] The Doctor's World (June 20, 2019)
Post by: Dr_Zhivago on August 10, 2019, 11:25:18 PM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:


Date Format: DD/MM/YYYY

**v1.0.11 (08/08/2019):**

Now requires being loaded below "Extended Storage Extended" and/or "Industrialisation" if the mod/s are used. This is due to patching patches.
Updated patch for "Glass+Lights" to reflect mod updates.
Removed "Colony Leadership" patch for sound errors, fixed by mod author.
Removed "VGPGardenFabrics_ThrumboExtension", author of VGP used my patch.
Removed "VGPGardenFabrics_AnimalCollabProj", author of VGP used my patch.
Added new "Beds" tab for all beds. Supported Mods: RIMKea, LoTR, [sd] goodnight, Vanilla Furniture Expanded/Medical Module
Added new "Storage" tab for all shelving furniture. Supported mods: LWM's Deep Storage, RimWriter, Vanilla Furniture Expanded, Extended Storage, Extended Storage Extended

IF "Ceiling Lights" is installed:
Moves all lights to the Lighting tab.

IF "Combat Extended" AND "[SYR] Individuality" are installed:
Patch 'Expert Shooter' accuracy bonus to be in line with Combat Extended. -Thanks to XeoNovaDan

IF "Expanded Woodworking" AND "Simple Chains: Leather" are installed:
Tanning liquor made from logs.

IF "Floor Lights" is installed:
Moves all lights to the Lighting tab.

IF "LWM's Deep Storage" is installed:
Adds categories and items to storage furniture for change to Vanilla as well as "VGP Garden Fabrics".

IF "Medical Training" AND "Thanks For All The Fish" are installed:
Removes fish from training recipe on medical training table.

IF "Outdoor Lighting" is installed:
Moves all lights to the Lighting tab.

IF "RIMkea" is installed:
Nerf values for work to build/comfort/beauty on furniture items.

IF "Soft Warm Beds" is installed:
Move beds to Beds tab.

IF "Un-Colony" AND "Glass+Lights" are installed:
Remove and replace all UN-Colony glass.

IF "Un-Colony" AND "Industrialisation" are installed:
Remove and replace all Industrialisation concrete.

IF "Vanilla Furniture Expanded" is installed:
Remove VFE category and put all furniture into their respective tabs.
Add recipes to stone campfire from mods: "Fertile Fields", "RazzleDazzle!", "Simple Chains: Leather".

IF "Vanilla Furniture Expanded" AND "Additional Joy Objects/Classic" are installed:
Remove VFE dartboard and arcade.

IF "Vanilla Furniture Expanded" AND "Industrial Age - Objects and Furniture" are installed:
Remove Industrial Age radio.

IF "Vanilla Furniture Expanded" AND "Misc. Training"/"Combat Training" are installed:
Remove VFE punching bag.

IF "VGP Garden Fabrics" AND "MendAndRecycle" are installed:
Remove salvage recipe from loom, as it is on tailoring bench, which seems more appropriate.

IF "ZARS Production Spots" AND "Thanks For All The Fish" OR "RimCuisine" are installed:
Move production spots into drop down designator from ZARS.



Quote from: TREH on June 25, 2019, 04:21:16 PM
Essentially what would be ideal is if these duplicate materials were merged to simplify production chains and eliminate duplicates, a la Simple Coal. So you could make glass for Glass + Lights using the industrial machinery in UN-Colony, or concrete for UN-Colony using the cement mixer in Industrialization.
I made patches for UN-Colony regarding Glass+Lights/Industrialisation. Ancient Rim was a bit more than I am willing to chew at the moment. I'd need to spend more time playing around with Ancient Rim to have it mesh well.
Title: Re: [1.0] The Doctor's World (August 10, 2019)
Post by: Dr_Zhivago on August 21, 2019, 10:38:22 PM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

Date Format: DD/MM/YYYY

**v1.0.12 (21/08/2019):**

Now requires being loaded below "Gloomy Vanilla" if the mod is used. This is due to patching patches.
Changed all designation category def names to be unique and better support adapting mods into new categories.
Rewrote the "ClothBeds" modification so it is friendlier and nullified if using with other similar mods. Support for: Vanilla, Gloomy Furniture, RimJobWorld, RIMkea, Vanilla Furniture Expanded, Vanilla Furniture Expanded - Spacer Module.
Removes "Fences" designation category if not using any Fence mods.
Add dropdown designator for Vanilla standing lamps.
Updated AJO-Lite mod name in patches.
Updated "DubsBadHygiene_RFFertileFields" (irrigation sprinklers and composter now in "Farming" tab).
Updated "Glass+Lights_Lighting" (outdoor ground lamp in proper category and cieling lamps combined in one dropdown menu).
Updated "DubsSkyLights_Lighting" (updated lighting designation category name).
Updated "LWM Deep Storage" (patches better reflect storage categories and recent update, though this will likely need to be updated again very soon).

IF "Additional Joy Objects" lite/classic is/are installed:
Move painting easel to "joy" category.

IF "Centralized Climate Control" is installed:
Move all items to "Temperature" category.

IF "Complete Tech Solutions" is installed:
Move bed to "Beds" category.

IF "Dubs Bad Hygiene" is installed:
Put Ceiling fans into dropdown designator.

IF "Fast Regen" is installed:
Move beds to "Beds" category.

IF "Glitter Tech"/"Glitter Tech (No Surgery)" is installed:
Move beds and lights to respective categories.

IF "Gloomy Vanilla" is installed:
Move lights to "Lighting" and fences to "Fences" category.

IF "Glowstone" is installed:
Move lights into their respective category, and remove designation category from mod.

IF "RimJobWorld" is installed:
Move beds to "Beds" category.

IF "Sparkling Worlds" is installed:
Move bed to "Beds" category.

IF "Steam Light" is installed:
Move lights into their respective category.

IF "Vanilla Fences" is installed:
Moves fences to "Fences" tab.

IF "Vanilla Furniture Expanded - Spacer Module" is installed:
Remove VFE category and put all furniture into their respective categories.

IF "VGP Fabrics" AND "MendandRecycle" are installed:
Remove salvaging from Loom.

IF "VGP Fabrics" AND "SeedsPlease" are installed:
Clean up storage categories.

IF "RF Fertile Fields" AND "SeedsPlease" are installed:
Move seeds production bench to "farming" category.

IF "RimCuisine 2" and/or the sub-mods are installed:
Create new category called "Culinary" and move all cooking/brewing items into it. Remove RC2 designation category.

IF "RIMkea" is installed:
Put Shainbrait and Kageshain lights into dropdown designators.

IF "Wall Sun Lamp" is installed:
Move lights into their respective category, if "Fertile Fields" is installed the Sun Lamp goes into farming category.

IF "ZARS Production Spots" AND "RimCuisine 2" are installed:
Move production spots into drop down designator from ZARS, move brewing/butcher spots to "Culinary" category, and remove excess brewing spot from RC2.


Amnesia (https://ludeon.com/forums/index.php?topic=47165.msg447420#msg447420) has been updated:

Added Mod Support for: RimCuisine 2
Title: Re: [1.0] The Doctor's World (August 10, 2019)
Post by: Dr_Zhivago on September 17, 2019, 08:51:15 PM
The Birds and the Bees - CF Patch (https://ludeon.com/forums/index.php?topic=47165.msg447421#msg447421) has been updated:

Adds Archotech reproductive organs for "The Birds and the Bees" with prosthetics based on "Cyber Fauna".


DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

Date Format: DD/MM/YYYY
**v1.0.13 (17/09/2019):**

Added new "Husbandry" tab for all agriculture/livestock. Supported mods: Dubs Bad Hygiene, FishIndustry, [RF] Fertile Fields [1.0], SeedsPlease, VGP Garden Tools, Wall Sun Lamp
Vanilla standing lamps are combined into dropdown designator.
Vanilla butcher table and vent are 'stuffed'.
Vanilla lights are now more efficient, this replaces the need for "Chickens Effecient Light".
Updated "LWM Deep Storage" designation category patches.
Updated "Glass+Lights" patches. Glass is a common ingredient in lights. Supported mods: Additional Joy Objects (classic/lite), Industrial Age - Objects and Furniture, RIMkea, Vanilla Furniture Expanded, Vanilla Furniture Expanded - Spacer Module

IF "Dubs Bad Hygiene" is installed:
'Stuff' the SewageOutlet.

IF "Expanded Woodworking" AND "Survivalist's Additions" are installed:
Enables building with the wood types from "Expanded Woodworking".

IF "FishIndustry" is installed:
Rotatable AquacultureBasin, changed designation category, and new art assets applied (FishingPier, FishingPierSpawner, MenuIcon_FishingPierSpawner, MicroFungus).

IF "Floored" is installed:
Group floor types into dropdown designators and match textures if using "Simply More Bridges".

IF "Industrialisation" is installed:
Patch Vanilla paved tile flooring to use concrete.

IF "Large Animal Beds" is installed:
Added support for pet beds, they will stay in Large Animal Beds designation category.

IF "More Furniture [1.0]" is installed:
Groups the "More Furniture" carpet with the vanilla carpet.

IF "[1.0] RimCuisine 2 Core" is installed:
Change biome foraged foods.

IF "[1.0] RimCuisine 2 Core" AND "[RF] Realistic Planets [1.0]" are installed:
Change biome foraged foods, and include agriculture patch to RF biomes.

IF "Simple Concrete" AND "Simply More Bridges" are installed:
Replace the cost of concrete bridges with concrete.

IF "Simply More Bridges" AND "Industrialisation"/"Simple Concrete" AND "Roads of the Rim" are installed:
Replace/add texture and recipe for Concrete bridges.

IF "Vanilla Armour Expanded" AND "NightVision" are installed:
Remove NightVision goggles from NV, VAE has a pair(check the NV settings for allowing nightvision goggles).

IF "VGP Fabrics" AND "RimCuisine 2" are installed:
Replace flax plant harvest with raw flax.

IF "VGP Fabrics" AND "RimCuisine 2" AND "SeedsPlease" are installed:
Add rot to flax plant.

IF "VGP Garden Canning" is installed:
Moves items to "Culinary" designation category.

IF "VGP Garden Drinks" is installed:
Moves items to "Culinary" designation category.

IF "VGP Garden Gourmet" is installed:
'Stuffs' the VGP-GG worktables.
Moves items to "Culinary" designation category.

IF "VGP Soylent Production" is installed:
Moves items to "Culinary" designation category.

IF "VGP Garden Tools" is installed:
Moves items to "Husbandry" designation category and adds dropdown designators.

IF "Smoked meat" is installed:
Moves items to "Culinary" designation category.


Rolling Table (https://ludeon.com/forums/index.php?topic=47165.msg447418#msg447418) has been updated:

Textures have been reworked and RimCuisine 2 compatibility included.
Title: Re: [1.0] The Doctor's World (September 17, 2019)
Post by: Dr_Zhivago on October 09, 2019, 02:21:59 AM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:

Date Format: DD/MM/YYYY
**v1.0.15 (08/10/2019):**

Updated "FishIndustry" patch, the pier is now masked and 'stuffed'.
Updated "Glass+Lights_GlassRequisites" patch, mods additionally supported: Ceiling Light [1.0], Clutter "The Door Stuff", Clutter "Windows Stuff", Dubs Bad Hygiene, Glitter Tech, Static Quality Plus 1.2, Wall Light.
Updated "GloomyVanilla_DesignationCategory" patch, supports "Gloomy Vanilla Overhaul".
Updated "VGP Garden Gourmet" patch, canning stove and candy table are now masked textures.

IF "Ceramics" AND "[RF] Fertile Fields [1.0]"/"Expanded Woodworking" are installed:
Add most recipes to RockMill from [RF]FF. Add fiber recipe to woodworking tables from Expanded Woodworking.

IF "[TWC]Cupro's Stones 1.0" AND "MBS Faux Rock (Un-Unofficial) with smoothing" are installed:
Change textures used to match cupro stones for Faux Rock.

IF "[TWC]Cupro's Stones 1.0" AND "Simply More Bridges" are installed:
Add all stone types to bridges and match stone colors.

IF "Expanded Roofing" is installed:
Get rid of the annoying square shadows with glass roof.

IF "Expanded Woodworking" AND "[RF] Fertile Fields [1.0]" are installed:
'Stuffs' the compost bin and applies texture masks.

IF "High Density Hydroponics" is installed:
Move hydroponics to Husbandry designation category.

IF "More Hydroponics" is installed:
Move items to "Husbandry" designation category.

IF "[WD] Reinforced Doors 1.0" AND "Vanilla Furniture Expanded - Spacer Module" are installed:
Move reinforced doors into the same research requirements as reinforced walls.

IF "RoofBomb" is installed:
Make IEDs a research prerequisite.

IF "Vanilla Fences" OR "Vanilla Fences (Fence Tab)" are installed:
Keep fences in "Fences" designation category.

IF "Vanilla Furniture Expanded - Production" is installed:
Move items to "Culinary" designation category.

IF "Zen Garden" is installed:
Reorder Zen designation category.

IF "Zen Garden" AND "GloomyFurniture" are installed:
Move Zen Garden decor to Gloomy decoration category, and remove Zen category.


Rolling Table (https://ludeon.com/forums/index.php?topic=47165.msg447418#msg447418) has been updated:

"Smokeleaf Industry Reborn" compatibility included.
Title: Re: [1.0] The Doctor's World (October 08, 2019)
Post by: Dr_Zhivago on October 22, 2019, 05:41:20 AM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:
For most recent updates visit the Change Log (https://github.com/DrZhivago1/DocWorld/wiki/4.-Changelog).
Title: Re: [1.0] The Doctor's World (November 03, 2019)
Post by: Dr_Zhivago on November 06, 2019, 07:11:37 AM
Amnesia (https://ludeon.com/forums/index.php?topic=47165.msg447420#msg447420) has been updated.
Code rewritten. New license.

Rolling Table (https://ludeon.com/forums/index.php?topic=47165.msg447418#msg447418) has been updated.
New textures and new license.
Title: Re: [1.0] The Doctor's World (November 11, 2019)
Post by: makute on November 13, 2019, 06:23:58 AM
Hi Doc,

Any recommended load order when working along Preemptive Strike? I can't find the watchtowers on the Architect tab.

Thanks a lot.
Title: Re: [1.0] The Doctor's World (November 11, 2019)
Post by: Dr_Zhivago on November 16, 2019, 02:31:44 AM
Quote from: makute on November 13, 2019, 06:23:58 AM
Hi Doc,

Any recommended load order when working along Preemptive Strike? I can't find the watchtowers on the Architect tab.

Thanks a lot.

Probably an update, I'll look into it. Thanks for letting me know.

Edit: Nope, still in the security designation category and no errors logged on my end.
Title: Re: [1.0] The Doctor's World (November 11, 2019)
Post by: Dr_Zhivago on November 26, 2019, 12:15:23 AM
DocTech (https://ludeon.com/forums/index.php?topic=47165.msg447422#msg447422) new mod.
Title: Re: [1.0] The Doctor's World (November 25, 2019)
Post by: Dr_Zhivago on January 10, 2020, 11:38:20 PM
DocWorld (https://ludeon.com/forums/index.php?topic=47165.msg447416#msg447416) has been updated:
For most recent updates visit the Change Log (https://github.com/DrZhivago1/DocWorld/wiki/4.-Changelog).
Title: Re: [1.0] The Doctor's World (November 25, 2019)
Post by: Dr_Zhivago on January 21, 2020, 03:44:12 PM
DocPawnOverhaul (https://ludeon.com/forums/index.php?topic=47165.msg447426#msg447426) new mod.
Title: Re: [1.0] The Doctor's World (November 25, 2019)
Post by: Dr_Zhivago on February 01, 2020, 08:50:47 PM
New mod collection. Vanilla Friendly Combat Overhaul (https://ludeon.com/forums/index.php?topic=47165.msg447415#msg447415)