Small Nutrient Paste Dispensers
(http://i1301.photobucket.com/albums/ag117/Kirid420/Screenshots/MiniNPD.png) (http://s1301.photobucket.com/user/Kirid420/media/Screenshots/MiniNPD.png.html)
FRONT SIDE MINI
Important Notes:
Thanks to 1000101 for CCL conversion.
Community Core Library required (https://ludeon.com/forums/index.php?topic=16599.0)
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Change Log:
1.1- Update for Alpha 9
1.2- Update for Alpha 10
1.3- Update for Alpha 11
1.3 Still works for Alpha 12
1.4- Update for Alpha 13
1.5- CCL version
[attachment deleted by admin - too old]
Thanks to sanya02 for tuning me into a way to get them working.
I tested them for awhile, they should be working fine. If anyone notices any problems let me know.
Hey I like your mod - especially the textures :) I really love the concept of small mods adding only one or two applications so people can make their own "tool box" of mods. Was it a design decision to only let one dispenser exist at a time?
I don't use dispensers myself. But this is a good idea. I am thinking of downloading the mod as it is right now and giving it a shot though. I suggest settling on one design and then put them behind a research topic and don't replace the vanilla ones. I'd make the research cost fairly high for it too. One of my biggest gripes about NPD's is their size. I also am not fond of that negative thought you get from eating paste. If you could possibly remove or reduce that negative thought along with the smaller size then I'd be all over this. Cooking is annoying sometimes when your only good cook is also your only good miner or construction worker.
Quote from: JuliaEllie on October 16, 2014, 08:56:15 PM
Hey I like your mod - especially the textures :) I really love the concept of small mods adding only one or two applications so people can make their own "tool box" of mods. Was it a design decision to only let one dispenser exist at a time?
Quote from: Igabod on October 16, 2014, 09:28:57 PM
I suggest settling on one design and then put them behind a research topic and don't replace the vanilla ones.
If you could possibly remove or reduce that negative thought along with the smaller size then I'd be all over this.
Thanks! It's not a design choice, they don't work unless they overwrite the original. I tried adding all 3 as one mod so you could chose once in-game, but I think there is code that controls pawn's geting meals from it. Simply naming an objects as Building_NutrientPasteDispenser didn't work, it has to steal the defname too.
Replacing the vanilla ones doesn't matter much imo. If you want vanilla, dont download them mod; once you've downloaded the mod, why would you use the vanilla?
This mod is best used if you just imagine that the vanilla texture isn't a huge honking machine.
It's not supposed to make it more OP, just more manageable. That tiny one does feel cheaty without research, but I haven't gotten that far..
Was hoping to get some insight into dispensers for my own mod. And I did. Shame it seems they really are hardcoded into the game. Thanks for the info. This is probably the best we can get a dispenser to be at this version of the game.
Quote from: Kirid on October 16, 2014, 10:52:12 PM
Thanks! It's not a design choice, they don't work unless they overwrite the original. I tried adding all 3 as one mod so you could chose once in-game, but I think there is code that controls pawn's geting meals from it. Simply naming an objects as Building_NutrientPasteDispenser didn't work, it has to steal the defname too.
Replacing the vanilla ones doesn't matter much imo. If you want vanilla, dont download them mod; once you've downloaded the mod, why would you use the vanilla?
This mod is best used if you just imagine that the vanilla texture isn't a huge honking machine.
It's not supposed to make it more OP, just more manageable. That tiny one does feel cheaty without research, but I haven't gotten that far..
Alright, those limitations are understandable. I have limited modding experience with this game and wasn't aware of those issues. So thank you for informing me. I just gave up on my recent colony last night because there are a few new mods out that I've been wanting to try and I'm going to download this and try it out tonight.
Ill have a look into this for you but I'm sure if you added a worker def for your new paste dispenser def it would work. I'm in the middle of something right now but ill check tonight if I can.
Updated! Please be sure to read and only activate one at a time. Repackaged into a single mod rather than individuals. They are all fairly small anyways.
Niiiice... You can't make like 3 extra ones in the game ?
Hmmm..couldn't you just make three different new dispensers with different Def names but the same ingame names?
The def name is the important part as far as the code is concerned. The code for NPD's looks specifically for the defname of the NPD and if it doesn't match then it doesn't work.
Getting a 404 error trying to download.
I have a copy of the Mini Dispenser.
https://dl.dropboxusercontent.com/u/15654560/Mini%20NPD.rar
Thanks Aporatael!
I'm using this however, with space meals it would be good to set nutrient paste above meals - so meals are your emergency food - good for blackouts etc..
Perhaps an alternate version ?
Hi there fellow modders and mod users :)
Being that I am new to this site and all the goodies within, it is possible that this has been covered, however I am having a great deal of trouble locating a download for the most up to date version of the mini nutrient dispenser. I have scoured all the posts and only come across a link from Aporatael on 13.12.2014 however it appears to be unusable in game. When using it I encounter an issue whereby the dispenser appears red with a great big X across it and no cost value. At some point I think I read that it has actually been fixed quite recently. (?)
Not wanting to be pointed and laughed at for being a blind noob, I spent quite some time looking through everything relating to this post, and was still unsuccessful. Would anyone (even perhaps the developer) be kind enough as to point me in the right direction ?
Thanks in advance :)
I noticed in the front and mini versions of this that <foodCostPerDispense> is set to 10 where as the vanilla dispenser is 6. Is this intentional for balancing since these dispensers are so small? The side dispenser is set to 6.
Quote from: Penny on December 30, 2014, 05:27:16 AM
Hi there fellow modders and mod users :)
Being that I am new to this site and all the goodies within, it is possible that this has been covered, however I am having a great deal of trouble locating a download for the most up to date version of the mini nutrient dispenser. I have scoured all the posts and only come across a link from Aporatael on 13.12.2014 however it appears to be unusable in game. When using it I encounter an issue whereby the dispenser appears red with a great big X across it and no cost value. At some point I think I read that it has actually been fixed quite recently. (?)
Not wanting to be pointed and laughed at for being a blind noob, I spent quite some time looking through everything relating to this post, and was still unsuccessful. Would anyone (even perhaps the developer) be kind enough as to point me in the right direction ?
Thanks in advance :)
If closing rimworld and reloading doesn't solve the problem it could be an extraction issue with the file. Or did you have a vanilla dispenser already built and then enabled this mod on an old save?
Thanks for your reply :)
An error occurs every time I load the game with the Mod enabled;
XML error:<graphicPathSingle>Things/Building/MiniNPD</graphicPathSingle> doesn't correspond to any field in the type ThingDef.
To answer your question though, this is the only time and the only version of the mod that I have ever installed. I also turned off all other mods to rule out compatibility issues. My brother also installed the mod to see if he would be greeted with a different result, however the same thing is happening to him also. We have literally only just started using mods at all. This version of the mini dispenser is the only one that we have 'played' with. So there is no possibility of having enabled this over an old save. Perhaps I am destined not to use this mod :(
Quote from: Penny on December 30, 2014, 09:08:57 PM
Thanks for your reply :)
An error occurs every time I load the game with the Mod enabled;
XML error:<graphicPathSingle>Things/Building/MiniNPD</graphicPathSingle> doesn't correspond to any field in the type ThingDef.
To answer your question though, this is the only time and the only version of the mod that I have ever installed. I also turned off all other mods to rule out compatibility issues. My brother also installed the mod to see if he would be greeted with a different result, however the same thing is happening to him also. We have literally only just started using mods at all. This version of the mini dispenser is the only one that we have 'played' with. So there is no possibility of having enabled this over an old save. Perhaps I am destined not to use this mod :(
Sounds like the texture file is missing go to the texture folder of this mod and make sure it's there. Rimworld / Mods / Mini NPD / Textures / Things / Buildings. MiniNPD.png should be in there. If not then I recommend re-downloading and re-installing the mod (I usually just copy paste the .rar file into the mods folder, right click it and hit "Extract Here")
The forum download link should be working... it got removed several times, but I jsut downloaded and started rimworld with it no problems. Sorry I can't replicate the problem. Just try a fresh install like Loki suggested is the only thing I can think of.
Quote from: Loki88 on December 30, 2014, 10:23:47 AM
I noticed in the front and mini versions of this that <foodCostPerDispense> is set to 10 where as the vanilla dispenser is 6. Is this intentional for balancing since these dispensers are so small? The side dispenser is set to 6.
Something I missed while updating, but thats a pretty huge usage difference XD Thanks for catching it. Would explain why my test colonies kept starving.
Quote from: Kirid on January 02, 2015, 08:51:24 PM
The forum download link should be working... it got removed several times, but I jsut downloaded and started rimworld with it no problems. Sorry I can't replicate the problem. Just try a fresh install like Loki suggested is the only thing I can think of.
Quote from: Loki88 on December 30, 2014, 10:23:47 AM
I noticed in the front and mini versions of this that <foodCostPerDispense> is set to 10 where as the vanilla dispenser is 6. Is this intentional for balancing since these dispensers are so small? The side dispenser is set to 6.
Something I missed while updating, but thats a pretty huge usage difference XD Thanks for catching it. Would explain why my test colonies kept starving.
I'm really ocd about my colony's food (now more than ever with it spoiling) so I noticed it after the first day of meals ( I literally sit there and watch how much the food in the hopper goes down every meal to make sure I set my hoppers up right ( meat MUST be used first since it has the lowest shelf life))
Any word on if it's compatible with the Prison-O-Mat Mod?
Quote from: TechnologicApe on February 11, 2015, 03:58:09 PM
Any word on if it's compatible with the Prison-O-Mat Mod?
I'm not sure what that is. Can you provide a link? Nevermind found it >_<
They are totally compatible. In fact that mod did what I failed to, creating a paste dispenser with a new defname. I might have to alter my mod.. it would make it work better.
Quote from: Kirid on February 11, 2015, 09:34:19 PM
Quote from: TechnologicApe on February 11, 2015, 03:58:09 PM
Any word on if it's compatible with the Prison-O-Mat Mod?
I'm not sure what that is. Can you provide a link? Nevermind found it >_<
They are totally compatible. In fact that mod did what I failed to, creating a paste dispenser with a new defname. I might have to alter my mod.. it would make it work better.
I was wondering if this mod would change their dispenser too
Quote from: TechnologicApe on February 27, 2015, 08:02:59 PM
I was wondering if this mod would change their dispenser too
It wouldn't, that mod has a custom dispenser. Not to mention it hasn't been updated to Alpha 9, and won't be.
Quote from the mod's creator:
Quote from: Rikiki on February 21, 2015, 07:02:08 PM
Sorry but it seems that prisonners are able to feed themselves from the standard NPD in Alpha 9. :)
So just use the standard one. I believe this mod has no reason to be updated. ;)
Cool! very useful thanks 8)
Updated for Alpha 10!
Couple slight changes, like the label and description, but nothing important.
I did some testing again trying to not replace the vanilla dispenser, same outcome, if these don't overwrite it, they won't use them.
Textures need some work (later) they are having white edge issues.
Please report any issues.
Quote from: Kirid on April 15, 2015, 04:55:04 PM
Updated for Alpha 10!
Thanks for the super-quick update. I'm spoiled by this mod; the default-in-game paste dispenser seems just ridiculously huge to me now.
Heh, you're welcome. I know what you mean, I've spoiled myself with them.
Hmm... Is there any technical reason why all these dispensers can't be in one mod?
Quote from: Adamiks on May 23, 2015, 07:47:25 PM
Hmm... Is there any technical reason why all these dispensers can't be in one mod?
Yep there is.
Quote from: Kirid on October 16, 2014, 08:09:10 PM
Only Activate One!
Each dispenser is an overwrite of the vanilla paste dispenser. They will replace the original.
Quote from: Kirid on October 16, 2014, 10:52:12 PM
Quote from: Igabod on October 16, 2014, 09:28:57 PM
I suggest settling on one design and then put them behind a research topic and don't replace the vanilla ones.
If you could possibly remove or reduce that negative thought along with the smaller size then I'd be all over this.
Thanks! It's not a design choice, they don't work unless they overwrite the original. I tried adding all 3 as one mod so you could chose once in-game, but I think there is code that controls pawn's geting meals from it. Simply naming an objects as Building_NutrientPasteDispenser didn't work, it has to steal the defname too.
Can someone do some sort of simple edit and turn this mod compatible with A13?
Updated!
Please remember to install it correctly (only select one). Shouldn't be any, but report any bugs you find.
First of my updated mods to include breakdown. Been hesitant because I wasn't sure how it worked.
Mod is looking dated, added to the list to retexture.
thanks! First mod I ever used
Just so you know, with CCL installed, you can have as many different NPDs as you like. CCL detours the hard-coded checks looking for the specific def into checks for the building class.
So, for CCL users, you can make an "all-in-one" version.
/shameless CCL promotion
Quote from: 1000101 on April 18, 2016, 06:03:42 PM
Just so you know, with CCL installed, you can have as many different NPDs as you like. CCL detours the hard-coded checks looking for the specific def into checks for the building class.
So, for CCL users, you can make an "all-in-one" version.
/shameless CCL promotion
I merged them all into one file and my Colonists don't use the NPDs anymore. They don't regard them as a food source. Sad because I outfitted my prison with small NPD dispensers and Dining Room with Side Dispensers but they don't use them even when I went into debug and made them starve.
I just tried myself and didn't have any issue with four different NPDs available.
I did notice that this mod is trying to inherit an abstract which it doesn't have access to. "BuildingBase" is not defined in any of the mod versions and you can't inherit across mods. I'm assuming that the idea is to inherit from Core, but you can't do that.
Anyway, while doing a CCL version of this, I did discover a small bug (multiple mods injecting the same ThingComp into the same def) in CCL which I've fixed and will be in the next CCL release. Fixed in CCL v0.13.1.1
Attached (I will remove it if Kirid demands it) is a CCL compatible version, may have issues with CCL-VT until the next CCL release (due to the bug).
[attachment deleted by admin - too old]
Very cool. Thank you!
Quote from: 1000101 on April 24, 2016, 06:53:20 PM
I did notice that this mod is trying to inherit an abstract which it doesn't have access to. "BuildingBase" is not defined in any of the mod versions and you can't inherit across mods. I'm assuming that the idea is to inherit from Core, but you can't do that.
Are you certain it isn't inherited from the core? I think it used to be required. I haven't defined BuildingBase in any of my mods, yet they are all functioning as intended without it. If you notice
Buildings_Art in
ThingDef_Building is the only place it is defined in the core.
The abstract definitions are only valid in the mod which defines them. If you check your output_log.txt/Player.log you will find xml errors about missing xml tags. Don't rely on the debug window that may not popup and doesn't show everything, it is virtually useless. Always check the log file itself.
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [nvd3dum.dll 10.18.13.6200]
Renderer: NVIDIA GeForce GTX 960M
Vendor: NVIDIA
VRAM: 1995 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in 0.055 seconds
<RI> Initializing input.
<RI> Input initialized.
desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E50A008 (this message is harmless)
Fallback handler could not load library E:/RimWorldAlpha13Win/RimWorld1135Win/RimWorld1135Win_Data/Mono/data-0E50A008.dll
Initialized the EdB Mod Order mod
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
UnloadTime: 0.796223 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)
Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5695.
Total: 21.157372 ms (FindLiveObjects: 0.170140 ms CreateObjectMapping: 0.275145 ms MarkObjects: 20.243904 ms DeleteObjects: 0.046581 ms)
Platform assembly: E:\RimWorldAlpha13Win\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing new game with mods Core, EdBModOrder, and SmallWalls_Full1.9.1
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
My output log after starting a new game using only Mod Order and Small Walls(without Building_Base). Going to assume you know better than I do and add it back anyways, but I'm not seeing any missing xml tag errors.
I have't tried Small Walls, but I did get the xml errors for your NPD mod.
CLL version added to main post.
The end of your first post says "[attachment deleted due to age]". You might want to fix that.
I'm having a issue with the mod.
I've installed it in the mods folder, and all three of the NPDs are present in game. I go to build the skinny front NPD. My survivor will bring all the materials and put in the effort, but the NPD will disappear completely after completion. The resources and the NPD are just gone.
Am I installing the mod incorrectly, as all three of the various NPDs are present in the Production tab, which I recall from previous versions (pre-A13) would cause problems and as such only one of the various new NPDs could be installed at a time. I don't see an option for selecting only one of the NPDs, however.
This mod requires CCL. You need CCL to "unbind" the AI from the specific vanilla NPD and allow (multiple) modded NPDs.
Also, in cases like this - POST YOUR LOG FILE!
Don't show us a screen shot, attach the "Player.log" (Mac/Linux) or "output_log.txt" (Win) file.
You are correct, I missed installing the CCL.
Thanks for the help, I very much appreciate it.
Does anyone know if this is working with Alpha 14?
It takes the most minor edits to the xml but it otherwise works.
Would you be able to tell me what will need editing?
The ModHelperDef needs to be properly namespaced as well as the version updated.
The rest is very simple and anyone can figure it out in less than an hour.
Ok, thanks
can you update this please I really need it for my prison :) :)
If you just want a mini dispencer, try this:
Edit the Buildings_Production.xml under
Mods\Core\Defs\ThingDefs_Buildings
Find the entry for Nutrient dispenser
Find <drawSize>(3,4)</drawSize>
and change it into <drawSize>(1,1)</drawSize>
Find <interactionCellOffset>(0,0,3)</interactionCellOffset>
and change it into
<interactionCellOffset>(0,0,1)</interactionCellOffset>
And you just got a 1x1 dispenser.
It isn't the best solution since you edit the Core, but it works.
Quote from: Canute on October 26, 2016, 05:44:35 PM
If you just want a mini dispencer, try this:
Edit the Buildings_Production.xml under
Mods\Core\Defs\ThingDefs_Buildings
Find the entry for Nutrient dispenser
Find <drawSize>(3,4)</drawSize>
and change it into <drawSize>(1,1)</drawSize>
Find <interactionCellOffset>(0,0,3)</interactionCellOffset>
and change it into
<interactionCellOffset>(0,0,1)</interactionCellOffset>
And you just got a 1x1 dispenser.
It isn't the best solution since you edit the Core, but it works.
Would be possible to create another separated one using only xml? Same texture, same C# code but 1x1 so I can use both?
it won't let me edit it :'(
Quote from: lc-soz on October 26, 2016, 06:00:15 PMWould be possible to create another separated one using only xml? Same texture, same C# code but 1x1 so I can use both?
Until CCL is updated you can have one NPD - The vanilla one. You will need to override that like the non-CCL versions of this mod.