(http://i.imgur.com/xitYfin.png)
Hey everyone,
this is my new mod made live on stream. It was a fcking mess to make this thanks to ZoneManager being weird (http://static-cdn.jtvnw.net/emoticons/v1/25/1.0)
It makes the Trade Beacons add Trading Stockpiles automatically - no more setting Stockpiles YAY!!!!
DOWNLOAD ME!!! - Its free... (https://www.dropbox.com/s/z1i1c5u9wu6ujcp/Better%20Beacons.zip?dl=0)
Awesome mod!!!!! took way too long doe!
Yay, finally published :D
Keep up the good work :)
Very nice! I'll try this out for the time being, I hope you can add the sunlamp too! :D
I finally got to watch you make a mod, and it just so happened you made this insanely useful mod.
OT: Your twitch sig gets it wrong. When you're streaming it says you're offline, and when you're offline, it says you're streaming. Now it's right.
Hehe, another mod u always wanted somehow. I would propose to integrate that one core.
*applauds* :o
The zone manager isn't weird jellie! he's eccentric
and this mod is grape
Edit: Though I wish your timing was better =P like by 24ish hours, I just had to map out my trade zone yesterday so I don't quite get to use this one in a while yet!
Edit 2: and I think you're closing in on the 'being better modder then me' title!
if this is not added by Tynan to the game as a standard then he's nuts! does he pay you for these ideas :D
Damn, good job.
My DREAM just came TRUE !
Thanks everybody :) Hope you enjoy it.
If you want this in the base game youll have to bug Tynan :D
As I was scanning the forum I saw this and read it as "Better Bacon". All I could think was "That's impossible! You can't make bacon any better than it already is."
But yeah, this looks like an awesome addition. It should probably be incorporated into EdB's UI mod if not into the actual game itself. I'm going to give it a test run tomorrow probably.
even when i was in ur stream, i have NO clue what this mod does.
Anyone can explain me ? >D
when you select a trade beacon it shows a circle around it where stuff has to be inside of to be seen by the traders.
This draws a round stockpile inside that circle.
applauds ;)
(http://theambershow.net/wp-content/uploads/2012/11/obama-theambershow.jpg)
It happened...it really happened..
thank you!
This... is marvelous, utterly brilliant.
Keep up the impeccable work Julia!
(http://i.imgur.com/WIrozLo.png)
Looking at you Tynan
yay
So adding this. Super useful.
Do you record and upload your steams post stream Julia :D
Quote from: elStrages on January 20, 2015, 07:18:10 AM
Do you record and upload your steams post stream Julia :D
Nope sorry I dont - I use copyrighted material and youtube would not like this.. But Im working on a youtube series on modding
Quote from: JuliaEllie on January 21, 2015, 04:54:37 AM
Quote from: elStrages on January 20, 2015, 07:18:10 AM
Do you record and upload your steams post stream Julia :D
Nope sorry I dont - I use copyrighted material and youtube would not like this.. But Im working on a youtube series on modding
Jellie's - The Moddening
ep1. Y U NO WOK?! GOSHDARNIT
ep2. Okay, I'm calm F*DGE
Quote from: Shinzy on January 21, 2015, 05:16:40 AM
Jellie's - The Moddening
ep1. Y U NO WOK?! GOSHDARNIT
ep2. Okay, I'm calm F*DGE
Lol why'd you stop at 2? You were right on the money with the first two episode titles. The 3rd episode would be titled with a string of curse words in German. The 4th would be "Yay! It works!" and the 5th would be "Oh no! Why you do that!?!"
English op, pls nerf :D
Quote from: Igabod on January 21, 2015, 10:07:50 AM
Quote from: Shinzy on January 21, 2015, 05:16:40 AM
Jellie's - The Moddening
ep1. Y U NO WOK?! GOSHDARNIT
ep2. Okay, I'm calm F*DGE
Lol why'd you stop at 2? You were right on the money with the first two episode titles. The 3rd episode would be titled with a string of curse words in German. The 4th would be "Yay! It works!" and the 5th would be "Oh no! Why you do that!?!"
I LOVE that suggestion :D might happen..
Quote from: Rimworld Change Log
Jan 22
Added command to make trade beacon automatically generate a matching stockpile.
Jan 15
Items can write their quality on the map the same way they can write stack count.
Tynan keeps incorporating your mods into the game. I bet you have mixed emotions about that don't you? I had mixed emotions when he put pine trees into the vanilla game and I had to take them out of my mod.
LOL hey i have a question I know it makes a spot but can I expand on it? (I mean by adding zone does the range of the trade beacon extend?)
!!!!Bug report!!!!
if I delete or make any modification to the zone within the beacon, all changes reset when game is reloaded.
example: beacon is close to internal structure (beacon zone spawns extending inside my rooms to cover the circular area) so I manually trim them. when I reload my game all changes are reset. and the beacon zones are back to leaking inside my buildings/structure.
Quote from: Igabod on January 22, 2015, 06:11:27 PM
Quote from: Rimworld Change Log
Jan 22
Added command to make trade beacon automatically generate a matching stockpile.
Jan 15
Items can write their quality on the map the same way they can write stack count.
Tynan keeps incorporating your mods into the game. I bet you have mixed emotions about that don't you? I had mixed emotions when he put pine trees into the vanilla game and I had to take them out of my mod.
Yeah mixed feelings it is.. But hey I gotta deal with it thats what you get when you mod an alpha game :D
Quote from: Dragoon on January 22, 2015, 09:50:47 PM
LOL hey i have a question I know it makes a spot but can I expand on it? (I mean by adding zone does the range of the trade beacon extend?)
Yes
Quote from: numne0r on January 22, 2015, 11:56:18 PM
!!!!Bug report!!!!
if I delete or make any modification to the zone within the beacon, all changes reset when game is reloaded.
example: beacon is close to internal structure (beacon zone spawns extending inside my rooms to cover the circular area) so I manually trim them. when I reload my game all changes are reset. and the beacon zones are back to leaking inside my buildings/structure.
Hmm I will look into that eventually but since that functionality was added to the base game this mod will die anyways woth the next Alpha. Thanks for the report.
id take it as the highest form of praise a modder can get. The fact that its happening to you all the time....god job keep it up...now you have more time to go make more awesome.
Shouldn't make mods that fix flaws in the game, then Jellie =P
*poke*
Guess both is true. Its for sure an approval of the idea (I doubt he copy paste the code... but I dunno tho). Still, couldnt harm to say thx and give a pat on the back. Just implement it improves the game, but the honor is a bit a silent one.
Oh oh oh! Juliaellie! I have a teeny weeny request for ye if you have the time for it! ;D Would it be too much to ask if you could make a similiar mod to Better Beacons, except that its a zone tool? Two new zone tools with fixed sizes, one for stockpile, one for growing zones, to cover the beacon and sunlamp? :) I really want to add that into the quality potato I'm making! Also Caerbannog.
Quote from: numne0r on January 22, 2015, 11:56:18 PM
!!!!Bug report!!!!
if I delete or make any modification to the zone within the beacon, all changes reset when game is reloaded.
example: beacon is close to internal structure (beacon zone spawns extending inside my rooms to cover the circular area) so I manually trim them. when I reload my game all changes are reset. and the beacon zones are back to leaking inside my buildings/structure.
Good. This has been reported.
As a temporary fix, if you haven't already figured it out, you can make another stockpile where you don't want the beacon stockpile to extend. Then if you want that space to remain empty just use "Clear all" in it's list.
Love this mod --- so useful!
One minor thing though --- I like my compounds :) so I often have to trim the stockpile to fit in some odd shape. Which works fine; still easier to have the stock pile and delete some things than the other way around. But every time I reload the game, the parts I deleted get recreated.
Edit: Doh! Should have read through the whole thing to see everyone has already mentioned this. Sorry to be redundant. In case someone else hasn't suggested it (perhaps they have in which case I'll just add my support) it would b great if you checked for nearby roofs too when creating the stockpile. So demanding we are! :)
Well, hello!
I found this mod very useful, i came only to report a bug that's already been reported, so by now, I've fixed the problem with adding more zones, and making them invisible, but it would be great to don't have to do that.
Thgank you very much guys. This is because the beacon creates the stockpile every time it spawns. There is not much I can do about this. Sorry.
Quote from: JuliaEllie on January 23, 2015, 03:36:39 AM
Yeah mixed feelings it is.. But hey I gotta deal with it thats what you get when you mod an alpha game :D
Don't feel mixed!
Think this way:
You created an optional mod so awesome that the creator of the game thought, "That needs to be permanent." Know that your work has affected the game that thousands of people currently play, and that tens of thousands more (if not hundreds of thousands more) will experience in the future.
Well I guess it doesn't matter now that it's going to be added to the game, but I have a weird bug. I don't know if it's because I didn't put down a trade beacon yet, but I keep getting random trade beacon shaped stockpiles placed all over my base.
Quote from: Voideka on February 05, 2015, 12:31:15 AM
Well I guess it doesn't matter now that it's going to be added to the game, but I have a weird bug. I don't know if it's because I didn't put down a trade beacon yet, but I keep getting random trade beacon shaped stockpiles placed all over my base.
Oh thats interesting. Ive never seen/heard this one before :D
I dont have a solution but I admire the problem
Quote from: Voideka on February 05, 2015, 12:31:15 AM
Well I guess it doesn't matter now that it's going to be added to the game, but I have a weird bug. I don't know if it's because I didn't put down a trade beacon yet, but I keep getting random trade beacon shaped stockpiles placed all over my base.
I get this, the traders drop their beacons then leave a stockpile behind getting annoying, specially when it auto expands a stock pile you already have.
Here is an example 2 traders lol http://imgur.com/a/D696H#0
Well this actually shouldnt happen at all. Looks like Haplo spawns the Trade Beacon Def. :D
Does he spawn it with a faction set, if not you could target the faction of colony.
I think it only happens while you dont have a beacon setup yourself, so if you dont have a beacon the trader pops one down and of cause this is made into a stockpile with an important setting so all your stuff starts being moved there (annoying). Soon as you have a beacon the trader obviously does not place one so their are no additional stockpiles being made, yes yes i dont always set up my beacons at the start of the game but then their isn't much that interests me from the traders other than medicine early game. Park's be nice too.
Ah glad I wasn't the only one, I installed the Epyk pack and was going "wtf?"
Will install a beacon I guess.
Edit: Installing a beacon doesn't help, it still does it.
Quote from: thefinn on February 14, 2015, 09:28:08 PM
Ah glad I wasn't the only one, I installed the Epyk pack and was going "wtf?"
Will install a beacon I guess.
Edit: Installing a beacon doesn't help, it still does it.
You on about what i said? If so, i've had no issues once i installed my own beacon i also always removed their trade spots as they annoyed me.
link is broken! :(
Quote from: Anduin1357 on March 20, 2015, 10:30:09 AM
link is broken! :(
um that because alpha 9 already has it?