Refrigerated Food Storage
Description:
Replaces the vanilla hopper with a refrigerated one.
Adds a Food Tray Rack that keeps prepared meals fresh.
Thanks to skullywag for the rack artwork.
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:
This should work with any mod that doesn't overwrite the original hopper.
Notes:
The Hopper/Rack simply sets the rot to 0 and health to max of any rottable item stored. It's a little unfair since you can place damaged items in the hopper and it will restore them to 100%, however the power requirement makes it more efficient to build a walk in freezer than an array of these hoppers/racks.
If you just want the Rack then delete the file Buildings_Production.xml from the Defts\ThingDefs\ folder - you will keep the vanilla hopper then.
I give my permission to include this in any modpacks (with credit please).
Change Log:
1.0 - Initial Alpha 10 release
1.1 - Added food tray rack
1.11 - Compiled against Alpha 10b
1.11 - Compiled against Alpha 11 - major code change was that object SlotGroupParent became an interface ISlotGroupParent along with lots of XML changes - no changes needed for Alpha 12
Blast Door
Description:
A re-creation of the blast door from the Alpha 7 TTM mod into a stand-alone mod. I plan for this mod to evolve into a Fallout style vault door with remote terminals.
WATCHOUT that the open door makes the inside count as the outdoors, consider it a Fallout style Vault door.
Thanks to Minami for the original work and I hope he returns to the scene soon.
Closed/Opened/Jammed
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:
This should work with any mod since it is a standalone new item.
Notes:
I give my permission to include this in any modpacks (with credit please).
Change Log:
1.0 - First release
1.1 - Alpha 11
[attachment deleted due to age]
Description:
Replaces the vanilla hopper with a refrigerated one.
Adds a Food Tray Rack that keeps prepared meals fresh.
Thanks to skullywag for the rack artwork.
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:
This should work with any mod that doesn't overwrite the original hopper.
Notes:
The Hopper/Rack simply sets the rot to 0 and health to max of any rottable item stored. It's a little unfair since you can place damaged items in the hopper and it will restore them to 100%, however the power requirement makes it more efficient to build a walk in freezer than an array of these hoppers/racks.
If you just want the Rack then delete the file Buildings_Production.xml from the Defts\ThingDefs\ folder - you will keep the vanilla hopper then.
I give my permission to include this in any modpacks (with credit please).
Change Log:
1.0 - Initial Alpha 10 release
1.1 - Added food tray rack
1.11 - Compiled against Alpha 10b
1.11 - Compiled against Alpha 11 - major code change was that object SlotGroupParent became an interface ISlotGroupParent along with lots of XML changes - no changes needed for Alpha 12
Code Select
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine; // Always needed
using Verse; // RimWorld universal objects are here (like 'Building')
using RimWorld; // RimWorld specific functions are found here (like 'Building_Battery')
namespace BeanTek
{
class Building_RefrigeratedStorage : Building_Storage, ISlotGroupParent
{
public CompPowerTrader powerComp;
public override void SpawnSetup() {
base.SpawnSetup();
this.powerComp = this.GetComp<CompPowerTrader>();
}
public override void TickRare() {
if (this.powerComp.PowerOn) {
CompRottable aCompRot;
foreach (ThingWithComps aThing in this.slotGroup.HeldThings) {
foreach (ThingComp aComp in aThing.AllComps) {
if (aComp.GetType() == typeof(CompRottable)) {
aCompRot = (CompRottable)aComp;
aCompRot.rotProgress = 0;
aThing.HitPoints = aThing.MaxHitPoints;
}
}
}
}
}
}
}
Blast Door
Description:
A re-creation of the blast door from the Alpha 7 TTM mod into a stand-alone mod. I plan for this mod to evolve into a Fallout style vault door with remote terminals.
WATCHOUT that the open door makes the inside count as the outdoors, consider it a Fallout style Vault door.
- The blast door is not animated, instead it magically opens with a puff of smoke.
- It has a 6 second closing/opening delay so you can't open the door, fire out a couple of shots and duck back behind your massive front door
- When damaged there is a chance it will jam when closing, you will then have to either wait for it to un-jam itself or send someone to repair it back to full health. While jammed it acts like an open door.
Thanks to Minami for the original work and I hope he returns to the scene soon.
Closed/Opened/Jammed
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in game.
Compatibility:
This should work with any mod since it is a standalone new item.
Notes:
I give my permission to include this in any modpacks (with credit please).
Change Log:
1.0 - First release
1.1 - Alpha 11
[attachment deleted due to age]