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Messages - Kubouch

#31
Dry Leaves


Reimplements Jecrell's tobacco mod and adds a drying rack building for drying tobacco and smokeleaf leaves before they can be rolled and smoked.

NOTE! Universal Fermenter is required to run this mod.

Features

  • New tobacco plant and possibility to craft cigarettes, cigars and chocolate cigars (made by Jecrell)
  • Smokeleaf and tobacco leaves need to be dried before they can be rolled
  • New drying rack building for drying the leaves

Instructions
1. Download and install Universal Fermenter (provides C# stuff for this mod)
2. Download and install Dry Leaves (load order does not matter)
3. You can choose which leaves to dry (tobacco or smokeleaf) using an in-game button when you select the drying rack building
4. Leaves get dried faster in hot weather, under the sun and in a wind. Rain and snow slows and stops the drying process.

Downloads and links

Beta 18 (0.18.1722):
    Dry Leaves (b18.1.0)
    Universal Fermenter (b18.1.0)

All versions:
    Dry Leaves
    Universal Fermenter

Repository links:
    Master branch

Issues and bugs

If you find a bug or something that bothers you, you can create a new issue in my repository (possible to log in via GitHub or Google). Or you can just post it here.

Version

    b18: The current RimWorld beta
    first number: The main version number. I increment this when I introduce a new feature or a significant change.
    second number: Incremented whenever I fix something or add a small improvement of an existing feature.

Authors
Jecrell - He made the whole tobacco content! Support him on Patreon.
Me - the rest

Permissions
This mod is licensed under CC BY-SA 4.0. You can use, modify and share it as long as you provide a credit and redistribute under the same license.

Changelog


## [b18.1.0] - 2017-11-18
* Official beta 18 (0.18.1722) release (no changes from previous version)

## [a18.0.1] - 2017-11-13
* First release: Alpha 18 (0.8.1719, unstable)
* Contains full Jecrell's tobacco mod.
* Smokeleaf and tobacco leaves need to be dried before rolling them.
* Requires Universal Fermenter

#32
Outdated / Re: [A17] Universal Fermenter (2017-09-10)
November 12, 2017, 05:32:46 PM
Unofficial update (a18.0.1)

I made it compatible with Alpha 18 (0.18.1719). There is one new feature: the building can have different texture for each product when it isn't empty.

Grab it here.

I also made a mod based on this. It adds Jecrell's Tobacco and Cigarettes mod and a drying rack. You first need to dry smokeleaf/tobacco leafs before rolling them into joints/cigarettes/cigars. It requires Universal Fermenter.

Grab it here.

Everything will be anounced properly when the Alpha 18 is officially released.

Enjoy!
#33
When running RimWorld with -quicktest option set in Steam, a NullReferenceException appear on the startup page. In the actual game in the debug window there are no errors. I include an output log. I am loading two (non-active) mods but the error appears also on clean install without any mods (I did Steam uninstall and installed again).

EDIT: Tested on Windows version



[attachment deleted by admin: too old]
#34
Bugs / [0.18.1704] Typo in machine collector backstory
October 28, 2017, 05:15:56 PM
The second paragraph should start with a capital letter.

#35
This game looks awesome. I'll surely check it out :-).
#36
Help / Re: New to modding. Help with buildings, please.
September 24, 2017, 03:50:27 PM
You can check out Modding and Modding Tutorial Wiki pages. You can also go through Stickied Mod Help posts on this forum. Not sure how they are updated but they should get you started. There is Jecrell's modding tutorial and people say it's good. If you're going to change some vanilla defs, you should use xpathing, also explained in the stickied posts.
#37
Bugs / Re: Colonists go to bed while their home is burning
September 19, 2017, 05:40:22 AM
Quote from: ison on September 19, 2017, 05:01:48 AM
So it sounds like a major bug, but I couldn't reproduce it. Colonists always prioritize beating fire out before going to sleep. Could anyone please upload a savefile? Is it possible that it's caused by some mods?

How about those with Firefighting disabled?
#38
Support / Re: Possible to reset Steam key?
September 19, 2017, 05:23:33 AM
Quote from: nccvoyager on September 14, 2017, 06:10:12 AM
I will be honest with you and say that I highly doubt this will be possible.

I'm sure you can understand that Ludeon (and Valve) would likely not want to provide you with another Steam redemption, effectively giving you a second "free" Steam copy of RimWorld.
Nor do Ludeon have the direct ability to remove RimWorld from one Steam account and transfer it to another.

You would probably need to contact Steam support regarding this matter.

That said, transferring things from one Steam account to another is not usually done.
Additionally, multiple Steam accounts created by the same person are prohibited by Valve.
So, yeah...

I thought maybe it is possible for Ludeon to somehow reset the Steam access key since it is not associated with any account right now. The two accounts is an old matter when I was trying to unsuccesfully recover a forgotten account.

Quote from: SpaceDorf on September 14, 2017, 07:22:36 PM
A friend of mine once gifted me a steam game .. maybe you should try this.

You can only gift a game when you buy it on Steam. Not later.

Quote from: makkenhoff on September 18, 2017, 12:02:14 PM
You might be able to family share the 'rimworld' library account with the 'normal' account to have access. That, or just support the game again.

That might be possible. However, I can't access RimWorld on any of my Steam accounts now. I'm also not sure if you can upload mods to workshop from an account connected by family share but not actually owning the game.

I doubt it is possible to transfer the game to the kubouchz account. Also it seems I can restore the game on the kubouch account the same way I deleted it (from the 'Help' section).
#39
Support / Possible to reset Steam key?
September 13, 2017, 02:08:27 PM
My story in short: I have two Steam accounts (for whatever reason, I don't even remember): kubouch and kubouchz, both associated with the same email. I have all my games on kubouchz, kubouch is empty. I bought the game from Ludeon (I think it was even in the late days of the Kickstarter campaign) and have an access to the DRM-free copies.
For whatever reason I accidentally activated RimWorld on kubouch. Now I wanted to upload my mod to the Steam Workshop and found out I don't have enough transaction history (since I never used kubouch for anything) and therefore can not make the mod public.
So I was thinking... no big deal, I can activate it on kubouchz account and upload the mod there. However, when I try to redeem RimWorld there, after logging into kubouchz it says: "This email is already associated with a different Steam account, or the Steam account is associated with another email."
So I was thinking... no big deal, I can delete RimWorld from kubouch and it should be OK to activate it on kubouchz. So I went to the Steam help tab and deleted the game from the library. However, when trying to redeem the game on kubouchz it still says the same message. And I can not even activate the game back on kubouch because it says that it has already been claimed there.
So I am thinking... is there any way to get my Steam key restarted and possible to activate on kubouchz? I am a Steam noob since I don't particularly like it and I use it only when I absolutely have to.

Thanks for any help.

Edit: I used https://ludeon.com/rimworld/getmygame to redeem the game on Steam.
#40
Outdated / Re: [A17] Universal Fermenter
September 10, 2017, 04:25:48 PM
New version (a17.6.0)!


  • Weather (sun, rain, snow, wind) can now affect production speed.
  • Compatible with CompRefuelable, CompPowerTrader and CompFlickable. They can switch the building on/off.
  • It is possible to use both Normal and Rare CompTick.
  • Fix: Incorrect bar display when partially filled.

Download:
    Universal Fermenter (a17.6.0)

The biggest change in this release is that you can set weather to influence the production speed. I set up an example on the Wiki which hopefully explains how to use it.

I also focused more on compatibility. CompRefuelable, CompPowerTrader and CompFlickable can stop the production process when out of fuel/without power/flicked off. Also Universal Fermenter can now be used with both Normal and Rare ticker types without any difference (rare is preferred since it uses less resources but some buildings might require normal).

I also fixed the bar displaying how much the building is filled to actually display how much the building is filled.

I see more people actually using this mod which is great. I got a request to put the mod on Steam Workshop and that will be the next thing I'm after.

Enjoy!
#41
Outdated / Re: [A17] Universal Fermenter (2017-07-17)
September 09, 2017, 10:57:14 AM
New version is sitting in my dev branch. After a little break I'm back to modding. Tomorrow (hopefully) I'll make an official release. I just need to update the Wiki as well. The biggest change is probably a possibility for weather to influence production speed. You can see the changelog for more details. See you soon.
#42
Ideas / Re: Crop Diversity
September 09, 2017, 03:32:37 AM
Quote from: Noph on September 06, 2017, 03:30:47 PM
Blight only affects 1 type of crop at a time

I like this one. A lot of people are complaining about blights being too powerful. This way player could avoid blights by growing more types of crops. I would make the blight destroy only a crop type already growing on the map. If you grow only one crop, it would mean that the blight destroys that crop every time. With two crops, you have 50% chance, etc. (Not counting naturally growing crops.)

The same-food-in-a-row buffs/debuffs sound kinda meh to me.
#43
Outdated / Re: [A17] Universal Fermenter (2017-07-17)
August 24, 2017, 09:37:12 AM
Quote from: Razzoriel on August 24, 2017, 09:13:52 AM
Sorry if i'm not understanding this correctly. But can this mod make multiple recipes in the same barrel? For example, fermenting barrels that can make both beer and vodka (one using hops, other using potatoes) ...

Yes, absolutely.

Quote from: Razzoriel on August 24, 2017, 09:13:52 AM
... and yield different results and have different outcomes based on what you 'feed' it with. Because from the instructions, it doesn't exactly tell you that.

BUT you don't select the output by feeding ingredients. You select it with a button in game. Example: you have 2 recipes: wort -> beer, potatoes -> vodka. The fermenter can be in 2 modes now: 1. produce beer from wort (accepts only wort), 2. produce vodka from potatoes (accepts only potatoes). You switch the 2 modes by the in-game button.

I see the Wiki is not clear enough. When I have more time, I'll update it with better examples. As I said, I plan to make a mod based on UF. When it's done, I'll link it here as an example so hopefully it will make things more clear.
#44
Outdated / Re: [A17] Universal Fermenter (2017-07-17)
August 24, 2017, 08:03:58 AM
Quote from: SpaceDorf on August 22, 2017, 07:25:50 AM
Thank you for answering, I was indeed referring to the universal fermenter and took the other Name from the Wiki or Tutorial.

With your pointers I just reread the Example again and noticed that I read it wrong the last time and it is capable of what I wanted.
So let me get that straight :
I can have different recipes prepared for the barrel, from which I can choose ingame.
But I have to choose the result by hand ?
It is not possible for the barrel to take any input from the list and determine the output from that.

Yes, you pre-make the recipes in XML, each recipe in its <li>...</li> tag. You toggle between the recipes by the in-game button, selecting what will be produced. The fermenter does not automatically select the output based on what you put in it.

Perhaps the best idea is to download the mod and try playing with it. There are some bugs in the development branch and I think some of them are present even in the a17.5.0 version. However, they are just cosmetic and the mod should be safe to play. I'll get back to modding in September, now I'm super busy with my graduation exams. I plan to do a mod based on this (that's why I created UF) which will be a real example of how UF works.
#45
Outdated / Re: [A17] Universal Fermenter (2017-07-17)
August 21, 2017, 12:43:54 PM
Quote from: SpaceDorf on August 08, 2017, 02:06:54 PM
Hello Kubouch,

if I read the Wiki to your Fermenter Barrel Right, I can use a single Input to create different outputs through selection.

Is it possible to have different Input Materials that create different Output Materials ?
In this case I think it would be easiest to work with single items, one base ressource in, one other ressource out.

Hey, SpaceDorf. Sorry for the late reply.

I think you're referring to the Universal Fermenter. Fermenting Barrel was an early tutorial mod which I replaced with the Wiki.

You can definitely have different inputs creating different outputs. In this example you can easily replace Wort of the Ale beer with whatever and thus have the Ale being produced from whatever. The Wiki is a bit unclear by using Wort for both beers but you can use anything.

What you're selecting by the in game button is one of the <li>...</li> fields from the XML. They are completely independent to each other.