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Messages - M00nStalker

#1
Mods / [Request, mod update] Cold Desert Nights
January 17, 2020, 04:37:05 AM
This long lost mod from Taryn Winterblade deserves to be updated to 1.0. It allows the player to, on the fly, change the temperature, weather weight, stop rain and change temperature difference between night and day in a way I have not seen any other mod do. It does all this with an ingame option page with numerical boxes. Very handy and easy to use.

It's a wonderful thing to play a world with extremely cold winters and extremely hot summers. I know there are ways to do this but no other mods allow the degree of control CDN offered.

I've tried to look at the code to update it myself but I have close to zero modding experience and I failed. From what little I can see it doesn't seem like it's too complicated to update since the functions it changes seem to be largely unchanged. But of course I might be completely wrong there given my lack of knowledge.

The mod is under the MIT license.

I'd greatly appreciate it if someone with modding experience could at least take a look at the mod and see if it's feasible to update.

https://steamcommunity.com/sharedfiles/filedetails/?id=948483652
#2
Quote from: JT on November 20, 2018, 10:06:32 PM
Raw port is already done, but I have two days left to finish a paper, an exam next week, and two exams in December -- so I've been putting off the test+release for obvious reasons.  I also wanted to implement a mod settings menu that lets players choose whether they want the blood economy before official release.

No sense for you to do unnecessary work. ;-)

Here's the raw port.  This is NOT the official update, is almost entirely untested, probably will include bugs, and is totally unsupported.  As a new change, HugsLib is currently a dependency (based on WIP code -- it doesn't even do anything yet), but most people are running that by now, I hope.  Aside from eliminating every XML debug error, literally the only thing I've tested at all is whether the unlawful dismember options show up in the list when you shift+click Add Bill -- none of the recipes or jobs have been actually added as operations at all.

[edit] Migrated to Dropbox link for preservation, in case I don't come back to this before the forum prunes the attachment (which is seeming pretty likely -- the 15-minute load time due to the vanilla game's crossreferencing problems with large numbers of mods is too much of a pain for me to want to test/play anymore): D O W N L O A D - 1.0 - Version 5
Would love to see you get back to this! The loading time is (finally) fixed with a fantastic update to Rimworld.
#3
Releases / Re: [1.0] Rimmunizations
November 25, 2018, 05:14:26 PM
1 quadrum and more expensive would make sense.

What would be really awesome would be to have a new work type for doctors, immunizing people in the hospital. That would make it use up time both for the one giving the shot and the one receiving it as well as resources. If it takes take one hour to get one patient all (or some) shots it would still be quite a time sink for the doctor, in a 10 colonist colony it would take about one day every quadrum. That's not an insignificant amount of time. One could even have varying time for varying shots, a flu shot could take 15 minutes while one preventing mechanites could take an hour.

In a big colony it would be a full time job, especially if your doctor is the one crafting the stuff too.
#4
Mods / Re: [Megathread] Mod Updates and more!
November 21, 2018, 03:03:36 PM
Quote from: RDMJoker on November 21, 2018, 03:00:49 PM
Quote from: M00nStalker on November 21, 2018, 02:43:38 PM
Great initiative, there's quite a few mods abandoned before 1.0 that would be great to have back.

Cold Desert Nights:
https://github.com/legendblade/Rimworld-ColdDesertNights
https://steamcommunity.com/sharedfiles/filedetails/?id=948483652 (provided because the author clearly state it might be updated, in addition it was released under the MIT license).

Reason: Cold Desert Nights does something that I've not seen any mod do, while there are several that allows you to change the temperature and weather none of them do it as seamlessly and on the fly as CDN. If you suddenly decide you want to try a harsh winter in a hot desert all you need to do is to go into the options and adjust a slider. If it turns out that wasn't for you, all you do is adjust the slider again. There's a lot more it does, including weather weight, ability to turn off the Rimworld firefighter response (if there's too much fire it triggers rain) and scale weather according to your preference.

It's invaluable both for testing and for actual gameplay.


Gonna work on it.
Please consider the following: I just recently joined RimWorld modding. I still have to get used to some things, so it might not be finished in a day ^^ I'm sorry for that.

Greetings
RDMJoker
Absolutely no need to apologize for that. Its a spare time kind of thing, both modding and playing and no one in their right mind would expect something like that to be updated within hours. So take your time.
#5
Mods / Re: [Megathread] Mod Updates and more!
November 21, 2018, 02:43:38 PM
Great initiative, there's quite a few mods abandoned before 1.0 that would be great to have back.

Cold Desert Nights:
https://github.com/legendblade/Rimworld-ColdDesertNights
https://steamcommunity.com/sharedfiles/filedetails/?id=948483652 (provided because the author clearly state it might be updated, in addition it was released under the MIT license).

Reason: Cold Desert Nights does something that I've not seen any mod do, while there are several that allows you to change the temperature and weather none of them do it as seamlessly and on the fly as CDN. If you suddenly decide you want to try a harsh winter in a hot desert all you need to do is to go into the options and adjust a slider. If it turns out that wasn't for you, all you do is adjust the slider again. There's a lot more it does, including weather weight, ability to turn off the Rimworld firefighter response (if there's too much fire it triggers rain) and scale weather according to your preference.

It's invaluable both for testing and for actual gameplay.
#6
Mods / Loading time with mods
November 21, 2018, 07:34:28 AM
As anyone who has played modded Rimworld knows the load time when using many different mods can be quite brutal (I've heard of load times of close to 30 minutes and have had load times of over 10 minutes). To be clear I'm talking about the load time from when you start the game until you get to the menu, not load time of a save. But I've never really grasped exactly what causes this and how, so I have a few questions:

1. Which mod types are the "lightest" vs the "heaviest" when it comes to this loading time? Are utility mods like Better Pawn Control or sidearms lighter than item/faction mods? Is it the other way around? No difference?
2. How does Steam workshop mods compare to non-steam mods in this situation? Identical? Slower? Faster (I highly doubt that)?
3. Are these super long load times the cause of mod incompatibility/errors or is it just a causal effect of the game having to load up (patch?) all the changes?
4. Any ways to improve the load times?
5. Bonus question: what's your load time and how many mods are you running (approx.)?

This is more of a theoretical discussion and an attempt to understand the workings rather than an attempt to solve a problem, I don't mind a "long" load time in a game where I usually spend several hours when I actually have the time to play.
#7
Glad to see you're back!

Loved this mod, it adds so much to the game and as a combat medic/nurse and a student of medical history it is a great addition. Not realistic to the point of being tedious (like blood types) but enough to make it very interesting in the context of the game.
#8
Quote from: Kiame on October 23, 2018, 10:50:49 AM
Haha
Well everything you might feasibly be able to craft in bulk IRL  ;)

I could look into an option to make all apparel/weapon receipts have bulk x3 counterparts
Would be pretty cool to be able to bulk craft clothes and have the quality capped. Hurried work for desperate times. For example when you're faced with an unexpected volcanic winter, you might want a parka for each colonist no matter the quality.
#9
Outdated / Re: Harry Dickle's Fuzzy Pickle
October 19, 2018, 06:42:18 AM
Would love if Cold Desert Nights and TropiCKAPP Rainforest Mod could be updated to 1.0.

:)
#10
Ok, I found this hilarious but I highly doubt that Marulo did as she set out to raid the new colony. The male alpaca literally rushed towards them and... did his thing.

"Giddy up" and "mounted" takes on a whole new meaning. As does "threesome".


[attachment deleted due to age]
#11
Quote from: Harry_Dicks on January 09, 2018, 07:02:01 AM
This actually sounds really, really great. I want to do a tundra game with either 10 or 20 day grow cycle only, but be extremely freaking cold during winter. Problem is, in vanilla I can't get the crazy cold winters without going into permanent winter (or whatever it is called, with 0 growing cycle.) This would be great if like you said you could control the temps for parts of the day as well. I would like if I could have a mild day and pretty cold night in summer, and different settings for day/night for different parts of the year. That sounds wonderful!

Maybe someday, somehow, a savior will come along!
You can do all that with cold desert night and even more. You can, on the fly, change the temperature,  make it rain constantly, turn off rain (or any other weather), change the weight of weather, make extremely cold summers or warm winters.

Which is why I miss this mod so much in B18, it is a fantastic tool for setting up a challenge or just exactly the kind of game you want. So I really hope someone is able to make an update.
#12
Quote from: notfood on December 30, 2017, 11:40:54 PM
I did a rough update. Please test.
Great job! Thank you.

I haven't encountered any problems, the only thing I've noticed is that blood/plasma/saline transfusion requires a new game to work. But I seem to remember that was a problem with the original mod as well.
#13
Mods / [Mod request]Control over world/map temperature
January 08, 2018, 09:12:50 AM
In A17 there was (or rather is, it's available on the workshop) a mod that's called Cold Desert Nights by Taryn Winterblade that allows you to control world/map temperature settings. You can increase or decrease the temperature for a particular biome's night and day, change the temperature gradient etc.

I very much miss this mod in B18 as I loved playing a very warm/very cold biome depending on the current season.
This is an aspect of rimworld customization that seem lacking in the currently available B 18 mods. I would be very happy to see a rewrite (or even a straight update, if licenses allow) of the mod or a similar mod.

Ps: I'm aware of the option in the vanilla game with regards to the overall temperature. That's not what I'm after, just to clarify.

EDIT: The author of the mod has announced that he has little time to update the mod in the foreseeable future and that it is under the MIT license.
#14
Quote from: falconne on December 23, 2017, 02:07:11 AM
New update:

You can now drag to reorder bills in a workbench's overview instead of having to use the up/down buttons. Dragging works from anywhere in a bill's background or use the drag box that has replaced the buttons (the screenshots do no reflect this yet).

Also added some translations:
  Simplified Chinese by @mm615657
  Japanese by @Proxyer
This is a nice addition, however the change causes the mod to become incompatible with Outfitter. Outfitter adds a system for sorting different items in the tailor workbench by grouping them by location on the body (head, arms, torso and so on). This seem to make it incompatible with this mod since you're unable to reorder bills in the tailoring workbench and it throws this error:

Reorderable used invalid group.
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ReorderableWidget:CurrentInsertAt()
Verse.ReorderableWidget:ReorderableWidgetOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

#15
Any chance for an update of this mod to B18? Looks like the author has been away for quite some time.

If not, is there any similar mods that I have missed?