[A14] ESM - e's small mods (Custom Population - NEW!)

Started by 1000101, September 13, 2015, 02:36:05 PM

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1000101

e's small mods

This is the public release of some small RimWorld mods I made for myself.

All mods require the Community Core Library and unless otherwise noted, all mods work on existing saves.



Custom Population - v0.14.0
REQUIRES: CCL v0.14.0 or later

Adds an MCM to allow you to override the population settings of all installed storytellers.



Do Not Disturb - v0.14.0.2
REQUIRES: CCL v0.14.0 or later

Pawns don't like other pawns just waltzing into their personal rooms. When pawns really want privacy, they'll let you know by forbidding their room doors from other pawns.

This mod uses a map component which checks twice per second (every 30 "ticks") for the status of colonists. It won't forbid/unforbid while paused. Drafting sleeping colonists will unforbid their doors, give them half a second, they just woke up.



Mine Vein - v0.14.0
REQUIRES: CCL v0.14.0 or later

A handy tool to designate an entire vein of resources to be mined at once. You will find the new "Mine Vein" designator beside the "Mine" designator in the orders tab.  The designator will also appear directly on mineable resources when selected.



Mountain Temp - v0.14.0
REQUIRES: CCL v0.14.0 or later

Just below the surface of the planet, the rock is a fairly stable temperature. This mod stabilizes rooms with any portion of a natural roof to either the seasonal average, annual average or a fixed point temperature (configurable in the MCM). The more and thicker the natural roof, the more it will move towards this temperature. Extreme temperatures can still effect rooms deep underground through the passage ways leading to them so don't expect a constant temperature all the time.



Smooth Wall - v0.14.0.2
REQUIRES: CCL v0.14.0 or later

Requires Stonecutting research.

Tired of mining for rock chunks and coming up short? Want some strong, beautiful, natural walls? After digging a cave in the mountain you can just carve out a new environment by smoothing the walls. Because they are solid rock, don't expect to build anything under them. You will find "Smooth Wall" next to "Cancel" in the structures tab.  The designator will also appear directly on rock walls when selected.



Download

All mods are separate and unique downloads.

github



Credit

All credit for designator textures go to mrofa and shinzy.



Redistribution and General License

All source is original.

Permissions:  I am no longer modding RimWorld.  I give free and clear permission to anyone who wants to update and upload these mods.  Please give me credit for the original implementation but you are otherwise free to do with them as you will.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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rsdworker

looks very good i downloaded a do not disturb mod - its useful for it

cuproPanda

Do Not Disturb, Mountain Temp, Smooth Wall: yes! I can't wait to try these tonight. These are perfect for my mountain bases!

Mine Vein: are there any feature differences between this and JuliaEllie's Veinminer? Assuming there are differences, are they compatible with each other?
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

joshwoo69


cuproPanda

Quote from: joshwoo69 on September 13, 2015, 07:12:36 PM
@cupropanda
he did talk on slack on a veinminer mod.
I'm not part of it, and I rarely get on here other than to update my stuff. Today was different, I was at my grandparent's house. Also, this forum is viewed by a lot of people, not just fellow modders. I can always test it out and find out the differences for myself, but a little info is useful for everyone viewing the thread.
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

1000101

The Mine Vein I present here is functionally the same (and therefore redundant with) JuliaEllies Vein Miner.  I wrote my own several alphas ago while waiting for her mod to update.  She is currently taken a break from the modding scene and hasn't updated her mod to A12 (afaik).  I talked to her weeks ago about my releasing this in the event she doesn't update hers.  She didn't, I did.  :)

As I said, functionally similar but that is where it ends.  My code is my code, her code is her code, I didn't look at hers and I doubt she looked at mine (since I only uploaded it in the last 24 hours).

The main difference, however, is that my mod is only the designator to mine veins (no other designators), and being up-to-date with the current RimWorld Alpha.  ;)
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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MisterVertigo

In your description of Smooth Wall you say "Because they are solid rock, don't expect to build anything under them." Does this mean you cannot build power conduits inside of them?

Still very useful, but I just want to be sure. Thanks!
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

1000101

MisterVertigo,

I think you answered your own question there.  ;)
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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MisterVertigo

Quote from: 1000101 on September 14, 2015, 11:53:47 AM
MisterVertigo,

I think you answered your own question there.  ;)
Heh, that is what I figured! Thanks!
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

Lightbulb500

Love the mods, they really make for great additions!

A minor issue with Smooth walls is that when a wall is designated for smoothing and then removed (e.g. by mining) before it has been smoothed the pawn that is attempting to smooth the now absent wall freezes and the console produces a string of errors related to the job that now can't be completed.

Other than that I haven't run into any other issues!

cuproPanda

Quote from: 1000101 on September 14, 2015, 07:54:47 AM
The Mine Vein I present here is functionally the same (and therefore redundant with) JuliaEllies Vein Miner.  I wrote my own several alphas ago while waiting for her mod to update.  She is currently taken a break from the modding scene and hasn't updated her mod to A12 (afaik).  I talked to her weeks ago about my releasing this in the event she doesn't update hers.  She didn't, I did.  :)

As I said, functionally similar but that is where it ends.  My code is my code, her code is her code, I didn't look at hers and I doubt she looked at mine (since I only uploaded it in the last 24 hours).

The main difference, however, is that my mod is only the designator to mine veins (no other designators), and being up-to-date with the current RimWorld Alpha.  ;)

Her A11 version works on A12, so that's why I was confused. It's good to have someone else working on a functionally similar/identical mod, though, for instances like this when a mod dev doesn't have time to update. For now I'll continue using hers since it has the brush tool that I use quite often, but from what I tested, yours works flawlessly(not that there is much room for error  :P).

I had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please, but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.

I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.

EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.

[attachment deleted due to age]
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

rsdworker

i had no issues with no disturb mod - even when i pause the game to get people to protect base - they straightaway unlock doors if they are in room once i click draft

cuproPanda

Quote from: rsdworker on September 14, 2015, 03:32:42 PM
i had no issues with no disturb mod - even when i pause the game to get people to protect base - they straightaway unlock doors if they are in room once i click draft
Hm. Sounds like it might be a mod conflict, considering there's a change to the code. Either way, it's no big deal. Just thought I'd mention it.
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

Florius

Glad someone made another vein miner mod which will be kept up-to-date!
But I prefer to use the old one, since it also has a strip miner! :)

1000101

Quote from: cuproPandaI had a similar issue as Lightbulb500 with the frozen colonist, but that was after saving/quitting, disabling Mine Vein, and enabling No Cleaning Please, but I was going to start a new colony anyways and didn't bother with it. 1hr with a new colony and no issues. My original problem could have been caused by a lot of things.

I did notice that if colonists are in their rooms sleeping and the room is restricted, pausing the game(in the event of raids, mad animals, etc.) and recruiting the colonist doesn't automatically unrestrict the room. All that is required is to toggle the pause, but I thought I'd let you know.

EDIT: I'm getting the issue with frozen colonists every time I restart the game. Drafting the colonists seems to freeze the entire game... Image attached.

I'll have to look into that null error, I don't know how I don't get it but other people do unless some other mod is mucking about.  Everything is unique though so their should be no "overlap".

As to colonists taking up to half a second to un-forbid their doors, that's because the map component only checks every 30 ticks (or, twice per second) and nothing will happen when the game is paused as nothing ticks.  Known non-issue as far as that goes.
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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