[A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)

Started by irotsoma, November 16, 2015, 08:19:20 PM

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irotsoma

irotsoma Modlist and Patches (iMP): Base Builder Edition

Description:
This is a combination modlist and series of patches to make the mods work together better.  This particular list is meant to be used by those who want a base builder survival style of play rather than a combat heavy one.

The majority of the content in these patches are around categorization of the stockpile and architect menus and research flow.  No longer will you have to scroll through hundreds of items in a single category.  For categorization, my goal is to break down the categories further to allow the user to find things much more efficiently. 

For the research portion, my goal was to make the game more like a typical base building experience, where you start out with very limited knowledge and resources and must research a plethora of things to find better and better technology.

In general my other goal was to keep things as close to the original mod maker's creation as possible.  I didn't want to mess with content, I just wanted to make the content work better together.

Feel free to comment or PM me if you feel something is miscategorized or with any other problems you find.

The modlist can be viewed here:  Rawgit Cache Link

Why this method?
I chose to make my mod list + patches rather than a full modpack or a simple mod list for several reasons.

First, and foremost this allows for users to add and remove mods at will with the exception of the two required mods CCL and Superior Crafting Redesigned.  You can simply disable the mod and the associated mod's patch(es) as well as any other mods that depend on it, and the system should work just fine with all of the other changes from my patches still in place.  Though you likely will need a new world in many cases. 

Second, this gives exposure to all of the mod owners since you still must visit their threads to get the original mods.  The mod patches I include do not substitute for the original, they are only patches with some minor changes here and there.  Please support the original mod makers.

Third, if a mod gets updated or enhanced, it will be easy for me to modify only the related patch and not have to worry about merging my version of a mod with the official version.  This should mean faster updates to the patches.

For the future
I still have lots of things I'd like to work on over time to improve the experience.

  • Add more mods or replace existing ones if I find a mod that better fits the purpose.  This includes adding some combat mods for a more well rounded edition vs the current base-builder-centric edition.
  • Find more texture packs that fit well with this mod list
  • Items: further categorize raw meat
  • Items: categorize seeds (food/non-food?)
  • Merge some of the redundant production buildings
  • ...
Author/Mod Team
irotsoma

Download
Please read in full before starting so you understand the uses of each patch and the options that you have.

Instructions

  • Open the file Modlist.html in your favorite web browser.
  • Install all mods on the mod list using the provided links.  Follow instructions given for installation of each.  Note that some mods are not simply unziped directly to the mod folder.
  • Unzip all patch files in the a12d Compatibilities Patches directory to the Mods folder in your rimworld installation, overwriting all files.  These are meant to fix any issues in the mods with compatibilies with Rimworld alpha 12d.
  • Unzip the CategoryPatches.zip and IncompatibilitiesPatches.zip files from the OtherPatches folder directly to the mods folder.
  • Optionally, though recommended, unzip the RemoveProcessedResourcesPatch.zip files in the OtherPatches folder directly to the mods folder, overwriting all files. Note, this particular patch needs to overwrite files in several mods and category patches so it must be done every time you reinstall mods or category patches.
  • Install the ModConfig.xml to the appropriate directory (make sure to back up the existing one first).  Instructions can be found on the forums if you are unfamiliar with where to find this file on your operating system.
  • Create a new world and colony.

Options

  • You can remove any mods that you would rather not use as long as you also remove any mods that depend on that mod as shown in the mod list document and any patch mods associated with those mods.  The exception is Superior Crafting Resdesigned and Community Core Library.  These mods are required.  Note: also never remove the Core mod.
  • The CategoryPatch is meant to recategorize all objects for the stockpile as well as some Architect menus to accomodate the large amount of entries in these menus due to the mods.  It consists of several mod patches.  The mod patch must always follow the mod it patches in the mod order.  These are optional patches (one for each mod that needs it) and you may choose to ignore one or more if you're ok with the categories that mod uses.  Just remove the patch mod(s) from the mod list in RimWorld.  Note: if you update one of the mods in this mod list to a newer version than the one listed in the mod list document, these patches may cause conflicts.  Please post a note on the forum thread for this mod list or PM me on the forums if this comes up and I'll look to fix that patch.  This is the reason for the many patches being separate, so you can continue to play with the other mods fixed even when one mod is updated.
  • The IncompatibilitiesPatch is meant to fix information in mods that have incompatibilities.  These patch mods are only necessary if all of the mentioned mods are being used.  The IncompatibilitiesPatch mod should always follow ALL of the mentioned mods in the mod order.
  • The RemoveProcessedResourcesPatch removes the concept of turning ore into ingots introduced in Superior Crafting.  This added too much complexity and time to build things, so I removed it for this mod list.  This is technically optional, but it may make things a little odd where some things require the ingots and others require the ore even though they logically both need processed steel.  Note that due to the nature of this patch actually overwriting files unlike the other mods, it is recommended that you reinstall this after making any changes to your mods folder or at least any changes to any mods or category patches in this mod list.
  • The Vegatable Garden mod by dismar has now integrated seeds and several other mods into one mod that has two versions (with and without seeds).  So, I made the category patch in such a way that it should work for either the versions, so if you don't like seeds, you should be able to just use the non-seeds version along with the same patch.  However, there is never a need to install both versions.  The seeds version is a full mod not an add on.

Notes About Mod Ordering

If you're not planning to use the full mod list or you are otherwise not using the ModsConfig.xml file provided, it might be useful to understand a little about how the mods should be ordered. The general rule to prevent conflicts with iMP is that the category patch should immediately follow the mod it is patching, and the incompatibilities patches should follow both the mods and the category patches for all of the mods it is patching.  This is especially important with the ones with incompatibilities patches since they have conflicts that must be resolved in a certain order.  For example:


  • Mod1
  • Mod1 Category Patch
  • <optionally some other mods>
  • Mod2
  • Mod2 Category Patch
  • Mod1&Mod2 Incompatibilities Patch

The only exceptions are that (1.) the Core, CCL, and Superior Crafting Redesigned should precede all of the category patches since these are the base of this modlist.  (2.)The main IR_DeclutterCategories should precede any of the other category patches but follow the above three mods.  (3). The Core category patch should precede the Superior Crafting Redesigned category patch.  So the beginning of the mod list should look something like:

  • Core
  • Community Core Library
  • Superior Crafting Redesigned
  • IR_DeclutterCategories
  • Core_IR_Category_Patch
  • Superior Crafting Redesigned_IR_Category_Patch
Note that any UI mods that don't affect content can be in here in any order as long as they don't have other dependencies (for example I usually put EdBModOrder in right after Core).

Download Link
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.2.2

irotsoma

Release Notes

Note that upgrade instructions are not necessary for a new installation following above instructions.

1.2.2: Fixed several bugs as noted below (thanks to comlink for bug reports)
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.2.2
Fixed:

  • Fixed issue where ducts, vents, heaters, and coolers from the LT_RedistHeat mod could not be placed on walls due to a conflict with Superior Crafting.  Now they can be placed on plain walls, conduit walls, and lighted walls from Superior Crafting, but not embrasures, mechanical walls, and other more complex walls added by other mods. (Note: existing walls will need to be replaced in order to use the LT_RedistHeat objects.)
  • Fixed extra industrial heater even when not using remove processed resources patch.
  • Fixed issue where walls and doors could only be wooden.
  • Fixed issue with standing lamp in the wrong category.
Upgrade instructions from 1.2.1 :
Download the latest IncompatibilitiesPatches.zip, CategoryPatches.zip, and RemoveProcessedResourcesPatch.zip and unzip them to your Mods folder replacing the existing files.  Make sure to do RemoveProcessedResourcesPatch.zip last.

1.2.1: Fixed hand sawmill table not working after applying remove processed resources patch (thanks to valthrudnir for bug report)
(Note: this patch is only needed if you are using the Remove Processed Resources Patch.)
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.2.1

Upgrade instructions from 1.2 :
Download the latest RemoveProcessedResourcesPatch.zip from the Other Patches folder at link above and unzip to your mods folder.  No need to create a new colony and should work with existing 1.2 saves. 

1.2: Updated patches to work with to latest versions of several mods
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.2
List of Mods Updated:

  • Enhanced Tabs (12d.5b to 12d.5d)
  • Miscellaneous_HiRes (1.12.7 to 1.12.10)
  • MAI (1.12.7 to 1.12.8 )
  • Hospitality (1.08 to 1.09c)
  • Glass & Lights (12b.0 to 12d.1.1)
  • Expanded Prosthetics & Organ Engineering (1.51 to 1.52)
  • Power Switch (1.12.0 to 1.12.2)
  • Vegetable Garden (3.2a to 3.4)  -This mod merged together several mods that were also on this list including Enviro Seeds, Pleasure Seeds, and Gourmet Garden.  Also, there is now a seeds and non seeds version of this mod.  The category patch and incompatibilities patch will work with either version.  You should NOT download both.
Upgrade instructions (Note: you'll need to create a new world and colony due to some changes in the mods)
(Note: you'll need to create a new world and colony due to some changes in the mods)
Due to the large changes in some of the mods on this list, I highly recommend deleting all mods from your RimWorld mod folder except for the Core mod and start from scratch with the original instructions. 

For power users that don't want to go through all of that go through all upgrade steps below depending on which version you are starting with.  Then, you can simply delete and re-download the mods listed above, delete the _IR_Category_Patch folders from your mods folder and extract the new ones from the latest CategoryPatches.zip.  Next, delete the _IR_Incompatibilities_Patch folders and extract the new ones from the latest IncompatibilitiesPatches.zip. Finally, replace your existing ModConfig.xml with the new one.  If you receive any errors, you'll have to delete all mods except Core and start from scratch with the original instructions.

1.1.1: Fixed T-MoreBedsCloth category patch (thanks to torne for bug report)
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.1.1
Upgrade instructions from 1.1 :
Download the latest CategoriesPatches.zip from the Other Patches folder at link above and unzip to your mods folder.
Upgrade instructions from 1.0 :
Follow instructions below for upgrading to 1.1, but use the link above instead for downloading the CategoriesPatches.zip

1.1: Updated Additional Joy Objects to 2.7.5 (thanks to Estaf for bug report)
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.1
Upgrade instructions from 1.0 :
Download version 2.75 of Additional Joy Objects using the link on the mod list and unzip it to your mod folder per instructions on the thread.
Download the latest CategoriesPatches.zip from the Other Patches folder at link above and unzip to your mods folder.
Replace your ModsConfig.xml with the latest one at the link above.
Optionally delete the Additional Joy Objects 2.70 folder and the associated patch from your mods folder.

1.0: First release
https://github.com/irotsoma/rimworld-irotsoma-modlist-and-patches-base-builder-edition/tree/a12d.1.0

torne

Neat set of mods and good work with the categorisation. Thanks for the effort :)

Found an error when loading it up, though: in the category patch for T-MoreBedsCloth you have a "resourcePrerequisite" tag that I assume is supposed to be "researchPrerequisite".

irotsoma

Quote from: torne on December 20, 2015, 04:04:53 PM
Neat set of mods and good work with the categorisation. Thanks for the effort :)

Found an error when loading it up, though: in the category patch for T-MoreBedsCloth you have a "resourcePrerequisite" tag that I assume is supposed to be "researchPrerequisite".

Thanks for the bug report.  It's now fixed in the 1.1.1 version.  Technically just need to overwrite that one file or just unzip the entire category patches zip file into your mods folder.

CyberFox

Hi I have been browsing these forums for the last month or so. Never got around to register. But you gave me a reason to do just that.

This true masterpiece cannot go without a big thank you.

Looking forward to your continuation of this iMP.




 

irotsoma

Updated to v1.2:  Please read the instructions in the release notes (second post) as updating isn't quite as simple as extracting some folders in your mods directory due to a few mods being changed in a major way.  Let me know if there are any issues.

valthrudnir

Maybe it's me but my colonists refuse to use the Hand sawmill nor can I prioritize them to use it to make kindling to power the generator, I have wood etc. it just seems as if there is no interaction with the saw-mill past creating the bill for kindling. All colonists are set to craft as well.

comlink

An acme idea! The one thing I haven't liked about modpacks is the complete dependence of every line item towards the whole. I'd guess simply posting a link of dependencies would help out with that greatly, but I like the "cafeteria plan" you have much more.
On a side note: Wouldn't it be nice if there was a dependencies highlighter mod so you knew what took what in a case like this?

Anyway, I'm downloading and attempting a game with this. Perhaps I'll try plugging in some combat mods later if I get bored of creating :)

irotsoma

Quote from: valthrudnir on January 19, 2016, 04:19:40 PM
Maybe it's me but my colonists refuse to use the Hand sawmill nor can I prioritize them to use it to make kindling to power the generator, I have wood etc. it just seems as if there is no interaction with the saw-mill past creating the bill for kindling. All colonists are set to craft as well.

Thanks for the bug report.  It's now fixed.  See the release notes post (2nd post in thread) for version 1.2.1.  Basically you just need to redownload the RemoveProcessedResourcesPatch.zip and unzip it into your mods folder.  Should work with existing colonies/saves.

irotsoma

Quote from: comlink on January 19, 2016, 05:51:06 PM
An acme idea! The one thing I haven't liked about modpacks is the complete dependence of every line item towards the whole. I'd guess simply posting a link of dependencies would help out with that greatly, but I like the "cafeteria plan" you have much more.
On a side note: Wouldn't it be nice if there was a dependencies highlighter mod so you knew what took what in a case like this?

Anyway, I'm downloading and attempting a game with this. Perhaps I'll try plugging in some combat mods later if I get bored of creating :)

Thanks for the feedback!  If you do add extra mods, be sure to post in the thread so we know what's working and maybe I'll include it in the list and add category patches.

As for the dependencies, what we really need is for the mod About.xml or something similar to allow for adding dependencies and then something like ModOrganizer to take them into account.  I'm sure this will likely be done closer to beta or full releases since mods are changing way too much in each alpha.

Sirithil

I have a strange texture error where everything from GlassNLights comes up as a red X in both the menus and on the map. Also I can't find the glassworks in the menu. I have done the research for it.

comlink

Having an issue where no through-wall items will place. Everything says "you can't place this here!". I tried all of the LT vents and the small cooler. I thought I had tracked it down to a mod I added, but turns out that wasn't the case. The real issue seems to be: there's only two types of basic wall listed - wood and bamboo (this is with godmode or all research enabled). It appears any constructed wall won't accept on-wall items, while walls that are preconstructed with the map allow placement of objects on them. Also no basic door save wood and bamboo listed even with the requisite resources available. Really weird and super annoying! I ran probably twenty tests with various permutations of options and such and can not get this to work.

Second thing I noticed (after clearing up the above error) with no other mods loaded save the ones in the list, it appears there's two industrial heaters. One is 300 steel while the other is 250. Looks like a copy between superior crafting redesigned and LT_redistHeat, according to my awesome windows search function skills.

Sirithil

I had both of those issues as well, now that I think about it. Did you have the same problem I had with glass? I'm really curious whether it's just my load order or something deeper.

irotsoma

Quote from: Sirithil on January 20, 2016, 05:56:05 AM
I have a strange texture error where everything from GlassNLights comes up as a red X in both the menus and on the map. Also I can't find the glassworks in the menu. I have done the research for it.

I wasn't able to reproduce this.  Do you have the Incompatibilities patch loaded?  There's one for some incompatibilities between Superior Crafting and GlassNLights.  It needs to be loaded in the mod order after both of the mods and both of the category patches.  This removes the glassworks table from Superior Crafting and restores the core standing lamp that superior crafting replaced with a ceiling lamp that GlassNLights already has.  Not sure what else could be causing that unless one or more of the mods isn't loading.  Make sure they are all in there.  If you're not using any other mods, just replace your modconfig.xml file.

I did notice that the standing lamps from core are in the wrong category (under furniture instead of lighting).  I'll fix that in the next patch.

irotsoma

Quote from: comlink on January 20, 2016, 11:01:40 PM
Having an issue where no through-wall items will place. Everything says "you can't place this here!". I tried all of the LT vents and the small cooler. I thought I had tracked it down to a mod I added, but turns out that wasn't the case. The real issue seems to be: there's only two types of basic wall listed - wood and bamboo (this is with godmode or all research enabled). It appears any constructed wall won't accept on-wall items, while walls that are preconstructed with the map allow placement of objects on them. Also no basic door save wood and bamboo listed even with the requisite resources available. Really weird and super annoying! I ran probably twenty tests with various permutations of options and such and can not get this to work.

Second thing I noticed (after clearing up the above error) with no other mods loaded save the ones in the list, it appears there's two industrial heaters. One is 300 steel while the other is 250. Looks like a copy between superior crafting redesigned and LT_redistHeat, according to my awesome windows search function skills.

Thanks for the report.  It seems the issue with not being able to place on walls is only for the stuff that relies on the LT_redistHeat version of that code.  The stuff that uses the Community Core Library version of that code is working properly.  It seems that Superior Crafting creates an object called SCWall which overrides the vanilla wall, so I'm thinking that this is causing the issue where one is looking for, but I'll have to investigate.  Also, for the only being able to create wood walls, it seems this is a bug in that same SCWall object.  I'll see if I can just remove that and replace the original wall object.  Hopefully that will fix both issues.  Either way, I'll fix these in the next patch, so just keep any eye out.

It looks like the 250 steel industrial heater is due to a typo in the name of the object in Superior Crafting, so it's not getting overridden by glass and light. I fixed it in the RemoveProcessedResourcesPatch, but if you're not using that, it still shows up. I'll have to create a separate patch for that in the Category patch for SC.  Again, will be in the next patch.