[A17] Miniaturisation Overloaded

Started by notfood, August 03, 2016, 09:36:22 PM

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notfood


Draconicrose

I have a Rimworld Let's Play for you -> Let's Play Rimworld Playlist

notfood

#122


Mod Friendly Overrides
you dug too deep

Download Beta 8

Example OverrideDef.xml

Added Linq Filter. The whole Linq querying mechanism available now. You can call the object's functions, do math, and many more. It's practically SQL. I keep the Match Filter around because Linq has some quirks, for example strings need to be around " or \". You need to specify the Type as well. It's also much more complex.
<Override.Def Filter="Linq" Type="ThingDef" Match="mineable=True">

Added Comparer for comps:
<comps Mode="Replace">

I feel it's quite complete, some rough edges but it's fine for production already. Test this one last time and I make a release.

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Serenity

#123
The cook stove from Expanded Crops doesn't appear to work for me at all. There is no minify icon of any kind. The XML file looks alright though.

Also there seems to be a small issue with wind turbines. Apparently it saves the "blocked by ..." status. When it you reinstall it still claims to be blocked. I don't know if the game ever updates this while running, but reloading the save game fixes it.

notfood

Can you point me to the Expanded Crops mod to test?

Serenity

https://ludeon.com/forums/index.php?topic=4373.0
Download: http://bit.ly/TMods-1121-NoTerraforming

The download is one package with all his mods I think. You can pick from it. There is also a XML file for ExpandedCloth, but I don't know if that works (don't have a textile bench atm). Maybe it's me somehow.

notfood



I can move both. Is your load order correct? Miniaturisation needs to come after every mod you want to override. Last position is best.

Serenity

#127
Yeah, I put it last.

Mhh, weird. Well it's not that important. I just rebuilt the thing elsewhere.

EDIT:
Ok, more weirdness. I just made an XML file for a Day/Night Switch mod. Works, but when I loaded I get note about a changed mod order. When I load the game the stove (the new one I built) worked too all of a sudden. Like something got re-initialized.

EldVarg

Here are the defnames you requested - spawned everything on all the mods I have to see where you can't uninstall (and are not free):

[T] ExpandedCrops (for Vegetable Garden):
* TCookStove
I also can't move the Model T electric stove - even though I have this mod last.
Note: Model T kitchen cupboard works fine.

Storage Crates:
* PackingBenchTierOne
* FoodPackingBench
Though he said he will add support.

Misc. Robots++:
* Table_RPP_RoboticsBench

Medieval Times:ยด
* MedievalTimes_BlacksmithForge
* MedievalTimes_BlacksmithForgeTierTwo
* MedievalTimes_BlacksmithForgeTierThree
* MedievalTimes_FueledSmelter
* MedievalTimes_CraftingStation
* MedievalTimes_StoneHearth
* MedievalTimes_IceCreationStation
* MedievalTimes_TailoringStation
* MedievalTimes_Catapult
* MedievalTimes_Ballista

Medical Training:
* IF_MeditrainTable

RT's Weapon Pack:
* WeaponAssemblyTable

[T] ExpandedCloth:
* BenchTextile

Misc. Objects:
* NanoPrinter
* TurretWeaponBaseMannable

DyeVat:
* DyeVat

Rimushima v2 Modular Nuclear Power:
* UraniumCentrifuge
* TableNuclear
* DryCask
* CoolingPipe
-Might be too big:
* ReactorControl (4x3)
* CoolingTower (5x5)
* Turbine (5x7)
* ReactorCore (6x6)

Glitter Tech (No Surgery):
* PharmaTable
* Electrolyzer
* ambTable
* DynChair
* MissileTurret
* EMPAMortar
* ClusterMortar
* CannisterTurret
* EMTurret
* EMPCharge
* ImpactionCharge
-Might be too big:
* RobAssem (5x2)
* Matterfab (7x2)
* XenonIonTurbine (Steam geyser 6x6)
* Plasma Fusion Reactor (9x9)

Day/Night Switch:
* DayNightSwitch

[T] MiscStuff:
* ThreatSensor

Vegetable Garden:
* ADVHydroponicsBasin
* ADVModularHydroponicsBasin

CaveworldFlora:
* FungiponicsBasin

Practise Target:
* Target

Turrets Pack:
* EnergyTurretGun
* HeavyTurretGun
* SniperTurretGun
* StandardTurretGun
* S-Mine

Rimsenal - Security pack:
* BarrageCannon
* MoltenCannon
* NestAGS
* NestHMG

Rimsenal - Federation:
* Harmonizer
* Harvester

ED-More Vanilla Turrets:
* Turret_DevastatorMortarBomb
* VulcanCannon

MiningCo. ForceField:
* ForceFieldGenerator

MiningCo. LaserFence:
* LaserFencePylon

Vanilla:
* Door
* Autodoor
* Sarcophagus
* CryptosleepCasket
* Campfire
* GeothermalGenerator (6x6)
* Ship_Beam
* Ship_Engine
* Ship_CryptosleepCasket
* Ship_ComputerCore
* Ship_Reactor (5x5)

EldVarg

#129
When I edited the files myself I saw that some of these are already in the mod. Wonder why they don't work.

Edit:
There is a difference on mod names like:
"Glitter Tech" and "Glitter Tech (No Surgery)"

I guess that's why.

EldVarg

Here are the updated files.

Replace them in (steam):
C:\Program Files (x86)\Steam\SteamApps\workshop\content\294100\751295960\Defs\MiniaturisationDefs
Or (non steam):
C:\Program Files (x86)\Steam\SteamApps\common\RimWorld\Mods\Miniaturisation\Defs\MiniaturisationDefs

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Master Bucketsmith


hiepbg


SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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RemingtonRyder

#134
I've been testing out Mod Friendly Overrides. Two Only one things to report: sometimes a tag can't be overridden because in Def it is not capitalised. So for example, Fertility needs to be overridden as fertility. Also, there's no easy way to override an abstract Def, for example InsulationBase in Stats. I ended up overriding it the old-fashioned way. :/