[A17] Miniaturisation Overloaded

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

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Der Failer

Quote from: notfood on January 07, 2017, 02:40:26 AM
Should be automatic unless the mod name changed in About.xml
Yes it is now just "RTGs" instead of "RTGs [version number]". I saw now reason to keep the version in the name, since it just creates all sorts of problems, like this one.

faltonico

Moving tables/buildings around should be in the base game!
Please apply:
Want to see YOUR mod in RimWorld?

notfood

Hmmmmmmmmm, this one is more aimed to mods. Try the other miniaturisation, full focus on vanilla.

BTAxis

The link provided in about.xml leads here. You might want to update that to point to this thread.
"The megasloth ducked behind the nearest piece of cover"

notfood

oh? it does? I never checked. Ok, thanks for letting me know.

ADM-Ntek

#185
i made a few additions but i have no idea how that GitHub thing works so here they are. modular tables was already in but the mod new wasn't set correctly.

edit:
removed LabEquipment.xml has become obsolete the mod was update to include Miniaturisation.

[attachment deleted by admin due to age]

Erazil

#186
My work  Add Miniaturisation
i have add

A Dog Said...
Additional Joy Objects ( no stream mod )
AMC(2) Medical Training ( unofficial and no stream mod )
Animal Hide Working ( no stream mod )
Area Rugs v1.04
Clutter Furniture Module ( no stream mod )
Glass+Lights
Glitter Tech (No Surgery)
MiningCo. LaserFence
PrisonExtensions
Repair Workbench


nofood you are free to modify / add to your mod / burning my works and del this post ;)
Les Ténèbres Sont le Début et la Fin de Toutes Chose

Szara

I've found a problem with Miniaturisation Overloaded meshing with Hardcore SK.

If there is an ammo bench somewhere, this error occurs

Exception printing AmmoBench_Blueprint_Install1470935 at (152, 0, 50): System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Well, many variations of that error occur, all with slightly different numbers after install and the coordinates.
If the ammo bench is selected this error repeats rapidly.

Exception in UIRootUpdate: System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.InstallBlueprintUtility.ExistingBlueprintFor (Verse.Thing th) [0x00000] in <filename unknown>:0
  at Verse.Building.DrawExtraSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()


I haven't had any luck deciphering what is actually wrong, no other structure in the mod pack seems to do this, and I can't seem to find anything obvious in the def files to indicate why this particular structure is being a problem.
Yest' chelovék, yest' probléma. Net chelovéka, net problémy.
If there is a person, there is a problem. If there is no person, then there is no problem.

raydarken

I have a bug to report however full disclosure I haven't taken the time to go over all the replies in the topic to see if it has already been reported.

Wind turbines seem to retain their 'blocked by X' status after being miniaturized and then reinstalled. Nutrient Paste Dispensers no longer function after being miniaturized and then reinstalled. I suspect other items may have issues as well, but these two in particular I know are having an issue.

I run with a lot of mods (not the other mini mod however) and haven't tested to see if this happens when it's the only mod installed, but I hope this feedback helps!

boomalope taxidermist

These went off without a hitch:
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>ElectricStonecutting</defName>
        <requiredMod>ElectricStonecutting</requiredMod>
        <targetsDefNames>
            <li>TableStonecutterElectric</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationEPOEHardcore</defName>
        <requiredMod>EPOE Hardcore Version</requiredMod>
        <targetsDefNames>
            <li>BionicWorkbench</li>
            <li>AdvancedMedicalStation</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


This, on the other hand, did nothing at all:
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationExpandedCloth</defName>
        <requiredMod>[T] ExpandedCloth</requiredMod>
        <targetsDefNames>
            <li>BenchTextile</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


If someone could take a look at Telkir's Expanded Cloth and tell me how I managed to cock that up, I'd be grateful.

FreyaMaluk

this in one of the most useful mods in the game.... I can't play without it... thanks ... excellent job!!
I'm using it and it workd just perfect... just one little thing... I'm playing with the modpack Hardcore S.K.... This modpack has... a lot of things... like.. woow... most of the benches do work with your mod, but there are still some things missing... how can I change it those to make them movable?? please explain in simple words... i dunno anything of coding and such...

ambivalence

#191
Cannot get it work with «Crash Landing» – dunno why.


<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>CrashLandingMiniaturisation</defName>
        <requiredMod>Crash Landing</requiredMod>
        <targetsDefNames>
            <li>Ship_Beam_CrashLanded</li>
            <li>Ship_Reactor_CrashLanded</li>
            <li>Ship_Engine_CrashLanded</li>
            <li>Battery_CrashLanded</li>
            <li>Ammo_container_CrashLanded</li>
            <li>Bullet_RefugeePod</li>
            <li>Bullet_CrashedShipPart</li>
            <li>Bullet_CryptoSleepBlock</li>
            <li>Bullet_CryptoSleepPod</li>
            <li>Bullet_ShipReactor</li>
            <li>Bullet_CryptoSleepPod</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>


Please, help.

SOLVED: boomalope taxidermist, just make sure Miniaturisation is loaded after the mod you're trying to add.

[attachment deleted by admin due to age]

gendalf

Does this mod add ability to move more things than Miniaturisation, or is it just a modder tool?

Eep

#193
Trying to make this work with Dubs Bad Hygiene, which it seems to but then if I try to load a saved game after moving one of these objects (have tried shower and toilet), the game won't load and crashes. Any ideas? Here's the XML:

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationDubsBadHygiene</defName>
        <requiredMod>Dubs Bad Hygiene</requiredMod>
        <targetsDefNames>
            <li>Basin</li>
            <li>BasinStuff</li>
            <li>Bathtub</li>
            <li>BathtubStuff</li>
            <li>PitLatrine</li>
            <li>SewageTreatment</li>
            <li>Shower</li>
            <li>ShowerStuff</li>
            <li>Terlet</li>
            <li>TerletStuff</li>
            <li>WashBucket</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>   
</Defs>

Eep