[A14]Modlist <BigHoHo's works> (1.0) More mods to come. last up dated(8\9\16)

Started by BigHoHo, August 08, 2016, 04:46:48 AM

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BigHoHo

Stacks Mods version 1.1

v1.1 fixes medical items from not stacking to increased amounts and hyperweave.

Super Stacks:
Increases the max stack size for most items 20000 for raw materials and
1000 for meal.

Balanced Stacks version 1.0
Increases the max stack size for most items 300 for raw materials and
30 for meal.

Any feedback is greatly welcomed

Author
BigHoHo

Download
Super Stacks v1.1 Download http://adf.ly/1d2nLu

Balanced Stacks v1.1 Download http://adf.ly/1d2mui :

Does require new save as far as I can tell. 

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

license :Don't reupload this mod or any other mod I create to this or other sites.
if your want to use in mod pack please send me a pm to let me know that you wish to use it. if you wish to use the mod on youtube you can just let know i would want to check out your vids on it.

PaoLorenz

Does it require a new colony, or should it work with saved games ?
I'll give it a try later this day, if i can use my save !
: )

BigHoHo

unfortnatly it does seem to require a new save

Expresso

With the manipulation of files DEF, I made more capacious stacks 999999 for resources and 500 for output. And it does not require modification of the new game and actually in any of the current games after downloading

BigHoHo

Seems like a bit much with 999999 stacks. That's why I made a more balanced one for the rimworld vanilla feel but with better stacks.

CannibarRechter

> With the manipulation of files DEF, I made more capacious stacks...

What are you referring to there by "files DEF"?
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

Serenity

The balanced version seems like it's in the right area with regards to the numbers. Might give this a try some time.

BigHoHo

Great to hear it sounds good. I think 300 is the pawn carry limit for most items. Also stay posted for other mods as well they I will be releasing.

Expresso

Quote from: CannibarRechter on August 08, 2016, 12:11:38 PM
> With the manipulation of files DEF, I made more capacious stacks...

What are you referring to there by "files DEF"?

RimWorld\Mods\Core\Defs\ThingDefs_Items\Items_Resource_Stuff.xml
Parameter: stackLimit - Responsible for the limit of stacks

BigHoHo

Yep basically edited that file and few others still have problems with some items not liking the stacklimit for a few items like meds for instance they don't like to be stacked higher then 75.

CannibarRechter

I believe the stackLimit for meat is hard coded. Possibly the same for meds?
CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

BigHoHo

Quote from: CannibarRechter on August 08, 2016, 03:16:08 PM
I believe the stackLimit for meat is hard coded. Possibly the same for meds?

For sure on meat and leather just the way that it is generated when u start the doesn't give it a core def I thought meds might have been different. Since there is a location in the defs for it unlike meat and leather.

CannibarRechter

It looks like meds are parented onto ResourceBase, defined in Items_luxury.xml.

I would expect that setting the value from 75 to something else there would work.

Are you saying that it doesn't?

CR All Mods and Tools Download Link
CR Total Texture Overhaul : Gives RimWorld a Natural Feel
CR Moddable: make RimWorld more moddable.
CR CompFX: display dynamic effects over RimWorld objects

BigHoHo

Have not tryed the actual med item but heal meds should have made myself clear there. But I have tryed that yet I assumed since I had trouble with herbal meds they would be in the same boat will try it out later I'm testing another mod I made now

biship

Geez, it's a real pity you can't just create a thingdef with the same name, and just add the one property tag. I guess it can make mod conflicts even worse when you end up with a thingdef comprising many different mod's property tags.