[1.0] sd Mods - mostly stuff

Started by sulusdacor, September 20, 2016, 08:43:31 AM

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sulusdacor

[sd] - Mods

Topic with all my mod, downloadlinks, short description, short changelog and so on.

My current Mods so far:

Steamworkshop list with all my mods

Dropbox folders:
Current versions
Old versions

GitHub: https://github.com/sulusdacor

All of my Mod Preview pictures use the Rimworld font from Marnador, thx for making that and giving us the option to use it in our mods.

Modpack/License stuff etc:
My mods can be used by anyone for any purpose as long as it's free and there's proper attribution - mod name, author's name.


sulusdacor

#1
Of pillows and beanbags


Description:
"Of pillows and beanbags" - could be the title of an epic tale, which might take place in your colony.

or just a mod that adds  these to the game for your colonists to sit on ;)

Sub Topic
Adds one beanbag and one pillows for your colonists to sit on. Pillow and beanbag count as chairs. Pillow texture can be switched by rotation. They must be researched before you can build them. Color depends on the fabric or leather you use to build them.
Stats are the same as the armchair. Only exception: all pillows have reduced cover(0.4 -> 0.1) and less walking impairment(30 -> 20) and lower weight (mass 10, compared to 18 from armchair)

Author
sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760089174

Dropbox: https://www.dropbox.com/s/sfudifog714ow9z/sd_pillowsCo_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_pillowsCo/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

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

Changelog
personal changelog for mod "of pillows and beanbags"

- 20/09/2016

- added ludeon forum link to about data, updateted steamworkshop description wiht this link too
- made furniture tradeable by furniture tag (exotic goods trader)

- 14/10/2016

- removed abstract def highqualityfurniture, since it was not used. added marker in xml file for abstract bases

- 21/12/2016

- updated for a16, added mass
- removed medieval research tag
- merge pillows into one object texture switch with rotate
- removed shadow data, added edge shadows
- changed stuff coloring, by adding cutout complex shader and full red material layers
- changed texture folder structure
- added menu icon for pillow texture switch
- updated about file

- 06/01/2017

- fixed the worktobuild xml thing

- 31/05/2017

- update to a17
- changed beauty from 3 to 1, to be same as the vanilla armchair

- 28/12/2017

- update to b18
- <ResearchProjectsDefs>,<Buildings> to <Defs>
- adjusted case sensitive xml tags:
designationCategory
description
size

- 15/01/2018

- added modsync

- 25/10/2018

- rimworld 1.0 update
- xml stuff
- textures endings for multichanged

sulusdacor

#2
advanced powergeneration


(picture of solarpanels on steampage)

Description:
a light in every corner, an extra workbench there, maybe another cooking stove - wondering where your power went?
- a simple try to add some "late game" power supply.
- no maintenance/refueling, just place it and get the power.

Sub Topic
Adds advanced windturbine, advanced solarpanels, advanced goethermal and nuclear power plants. All must be researched before they can be build. Research is dependend on vanilla research (electricity/geothermal). placement restrictions for wind/solar/geothermal still apply.

power output:
- advanced windturbine: max 6k (double normal windturbine)
- advanced solarpanels: max 3,4k (double normal solarpower)
- advanced geothermal: 7,5k
- advanced nuclear power: 20k
- adv watermill: 2,2k

research:
- all are tech level spacer and need a higtech research bench and the multianalyzer

research "tree":

electricity research -> advanced winturbine research
electricity + solar research -> advanced solarpanels research
geothermal research -> advanced geothermal research -> advanced nuclear power research

The research is currently using the positions after the ship research in the tree (x 13 and 14). I could not get the placement to work how i wanted it to in the vanilla tree. This might cause/is causing some strange looking connection lines in the research tree and might "conflict" with other mods. Currently a bit unsure if/how to fix that.

as of a16 the buildings have weight:
adv wind: 500
adv solar: 450
adv geo: 1000
adv nuclar: 1250

costs:
calculated from the vanilla values of the current alpha over the wealth/power values. the dropbox folder has an openoffice table with the stats+calc: https://www.dropbox.com/s/zxm1s94s2548jcl/cost%20calculation%20adv%20powergen_b18.ods?dl=0

Author
sulusdacor

Thx to WishingLaws for the ChineseSimplified language translation

Thx to skullywag and RawCode for helping me find my mistake with the code for solarpanels here^^

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760088748

Steamworkshop (japanese translation, done by Proxyer and Mayreal): http://steamcommunity.com/sharedfiles/filedetails/?id=1210881284

Dropbox: https://www.dropbox.com/s/5aisir6ti2poh1t/sd_adv_powergen_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_adv_powergen/releases

source code for modders: https://www.dropbox.com/s/qdav6d72msfclr2/sd_adv_powergen_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

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

Changelog
personal changelog for mod "[sd] advanced powergeneration" (sd_power)

- 14/10/2016

- added abstract base building base, added marker for sections in xml thingsdef

- 21/10/2016

- made nulcear reactor rotatable, goe not, since it messed up the placeworker
- made all things minified

- 17/11/2016

- added bare bones def+research def for solar power
- added assemblies for solar power (texture still missing)

- 18/11/2016

- added texture for adv solar panels
- reduced the blacklines in adv geothermal texture
- added sd_power_ for variables in assemblies
- added minifieable to solarpanels

- 21/12/2016

- added note in about file for older mod version donwload in forum topic
- renamed some defs,folders, assemblies stuff variables etc. to sd_adv_powergen_ ...
- removed german language files
- set all buildings to no ai chill destination
- added mass for buildings
- set research to x 13 and 14 in the tab (after ship at the end)
- changed nuclear power to adv nuclar power (building+research)

- 25/12/2016

- moved abstract into own base xml
- adjusted weights, still way over the material used to build, but should be better
adv wind: 500
adv solar: 450
adv geo: 1000
adv nuclear: 1250
- updated descriptions to changed windpower (6k -> 4k)
- updated german language files

- 28/12/2016

- adjusted the costs for all the buildings to new market values in a16

- 06/01/2017

- fixed the xml tag Worktobuild, had old one here, which resulted in instant buildtimes

- 29/05/2017

- target version update in about file
- recompiled the assemblie, but no changes had to be done there
- still small error exception in miniaturiation of solar/nuclear power plants
- added chinesesimplyfied language files thx to WishingLaws

- 29/12/2017

- update to b18
- root <Defs> fix
- added research tab
- adjusted costs overall:
- mostly adds adv component, changes other costs a bit to hold overall wealth value
- nuclear about 10k higher workcost
- removed ignore needs power xml tag
- recompiled code, but no changes there

10/01/2018

- adv winderturbine description -> 6k max not 4k

14/01/2018

- added modsync file

10/07/2018

- russian translation file added by Hanabishi from github

22/10/2018

Rimworld 1.0 update
- updated assembly
- xml fixes, update to 1.0
- added construction skill requirements, same as vanilla counterparts (nuclar=geo)
- components, just replaced with industrial/spacer variants
- added thincategorie power to all
- added allow autoroof false to adv windturbine
- for now removed modsync file, since modninja was replaced by another, havent looked into that

13/11/2018

- added japanese translation from proxyer
- added spanish by CANALETA and spanish latin by CANALETA

14/11/2018

- added missing jap languagge info xml file

01/12/2018

- adv watermill added

02/12/2018

- added small glow for watermill
. added japanese for watermill from Proxyer

sulusdacor

#3
chickennest


(steampage has usally a bit more pictures)

Description:
adds a nest for small animals to the game. made out of hay, same stats as the animal sleeping box. don't needs research to build.
you can switch textures by rotating the item (one lighter and one darker)

Sub Topic
the mod just adds another item like the small animal box. you can still build the normal box. the chicken nest is not restricted to chickens only. it can be used by other small animals too,like the normal box. it includes 2 chicken nests different textures (switch with rotate), one darker and one brighter. you can minify the building and reinstall to switch the textures. picture for the brighter one can be found on the steamworkshop link. just another texture to make your base/farm look nice ;)

Author
sulusdacor

Thx to WishingLaws for the ChineseSimplified language translation

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=760708576

Dropbox: https://www.dropbox.com/s/64vm1ur47aaoxdx/sd_chickennest_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_chickennest/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


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

Changelog
personal changelog for mod "chickennest"

- 14/10/2016

- added abstract bases to thingDef to avoid mod conflicts

- 21/12/2016

- updated for a16
- added menu icon texture
- move both textures to one def, texture switch with rotate
- added mass (same as sleeping box)
- added room comp modifier (same as sleeping box)

- 25/12/2016

- updated german language files
- put abstracts in own xml file
- added note in description of object for rotation texture switche (german langueage file too)

- 06/01/2017

- fixed the xml line worktobuild, had old one, which got instant build

- 29/05/2017

- update to a17
- changed heal per day from 7 to 3, since that is the value all other animal beds have
- added chinesesimplyfied languae thx to WishingLaws

- 28/12/2017

- update to b18
- added surgerysucesschance 1 xml tag line for stats (same as animal sleepingbox)
- changed <Buildings> to <Defs> xml tag
- case sensitive changes: thingClass
passability
pathCost
altitudeLayer
castEdgeShadows
bed_showSleeperBody
designatinCategory

- 14/01/2018

- added modsync file

- 25/10/2018

- rimworld 1.0 update
- xml stuff

- 03/11/2018

- added spanish by CANALETA
- added spanish latin by CANALETA

sulusdacor

#4
round tables



Description:
tired of living on the edge? want things to go round? this will (most definitly not) be the solution^^
   
adds three round tables to the game in different sizes (1x1,2x2,3x3). dont needs research to be build.
   
stats from the middle and big one are same as the vanilla tables (short/long). small round table has slightly reduced stats compared to the short vanilla tables.
   

Sub Topic
all tables have same stats like the vanilla square counter parts. small round table has stats from end table. all tables can be used like the normal ones and can be minified.

Author
sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=761403726

Dropbox: https://www.dropbox.com/s/6eepdm3rdc87dgl/sd_roundtable_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_roundtable/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

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

Changelog
personal changelog for mod "round tables"

- 20/09/2016

- added ludeon forum topic link in about file
- made tables tradeable, furniture tag (exotic goods trader)
- added changelog as of today

- 14/10/2016

- added abstract base building base, added section marker in thingdef xml

- 21/12/2016

- update for a16
- added the roomidentifier comp (like vanilla tables)
- added mass
- split xml into two: base xml and actual things xml

- 07/01/2016

- fixed the worktobuildxml tag thingy, used old worktomake, which resulted in instant build

- 03/06/2017

- updated to a17, version number in about
- added table base abstract to clean up the xml a bit

- 28/12/2017

- update to b18
- <Buildings> to <Defs> change
- adjusted stats to refelct vanilla counter parts:
small round table same as end table (= lower hp, lower beauty)
2x2 round same as 2x2 square one (= lower beauty)
3x3 round same as 3x3 squae one (= more hp,, more mass, lower beauty, more work+cost to build)

- 15/01/2018

- added modsync

- 27/10/2018

- rimworld 1.0 update

- 13/11/2018

- added - spanish by CANALETA and spanish latin by CANALETA

sulusdacor

#5
goodnight


(more pictures on steam page)

Description:
Your colony got the booze, but lacks places to snooze, fear not =)
   
   - adds some additional beds
   - all beds can be used like the vanilla beds
   - needs research before you can build them, 3 research projects (medieval, industrial, spacer)
   - adds 2 medieval beds, 3 industrial beds, 2 spacer beds
   - beds are all double + single beds, except the prisoner (only single) and the heart shaped bed (only double)
   

Sub Topic
you can change the color of the medieval+ industrial beds depending on the fabric/leather you use. the prisoner bed changes color depending on the stone/wood/metal used to build. spacer beds can't be changed colorwise. pictures for different colors of the beds can be found on the steamworkshop link.

the rest effectiveness of the beds is a bit higher then vanilla with each tier (1,1 - 1,2 -1,3). that should reflect the need to research them (with the best bed in legendary quality your colonists will still need around 6hours of sleep). tried to balance out the costs a bit too. will probably need some tweaks there. the last tier of bed hast slightly increased immunity gain (1,2 compared to the 1,144 of the vanilla hospital beds). it needs glitterworld medizine to be build to balance this out.

as of alpha 16, added mass and the heal per day ticker. mass is set to 50/60/70 for medieval/industrial/spacer single beds (vanilla normal single bed is 50). the double beds have the mass 90/100/110 (vanilla royal bed has 90). the heal per day ticker is 8/9/19 for medieval/industrial/spacer, no difference in single or double beds (vanilla royal bed has 8, normal beds have 7, hospital bed has 12).

How to add other linkable buildings/furniture like the vitalsmonitor to the mod?

(slightly changed with patches in main mod, but overall process stays the same. if you look in the mod files you get how the end result looks like.)

you will need some basic text altering program where you can open files, change stuff and save. the normal basic windows text edit thingy works fine. (i personally use notepad++, since you have some better structuring for xml files there. we only do minor editing here so you dont need this, but if you wanne do more rimworld xml modding i would recommend it.)

a general patchtutorial you can find here too.
some explanation to other patchoperations is here

With a17 this can be done over the patchopoerations. For an example you should look into one of the patch files below in the download section. these only include the bare bones file of a patch. an about folder (information that is displayed in the modlist ingame) and the actual patchfile in the patches folder (the patchoperation,alterting/adding/removing that is done). (the preview picture is not needed. the changelog is really only sth i do for me to keep track a bit what i did, not need too.)
to add custom things you will need at least both these folders and one xml file in them. you can just copy them and alter these.

you patchmod structure would look like this:
patchmodName/
About/About.xml
Patches/FileNameOfYourChoice.xml

the patchmodName folder with all the other stuff in that would be put into the rimworld/mods folder of your game at the end.

so the main question here is now, what goes into the patches xml file. since that is was determines what the patch actually does. for that you can look in one of the goodnight patches. it would look something linke this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

<!--================================ patches for mod sd medicaddons ======================================-->


<!--========================= adding facilities =============================-->

<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
</value>
</Operation>



</Patch>

first off all things inside a <!-- and --> are just comments not "read" by the game when the file is loaded. they are just to have some better structure, add notes etc. so these we will not talk about and are not needed.

the actual file starts with:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

and ends with
</Patch>
to use the patch operations this is the base structure we need for the patch where all other stuff gets included in no matter how big the patch is.

the main thing to notice in all xml files is that things are opened and closed. so the patch tag has an opening tag and a close tag. this is true for almost all xml tags you use. it simply tells the game the information we input to a certain property. when it start and where this ends.

we could think of xml modding in general as using "linkpoints"(xml tags + the input/information in them) that the preset structure (code base of the game) is given to use. so we can not use whatever we want here. what xml tags work and what information we can put in them is limited by the game. so keep that in mind.

now to using the actual patchoperation we have the operation tag. inside this we have the class. for our case since we want to add other linkable facilities it is the add version we need. so we would have this at the moment:
<Operation Class="PatchOperationAdd">
</Operation>

next comes the xpath, which tells the game what item to alter and where this need to be done:
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
for the goodnight mod i have basicly a preset object named sd_basebed. this has some base properties and all other beds use this as a preset. so changing things there automaticlly affect all other beds. it makes things a bit simpler. to add your linkable thing to goodnight just copy that part.

if you wanted add things to your custom item you would need the defining name of the item you want to affect (defName) or the abstract it uses if the propertie you want to change is in the abstract. the xpath for an abstract would look a bit different like for example like:
[@Name = "CTSAdvHospitalBedBase"]
(check CTS patch for medicaddons or more furniture)
some problem with xpath is explained here if you are looking to change your custom items/things. you would too have to specify for you custom xpath where changes excatly should be made. a bit mroe for that in the next section.

so moving on since the game knows now what patch operation and what object to change. the next part is the value section and the end of the xpath where we specify basiclly the excat position the patchoperation work on. for that we have to look a bit in the value section too, since the thing we change and how this is found in the xml content we want to change is important on how the value section looks like. the value tells the actuall content that is handled. so for our adding patch operation this is the meat. the stuff that is actually added to you object ingame. since we want to add other linkable things to your bed we have to check first how the linkable section on the actual object looks like to know how the value section has to look and the xpath end telling the patch where to work. for the goodnight beds and other base beds this would look like this:
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
</linkableFacilities>
</li>
....
</comps>

for goodnight you can find this in: sd_goodnight/Defs/sd_goodnight_beds__ThingDefs_a_base.xml
for the base game these would be in Rimworld/mods/core/defs/thingdefs_buildings/Buildings_Furniture.xml
just search linkable and you will find the section in the files.

so for goodnight the actual stuff that matters is:
<ThingDef Name="SDGoodnightBedBase" ParentName="SDBuildingBase" Abstract="True">
<defName>sd_basebed</defName>
...
    <comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
  <li>VitalsMonitor</li> <!-- vanilla vitals monitor -->
</linkableFacilities>
</li>
...
    </comps>
...
  </ThingDef>

the xpath he have on the goodnight patch as reference:
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
when we look at this we see we have the ThingDef since the object is a thingdef, basiclly a thing that is defined. it has a defining name (defname) we use. then we go deeper in the section and inside the thingdef section of that object we go into the cmps section. so we have /comps. the comps section itself is a list of multiple things in our case. so the compproperties_affectedbyfacilities we want to get into is the first point of the list so the next xpath thing is /li[1]. the li for list the [1] for the 1st place in the comp section list. so now we go deeper in the path and have the xml tag linkablefacilites. so next xpath is /linkableFacilites. these are itself a list. but we want to add to the list of the linkablefacilites. so the xpath in our case stops here. since the linkablefacilites are a list. here we see all things have the li tag in front+back. so if the patchoperation would add things we would have to write this tag too. so this determines the value section in your patch operation. since the linkablefacilites are a list. the things we add are list parts and have to look as such. thats the reason the value section of the patch looks the way it does. where/what we want to add determines how the patch file looks like. so at the end the whole patch xml file looks like this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>sd_medicaddons_medieval_surg_washpan</li> 
  <li>sd_medicaddons_medieval_surg_instruments</li>
  <li>sd_medicaddons_medieval_surg_lamp</li>
  <li>sd_medicaddons_industrial_surg_instruments</li>
  <li>sd_medicaddons_industrial_surg_lamp</li>
  <li>sd_medicaddons_spacer_surg_vitalsmonitor</li>
  <li>sd_medicaddons_spacer_surg_instruments</li>
  <li>sd_medicaddons_spacer_surg_lamp</li>
</value>
</Operation>
</Patch>

(to note here the xpath defname bracket section could be [@Name = "SDGoodnightBedBase"], since the thing we use is an abstract too. i did not know you could alter abstracts too at the time i wrote the goodnight patch, thats why the defname workaround. using the abstract version works the same. it does not change anything on the patch.)

so the last thing would be how do we know what comes in the value section. in our case we have for example sd_medicaddons_medieval_surg_washpan. how we know its not like medicaddons_washpan. we covered the sturcture it has to be with the list character,but not where the item names come from. in case of linkablefacilites that are the defnames of the objects. in case of other properties it varys what the possible input for the xml tag we alter is.

for linkable facilites the defnames can be found in the sd_medicaddons/Defs/ThingDefs/ and then the medieval, industrial, spacer xml files. the base is jsut abstract, but in that case we need the actual defining names of the objects. the names given in the defname xml tag section of the objects in the xml files.
for any other mod it depends on the file structure the mod author uses. but it should be in most cases something like: modname/Defs/ThingDefs or ThingDef_Buildings. then you have to manually check the xml files for the object you are looking for. if know the ingame name of the item,search for that in the xml files. it is determined by the label xml tag. but please keep in mind to use the patchoperation you will need the defname not the label. both can be the same, but they can be different. so make sure to check the xml files of the mod. once you got the defname the patch xml file to add your linkable stuff to goodnight beds would look liek this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "sd_basebed"]/comps/li[1]/linkableFacilities</xpath>
<value>
  <li>defnameOfTheLinkableThing</li>
</value>
</Operation>
</Patch>


Author

Thx to the author of PatchOperationFindmod code (not sure who came up with this), using the one from cuproPanda alloys

sulusdacor

Download
Steamworkshop: http://steamcommunity.com/sharedfiles/filedetails/?id=763943290

Dropbox: https://www.dropbox.com/s/wve0kqx7flx4idp/sd_goodnight_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_goodnight/releases

source code for modders: https://www.dropbox.com/s/vudx6549j5ijxu3/sd_goodnight_v1_source.7z?dl=0

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0

Compatibility Patches

the main mod version now includes the patches over patchoperations and mod load checker. So you don't need these anymore as extra mods. Let me know if want some compatibility added with specific mods.

so far it includes:
CTS = makes the adv vitals monitor that comes with CTS linkable
[sd]medicaddons = makes all beds form goodnight linkable with the medic stuff in the addons mod
More Furniture = makes beds form goodnight link with linkable stuff from furniture, like endtable, dresser etc.

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

Changelog
personal changelog for mod "sd_goodnight"

- 20/09/2016 (date)

- updatet ludeon forum link in about file
- made beds tradeable, furniture category (exotic goods)
- all beds are now in seperate category (sd_beds)

- 14/10/2016

-  added abstract def building to thingdef, added section marker in xml

- 22/10/2016

- added facilites defs for medieval+industrial+space tech level in abstrract def to activate
- changed abstract base in beds to include linked stuff for easier changing stuff

- 09/11/2016

- added single beds to all medieval and industrial (not heart bed so far)
- lowered costs for all beds
- added new textures for all medieval and industrial beds (not heart bed so far)
- changed def names + texture folder structure to better identify single+double beds

- 14/11/2016

- added multi texture for cryo double bed + cryo single bed
- moved most xml lines into abstract for beds
- looked over hp values (medieval 200, industrial 250, space 300), single beds -50hp

- 15/11/2016

- added first draft multi texture for space double bed + single bed

- 17/11/2016

- added new texture for space double + single bed

- 18/11/2016

- cleaned up texture for space single bed side
- added texture multi for heartshaped bed double
- added vanilla designator uninstall in bed category
- added stuff to the space+cryo bed class (half the steel can be metallic stuff)

- 22/12/2016

- updated to a16, added mass
- moved hammock to industrial for eventual future additions of more medieval looking hammock and a futuristic one
- removed tags in research (means starting at any the techlevel, you will have to reseach the beds)
- split thingdef xml in various for better overview, added letter for order in designation category
- changed some def names, texture folder structure, texture names, filestructure to allow better overview + potential updates in future
- various def names, texture names from space to spacer
- research def names from bed to beds
- healticker is 8,9,10 for medieval,industrial,spacer (vanilla royal has 8, hospital 12)
- mass is 50,60,70 for singles and 90,100,110 for double beds (50 and 90 is vanilla value for normal single bed and royal bed)

- renamed space to spacer in medicaddons defnames additon comment in base xml

- 25/12/2016

- updated defnames of more furn mod in comment section of base xml

- 06/01/2017

- updated the worktobuild xml tag, used old worktomake one,resulted in instant building

- 30/05/2016

- update to a17
- added roomidentifier for beds, cleaned up the xml (removed some notations since new patch options allow smother compatibility patches)
- adjusted heal per day to 3 (value of all other beds in vanilla game) for medieval, 5 industrial, 7 spacer (vanilla hospital has 9)

- 29/12/2017

- update to b18
- fixed roots to <Defs>
- added research tab
- fixed case sensitive xml tags
- fixed wrong heal per day for medieval bed to basic 3
- added new linkable endtable+dresser
- spacer beds replaced component cost with advanced components: (slight wealth/cost incr)
single: 3 comp to 1 adv
double: 5 comp to 2 adv

- 06/01/2017

- added modloadedchecker to include patches in main mod
- added compatibility patches over pacthoptions, so far for medicaddons and more furniture
(patching both sides or additional xml seems to cause non errors)
-> makes load order not matter form what i tested
- so far supports: CTS, medicaddons, more furniture

- 15/01/2018

- added modsync file

- 25/10/2018

- rimworld 1.0 update
- assemblies update
- xml fixes/updates
- textures renamed for new multi endings (north,south,east)
- more furniture mod name updated for patches
- added basic constr skill requirements (4,8,12 for medieval,industr, spacer)

- 03/11/2018

- added spanish and spanislatin by canaleta
- german by sulusdacor

sulusdacor

#6
spaceship


(bit more pictures on steamworkshop page)

Description:
Get your butt off the planet in style ;)

   This Mod does override some vanilla objects!!!
   (all shipparts)
   
   - adds additional (most purely cosmetic) ship parts to the game
   - your ship still needs to have the vanilla parts needed to fly somewhere (enigne,reactor,computer,filled cryocasket)
   - overrides the vanilla ship beam with a linkable variant like walls work(same costs like vanilla beam in the end)
   - overrides the vanilla cryocasket in the ship menu to set the interaction spot in the object and remove the placeworks that forces you to put it on a beam (for better building)
   - replaces textures with old versions

Sub Topic

adds wings (1x1,1x2), fill parts (1x1,2x2,2x3,linkable shipbeam), cockpit(1x2), engine (1x2). building depends on the vanilla research:
- shipbasics -> fillparts + wings
- ship engines -> engine
- ship cryocasket -> cockpit

the linkable beam replaces the vanilla beam now (linkflag custom1). all ship parts are set to walkthrough and i removed the blocklight flag for shipppart i added. so if you use some lighting/darkness mod it does not look so ugly.

the override for the cryocasket just moves the interact spot inside the object and removes the place on beam placeworker. so you can place the casket everywhere now. this is to make building a bit easier and not such a pain. (moved the interact spot from the cockpit added by me inside the object too.)

latest b18 version includes a patchfile that scales the vanilla ship parts back to the "original"(a17) size. might cause some issues, so be aware.

Author
sulusdacor

Download
Steamworkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=766959460&searchtext=spaceship

Dropbox: https://www.dropbox.com/s/97fgrbduv8y6n9q/sd_spaceship_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/sd_spaceship/releases

Version for previous Rimworld versions can be found in my dropbox folder with older mods: https://www.dropbox.com/sh/zicyfuehl0aeta2/AADHVYYYU8yhJ2yUWttwnf1ma?dl=0


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

Changelog
personal changelog for mod "[sd] spaceship"

- 14/10/2016

- added base abstract basebuilding
- changed xml thingdef from <gamedata> to <Defs>
- added better section markers in thingdef xml
- added german language file
- renamed fill parts to _b (beam) and _s (ship) at the end to remove error message

- 15/10/2016

- added linkable ship beam
- made all ship parts minifieable

- 22/10/2016

- added 2x3 fill part

- 22/12/2016

- updated for a16
- changed filestucture, texture folder structure
- added custom abstract (shippart)
- made all shippart walkthrough (150 pathcost), place not under roof, blockwind
- set block light to false to remove the bad lightning effect when using darkness mods
- added override for vanilla cryo casket, removed on beam placeworker, set interact spot into casket
- set cockpit interact spot into the cockpit
- set dragable beam to override the vanilla beam
- adjusted costs to new shippart costs (resulted in mostly higher component costs, vanilla parts as a blueprint for costs)

- 25/12/2016

- updated german language file (added missing 2x3 fillpart)

- 07/01/2017

- fixed the worktobuild xml tag, used old worktomake, that resulted in instant build

- 03/06/2017

- update to a17
- added vanilla seillprice modifier to buildign base abstract

- 04/06/2017

- moved all the vanilla beam stuff to patch file for better compatibility
- updated linkable beam texture to new 320x size, borders are fillers
- added 3x3 fill storage/reactor looking thingy

- 21/06/2017

- added lowered cost for dragable beam (1/5)

- 29/12/2017

- update to b18
- added mass to wings 500 for 1x1 field (cockpit has 1000 per 1x1)
- lowered the plasteel cost of misc parts to <Steel>40</Steel> for a 1x1
      <Plasteel>10</Plasteel>
      <Component>2</Component>
- changed sizes back to a17 values, new ship part has 1x1 same as computer core thingy (might cause error with ship quest???)

- 15/01/2018

- added modsync

- 24/10/2018

- rimworld 1.0 update
- xml update
- thingcategory when minified to buildingspecial
- replaced textures with old versions, added sizeadjustments for the missing stuff
- about file update
- added construction skill requirement for parts added by the mod (same as beam lv5)

- 12/11/2018

- fixed an issue with sos mod not saving id properly (removed double comp from abstract)

kaptain_kavern

Yeah keep up releasing furniture mods buddy please ;)

EldVarg

Cool ship parts :).
As I said in steam, you should make a new tab for your new furniture as some get lost when you have a full icon list (with many mods).

sulusdacor

thx for the feedback guys =)

@furniture mods: have some other stuff in mind before i may come back to that. not sure tho. i think there are already enough furniture mods with more furniture+clutter. i mostly do stuff what i feel would be nice or what i miss in the game. not really wanne do double stuff. so yeah. or stuff i use for my personal play (like the power mod was a from superior craftung, loved the powerplant sound inside my bases^^).

@beds/goodnight mod: just updated them,should have an own category beds now, vanilla beds are still in furniture. dont wanne mess with them. didn't know about the 3 row cap before and was a bit unsure if i wanted a new category for just my beds. since players installing so many mods,that they are full would be rare, but seems legit with steam and all. sry for the delay.

EldVarg

Great! :)
Could round tables, beanbags, pillows, nest all be in this new tab?
Can you sell all these stuff at traders?
Could you do a future version of the hospital bed?

sulusdacor

updated today for pillows, the beds and round tables to be tradeable. exotic goods trader should take these. have the trade tag furniture,so if a mods adds a trader who deals with that he should have them too. decided not to make the chicken nest tradeable,since its just hay.

with the tab, called it beds at the moment, was just for the one mod. havent thought about that to put all in one tab. sounds like a good idea, only problem would be someone just using one mod, would only have very few items in there, so dont know yet. will think about that.

for the hospital bed basicly stuff i wrote above. there were at least two good textures for other hospital beds in the past,not sure which mods it was or who is using them at the moment. maybe glittertech, not sure. so yeah dont have any plans for that.

mabor0shi

cute nests! I love the human bed designs too. just curious: why hav u made all beds (other than prisoner) double beds? do u plan on releasing twin or full size?
Cool Mod, Bro Everything in RimWorld doesn't have to be either brown or grey anymore: Now you can Pick a Color!

sulusdacor

the prisoner bed is intent to use in the prison. since i havent seen any prisoner hocking up and demanding a double bed it ended up being single. and a double prison bed on a wall looks kinda strange. so if u mean with the last question if i wanne do a double prison bed, probably not. dont really see the sense at the moment. i plan on adding medic, prisoner and prisoner medic textures when ccl comes out, so maybe i will add more at this point, dont know myself yet ;)

as for the double beds. i usally find myself placing only double beds after a really early point in the game with the new social system. and from what i have seen from other players playthroughs on twitch is was kinda the same. so i didn't see the point of the single ones, after a certain point in game. and since you need research for my beds you are probaly at the point where you have a few colonists and some start hocking up,where double beds are more usefull if you dont wanne micro all your couples with single beds and just a few doubles. yeah, purely a practical decision. the other part you can say i was a bit lazy there,since i figured most players wouldn't use the single beds^^

mabor0shi

I'm a bit new, only on my 2nd colony. I hadnt yet figured out that double beds shud be used even for single colonists. In fact, they take up more tiles and take more resources to build. So y is it better to build all doubles? i'm gonna build double beds now though, so I can use sulusdacor brand beds. either way, thx for answering my question. fyi, it was the lack of single beds i was curious about. I wasnt tryin to suggest double beds for prisons, although maybe it would help prisoners get along. Prisoners often share beds irl, right?
Cool Mod, Bro Everything in RimWorld doesn't have to be either brown or grey anymore: Now you can Pick a Color!