[B18] Rainbeau's Mods -- Lots of Stuff! Take a Look!

Started by dburgdorf, November 06, 2017, 07:30:35 PM

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Canute

Quote from: Harry_Dicks on January 10, 2018, 01:25:30 PM
Quote from: dburgdorf on January 10, 2018, 12:58:29 PM
Quote from: Canute on January 10, 2018, 12:47:54 PMI just download "b18.zip"

I honestly have no idea what you're talking about. So far as I'm aware, there is no "b18.zip" file. Certainly, I've never made any such file. There's a link at the bottom of this thread's first post that links to my "b18" folder in Dropbox, but that is a link to a *folder*, not to a zip file.

There isn't a master zip that has all of your mods in it?
Just a master zip, that contain all the mod zip's in it, when you download the whole dropbox folder at once, when you replace the "0" with a "1" at the link at the end.

dburgdorf

Quote from: Vlad0mi3r on January 10, 2018, 04:34:46 PMOn a side note, dburgdorf whats the deal with the new stack sizes for sand and especially crushed rock?

The stack sizes were changed back in November after someone (quite rightly) pointed out to me that the quantities in question are huge, such that large stack sizes make no sense.

A single stone chunk takes up most of a tile, and you only get two crushed rock piles from such a chunk. So while you can logically justify fitting five piles of crushed rock in the same space, 50 makes no sense at all.  I could maybe be persuaded to push the stack size up to 10, but certainly no more than that.

Similarly, given that just a few piles of dirt can transform a plain rock tile into fertile soil, the idea that 50 or 75 of those piles can fit in a single tile is absurd. The current stack size of 25 is actually probably excessive, but seemed a reasonable compromise.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Vlad0mi3r

I understand what your saying but this is Rimworld.

A single stone chunk makes 20 blocks you fit 3.75 chunks into a tile once converted to blocks. This logic alone you should be able to fit 7 crushed rocks on a tile. A tile of blocks (75) builds a wall that fills up 15 tiles, so now using the ames method as before you should only be able to fit .5 of a crushed rock per tile. 3 cloth, 1 Neutroamine and one herbal medicine when combined fit into 1. A shiv takes up the same space as Minigun. So from a Rimworld perspective stack size has nothing to do with reality and I think we all know that.

So I'll argue from a logical perspective. Did you look at the picture that I put in? That is actually a picture of Coober Pedy in South Australia? They didn't have lots of thin layers of sand placed about. They had it in big piles. Having worked in the earthworks industry you can make a very large very high pile of dirt that does not have a huge perimeter/ground level area. Especially when you ramp up on top of the previous piles and start dumping on top of that. So the argument that you cannot fit a lot of soil in a small area is not valid at all.

Please also understand I love your Mods and enjoy using them I am just giving my view on things. Happy to discuss further.

Also yes I know there are mods out there that will adjust stack size but I think they go to far.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

dburgdorf

Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PMA single stone chunk makes 20 blocks you fit 3.75 chunks into a tile once converted to blocks.. This logic alone you should be able to fit 7 crushed rocks on a tile.

I said I could probably be persuaded to bump the crushed rock stack size from 5 to 10. Consider me persuaded. ;)

Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PMHaving worked in the earthworks industry you can make a very large very high pile of dirt that does not have a huge perimeter/ground level area. Especially when you ramp up on top of the previous piles and start dumping on top of that.

Which is exactly why you can put 25 piles of dirt in one tile, even though a mere two or three piles could completely terraform it. ;)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Harry_Dicks

Quote from: Vlad0mi3r on January 10, 2018, 09:05:27 PM
Also yes I know there are mods out there that will adjust stack size but I think they go to far.

Have you tried StackXXL? You can customize how much stack sizes increase for specific things. Like you could have only raw resources stack 2x, or textiles stack 1.5x, etc.

Vlad0mi3r

Nah I'm cool with 10 crushed rock per tile.

I am trying, I repeat trying to keep my mod list under 20 mods. I am already over this and would be adding other mods like industrial rollers over stack size.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

B0bwong

Just in case you aren't aware of this (tho i doubt that). With the pawns are capable you can pause the game assign the pawn to the hated work type, force them to work on something like cooking or crafting, and then unassigned and unpause and they wont get any of the negative effects.
Its not the biggest problem cause its just a thing you have to intentionally do, so its more a test of honor whether you do it but id thought id mention it anyway.

dburgdorf

Quote from: B0bwong on January 11, 2018, 03:16:24 AMWith the pawns are capable you can pause the game assign the pawn to the hated work type, force them to work on something like cooking or crafting, and then unassigned and unpause and they wont get any of the negative effects.

Unfortunately, that's one of those things that just can't be helped. The mod assigns debuffs based on work assignments rather than on specific jobs, because there's no (easy and practical) way to look at the specific job a pawn is doing and find out to which work type it belongs, to see if the pawn doesn't like doing it. And the debuff checks are tick-based, which means the checks only happen when the game clock is running.

But it's not like this is the only way a player can "cheat" if he or she so desires. :)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Harry_Dicks

Have you ever thought about making a drawbridge submod to go with your Basic Bridges and/or Fertile Fields? I don't even know if it's possible and have no clue about anything related to C#, but thought it would be cool if there was a sort of drawbridge "base" on 1 side of water, clicking on it, would have a little button at the bottom of the screen to deploy or retract the drawbridge, or just right click it and use it through a context menu. It would essentially instantly create or remove the bridge. Health on it would be remembered, too. I was looking at the old Armor Gate mod and Mechanical Defense 2's (resurrected by sulusdacor) retractable walls, and it made me think about how that could be applied to making a drawbridge. They even mentioned the thing remembering it's health too, in one of those threads.

I guess I just really want some sort of device that you can toggle open/closed, or passable/not passable, like a giant armor gate or drawbridge. Just something other than single cell doors, man! I tried a combinable (why does this forum underline combinable? I feel like the internal dictionary could use some work) doors mod, but all that did was stretch out the textures and make them look like shit. For example in my last mountain base, I had the western wing dedicated to agriculture and livestock. The farm animals had their barn somewhat still under the mountain. But what I reeeeaaaally wanted, was some type of giant gate that I could have left open for them to freely roam in and out of the barn & fields, but I could also close it when raiders came, instead of just a puny looking little 1 cell door. It would be really cool if you had different ones for different tech levels, too. I giant wood gate for tribals, a super heavy big metal gate for industrial, and maybe some kinda cool laser fence/gate for spacer. I also wanted these gates so that I could sort of "compartmentalize" some internal parts of my mountain base, in case raiders or sappers break through and we needed to fight inside. I already had 3 cell wide hallways, it would be so freaking cool to have some giant gates every so often, so that you could seal up, or warden off, certain parts of your base, without having to forbid doors.

I'm not gonna lie, I am a little upset with myself that I still couldn't figure this out. They have exactly what I want in the HardcoreSK modpack, textures and all. But if I'm remembering it correctly, I think they used a custom <thingCategory> that goes to the Core_SK.dll, and I downloaded ILSpy to browse around in there and I found the place in the dll that the xml was pointing too, but I have no idea how to compile my own assembly. I looked at Jecrell's thread on how to make your own mod, and even downloaded Microsoft Visual Studio, but with absolutely zero education on this stuff, I am lost. I know there are tutorials online, but I don't plan on becoming a programmer, and the I feel like the stuff I want is right in front of me, I just can't grab it! :P Would it be wrong to ask for someone to help me with using their code, if I plan on just keeping this as a private mod for myself? I can figure out the xml part, but the other stuff is beyond me.

Harry_Dicks

Sorry for rambling above, I just get bored during these 10 minute restart sessions..

I'm having an issue with different stone types spawning in world gen and wondering if you could help. I have cuproPanda's Stones installed, which adds maybe 10 new types of stone. He has a mod option window to turn off certain types of stones from spawning. I tried making it so it would only be 4 stones from his mod + marble. In Configurable Maps options, I make it so it is 5-5 types of different stones in world gen. Also, I leave all of the sliders for the amount of different types of vanilla stone, plus modded stones, alone in default position. When I do a world gen like this, it still has all stones from vanilla and cupro, maybe 15 kinds.

However, when I turn the sliders for granite, sandstone, limestone, and slate all the way down, and leave up high marble and modded stones, then that works for removing all vanilla stones except marble. So your mod seems to override cupro's. I have tried swapping load order for both of yours as well and it would not help. So I was curious if you could maybe just have extra "pages" in the mod options for modded stones to be added or removed individually from world gen options. Similar to how you have more pages for the more factions to turn on or off in the world gen in your Faction Control mod. If you could do this, you would make my freaking day, and have my everlasting gratitude! ;D

dburgdorf

Quote from: Harry_Dicks on January 11, 2018, 10:06:19 PMSorry for rambling above....

That's fine. As to the subject of the rambling, though, no, I don't really have any plans to try to implement larger doors or drawbridges. I agree they might be nice, but they're just not very high on my priority list.

QuoteSo your mod seems to override cupro's....

Yes. That's deliberate.

QuoteSo I was curious if you could maybe just have extra "pages" in the mod options for modded stones to be added or removed individually from world gen options. Similar to how you have more pages for the more factions to turn on or off in the world gen in your Faction Control mod.

I suppose I could adapt the same sort of logic. I'll think about it.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Harry_Dicks

#281
Quote from: dburgdorf on January 11, 2018, 10:14:42 PM
I suppose I could adapt the same sort of logic. I'll think about it.

Muahaha, so I have planted the seed! 8)

EDIT: Also, about the psychopath mod, will it always be able to add that trait to pawns, regardless of many traits they already have, even if it is 7? Can they have more, they just aren't displayed?

SpaceDorf

Inception successful.

What I miss from Bridges is a way to build powerlines across deep rivers.
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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Canute

Can't you just build bridges, build powerlines on it and deconst. the bridges ?

About drawbridges, if you are working on them, maybe you can adapt these mechanized walls Harry mention before.
Instead of raising a wall, you just could modify to raise the bridge.
Currently people can use these mechanized walls to block the bridge.

Canute

Hmm just a curious question:
Is there no terraform option anymore for the Ice sheet "Ice" only for the Sea Ice ? Do i realy need to build hyroponics ?