RimWorld

RimWorld

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Miniaturization (Minify)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.529 MB
7 Nov, 2022 @ 4:53pm
27 Jul @ 8:20pm
21 Change Notes ( view )

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Miniaturization (Minify)

Description
Overview:
Enables miniaturization (uninstall/reinstall/minification) for several non-furniture items.

Supports RimWorld versions 1.0 - 1.6, Royalty, Ideology, Biotech, Anomaly, and Odyssey.

Everything's weight has been set based on other similar sized structures.

GitHub Link:
https://github.com/CyberSavvy531/RimWorldMiniaturization



Core
  • Torch
  • Moisture Pump
  • Comms Console
  • Biofuel Refinery
  • Fabrication Bench
  • Hi-Tech Research Bench
  • Hydroponics Basin
  • Passive Cooler
  • Cooler
  • Solar Generator
  • Wind Turbine
  • Sarcophagus
  • Cryptosleep Casket
  • Wood-Fired Generator
  • Chem Powered Generator
  • Power Switch
  • Pod Launcher
  • Transport Pod
  • Ground Penetrating Scanner
  • Long Range Mineral Scanner
  • Electric Crematorium

Royalty
None. Most Royalty buildings are already minifiable.

Ideology
  • Altars (Note: This does not include Ideograms. Due to their nature of being effectively carved into the floor, I didn't believe them to be a good fit for miniaturization.)

Biotech
  • Band Node
  • Toxifier Generator
  • Gene Assembler
  • Gene Extractor
  • Growth Vat
  • Wastepack Atomizer
  • Gene Processor
  • Mech Gestator
  • Large Mech Gestator
  • Subcore Encoder
  • Subcore Soft Scanner
  • Subcore Rip Scanner
  • Basic Recharger
  • Standard Recharger

Anomaly
  • Atmospheric Heater

Odyssey
  • Small Chemfuel Tank
  • Large Chemfuel Tank
  • Orbital Scanner

Optional
Due to how doors relate to temperature calculations for rooms, uninstalling them will cause constant errors while they're in a minified state. For that reason, they are not part of the main mod. However, I do host a separate version on GitHub which supports the following:
  • Doors
  • Autodoors
  • Ornate Doors
  • Fences
  • Animal Flaps
  • Security Doors (Anomaly DLC)
  • Vac Barrier (Odyssey DLC)

If you would still like these despite the errors, follow the GitHub link below.
DO NOT USE BOTH VERSIONS AT THE SAME TIME. CHOOSE ONE OR THE OTHER.
https://github.com/CyberSavvy531/RimWorldMiniaturization/releases/tag/v1.6-with-doors



Compatibility:
This is a simple XML mod and should be easily compatible with already existing saves and most other mods.

Please let me know of any incompatible mods you find. I cannot promise a compatibility fix, but I will at least investigate it.

SOS2
I've added compatibility with SoS2, but be careful of minifying buildings during ship combat. Particularly the bridge, coolant tanks, and heatsinks. It will very likely put combat into an incompletable state.

Uninstallation:
BE SURE TO REINSTALL OR DECONSTRUCT ANY MINI VERSIONS OF THE ABOVE BUILDINGS BEFORE UNINSTALLING THIS MOD!
Otherwise, things will break.



Why not use MinifyEverything?
  • Unfortunately, MinifyEverything has proven to be incompatible with other mods I use, especially the larger the mod gets. Save Our Ship 2 being the most prominent. This mod is aimed at being compatible with nearly anything, and since it doesn't go through each item programmatically, I can fine tune each individual item in case of conflicts and such.
  • MinifyEverything seems to cause some side effects as well, like the door burglars and wall thieves, and a host of other silent errors that result from the brute-force approach. This consequently pushes users to use separate mods to address issues in the base mod. My mod avoids all of that.
  • Also, I personally am not fond of the idea of minifying EVERYTHING. It feels excessive despite being able to toggle structures in the mod settings. I prefer the moderate selection this mod offers.
  • Related to the above point, this mod doesn't require as much self control on abusing the minify mechanics. There are objects you can minify, but still many you can't. The goal of this mod is to give players a modest and logical selection of minifiable structures.

If none of that applies to you, then by all means, give the page a visit. It may be exactly what you're looking for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=872762753



Future Plans:
  • Create an in-game menu that allows users to toggle which buildings they wish to be minifiable. This is a distant idea currently. I know it's possible, but I'll need time to brush up on C# skills to make it happen. Meanwhile, the code is available on GitHub to any who may want to take a shot at it, too.



Known Bugs:
  • The mini-fied door sprite only shows half a door. This is due to how Rimworld draws doors.
  • Uninstalling the Atmospheric Heater while it is selected will cause a harmless error related to the HUD to be thrown. It's only thrown once per game session and shouldn't cause any performance issues.

Please let me know of any bugs you find by commenting or opening a discussion.



Credits:
Original, 1.0 version by hwfanatic:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=726372052

Two's Miniaturization (which mine is derived from):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2020148001

Falls under the MIT license.
64 Comments
Moonshine Fox 23 Jul @ 1:11pm 
Thank you! ❤️
Cyber  [author] 23 Jul @ 9:28am 
@UnDeadPanda One more thought, I may consider adding the autocannons as an additional file on the GitHub page so that you and others can download and add it to your game as desired. But don't be afraid to look into it yourself still. It's the easiest form of modding that RimWorld has to offer and may be a fun hobby project for you if you're into this sort of thing.
Cyber  [author] 23 Jul @ 9:24am 
@Grimelord82 Appreciate the report. It looks to be an issue with the sonar mod itself. I can't recreate the issue with just this mod and the research benches. I left a comment for the sonar mod author to try to help direct them on where the problem is. In short, I think the issue is similar to the problem with minifiable doors.
Cyber  [author] 23 Jul @ 9:24am 
@UnDeadPanda It is possible, but I'm of the mind that security emplacements are part of the strategy aspect of the game. Making the large cannon emplacements minifiable would make it trivial to simply reinstall them somewhere else in the middle of a raid as opposed to planning your defenses appropriately ahead of time. So I will not be adding it to the main mod. However, it's a very easy addition if you wanted to learn to create your own XML patches. Feel free to look at my code hosted on github and the RimWorld modding wiki to learn how to add it yourself for your own game. No C# or coding experience really needed.

@Moonshine Fox That appears to be an easy addition. I just need to slightly rework how I currently implement the vanilla mech chargers. I'll add support for those with the next update.
Grimelord82 20 Jul @ 11:48am 
I've got a couple errors popping up. Might be related to a standard research bench and MObile mining sonar, currently minified and in a stockpile. I can see the research progress on the bench despite it not being placed.

Exception ticking MinifiedThing342827 (at (86, 0, 136)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 719E0318] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Moonshine Fox 17 Jul @ 1:50pm 
I don't know if it's a hard thing, but is it possible to add the sideways mech chargers from Slim Recharger and Thick Recharger?
UnDeadPanda 16 Jul @ 10:46pm 
is it possible to add autocannon turrets
Cyber  [author] 16 Jul @ 2:57pm 
@Wust Agreed. I came to the same conclusion shortly after my previous comment. Not having to deconstruct your entire colony, or in this case gravship, just to rearrange or optimize a few structure placements is pretty much the entire basis for this mod.

And thus Odyssey is now officially supported. Description and change notes updated. Same goes for the w/ doors version on GitHub for any users using that version, so be sure to grab the latest build from there if you are.

As always, please let me know if you encounter any problems.
Happy journeying beyond the stars!
Wust 15 Jul @ 10:02am 
@Cyber I'm really on board with the changes you proposed for Odyssey. I'd like if we could move the fuel tanks cause even if it's just steel, I'd enjoy the convenience and it's not like a fuel tank is harder to remove than a solar generator.

Thanks for the good work !
The Moose Is Loose 13 Jul @ 9:56pm 
Thank you! I want to rework my ship and really didn't want to destroy half of it in order to do it.