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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2387981423
Hope it helps anyone!
The overall concept right now is to be vanilla-fied modular benches and upgrades. All base benches require no power and would be a linkable facility to similar base benches and upper tiers. So in theory you could build the full blown 3x1 table from 1x1 parts that all visually pixel snap together like any other building. So if you put a vanilla Machining Table next to a 1x1 Machining 'block' whether it be north, south, east, west, rotated, etc it will look like it belongs, and so far... it does ;) Quick&dirty next to a 3x1: https://i.imgur.com/3xr2S9E.png
The greatest enemy now is featurecreep, but I'm hoping me splitting each 3x1 table into 3 1x1 parts keeps that at bay. Assets first, coding second.
Wonderful. And yes, this is very poor quality. It was just something I threw together really quick for personal use. Actually, that tends to be the case for most of my stuff... Pretty much the only mod I ever intended for public release was R++ lol
Since you're going to do it properly; I'd recommend implementing correct masking along the same lines as the "Better Vanilla Masking" mod. Also if you know how, mod config menu options for the workspeed multiplier etc. would be nice so people could tweak balance and choose whether they want the tables to require fewer resources but work less efficiently (space v. time tradeoff) or be the exact same as the vanilla tables but only smaller.
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I'll deprecate this mod and leave a link in the description to yours as it's going to be a direct upgrade and replacement.
P.S. '<xpath>Defs/RecipeDef/recipeUsers[./li[contains(.,'STRING')]]</xpath>' makes babies cry. A+ for awesome xpath understanding, C- for use case. :3
It's not the same but I think it's decently balanced.
How about you make the mod yourself? :D
You can figure out the folder structure by just downloading any old mod from the forums and using it as an example.
Open "...\RimWorld\Mods\Core\Defs\ThingDefs_Buildings\Buildings_Production.xml" find defName "NutrientPasteDispenser". Pretty much copy&paste it into your own mod, but change the defName to something unique. Change the "size" and graphicData's "drawSize" to be (2,2). May also want to adjust "damageData" and "shadowData" or just delete them entirely. If the texture looks derpy, maybe look into making your own or editing the 1.0 one from https://github.com/RimworldModders/rimworld-assets then changing the texpath
-and now back to sleep.
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU---
im not changing it :l
i mean 100% work speed and all that stuff
sorry for bad english