RimWorld

RimWorld

Massivity
32 kommentarer
EdisonTrent 24. mar. 2023 kl. 6:17 
I like the idea and everything that way, but steel has more density than all the vanilla stone types.
Granite is usually around 2.7 g/cm3 compared to steel (depending on the type) being around 7.75 to 8 g/cm3. So with the same volume of granite (say, a granite Club vs a steel Club), the granite club would have about ~34% of the mass.
So, I thank you very much for your coding structure, but I'll definitely have to change the actual numbers on things we have IRL.
robopitek  [ophavsmand] 28. nov. 2022 kl. 15:18 
@lol
Looks like that mod changes buildings too, the difference is under the hood, because my mod is based on pure XML patching, in my mod you can also see the mass factor in the material's stats which I haven't seen in that one.

Looks also like in that mod silver/gold is heavy, while in mine - really light.
lol 28. nov. 2022 kl. 14:49 
There is another similar mod from Mlie that changes items mass based on stuff they're made of: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2787438435 . The difference from this mod is that this one changes buildings too. Right?
Fisherman_56 15. maj 2022 kl. 11:13 
Huh.
robopitek  [ophavsmand] 15. maj 2022 kl. 10:40 
@Fisherman_56
It was some time ago I was calculating these materials, but yes, because even after multiplying 10 silver and gold ends up as lighter (0.08).

Calculation: 0.008(silver/gold mass) × 10(small items multiplier) × 2 = 0.16
For example, calculation for plasteel was 0.25 × 2
Fisherman_56 14. maj 2022 kl. 14:29 
Are silver and gold things supposed to be lighter? Silver and gold are small items, which means that things require 10 times as much to make them than steel. Basically, they should be heavier, not lighter.
Herald Rejn 16. aug. 2020 kl. 0:47 
can i still lift 10tons dinosaur? xD
primetime_29 26. feb. 2020 kl. 4:12 
What would be interesting is if slate was considered medium wight instead of heavy so that it can be placed on bridges. This would make it more useful
pinbuck 22. feb. 2020 kl. 16:58 
thx, keep up the good work @robopitek
robopitek  [ophavsmand] 22. feb. 2020 kl. 15:59 
@Zergologist
My mod is adding mass factor, so not, but if you make for example plate armor from gold it's much lighter.
@pinbuck
repaired, i simply delete xml element (supportedGameVersions) i not check this update note (i playing other games sometimes), thanks for informating about this :steamhappy:, should be without red errors.
Zergologist 21. feb. 2020 kl. 21:10 
Is it possible for gold apparel to be made in this mod?
cactus angel 28. nov. 2019 kl. 1:03 
i love you and your broken english, thank you
robopitek  [ophavsmand] 17. nov. 2019 kl. 10:36 
@Owlverlord
This same is happen with fluffy's mod manager.
So it looks like a kind of security (because mainly mods should be loaded after core)
StategicOwl 17. nov. 2019 kl. 1:55 
in fluffy's mod manager it suggests loading this after core.
It's not really an issue, just wanted to let you know
pinbuck 13. nov. 2019 kl. 14:20 
i recommend paintnet, it's free and imo easier than gimp
Temenat 12. nov. 2019 kl. 4:39 
@robopitek I've just searched for mods that mess with mass of materials and the only one I found is "[SYR] Stone Rebalance". It only changes the mass of vanilla stones though, no factors added.
robopitek  [ophavsmand] 11. nov. 2019 kl. 14:23 
(Part one)
@Temenat
Nice idea but what I'm doing right now is not programming, so I don't know how to do it (but who know),
Chicken Plucker, he doesn't programming too he make this nice work in XML (editing guns) and
graphic editor in GIMP or something like this(making this guns nice look).

Anyway this idea is not perfect because for example duct tape have mass of 0.30 kg so while with walls she not have problem (0.6 factor) but with duct tape apparel (11.5 factor).
This idea has one more downside, theoretically while the program wants to make a factor, and the game sees it, game can say something like NEVER, I DONT UNDERSTAND THIS ALL GARBAGE SO MAKE A CRASH FOR YOU B-BAKA, of course this possible to repair this i sure.
robopitek  [ophavsmand] 11. nov. 2019 kl. 14:23 
(Part two)
Blah, blah, when if I did this program, I just wouldn't have a work in this mod :) (except much bigger mods incompatibilities what you noticed above, while actually mods incompatibilities is much smaller like red errors, not working factors or just a double factor which I is easy to fix with changing the order in which mods are loaded i think )
Anyway you are know about mods who are adding do not replace (this is important for game) mass factor?
Temenat 11. nov. 2019 kl. 12:19 
@robopitek Well... you're right then, it's a problem. What about having two separate factors? Like a "mass factor", which works only for materials that can be used for walls & weapons, and a "textile mass factor", which works only for materials that can be used for clothes(duct tape and similiar get both). It might not be easy to make the automatic factor program, but you wouldn't have to worry about the material compatibility at all.
robopitek  [ophavsmand] 11. nov. 2019 kl. 9:23 
@Temenat
What mods? WHAT MODS?
My child, you still have to learn a lot.
I currently know about these mods.
Duct Tape!
And
Project RimFactory 3.0 - Public Beta (currently works on this version)
Temenat 10. nov. 2019 kl. 22:42 
@robopitek
What mods add materials that you can use both as a textile and as a stone/metal?
robopitek  [ophavsmand] 10. nov. 2019 kl. 12:02 
@Temenat
Man, but the automatic mass factor is programming (in theory) so i dont know what make this.

But actually my mass factor is not based on my thinking/balance, this is based on mass of item.
For example plasteel have mass 0.25 kg, steel have mass of 0.5 kg so things from plasteel have a mass twice as low from this who are from steel (factor for steel/jade are untouched because 0.5 kg is 100% for things like walls, plate armors who, which can also be made of stone and wood)

And things like armchairs, bedrols, apparel is using different "100%" (mass of cloth- 0.026) factor because they do not mix with this who are made from steel/stone/wood (image this moment while you want make T-shirt from steel)

So, if I wanted to create a program that automatically creates a mass factor for these things, it would have a big problem with mods that add universal materials (T-shirt and walls from one material) when I would not add ignoring these materials (what I'm currently doing).
Temenat 10. nov. 2019 kl. 11:21 
Also, to avoid mod compatibility issues you could try making the mass factor of items and buildings automatically based on the material's mass instead of adding one for every material manually(which is what you're doing if I understood correctly), like "[JPT] Soft Warm Beds"'s softess stat.
Temenat 10. nov. 2019 kl. 11:02 
@Speedy Speed Boy The problem is that one kilogram of feathers occupies more space than one kilogram of steel, and if walls are made of the same size, a wall of feathers is lighter than a wall of steel.
robopitek  [ophavsmand] 10. nov. 2019 kl. 10:38 
@Speedy Speed Boy
Wait, wait one kilogram of steel = one kilogram of feathers, yes?
404 10. nov. 2019 kl. 10:30 
I've got a question for you, what's heavier
a kilogram of steel or a kilogram of feathers?
That's right it's a kilogram of steel because steel is heavier than feathers.
robopitek  [ophavsmand] 10. nov. 2019 kl. 10:10 
@lbmaian
Actually i found this without help (other mods, ctrl+C then ctrl+V, then change something, like all my mod).
In practice i not have discord, so i must this found (but who know maybe in future i install it).
lbmaian 9. nov. 2019 kl. 20:58 
BTW, if you need help with modding, particularly with those errors, you should join the Rimworld discord (https://discord.gg/rimworld ) and ask for help in the #mod-development channel.
robopitek  [ophavsmand] 9. nov. 2019 kl. 9:48 
@Temenat
I dont know what you exactly want to know but if you are interested in new materials from mods, I have to add them manually, look for "Mods supported?" in description for info, what mods are supported (the new materials that add these mods have a mass factor added by me, for example "[RF] Fertile Fields [1.0]" adds bricks, so if you build something from bricks it has twice the mass than the original, of course"[RF] Fertile Fields [1.0]" are not adding bricks only, but only bricks are important in this mod)
Temenat 9. nov. 2019 kl. 4:47 
What happens to things made of modded materials?