RimWorld

RimWorld

LWM's Minor Changes
82 Comments
krzarb 12 May, 2024 @ 8:45pm 
I'm also experiencing a few tweaks that do not work in 1.5, such as easier casting and queuing of casts.
cyano 5 May, 2024 @ 5:38pm 
Seems that most or perhaps none of the tweaks are working in 1.5.

I didn't test all of them, but if I just copy the xml patch files from the 1.4 folder to the 1.5 folder, at least the "easier casting", "flagstone", and "solar pinhole burnout time" start working then. However, e.g. the "meditation types on throne selection" and "penoxycyline default to every 5 days" do not work.

FYI: the current LoadFolders.xml config makes the game in v1.5 ignore all other 1.x folders than 1.5.
TracerFoxTEK 3 May, 2024 @ 11:31am 
Woot! Thank you LWM!
lilwhitemouse  [author] 3 May, 2024 @ 11:11am 
Updated to 1.5
lilwhitemouse  [author] 30 Jan, 2024 @ 10:39pm 
Update to 1.4.0.4:
* Fixed misspelled word "prompt" - Wedding prompts now properly display
* Made way to test dialog options
* Broke long prompts into two lines...
....
* spelled champagne correctly (according to daz_ian, anyway, which is close enough for me)
lilwhitemouse  [author] 30 Jan, 2024 @ 7:45pm 
Apparently I can't spell when I'm trying to quickly remember as many wedding references as I can!

And yes, there f---ing is supposed to be a description there :/

This was the one thing I couldn't easily test before pushing out, so of course it breaks
daz_ian 24 Jan, 2024 @ 4:19pm 
I hope this is the prompt for deciding whether or not to let a wedding to happen, and that it's from this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3146671071

The sparkling wine is spelled "champagne", not "champaign", and was there supposed to be a longer description?
ThatCozyBear 24 Jan, 2024 @ 4:30am 
thanks for updating my friend
lilwhitemouse  [author] 20 Jan, 2024 @ 6:15pm 
Update: A bunch of stuff.
Easier casting and better pinholes are great for cold terrain.
Pollution color overlay and more info from pollution pumps is nice in polluted terrain.
lilwhitemouse  [author] 28 Jan, 2023 @ 9:55am 
Update:
Spell occasional correctly
lilwhitemouse  [author] 28 Jan, 2023 @ 9:53am 
Update:
You may now change the styles of any building blueprint. If you want morbid-style lamps in your mausoleum, now you can!
lilwhitemouse  [author] 13 Jan, 2023 @ 12:11am 
Update:
More things working. Sort of.
But I wanted to share with y'all :)
I'll continue working on it!
lilwhitemouse  [author] 1 Dec, 2022 @ 10:58am 
Very rare!

...the only one I have implemented is a rare occurrence when colonists are performing a specific activity that most players probably never see. I think the XML has text describing it (or the GitHub does), if you simply must know :)
Meanie 1 Dec, 2022 @ 7:06am 
Still don't know what the silly things are...
lilwhitemouse  [author] 29 Nov, 2022 @ 11:44am 
They seem to have added a terrain requirement sometime that I have to remove. And they made it an Ediface. Thanks for the tip - if this terrain thing doesn't do it, I'll definitely check it out :)
Kayedon 28 Nov, 2022 @ 7:21pm 
@LWM: You can look at Owlchemist's "Barely Better Spots", which achieves the same "place anywhere on anything" function.
lilwhitemouse  [author] 28 Nov, 2022 @ 6:55pm 
Update:
Most functionality is now working in 1.4. I still haven't gotten "spots" working right yet, but I thought I would go ahead and release what I have now :)
lilwhitemouse  [author] 2 Nov, 2022 @ 2:03am 
Now that Deep Storage is relatively stable, yes, this mod should get updated :)
Zuada 24 Oct, 2022 @ 9:50am 
Would a 1.4 version be possible?
#6 4 Oct, 2021 @ 12:18am 
Yet another mod made by a mouse that I never knew I needed ;)
lilwhitemouse  [author] 22 Jul, 2021 @ 9:36pm 
Seems to be working for version 1.3 - let me know if anyone has problems!

(I am so glad to get these options back :) )
lilwhitemouse  [author] 29 Dec, 2020 @ 11:16am 
I noticed that; I'll see if I can figure out what changed. I think I was making sure weather was good or something; it's clearly not a huge deal.
Poet 8 Dec, 2020 @ 9:44am 
Seems to work just fine on 1.2, just getting the "Could not patch ValidateGatheringSpot"
lilwhitemouse  [author] 3 Jul, 2020 @ 9:08am 
Slight update for more "play well with other mods" safety.

lilwhitemouse  [author] 22 Jun, 2020 @ 3:59pm 
Done!

Also cycle through people of a given faction.
ZzZombo 21 Jun, 2020 @ 5:12pm 
Can we get the same behavior for prisoners? I do have a big prison...
velcroboy333 21 Jun, 2020 @ 2:18pm 
Oo, I really like the animal switching hot keys. Great update.
lilwhitemouse  [author] 21 Jun, 2020 @ 2:12pm 
More options: different behavior for Geothermal Plants now available. The "next colonist" and "previous colonist" hotkeys (, and .) now work on animals too.
lilwhitemouse  [author] 28 Apr, 2020 @ 2:15pm 
There's a mod that did following in 1.0; don't know if it got updated.
There's a mod that makes hunting more sensible - I haven't looked at it, but it may meet what you what.
I'm not sure about re-selecting a colonist; that would probably irritate me. I have thought about making sure the old ITab opened when you select one after accidentally selecting an object.
Hairy Howler 28 Apr, 2020 @ 1:27pm 
Couple of ideas: A follow mode for a selected colonist. Re-selecting the most recently selected colonist when deselecting an object. Designating a specific colonist for hunt or tame orders. Ok, three ideas. :)
lilwhitemouse  [author] 30 Mar, 2020 @ 8:54pm 
Update: multiple colonists can unload a pack animal (sort of)
lilwhitemouse  [author] 21 Mar, 2020 @ 6:26pm 
Update: players now asked before starting weddings.
lilwhitemouse  [author] 13 Mar, 2020 @ 10:53pm 
Update: Should work for 1.1.

Let me know if anything doesn't work. Spots may not work perfectly with "impassable plants" - whatever those are?
lilwhitemouse  [author] 2 Feb, 2020 @ 12:07pm 
Clearly the smelter is producing a MASSIVE 350W electromagnetic signature, and that's how mechanoids can find you?

I'm not particularly worried about absolute accuracy :)
Mistletoe The Bard 2 Feb, 2020 @ 11:56am 
@lilwhitemouse I mean... the melting point of steel 1510 C, so I would just image that it is 2000 degree inside the smelter and that's where all the energy went, but that's really not realistic when our pawns built the smelter out of only components and steel Lmao. Anyways, I was just trying to find some explanation, so you can feel better about only setting the smelter as x2 but not x4 of the heater. :p
lilwhitemouse  [author] 2 Feb, 2020 @ 11:47am 
Ah, but conservation of energy laws say the power used has to go SOMEWHERE, and for those things, it's explicitly to heat. It just takes a bit to get all the way out to the room ;)
Mistletoe The Bard 2 Feb, 2020 @ 11:45am 
And thanks for considering working on the Run And Hide's spot. :D
Mistletoe The Bard 2 Feb, 2020 @ 11:45am 
Lore wise... heater are made to release heat and warm the room, while smelter should design to be keep the heat inside as much as possible to ensure the efficiency of melting metals down quickly, isn't it. Same goes for smithy, smithy would want to keep the heat under control as much as possible, instead of leaking it everywhere. That's where all the electricity goes, they are being enclosed and controlled, instead of releasing into the room.
Mistletoe The Bard 2 Feb, 2020 @ 11:43am 
@lilwhitemouse I don't know why would anyone want to put trade ship drop pod spot indoor though, since I assume they drop pod will only try to land at unroof places, so things might land everywhere. lol

With heater, I totally agree that the blacksmith's place seems to be a best place to stay on ice sheet, and I don't see why not to put a smelter in your bed room for the heat. So ya, like I said I am fine with this design as well. It really gives more flavor to the game. However, imo the power consumed ratio compare to heater shouldn't be the standard of considering how much heat the building should give off though. It's a game after all, so gameplay balance wise is more important than math ratios sometime
lilwhitemouse  [author] 2 Feb, 2020 @ 11:21am 
Yeah, trade ship drop pod spots don't pick it up automatically either :/ The mod authors aren't using the vanilla Spot base, so I'll have to patch them manually. Run and Hide? I'll see what I can do.

Re: heat: Yeah, I'm kind of torn. On the one hand it's a ridiculous amount of heat. On the other hand, 700W. I suppose that's only 4 times the heat given off by the heater. ... I'm only giving off twice that when idle? I can certainly say that if I was out in the frozen wastes, the blacksmith's would be a fantastic place to be....and the smeltery would still probably be super hot ><
Mistletoe The Bard 1 Feb, 2020 @ 10:17pm 
@lilwhitehouse I am not asking for a change. It is your mod after all, feel free to do what you pleased. Just trying to give some feed back. I think the smelter/computer being this way is fine as well, since it gives more characteristics/realism to these items and alter the gameplay on different biomes. I can image of these things being annoying on much normal temperature biomes and disasters in dessert. Plus, I am fond of the idea of needing ACs for a high technology big computer room. lol

Personally, I really wish bunker spot can be placed under stuff though. It is kind of the main reason I was so excited for the feature. :p
Mistletoe The Bard 1 Feb, 2020 @ 10:09pm 
Hello,

Prayer spot from the Prayer Spot Mod can be placed under stuff as intended, but the graphic of the prayer spot doesn't got covered by the furniture on top of it.

Bunker Spot from the Run and Hide mod cannot be placed under stuff. Maybe it has to do with some coding to preventing player to put them under unstandable furniture.

Also, in my personal opinion, smelter (and potentially computer) gives off too much heat. While this can be challenging for most of the map for computer and smelter room, it makes ice sheet/sea ice super easy. I was overheating a 5x9 space room on sea ice with a smelter and AC(heat side point into my room, cooling side point into my freezer, set to -59 C) being in my room while outside was -20 C. I used the mod to make workbenchs only using 1 power when it is not used as well, so the smelter was only using 1 power most of the time. And I was able to heat the room to 50 C with just those stuff with THE DOOR BEINTG HELD OPEN. xD Seems a bit op.
lilwhitemouse  [author] 20 Jan, 2020 @ 7:56am 
Oh, I had thought I updated the description. Well, I'll see about doing that :)

ZzZombo 19 Jan, 2020 @ 9:15pm 
Yes, that one.
You should update the description, because I got the impression you made that change only for blueprints.
lilwhitemouse  [author] 19 Jan, 2020 @ 6:42pm 
Selected pawns that die should produce selected corpses.

I see "Stronger Penoxycyline (1.0)" on the steam workshop - is that what you mean? If I have the exact name of the mod, it's fairly easy to add that in.
ZzZombo 19 Jan, 2020 @ 6:00pm 
Can you also make selected pawns select their corpse on death? Also, I don't remember what is the vanilla behavior, but there is the Strong Penoxycyline mod that changes it to be taken every 15 days, it would be good if your mod took that into account.
lilwhitemouse  [author] 19 Jan, 2020 @ 12:09pm 
Oh, wait, maybe they do work outside and it's just miserable outside on my test map.
lilwhitemouse  [author] 19 Jan, 2020 @ 12:07pm 
Update: Party Spots now actually work when placed under things. Let me know if you run into problems. They still do not work outside - that will probably be another fix later on.
lilwhitemouse  [author] 18 Jan, 2020 @ 10:24am 
@LoggerC4: Someone else is adding a tickerType to the Smelter! Is there a chance you could search through all the XML in all the mods you have for "ElectricSmelter"? It would probably be a good idea to know who else is changing things.
Mistletoe The Bard 18 Jan, 2020 @ 10:24am 
Thanks for trying to make it works. Party spot is always the ugliest spots out of all to me.