RimWorld

RimWorld

Concrete for Fertile Fields
44 Comments
Thundercraft 23 Mar, 2024 @ 6:05am 
Any chance of an update?
MatrixVirus 5 Feb, 2021 @ 4:36pm 
Does this work with the Insulation mod? Or can it be? ;) (I asked Mile awhile back for compatibility but no dice)
Karmapowered 16 Jan, 2021 @ 12:54pm 
I like to play with embrasures. They add some variety to my RW toolbox, and I take them over ugly killboxes any day. I also like the concrete walls as they are. Not everything has to be neon-flashy or instantly picture-perfect. That's usually the price to pay for better security in RL too. Please don't change anything.

More importantly, thank you very much for making this more compatible with the more up-to-date versions of RF's mod legacy. I really can't play RW without most of his mods.
Malkav  [author] 30 Oct, 2020 @ 2:17pm 
If ya don't like 'em, don't build 'em!
ELLIOTTCABLE on Discord 23 Oct, 2020 @ 2:08pm 
It's a small thing, but the walls from this mod cannot be coloured with Dub's Paint Shop. (Good *lord* they are bright white!)

Relatedly: There's a lot of other wall-options from other mods; but not a lot of other really good 'concrete' materials that tie into Fertile Fields. Could you perhaps add a mod-option that entirely removes the concrete walls (and, I suppose, the embrasures too, as I know a lot of people don't like playing with those) from the build-menu? That'd be neat! (=
Malkav  [author] 20 Aug, 2020 @ 8:08pm 
They are mostly the same.

When 1.1 came out, I noticed some duplicate recipes and other minor flaws when used with Fertile Fields, so I created this version with the duplicates removed, but that makes it dependent on Fertile Fields. I've also added some minor patches to support other mods as noted above.

As for 1.2 all I did was update the version compatibility number, since Tynan has said most things are unchanged. Since I have not been playing RimWorld lately, but I hate it when modders are inattentive, I figured I'd do what seemed necessary, then fix anything that came up.
SkyLarkBlue 14 Aug, 2020 @ 2:01pm 
Just curious, what's the diffference between this version and the Mile version? They both seem up to date as of 1.1 (although that one does not have any update info for 1.2). The description for both seems to just be an updated version of the original abandoned mods. I'm thinking I should switch from the Mile version to this one, I just want to know if it's going to change anything drastically I guess.
Malkav  [author] 11 Aug, 2020 @ 10:20pm 
Experimental update for 1.2 posted. 1.1 unchanged. Post comments if you find a problem.
Malkav  [author] 19 Jul, 2020 @ 5:42pm 
For whatever reason, the brick embrasure normally works with NO INGREDIENTS. Mlie's version and mine are both exactly the same in this respect. It is carried over from the original 1.0 version by Rainbeau Flambe. I haven't been able to figure it out, it's either in the C# assemblies and/or the FF code somewhere. Something in your modlist is conflicting with this normal function.

If I could find where it's coming from, I'd disable it and cost the brick embrasure normally, for increased compatibility.

This is an example of the unsolvable issues you run into with legacy code.
Lustique 19 Jul, 2020 @ 11:25am 
I still have the same problem, only now the recipe seems completely empty. I'm kind of suspecting this happens because I changed from the old mod to this one mid-game, which would probably make it something you can't fix and I have to live with. :/
Malkav  [author] 17 Jul, 2020 @ 5:12pm 
I just uploaded an update which fixes the recipe error.

I tested this latest version with just FF, Concrete, and Designator Shapes loaded, and everything worked without error.
Malkav  [author] 17 Jul, 2020 @ 4:42pm 
The duplicate recipes, etc. are what I created this offshoot to fix.

Brick embrasures are separate from the stuffed embrasures (as are brick walls from stuffed walls) for cosmetic reasons. The stuffed brick walls/embrasures come up with red grout, since all the stuffed items only do a color tint for visual differentiation. To get the red bricks with white grout lines, you need separate textures, which requires it be separate from the stuffed list. This is carried over from FF.

Also, something has gone weird with the recipe for brick embrasures. It shows in my game as:
2 concrete
6 cinder blocks
4 bricks
when it should just be 4 bricks, same as the brick wall. I'll have to dig to find out why.
Lustique 17 Jul, 2020 @ 1:36pm 
And, by the way, I haven't tried actually clicking the designator, yet (again).
Lustique 17 Jul, 2020 @ 1:35pm 
At some point, I switched from Mlie's version to yours, because it seems there were a couple of problems with it (duplicate recipes, etc.). I also have the Ceramics mod in my load order. I think at some point brick embrasures were actually stuffed for some reason, so I could build brick brick embrasures. This doesn't seem to be possible any more with this mod, because that tiny triangle in the top right corner is missing.
Lustique 17 Jul, 2020 @ 1:35pm 
I just started my game up again without changing my modlist (I wanted to get a proper log if possible), and found the following behaviour:

- Every structural thing from this mod, except the Brick Embrasure, works without any problems, designator shapes included.
- Mousing over the Brick Embrasure designator, my error log pops up and logs loads of errors (see HugsLibLog). When the mouse pointer is over the designator, the debug log kind of vanishes. Only the shadow is still there.
- Mousing over the Brick Embrasure, the ‘ingredients‘ shows concrete and cinder blocks. Shouldn't actual bricks be involved?

https://gist.github.com/HugsLibRecordKeeper/75faf85782757db2147c74632309f315
Malkav  [author] 16 Jul, 2020 @ 9:23pm 
It's definitely a mod conflict of some kind.
Malkav  [author] 16 Jul, 2020 @ 9:22pm 
Sounds like a good bet, considering the "RimWorld.Designator_Build" part. Try again without Designator Shapes loaded and see what happens.
Lustique 16 Jul, 2020 @ 11:20am 
Could this be an incompatibility with Designator Shapes, or something?
Lustique 16 Jul, 2020 @ 11:19am 
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Widgets.ThingIcon (UnityEngine.Rect rect, Verse.ThingDef thingDef, Verse.ThingDef stuffDef, System.Single scale) [0x00000] in <e86a848c1da24fe294c07981f5de096f>:0
at (wrapper dynamic-method) RimWorld.Designator_Build.DMD<DMD<DrawMouseAttachments_Patch0>?1536397824::DrawMouseAttachments_Patch0>(RimWorld.Designator_Build)
at Verse.DesignatorManager.DesignationManagerOnGUI () [0x00013] in <e86a848c1da24fe294c07981f5de096f>:0
at (wrapper dynamic-method) RimWorld.MapInterface.DMD<DMD<MapInterfaceOnGUI_BeforeMainTabs_Patch2>?347466240::MapInterfaceOnGUI_BeforeMainTabs_Patch2>(RimWorld.MapInterface)
at (wrapper dynamic-method) RimWorld.UIRoot_Play.DMD<DMD<UIRootOnGUI_Patch1>?-1354587008::UIRootOnGUI_Patch1>(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) Verse.Root.DMD<DMD<OnGUI_Patch1>?55485440::OnGUI_Patch1>(Verse.Root)
Lustique 16 Jul, 2020 @ 11:19am 
I just had my GUI explode with the following error messages when I clicked on the Brick Embrasure icon:

[see next comment]

All of my GUI was gone, except for the colonist bar, my game didn't react to keyboard input anymore, and clicking did nothing. I couldn't do anything but move the Brick Embrasure designator around and had to force-quit the game. :/
Malkav  [author] 7 Jul, 2020 @ 12:53pm 
I don't know why it needs to be after HAR, the original author had it that way, and I never saw a need to mess with it. HAR should be near the top of your list anyway, if you're using it.
Mattie Rethyu 7 Jul, 2020 @ 11:59am 
Alright, I managed to fix it by moving Fertile Fields and Concrete near the top of the load order. I thought it was this mod's fault since these errors didn't appear yesterday, and between yesterday and today I didn't change the modlist at all, and this mod got an update in that time.
As a side note, why does this mod need to be placed below Humanoid Alien Races?
Malkav  [author] 7 Jul, 2020 @ 9:30am 
Also I changed the mod title as I have seen elsewhere that this version and Mlie's version are too similar in name.
Malkav  [author] 7 Jul, 2020 @ 9:29am 
I have been investigating your error, but cannot replicate it. While investigating, I found & fixed some other little things, like inconsistent costs.

With nothing else but FF loaded, I got no errors, so it must be a mod conflict.
Mattie Rethyu 7 Jul, 2020 @ 4:55am 
I get a lot of red errors on startup saying "Config error in [various structures from this mod]: has null thingClass" and "Config error in [various structures from this mod]: has components but it's thingClass is not a thingWithComps "
Lord Dudelsack 20 May, 2020 @ 3:23pm 
that error with CE actually was quite easy to solve: ive edited the xmls to let them have 0.7 fill percent. the original mod seemed to have the same issue with CE
Lord Dudelsack 20 May, 2020 @ 3:18pm 
i had the same error with the brick walls, it got solved after i deleted the ceramics mod ( it also adda a kind of brick, clay and sand)

but ive encountered another problem with the embrasures: theyre still not passable by my shooters as tehy got a high of 1,66m in CE, same goes for all the other embrasures of your mod
Luinithil 11 Apr, 2020 @ 10:24pm 
Hmm, sounds like a mod conflict somewhere then, sigh. Debugging 300 mods isn't fun lol
Malkav  [author] 11 Apr, 2020 @ 6:43pm 
I cannot replicate that error. I've tried both kinds of brick embrasures with no errors. (There is 1 in the stuffed list of all embrasures with the ugly red mortar lines, and a separate one that looks better with the nice white mortar lines.) While I was digging into the code, I moved embrasures back to Structure. I never liked them being in Security, since I mostly use them as permanently open vents.
Luinithil 11 Apr, 2020 @ 12:25pm 
Just tried it out, Mlie's version doesn't have the bug; so I'll swap back to Mlie's fork for now.
Luinithil 11 Apr, 2020 @ 11:05am 
Hi, the brick embrasures are broken- architect view shows no details, trying to build it disappears the UI, getting a lot of errors. https://gist.github.com/d9ffb556f7b7b22b35ebe07761e29e5f
Malkav  [author] 7 Apr, 2020 @ 3:18pm 
The problem is because Jamaican Castle has continued updating and improving FF, but [RF] Concrete (Ccontinued has only been updated for 1.1 compatibility. I redownloaded those mods and dug into the code. In CC, there are separate recipes for the stonecutting table and the rock mill, with the rock mill versions requiring less work. In the latest version of FF, the rock mill has a 150% work speed modifier and just inherits all the stoncutting table's recipes. The result when both are loaded is the FF rock mill inherits all the stonecutting table's recipes AND all the rock mill exclusive recipes. I tried creating a patch which removes the CC extra recipes and duplicate rock mill, but that doesn't work because both rock mills have the same internal name. In the end, the best solution I could find is still what this mod does: remove CC's rock mill and rock mill exclusive recipes.
Lanthrudar 7 Apr, 2020 @ 2:38pm 
I'd save your games, delete the entire RW folder including any DL'ed mods, and try again. This really sounds like you have DL'ed mods or old files somewhere impacting this.
Malkav  [author] 6 Apr, 2020 @ 7:04pm 
Well, this mod is still needed. I tested loading only FF, Concrete (Continued), and Makeover, and the Rock Mill has all 24 recipes the stone cutting table has, and in addition it has another 15 duplicate recipes which look identical but use less work. For example, there are 2 copies of "Make any stone blocks.' One of them takes 27 work, the other 20.
Malkav  [author] 6 Apr, 2020 @ 6:44pm 
LOL, a whole kettle of worms, rendered moot.:steamhappy:
Croctus 6 Apr, 2020 @ 6:11pm 
The creator of FF Makeover just updated to include your mod so I suppose don't worry about compatibility anymore lol
Malkav  [author] 6 Apr, 2020 @ 5:46pm 
@Lanthrudar Maybe one or the other of them fixed it, but when I created this, I tried loading only those mods, and still saw the duplicate recipes. I'll have to test all over again.
Lanthrudar 6 Apr, 2020 @ 4:37pm 
@Malkav I use JC's update to FF, plus @Mlie's update to Concrete and do not see these duplicate recipes. I'd check what other mods you have that may modify the various production benches, as well as making sure you don't have any actual mod's in your mod folder.

I'd also make sure you unsubscribe to the original versions of RF's mods for both of these to make sure the game isn't pulling something form those.

I'm not discounting there may be some issue with how these work that is causing what you see, just if this was the case I think you'd get the duplication with every person who has subscribed to both editions and that's not the case.
Croctus 6 Apr, 2020 @ 4:16pm 
Okay that sounds great. I look forward to it and thanks for the great work.
Malkav  [author] 6 Apr, 2020 @ 9:32am 
@PsalmOfSin I tried a quick fix, but it caused other problems.
However, I've learned more about how mod patching works since I originally posted this mod. I think I can make a compatibility patch instead of a stripped-down version of concrete. It will require Mlie's [RF] Concrete as a dependency, but will result in greater compatibility in general. It shouldn't take me more than a day to put together.
Croctus 6 Apr, 2020 @ 12:38am 
This mod is great but doesn't seem compatible with Fertile Fields Makeover while the other 1.1 concrete mod is. If it's not too complicated, think we can get compatibility?
Malkav  [author] 25 Mar, 2020 @ 10:39pm 
@Nyoj This version is specifically for use in conjunction with Jamaican Castle's Fertile Fields [1.1] . When I tried using Mlie's version of [RF] Concrete , I got a bunch of duplicate bills in the lists for the Stonecutting Table, the Rock Mill, and the Electric Stonecutting Table (that last one from Vanilla Furniture Expanded - Production Module ). When I dug around in the mods' code, I discovered it was caused by changes in the handling of the Rock Mill and it's recipes. To fix it, I had to remove some superfluous recipes from Concrete, and the duplicate Rock Mill in Concrete. I tried but was unsuccessful in figuring out how to do it with a patch, so this Fertile Fields dependent version is the best I can do.
ClutsyGinger 25 Mar, 2020 @ 10:28pm 
The picture references "Jamaican Castles: Fertile Fields Compatible." Not sure what that is.
Nyoj 25 Mar, 2020 @ 10:17pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012397587

There has been an update of this for weeks already, is there any difference ?