RimWorld

RimWorld

BetterWeight
85 Comments
greenking2000  [author] 9 hours ago 
Mod updated to support 1.6!
Along with: Dependencies fixed, Harmony.dll removed (Can cause bugs), fixed 1.5 issue with some things having strange weights like Solar Generators weighing 5.18kg and not being added to the default edit list
greenking2000  [author] 11 Jul @ 9:45am 
@Limfjordan
It was never necessary. I will remove the dependancy this update
greenking2000  [author] 11 Jul @ 9:41am 
@Xylene
Update coming Saturday. Though it will almost certainly just work as it. Ignore the version warning
Xylene 11 Jul @ 9:35am 
is this being updated to 1.6?
Limfjorden 8 Nov, 2024 @ 2:51am 
Hi. The mod's about.xml claims that it requires HugsLib. I've been running it without HugsLib for some time now with no issues, so I wonder why it is necessary?
weEgestor 3 Aug, 2024 @ 2:35pm 
Heya!

Wanted to ask since you mentioned similar mods can be used instead of MinifyEverything? can the mod Cyber's Miniaturization be used instead? link below!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2885885154&searchtext=Minifi
Theocratical Goblin 29 Jul, 2024 @ 10:10am 
I found the problem, for some reason Custom Quest Framework conflicts with this mod
Not even sure how they managed to do that, but hey. I removed that mod and now this mod works fine
AJ 19 Jul, 2024 @ 10:38am 
does this fix the weight of items like yayo? like a single dose shouldnt be 50g lmao thats enough to kill a bear
superniqui10 13 Apr, 2024 @ 6:29pm 
does this require hugslib? workshop says no, about.xml says yes
Guffrus 11 Apr, 2024 @ 4:22pm 
Oh I see, its a mod of a mod and you are trying to fix something that someone broke while keeping the functionality behind their intention.

Fair enough.
greenking2000  [author] 11 Apr, 2024 @ 12:39pm 
@Guffrus
At the moment if you add the mod "MinifyEverything" anything that is now minifiable will have a weight of 1kg. You cannot normally pick up a solar panel so it defaults to weight 1kg.
This mod adds the weight of all of the materials needed to make a solar panel and then times that number by 0.65 (Configurable) which makes it weight 34kg.
Base game solar panel: Cannot be picked up
MinifyEverything: 1kg
BetterWeight + MinifyEverything: 34kg

The calculation can also be set to be used on things that normally can be picked up though that needs enabling in settings. It really only affects caravans.
Guffrus 11 Apr, 2024 @ 11:20am 
Someone has definitely misunderstood something here but maybe its me.

You say that the weight of everything is 1 and that that is a problem because people can just steal your 1kg solar panels, but not no more because now they have a x0.65 modifier so they weigh less?

Then you go on to talk about how the weight of things is part of build time calculations.

So it seems to me that when it says 1 doesn't mean 1kg even if it says 1kg it means that it doesn't have a build time modifier, it is a standard construction within the calculator, that is what multiplying by 1 means.

This entire mod seems to me to be a fundamental failure to understand A maths and B game design.

Spolier alert: If you make weights realistic then pawns aren't going to be hauling bear carcasses.

Maybe pawns shouldn't be hauling bear carcasses but if you do that you will break the game.
greenking2000  [author] 11 Apr, 2024 @ 11:12am 
Updated to work with 1.5 (Anomaly)
Poindexter1985 24 May, 2023 @ 11:23am 
I'm getting NullReferenceException errors on starting new games, which Visual Exceptions indicates are coming from BetterWeight. I also get them occasionally if I use Character Editor to randomize a pawn's inventory. I'm still just testing out mod compatibility before starting a new colony, so I haven't played past colony start, but I suspect the same error would pop up sometimes in other cases when the game needs to generate a new pawn.

In both cases, this error does not always happen - sometimes a world and map generate fine, or inventory is randomized fine, without any exceptions being thrown.

HugsLib logs: https://gist.github.com/HugsLibRecordKeeper/d5e84a7cb38413f0bfcf0af810c33f5c
ericHNI 9 Jan, 2023 @ 8:00pm 
@greenking2000 Awesome man, just tested and it's working as intended. I also had double alerts as reported by @Le Griefer but wasn't sure that it was caused by this mod, it's gone now. Thanks for your work :)
mönchsgeier 9 Jan, 2023 @ 4:30pm 
funny thing is, today (yesterday?) is exactly the day i decided to finally switch to 1.4
greenking2000  [author] 9 Jan, 2023 @ 1:29pm 
@Le Griefer @Inglix @Mersid @ericHNI @Ryan

Thanks for the comments. I have fixed all of your issues!

When I changed the references for the 1.4 update Visual studio set it to copy all them upon build for some reason.
I have also added multi version support so 1.1, 1.2, 1.3 and 1.4 are all supported at the same time with the most up to date steam workshop version (Though not 1.0)
Ryan 8 Jan, 2023 @ 10:32am 
I have had the exact same experience as EricHNI. This mod makes me unable to click world map tiles. World map tiles clicking doesn't work. Clicking a world map tile doesn't work. After 6 hours of hunting I finally found it. I never would have expected this to cause such a game breaking bug.
ericHNI 5 Jan, 2023 @ 4:15pm 
Hello. Thanks for you work! I have a weird glitch. Just realized that I could not click or select a random tile on the map, only colonies/points of interest. After several testing and installing uninstalling my 500+ mods with rimpy I managed to pinpoint to this mod. Idk if its something particular to Better Weight or is it the way it interacts with other mods. I'm in 1.3 btw. Just wanted to post it here in case someone has the same issue.
Mersid 14 Dec, 2022 @ 6:11pm 
Nice mod! However, a recent update's causing some weird issues as described by some people before me. I think this issue can be fixed by excluding all DLLs except for your mod's from the build. As a workaround, users can fix this by going to the mod's Assemblies subdirectory, and deleting everything except BetterWeight.dll
Inglix 11 Dec, 2022 @ 8:40am 
Your Assemblies folder contains local copies of all your reference libraries. Not only is this not necessary or good practice, but it's also bloated the size of your mod by an extra 17 MB.
greenking2000  [author] 10 Dec, 2022 @ 10:30am 
@Le Griefer
Download the old version and install manually from my github (Linked above) if you are getting issues with the new version!
I may fix this version to work backwards but that will be a week as I don't have the time right now sorry
mönchsgeier 10 Dec, 2022 @ 5:15am 
seems to cause issues on 1.3 now. double alerts, mod names from what's that mod showing twice
jetblade545 8 Dec, 2022 @ 3:17pm 
Thank you for the update GreenKing!
greenking2000  [author] 8 Dec, 2022 @ 12:53pm 
Updated to 1.4 everyone requesting! Thanks to Undeadbanana for saying which reference it was that was changed
Saved me a lot of time
jetblade545 4 Dec, 2022 @ 2:11am 
Requested it to mlie it has an incoming card.
Qualli 26 Nov, 2022 @ 8:43am 
Can someone please update this mod? :)
Undeadbanana 25 Nov, 2022 @ 1:18am 
This seems like such a cool mod I had to make it work for 1.4.

The only thing that needs to be updated is the ButtonText widget seems to have moved to a different reference, so you need to reference UnityEngine.TextRenderingModule now and everything works perfectly. You can see the settings menu again.
Qualli 9 Nov, 2022 @ 10:41pm 
please 1.4
The last Eternal 3 Nov, 2022 @ 11:50am 
I am also pitching in for a need to update this please!! Its a good mod ;)
FlorestNerd 28 Oct, 2022 @ 5:26am 
1.4 please
GanjaMan [NL] 23 Oct, 2022 @ 6:05pm 
1.4?
Luv N Hugz |UwU| 27 Oct, 2021 @ 8:16pm 
I agree, a search bar would be incredibly helpful.
Hun Alexander 9 Sep, 2021 @ 7:53am 
I love this mod !!
Search bar plz!
pinbuck 1 Sep, 2021 @ 10:43pm 
yo thx keep up the good work
greenking2000  [author] 26 Aug, 2021 @ 7:19am 
@لله أكبر ⁧⁧pinbuck
Done
greenking2000  [author] 22 Aug, 2021 @ 12:14pm 
@ZzZombo
Are you sure logging isn’t enabled in your settings?
ZzZombo 21 Aug, 2021 @ 8:26pm 
Please remove the debug logging from your mod, thanks.
Mr. Poopy Butthole 21 Aug, 2021 @ 9:00am 
Thanks for this! I haven't tested yet but at least now i feel less cheaty....
pinbuck 17 Aug, 2021 @ 11:08pm 
can you mark this as 1.3 in versions list?
greenking2000  [author] 22 Jul, 2021 @ 11:42am 
@Sakujo
I have not tested and so have not updated the thing that tells the game that it will but I see no reason why it wouldn't
Sakujo 21 Jul, 2021 @ 9:44am 
Does this mod still work with 1.3?
kp-beeferella 5 Jul, 2021 @ 4:47pm 
Maybe calling BW Default "Auto" would make sense?
So Default always means the base game, then Auto means the mod decides
greenking2000  [author] 4 Jun, 2021 @ 10:03am 
@ignis[ru]
I got around to making it sort properly. Update has been pushed.
I changed "BW Default" > "Default" as I can't make it look good with numbers. Sorry
ignis 23 May, 2021 @ 12:45pm 
Usually cutting the line is not a problem. It can be instead of "BW Default" thing.
greenking2000  [author] 23 May, 2021 @ 11:04am 
ignis[ru]
I tried that initially but it always ended up looking terrible (As some object have very long names. And as it supports all mods I can't know how long the names will be and I can't get the text to go over two lines). I may think about it though
ignis 23 May, 2021 @ 9:07am 
While you are at it - maybe ake it so the list would reflect how the mass would change if mod would be enabled/disabled for that building. Easiest would be to add it to the name string, like this
Factory Hopper [100→5]
greenking2000  [author] 23 May, 2021 @ 7:22am 
@ignis[ru]
Thanks. I think I know what the issue may be so expect a fix within a week or so
greenking2000  [author] 22 May, 2021 @ 2:29pm 
@ignis[ru]
That is definitely a bug. It should be alphabetical. Can you use this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1545126946 to get the list of mods you have and send a pastbin link with the list? Then I can fix it. Thanks