RimWorld

RimWorld

Materials for Tool Cabinet [HH]
18 Comments
Гений 11 Apr, 2024 @ 11:28pm 
@Hohen thx for fancy mod and your time. May I ask for another update?)
Hohen  [author] 27 Oct, 2022 @ 1:59pm 
Updated to 1.4, seemed to work out of the box.
Haven't tested VFE's alternate texture mode thing yet, guess I'll do that now.
Hohen  [author] 4 Oct, 2021 @ 3:36pm 
Fixed.

Also added western orientations so it's really gonna fuck with any other mods that add variations if there are any
Hohen  [author] 4 Oct, 2021 @ 2:20am 
Added Support for Vanilla Textures Expanded - Variations.

Southern orientations made for all three of their Variants including masks
Eastern orientations tweaked for better direction recognition
Loadfolder.xml added to cover 1.3 with and without VTE

Took 2 hours, haha. Damn though, those masks ugly.
I think it has to do with the gradients, that and I forgot what exactly a mask is. It's my Scroogeness coming into October.

I'll pretty them up after "sleep." The only reason I hadn't noticed is cause I'm playing a Tribal Hiver Start with about 100 roadblocks keeping me from progressing, that and I spend all my time failing at mod making.

Which, if anyone likes the hivers I'm working on an addon pack with Fogmen. A few additional scenarios, ability to play as the Southern Tribe.. BnC Support for whatever reason. Stranger in Black Replacement if it ever works.. Hash.

I also need to finish my Smokeleaf mod cause I didn't like any of the other ones. Fucking stereotypes.
Hohen  [author] 3 Oct, 2021 @ 11:45pm 
@Kayedon I totally missed this or I would have done it before making them square. Welp give me a few.
Kayedon 28 Sep, 2021 @ 10:22am 
Sadly, the mask gets overridden by Vanilla Textures Expanded - Variations, and is incompatible with the variations. :(

So all my cabinets are solid white, regardless of material.

Here's a fix that I tested, though:

Move the textures back to just /Misc, and remove the Mat from their names, so they match the vanilla textures. Remove the patch that changes the texPath.

Allows the standard texture variation to properly apply your mask, however the other variations again just show up as white, unless you or someone else where to make a mask for them.

Cheers. :)
Ash 24 Sep, 2021 @ 7:22pm 
thank you so much for making this :steamhappy:
Hohen  [author] 18 Sep, 2021 @ 4:19pm 
It is one of the few mods where moving up seems to help it out, cause its' a core thing.
Everything should be working as intended I've been playing with it on to the point I forgot I updated it to upload it! Happy customizing everyone!
Moonshrooms 31 Jul, 2021 @ 2:29pm 
The mod luckily seems to work just fine in 1.3 even without an update, I don't even get an error and haven't found any problems. Great because I personally love this little mod, it makes my bases WAY nicer to look at!
Tschuangtse 24 Jul, 2021 @ 1:49am 
@Hohen
I always liked this mod for it's aesthetic. Do you plan on updating it for 1.3 or rather advise me to look for an alternative?
Kind regards
Alice (She/Her) 13 Oct, 2020 @ 7:11pm 
It's all good. Ty for putting the notice in the description.
I have several mods going at any given time. SOS2, Vanilla Expanded, Yayo's Combat and Prison Labor being some of the larger ones. It's one of those "Take your pick" on which one is having a mod conflict lol.
Anywho, I like your mod and am glad I was able to get it to work.
Ty for all your hard work. 😊
Hohen  [author] 13 Oct, 2020 @ 2:57pm 
I placed a notice it in the description above. I'll try to remember to include it if I ever update the mod.
It alters the base toolbox code so if you have anything that alters or adds to the toolbox there may be conflicts. I checked mine and it's 154/324 almost right in the middle.

Sorry for the trouble though.
Alice (She/Her) 13 Oct, 2020 @ 2:50pm 
After posting my last comment and reading Kayedon's comment I tried to put this mod at the top of my mod list under the main top ones (hugslib, harmony, core etc)
This fixed my problem also.
I second Kayedon's comment of putting into your about to place this mod at or near the top of the modlist.
Alice (She/Her) 13 Oct, 2020 @ 2:40pm 
So I had to remove the mod. It was making the tool cabinet into a 3x4 structure.
No idea why but it was even huge in the menu of all the workbenches that are able to suggest it's build.
Kayedon 14 Sep, 2020 @ 10:46am 
Figured I'd pass this along here, since I resolved it in my own game: Mod needs to be loaded before Gloomy Vanilla Overhaul to use your cost adjustments. Otherwise it generates the red error "XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="BuildingBase"><defName>ToolCabinet</defName>" and rejects your cost adjustments.

Just add this to your About and it's good to go!
<loadBefore>
<li>zymex.GloomyVanillaOverhaul</li>
</loadBefore>
Hohen  [author] 12 Sep, 2020 @ 11:05pm 
I guess I didn't save my edits and then forgot tool cabinets existed as I just realized I had the requirements all messed up.

Should now be 150 Mat + 50 Steel like written above. I also added a southern orientation as I guess I forgot it the first time around.

I haven't really thought of doing it to the other linkables since most of the requirements made sense to me not being able to change them. That or I like the color and don't want to change them by adding a mask.

If it's something you want, it would be a very simple first mod. All it takes is a little photo editing and replacing text. Feel free to copy this one in it's entirety as a base.
the_abiogenist 11 Sep, 2020 @ 6:17am 
Simple but logical mood! I'll try this out! Thanks!
Ascythian 8 Sep, 2020 @ 9:59am 
Good idea, maybe you could combine it with other linkables?