RimWorld

RimWorld

Animal Flap Speed Fix
19 Comments
Awan 27 Apr, 2024 @ 4:29am 
Miracle mod, thank you, you titan.
cucumpear  [author] 7 Mar, 2024 @ 5:21am 
Welp, turns out that was easier than expected (using xml extensions, so that's now required, sorry to anyone who dislikes dependencies).
Kaedys 6 Mar, 2024 @ 1:21pm 
Mod options implemented separately require C# coding. However, you can implement dynamic patches with just XML using the XML Extensions framework. I know it supports sliders for configuring values like this.
cucumpear  [author] 6 Mar, 2024 @ 12:36pm 
I keep telling myself I'll learn how mod options work... I can't make that promise but it's really easy to edit the file yourself if that's something you're comfortable with.
kotamine 6 Mar, 2024 @ 11:46am 
I'd really appreciate if there was a setting to adjust the speed. I hate how slow they are in vanilla, but it feels like cheating to have them open so fast.
SpyroThyKing 6 Mar, 2024 @ 8:28am 
If this works fine in 1.4 do you mind adding the tag so RimPy stops throwing a version mismatch error?
Phoenix-D 25 Dec, 2023 @ 8:42pm 
Does work fine in 1.4
cucumpear  [author] 29 Oct, 2022 @ 2:55am 
It should work fine, I just haven't finished checking it yet.
shane_357 28 Oct, 2022 @ 4:13pm 
Does this work with 1.4? It should but just checking.
cucumpear  [author] 4 Sep, 2021 @ 4:33am 
Finally implemented. Thanks again!
Kaedys 19 Aug, 2021 @ 3:18pm 
Tbh, I really wasn't sure it would even work. I've only seen that parameter used on materials, not on doors themselves, and auto-doors don't use it, despite opening 4 times as fast (but that's because they wanted it to only work that way when powered, and decided not to make it a comp for whatever reason). But figured I'd test it when I saw that this mod was running a patch on the actual base materials, just for the sake of thoroughness, and, well, turns out it actually worked! =P
cucumpear  [author] 19 Aug, 2021 @ 1:05pm 
That's a good point, I just migrated the code from the door curtains, which was silly!
Kaedys 19 Aug, 2021 @ 12:53pm 
So, while it isn't present in the base defs, it turns out that the statdef `DoorOpenSpeed` is perfectly valid and functional on door defs. I plugged in the following patch locally, and it speeds up the animal flag regardless of material. Obviously the 25x multiplier is too high here (I used it just as a proof of concept), but you can swap to using this type patch, and you won't have to individually patch materials (and it won't muck with other mod doors that use cloth/leather):

<Operation Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="AnimalFlap"]/statBases</xpath>
<value>
<DoorOpenSpeed>25.0</DoorOpenSpeed>
</value>
</Operation>
kotamine 3 Aug, 2021 @ 11:32am 
simple and nice mod. thank you for untynanifying the flaps
Enlonwhite 26 Jul, 2021 @ 1:43am 
I mean Ate Without Table is a mental break option, I am sure Tynana has had some very deep trama in his life, Slow heavy Curtains seems mild compared to other issues XD...... like flammable steel, cause everyone knows metals burn.....why Tynana?

Seriously though simple mod for GREAT RESULTS thank you!

Note: Eating with a table should be a benefit aka positive thought, and metal should not burn...unless at like thousands of degrees, if its that hot you have other issues.
mlb 25 Jul, 2021 @ 10:44am 
Thank god I wasn't the only one that thought this was wild.
cucumpear  [author] 25 Jul, 2021 @ 12:42am 
@darktoes Added!
@Logan IKR? Maybe he had unusually complex curtains in his childhood! :uQD:
Logan Anarcho-Capitalist 24 Jul, 2021 @ 8:39pm 
God dang fricken deaken gosh forken danging Tynana... Holy heck Tynana! WHY?! What was your experience with curtains tynana?!

Thank you for the mod cucumpear.
darktoes 24 Jul, 2021 @ 5:08pm 
Alpha Animals seems to be one of the most common animal mods, so I think adding the various leathers from that would be a good start.

That said, great work!