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Can confirm I've got the same thing though, despite the items definitely having different speed penalties once made.
Not saying you should remove anything or I have a problem with it, just letting you know.
Perhaps the other mod can check if this mod is active and use the vanilla values in its calculations instead of the modified of this mod. They can just add their own patch with a higher priority and if the thing thats being checked is one of the buildings their settings define then they can just override the output.
So here is a comparision of the mass difference for a jade large sculpture:
It's 7 kg with your mod and 43 kg with BetterWeight in my configuration.
Both mods would complement each other very well if one did wearables and the other structures (that was my first impression).
Unfortunately I don't know a lot about modding rimworld but maybe it's possible to check if BetterWeight is installed and then exclude the <minifiedDef>MinifiedThing</minifiedDef> or <category>Building</category> or add a config option to disable it.
(And now I know there is a length limit for comments :D)
@Mlie Thank you for taking the time to look at the other mod. There is quite a big difference in the calculation and gameplay effect, so I'll try to explain it a bit better.
In my opinion some objects have a unrealistic base mass (should be the vanillaMass in your code). I use the other mod to fix the base mass of buildings that are too light (e.g. a workbench or statue with a default weight of 1 kg where it's just unrealistic that a 2 meter height marble statue or a workbench with mashines has this mass).
The other mod calculates a new base weight from all materials used to produce the object and set's it as new base mass.
The difference is that you calculate the ratio between a default ingredient e.g. cloth and devilstrand and multiply the base weight by it. That works very well for apparel where the base mass is already realistic but doesn't work well if the base mass is already far to low.
TBH I dont really see the point of that mod if this is loaded as you will get roughly the same result using either.
Unfortunately I have a small compatibility issue with the mod BetterWeight. It allows to compute the mass of objects that can be uninstalled based on their material. If I combine it with this mod the mass multiplication is included 2 times and some things will be ridiculously heavy (I noticed it on marble pottery that should weight around 27kg with BetterWeight (27*1,25kg*factor). Unfortunately this mod multiplies it by 2.5 again probably because of the weight difference between wood and marble).
Would it be possible to exclude all buildings that can be uninstalled or that have their mass changed by BetterWeight?
I suspect that the cache on your end should be by a pair of (def, stuff) then with multipliers by quality, or whatever other components ontop, not by Thing. Happy to make a change on my end if you think that would be an easier fix.
(You could probably precompute the cache for all items aot too, probably not worth the time investment though, caching def, stuff should be enough).
Looking at the log myself, I don't see anything other than complaints about inactive mods not having download URLs (grumble, grumble, who cares about that, why is that even a warning, but I digress).
But, just to save you one click, here's the log [gist.github.com].
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1908867964
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced
Can you share a log of the errors perhaps?