RimWorld

RimWorld

ABANDONED --- VFE: Props - No Research or Build Costs
25 Comments
Onion 2 May, 2024 @ 2:36am 
If it helps make you feel better about the update - VPE has a setting for silver cost multiplier and return value, so you can set it to all be free.
I... didn't set mine to zero, it's just broken and none cost anything. But hey, it has the setting.

Good mod while it lasted o7
kongkim 14 Apr, 2024 @ 10:16am 
Nope im blind.
nothing to see here  [author] 14 Apr, 2024 @ 9:44am 
You have three thousand hours of rimworld clocked on your steam account so I have to believe you are able to read. So, why don't you?
kongkim 14 Apr, 2024 @ 1:23am 
Will you update it to 1.5? :)
Zam138 18 Dec, 2023 @ 10:26pm 
While this mod is no longer working for VPE, I will say that when it was working this mod worked wonderfully, and that it was a must-have mod for decorating any base.
nothing to see here  [author] 16 Dec, 2023 @ 11:22am 
"2.0.0 (12/15/2023): Massive update changing how props are placed. Research projects have been removed. Props have been removed from the Architect menu. Instead, a new Props Pallette menu can be opened via the Build Props button in the Furniture tab. Props are placed instantly and cost silver instead of other resources. Many new props have been added, including effect spawners."

Oh, yeah, no, obviously it won't be compatible. These are huge changes to the very core of the mod. I could probably just zero the silver cost. I haven't looked into the xml yet.
nothing to see here  [author] 16 Dec, 2023 @ 11:07am 
@Jackledead I don't know, I don't play rimworld anymore. Try it and find out for yourself. It took 10 hours for me to see your post and you could have tested compatibility hundreds of times during that period.

If it is broken I'll get around to it some time, if only for mister streamer's sake.
Jackledead 16 Dec, 2023 @ 12:59am 
Hey, props did a big update yesterday. Does this still work?
Sera 19 Dec, 2022 @ 5:01pm 
@Large Moron oh that's really nice. I at least do appreciate you doing that. And I will take a look at that wiki. Other then the class I have been trying to find out away to fuse 2 mods machnics into one. that might help me out in learning.
nothing to see here  [author] 19 Dec, 2022 @ 1:16pm 
@Forgan_Meeman @Sera

There we go. Research removal is now a toggle, enabled by default. You will have to go to mod options > Vanilla Expanded Framework, select the Toggleable Patches tab, and change TRUE to FALSE if you want research back.

I also added a bunch of comments into the propbutchery.xml file in case anyone's interested in how the patch works. I promise it's very easy and you don't need to know anything about coding. I haven't programmed anything since my 9th? grade graphing calculator 20+ years ago. You too can start making your own patches today . Change what you don't like about the game and other mods.

https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations This wiki page is a good beginner's resource. Find patches you use and open them up while you read the wiki so you can see more practical and varied examples of patches and how they interact with the mods you play.
nothing to see here  [author] 19 Dec, 2022 @ 10:52am 
You know what? Yeah, sure. I'll put in a toggle, which will be accessible in the Vanilla Expanded Framework options menu.

just gotta read the vef wiki and figure out how. i know it's only a few simple lines.
Sera 18 Dec, 2022 @ 8:10pm 
@Large Moron That is fair it's your mod not ours. I will say look at the files. Ya I tried doing that with many mods. Can never find out how. Still trying to find out how to make a custom class for rimworld of magic.
nothing to see here  [author] 18 Dec, 2022 @ 4:52pm 
I just said you could do it yourself. Look at the files. I promise you can do it even if you don't know anything about coding.
Forgan_Meeman 18 Dec, 2022 @ 4:47pm 
I like the mod and thank you for making it but I do hope someone makes a fork of this.
nothing to see here  [author] 18 Dec, 2022 @ 1:09pm 
Well, too bad.

You are of course always free to either edit this or make your own to suit your specific needs.
Forgan_Meeman 18 Dec, 2022 @ 12:57pm 
@Sera I agree. The props should be unlocked with their respective technologies
Sera 4 Nov, 2022 @ 2:45pm 
I fully agree on the idea a lot of them should have no cost. But i like the fact you have to research them. By having to research them your build menu isn't bogged down by a lot of stuff you maybe not use. Also by having to research them it'll very clearly teach you that these things are just props.

Plus failing that it's just free research xp.
Baccalon 3 Oct, 2022 @ 12:17am 
:meepstarry: Thank you! I loved the look of the props, but never ended up using them due to the research wall
FoxoManiak 28 Sep, 2022 @ 11:27am 
I literally thought yesterday "damn why do the pawns want to research props so much? i wish there was a mod making the props not need any research" and now i find that you actually made it not so long ago! Absolutely great and thank you for your work!
Lugaru 27 Sep, 2022 @ 1:13pm 
As somebody who plays with random research this is amazing. My pawns INSIST on researching props first always for god knows what reason.
Karkino 25 Sep, 2022 @ 1:13pm 
thanks! finally this mod exists!
Kevin 25 Sep, 2022 @ 11:27am 
Perfect. I always use godmode to research them, but then there's the build cost, and sometimes I just wanna decorate without sacrificing productivity. Especially since I tend to play on chaotic / difficult scenarios. Thank you!
Lyn the Cookie 25 Sep, 2022 @ 6:26am 
Long ago I made a similar mod to just reduce the research costs of the props because I was too lazy to manually patch the costs out of every single prop. Thank you for going the extra mile to do it properly!
Latex Santa 25 Sep, 2022 @ 12:38am 
Useful enough that I might even add it to my base mod list.
Bonible 24 Sep, 2022 @ 10:30pm 
Very niche, very good.