RimWorld

RimWorld

Adobe Abode (1.5 continued)
31 Comments
Kaeh  [author] 10 Jul @ 1:07pm 
Updated to 1.6 and renamed because i don't think the original author will update the original mod :(

here is the new one (i will not renamed it no more)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522208443
Kaeh  [author] 10 Jul @ 12:28pm 
Tested right now, no problems with only this mod and depencendies in 1.5. Can you tell me more ?
Kaeh  [author] 8 Jul @ 12:33pm 
@CheifCommissar do you have any errors in the dev console ?
Kaeh  [author] 6 Jul @ 5:36am 
i haven't played Rimworld in a while, i'll take a look at the mod soon to update to 1.6
CheifCommissar 29 Jun @ 6:46pm 
does this mod not work anymore? i can make the mix my colonists start to freeze and stop doing anything when their task is to put the mix on the adobe pallets
BEE-YEEEEETCH 19 Jan @ 11:28am 
Hi. I've made a Russian translation. You can add it directly to your mod. I will use the Steam Workshop page only to address any inaccuracies.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2916285382
Deklatis 4 Jul, 2024 @ 10:35am 
No more errors! thank you very much!
Kaeh  [author] 3 Jul, 2024 @ 1:07am 
@Deklatis i added fertility tag with a value at 0. Tell me if the error is still there :)
Kaeh  [author] 3 Jul, 2024 @ 12:53am 
Hey, sorry for the delay. I don't think it would be an issue but i will check if i can fix that.

The tile should have no fertility, but the game may need at least a value
Deklatis 25 Jun, 2024 @ 11:49am 
Config error in JKN_FineAdobeTile: missing texturePath
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: Terrain Def JKN_FineAdobeTile has no fertility value set.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: missing texturePath
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: Terrain Def JKN_FineAdobeTile has no fertility value set.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

These something to be concerned about?
Slowly rebuilding modlist
kongkim 27 May, 2024 @ 4:57am 
@Kaeh Cool thx :)

Sounds good with some settings.
Must say I like the ide of it needing to build outside in the sun, but that if you would like to build it indoor it come with a small extra cost, like in form on having a running camp fire or something like that. When I made the under roof mod I also was playing with a ide on a stone kilns to bake them indoor but at the cost of its a small amount at the time or something :)
Kaeh  [author] 27 May, 2024 @ 4:11am 
Updated ;)
Kaeh  [author] 27 May, 2024 @ 3:38am 
Good idea :)

For the roof thing, it needs a certain temperature to operate properly.
Safe Temperature is between 6°C and 60°C
Ideal Temperature is between 12°C and 60°C

Also, i'll update the mod soon with some settings (settings -> mod options -> the little '+' to the right of the button) to allow users to unset sun/rain/snow weather factors.
I'm also removing the need to have no roof cause that's kind of silly, the frames are not that big :)
kongkim 27 May, 2024 @ 12:41am 
@Kaeh just to let you know, got the mod to work again if people want to use it under a roof. :)

I really would like to add so if build indoor it needs to be build close to a campfire, just to keep the balance a bit. Do you know if that can be done easy? or with the new processer mod?

Also play a bit with the changes, my personal take on it would be to make 1 adobe mix fill 3 rows on the bakers insted of only 1, it is a full bucket there should be more mix in one then to only 1 brick :P And i would cut down a bit on the crafting needed. its a bit much to craft 15 to fill one baker :)
kongkim 26 May, 2024 @ 3:32pm 
Yah :)

And yes plz. let me know if you can see what i need to change for it to work.
Also bed time here anyway :P
Kaeh  [author] 26 May, 2024 @ 3:29pm 
Yep I understand totally !

I hesitated to keep both for a time with a message saying « please remove the deprecated one and use the other one », should have done that I think ^^

For the patch I can’t tell rn but it’s an xml tag value to update from false to true in either the building or the process, ink try to remember tomorrow and update you if you want :)
kongkim 26 May, 2024 @ 3:17pm 
Ok fair enough i did not see the changes on what is needed :)
But still really don't see the reason to change it.
I made a patch mod some time ago to people could build them under the roof, but that don't work adter the change. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2943505845

And also got ALOT of red errors that killed the the FPS, until i deleted all bakers and build new ones. Not good for people not knowing what is happening and how to fix it.

Special if there really are no reason to change it :S

Don't get me wrong here, really apriciate you keeping the mod alive.
Kaeh  [author] 26 May, 2024 @ 3:03pm 
Costs (items and work) had slightly increased, what do you find OP in the changes ?

Previously you got 15 bricks for 1 mix which cost 50 hay

Now you get 1 brick for 1 mix which cost 5 hay but can mix 15 in parallel (meaning you can have multiple instances of baking at the same time).
I think that’s what we see in your screenshot.

Also it bows bake in 3 days, up from 2 previously.

Maybe the mix are too heavy to represent the amount for a single brick tho.

Honestly there is no good answer as why the framework changed. To be totally honest, the original mod was supposed to change to this framework too (check description).

I thought it would be done, that way.
kongkim 26 May, 2024 @ 2:42pm 
Also now i tried it, how do it make sense to have sooo many adobe mix in one baker?
https://i.imgur.com/XnWVAWQ.png

Its way to OP, and take a way some of the balance of the mod.
kongkim 26 May, 2024 @ 2:20pm 
Way change framework?
Think its a bit of a bad move and just an extra mod needed..
Kaeh  [author] 26 May, 2024 @ 3:15am 
Update to use [SYR] Processor Framwork instead of VFE. Your baking frame will probably behave weirdly when loading your game the first time after the update.

Please report any bug in discussion instead of comments.
Viri 19 May, 2024 @ 7:05am 
@janeway thanks I have rimfactory mod that gives me that error but if i can safely ignore it im fine with that.
Kaeh  [author] 18 May, 2024 @ 1:58pm 
It's done, thank you @Viri, @Janeway :)
Kaeh  [author] 18 May, 2024 @ 10:51am 
I’ll take a look, thanks :)
Janeway 15 May, 2024 @ 8:15am 
Technically the error doesn't matter, but if you want to fix it and not see an error anymore, that'll do it.
Janeway 15 May, 2024 @ 8:13am 
The error is an easy fix, open up the mod folder, go into 1.4, defs, ThingsDefs_Items and open up Adobe_Resources.xml

You'll want to change this line <soundImpactStuff>BulletImpact_Ground</soundImpactStuff>

to - <soundImpactBullet>BulletImpact_Ground</soundImpactBullet>

That'll fix it.
Viri 14 May, 2024 @ 12:06am 
XML error: <soundImpactStuff>BulletImpact_Ground</soundImpactStuff> doesn't correspond to any field in type StuffProperties. Context: <stuffProps><categories><li>Stony</li></categories><commonality>0.20</commonality><appearance>Bricks</appearance><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><statFactors><MarketValue>0.4</MarketValue><MaxHitPoints>1.25</MaxHitPoints><Flammability>0</Flammability><WorkToBuild>3.5</WorkToBuild><WorkToMake>1.05</WorkToMake><DoorOpenSpeed>0.45</DoorOpenSpeed><BedRestEffectiveness>0.9</BedRestEffectiveness><MeleeWeapon_CooldownMultiplier>1.30</MeleeWeapon_CooldownMultiplier>
(...)

is there a way to read that and turn off mods that conflict with Adobe Abode?
Kaeh  [author] 4 May, 2024 @ 1:00pm 
@JomoKiN ok, just let me know if you want this version to disappear :) Thanks for the mod <3
JomoKiN 3 May, 2024 @ 3:08pm 
Appreciate the reupload, I'm not playing Rimworld atm so I wouldn't be doing this myself any time soon :er_wave:
nako 1 May, 2024 @ 7:17am 
Highly depends on the contents of the mod, but if nothing about it broke yeah you can just run it.
Viri 30 Apr, 2024 @ 10:39am 
wait you can run 1.4 mod without any problems in 1.5 game?