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<li>EndTable</li>
<li>Dresser</li>
To:
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTableLight</li>
It works now.
moved to the very top.
desconstructed the bed (was a pain, game was crashing but i got rid of it.)
rebuilt bed and now it is like normal!!!
i will be moving it to the bottom of my load list hope it fixes it. if not i will be posting again.
One other suggestion is to copy the Workshop mod folder path I gave below into your RimWorld "Mods" folder instead, which should be at
<Steam>\SteamApps\common\RimWorld\Mods
Mods in that folder will be outside the Workshop system and won't auto-update.
<Steam>\SteamApps\workshop\content\294100\725828794\
I don't like this at the moment because it adds a ton of beds that have no advantage, colors and such. Kinda spams up the grid. Perhaps if the beds had a toggle feature to change their color after being built instead of needing one new bed for each color. :P I guess I'll have to suffer not using cloth for beds anymore.
Starwars Rep. equipment-Starwars Fully Func Ligsabers-Starwars Factions-Work tab-Wildlife tab-
Tag trait-Research pal-Edb Prepare carefull-Camera+-Colonist bar KF 0.17.3.1-additional traits v2.2-
advanced bodies-accurate mortars-Kitchen counters and other shelves-Trading spot-(SS) Lovely hairstyles-More bed cloth.
Am activation mods 1 by 1 and yours is not the first could be 1 particular mod which conflicts with a lot..
Please check out this post [ludeon.com] on the Ludeon forum for more details. Thanks for your patience and for supporting TMods!
Long answer / explanation: RimWorld's vanilla bed graphic starts out grey, and each graphic has a second masking image that RimWorld uses. That mask controls the area that gets tinted based on the bed's state; turquoise for a general-purpose bed, blue for a medical bed, and brownish for a prisoner bed. That works fine on a grey base image because you're working with a neutral grey base. However, most of my added beds have a specific colour already, and adding the mask makes the game try and tint, e.g., a purple bed to turquoise / blue / brown. The result is something that looks horrible.
As for More Furniture compatibility: Yep, just grab this mod instead, if you didn't already...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=753947874
does the download include a more furniture patch? someone on the forums said there was but i dont see it in the module folder
Can anyone confirm whether I can have a regular sleeping spot without making it look like a bed if i use morebeds module?
I didnt try for the colored Bed you added, but just for the 3 baseBed (those that are grey by default in your mod). I guess the default texture might come with an alpha channel for the dynamic color part.Maybe things have changed in the most recent alpha too that you didnt catch.
But, for now, it's working just by setting the default texture path like I said
You just have to use the default texture path for the 3 default basebed (not colored ones) to restaure the dynamic behavior
<texPath>Things/Building/Furniture/Bed/Bed</texPath>
<texPath>Things/Building/Furniture/Bed/DoubleBed</texPath>
<texPath>Things/Building/Furniture/Bed/RoyalBed</texPath>
(also, for some reason your default royal bed was actually the red one)
Quick question: is there a way so the default bed uses the game dynamic color (blue for medical etc..)
that bed stays grey no matter what for me.
I'll think on what you've said and ponder if there's a solution that isn't too messy.
An alternative to forcing the player to grow their own hay might be to make it possible to harvest hay from bushes that will already be scattered around the map, like you currently can with berries. No idea how hard it would be to implement, but it seems like the game framework more or less already supports it.
Hopefully you have it sorted by now though, and are having fun with the mod.
I think it might have been Line 240-386 (New Single - Royal Beds are listed in those.) Guess that's my bad for not wanting to look closer the first time but I figured I'd give you a heads up.