RimWorld

RimWorld

[sd] goodnight
70 Comments
Seromas 21 Apr, 2020 @ 1:05am 
thanks a lot for all your updates @Mlie ! :cozybethesda:
Mlie 10 Mar, 2020 @ 2:16pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019045154
Hope this helps anyone!
bruce3287 2 Mar, 2020 @ 1:41pm 
Will it up to 1.1?
sulusdacor  [author] 30 Nov, 2018 @ 5:15am 
yup, the game just mirrors the rotating side texture, so asymmetrical stuff is often doomed to have 2 things ingame, if you wanne have all the options to customize.
Dr Zhivago 29 Nov, 2018 @ 2:16am 
And I figured it out... It's a slight graphical difference between the two prison beds. Neat.
sulusdacor  [author] 3 Nov, 2018 @ 4:57am 
added language files: german, spanish and spanish latin (thx to CANALETA)
blank 25 Oct, 2018 @ 12:34pm 
Thank you for the work!
sulusdacor  [author] 25 Oct, 2018 @ 12:05pm 
updated to 1.0

- added some constructionskill requirements (level 4,8,12 for medieval,industrial,spacer - royal bed vanilla had 8)

otherwise the same
blank 17 Oct, 2018 @ 8:13pm 
Will there be an update to 1.0? Please?!
Maverick 12 Sep, 2018 @ 11:15am 
update to A19 pls
Mostwood 6 Sep, 2018 @ 3:03pm 
That would be great
g0jira 6 Sep, 2018 @ 2:38am 
any chance for b19?
"The" SeanMacLeod 15 Jan, 2018 @ 7:50pm 
:steamhappy:!
sulusdacor  [author] 15 Jan, 2018 @ 8:11am 
added modsync file
sulusdacor  [author] 6 Jan, 2018 @ 11:53am 
forgot CTS, should be included now too.
sulusdacor  [author] 6 Jan, 2018 @ 11:23am 
added the patches now in the main mod (so you dont need extra files anymore)
so far this includes:
- more furniture b18 (makes the linkables form there work with the beds here)
- medicaddons (makes the linkables form there work with the beds here)
let me know if you want other compatibility added.

from testing:
this does not affect load order.
you can still have the xml patch mods active and should not get any errors.
Maverick 29 Dec, 2017 @ 5:39am 
thank you for the update :-) :steamhappy:
sulusdacor  [author] 29 Dec, 2017 @ 5:34am 
b18: added a research tab, replace component cost on spacer beds with adv (=slight wealth/cost increase)
Torres 26 Nov, 2017 @ 1:34am 
please update this one as well, gotta love me some spacer beds :D
Maverick 26 Nov, 2017 @ 12:11am 
Will you update these mod?
Solzucht 5 Oct, 2017 @ 8:16am 
simple, but good :)
nobrainer 3 Sep, 2017 @ 2:16pm 
@sulusdacor It appears that the medieval beds can't be researched if your using the ResearchPal mod. The "Medieval Beds" entry appears in the research tree but is not clickable.
Maverick 31 Aug, 2017 @ 6:05am 
Could you make it compatible with your meddicaddon mod pls? And is it possible to add a medical bed?
TehGoat 22 Aug, 2017 @ 12:27pm 
Anyone got this working fine with the ResearchPal? Might be a little wrong on the mod name.

Anyway, might be that I have too many mods with research enabled, but all the bed researches kinda got squished on top of each other and aren't clickable. Might be just my case though.
sulusdacor  [author] 10 Jul, 2017 @ 8:54am 
the new alpha included patchoperations that allow adding/removing/changing certain things on vanilla objects without having to override the whole thing. this making mods in general more compatible.

but if you want to use more furnitures tables and co with these goodnight beds you still need a patch mod (downlaod in forum topic of goodnight). but even without there should not be any error.

as for savefiles. not sure what other mods you use, but in general this is a quite basic mod and should be fine with old saves.
「 LiTe Em uP 」 10 Jul, 2017 @ 3:31am 
any known mod conflicts?? im currently subscribed to anonemous2's more furniture mod and im worried of getting my sve file screwed..
LittleMikey 4 Jul, 2017 @ 5:21am 
No worries, thanks for checking into it!
sulusdacor  [author] 4 Jul, 2017 @ 12:29am 
kinda hard to say for that small piece, since i would assume there is something going wrong before that part.

the need bed alert checks in general for the number of colonists and the building_bed, meaning that each of your guys/girls has a place for the night. the beds from this mod are listed as these buildings and the game will recognize them, so i dont think it is an issue with this mod.

the "partneredCols % 2 != 0" is an error feedback within the need beds alert that checks new spawned colonists for relations (since lovers need a bed less). so when there is going something wrong there with new spawned pawns on a map you will get this. (new spawned means usally colonists entering/exiting/traveling maps or new ones coming with events).

my guess is you got a new colonist or some relation between colonists changed or somehow got messed up. might be due to other mods adding/influencing how relationships work. really hard to say what excatly caused the issue.
LittleMikey 3 Jul, 2017 @ 11:11pm 
Hey so I'm using Spacer beds for my colonists and for some reason I keep getting this error popping up:
[code]
partneredCols % 2 != 0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.Alert_NeedColonistBeds:NeedColonistBeds(Map)
RimWorld.Alert_NeedColonistBeds:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
[/code]

Would that be caused by this mod or could it be something else?
Gnox 3 Jul, 2017 @ 12:18pm 
Thank You !
Maverick 2 Jul, 2017 @ 5:06am 
very good mod. thank you :-)
sulusdacor  [author] 31 May, 2017 @ 9:58am 
you use both and have them after the three main mods in the load order.

with a17 came a some patchoptions for mods. making it possible to just add/change/remove specific things on objects. so different patches cann add multiple thing to the same item. making patch compatibility a lot better.
Omega13 31 May, 2017 @ 3:38am 
Checking the Ludeon post, there doesn't seem to be a combination more furniture + medicaddons patch for this mod like there was in A16. Do I just download the two patches separately or will they conflict with one another?
sulusdacor  [author] 30 May, 2017 @ 12:57pm 
updated to a17

- adjusted the heal per day a bit to 3/5/7 (medieval/industrial/spacer)
(vanilla beds have 3, hopsital 9)

patch mods for medic addons and more furniture can be found as dropbox download links in the forum topic. these need to be loaded after the mods.
Maverick 30 May, 2017 @ 10:38am 
update pls
Omega13 17 Jan, 2017 @ 2:05am 
Aha, that makes sense. It was nothing gamebreaking or urgent, just some things that looked like they could be tweaked so I figured I'd pass my thoughts along.
sulusdacor  [author] 17 Jan, 2017 @ 12:31am 
i moved the hammlocks to industrail tier with a16. since i kinda had some texture ideas for some lower and higher tier ones and the current texture fits more an industrial era. if i add others in the future i don't wanted to break saves when i accidently rename the current one. (that never happend^^) so was a bit of a preperation move.(did not change description/buildcost)

for the weight i thought of that "problem" with hammocks when i put it in. but at the time was really unsure about all the weight overall in the new system. so they all got some default values. i probably have to look closely into the balancing of this mod.

if you cant wait you can edit the xml to adjust weight/researchtier/cost. if you want "travel beds" you might want to take a look into the camping stuff mod.
Omega13 16 Jan, 2017 @ 9:35pm 
It also seems odd that the hammock weighs 60 kilograms, as it seems like an ideal bed to bring along for camping/caravan trips. It weighs more than the medeival bed, even. It's also just as good as the industrial bed, stats-wise, despite requiring much simpler materials. I would have thought that the hammock would have been more of a simple starter bed with no research required and stats inferior to the default bed.
Omega13 16 Jan, 2017 @ 9:32pm 
Okay hammocks finally unlocked for me when I finished researching Industrial Beds. That seems odd, considering even the description says that they are very primitive.
Omega13 16 Jan, 2017 @ 5:49pm 
So I've noticed hammocks for sale by traders but I can't build one. Are those from my mod? They aren't showing up to build under either "furniture" or "beds."
b00marrows 4 Jan, 2017 @ 12:33pm 
Can i get a bed for like...4 people? dont ask.
sulusdacor  [author] 2 Jan, 2017 @ 2:17am 
probably not.
(there is a compatible version in the forum topic, dropbox download link)

the reason is simply, that if i would upload one version i would have to do the same for other mods. so it would end up in a bunch of compatible versions for this one and a lot of ones for medic addons. if i would do one, people would ask, why not do the same for mod x + medic addons. so the problem would be where to end?

i admit updating/making a xml mod compatible is not a lot of work, but it is additional work for a modder and takes away from other stuff you do. add to that the maintaining/updating the steam pages (update description pictures etc.). updating the steam mod itself get's more time intensive the more mods you got and if you add stuff to a mod, which has multiple compatible versions is even more work. so just uploading a version to dropbox is much faster/convenient and saves the work that comes with the steam workshop.
ChildofGaia 1 Jan, 2017 @ 7:50pm 
Will you add a compatible version of this for your MedicAddons mod to workshop in the future?
sulusdacor  [author] 25 Dec, 2016 @ 5:37am 
- add download links for compatible versions (links in the forum topic), for more furniture and/or medic addons mod

- updated the defnames in base xml comment section from more furn mod
ivanwolfovich 23 Dec, 2016 @ 1:02am 
thank you for your response,i will try it,my couples must have those heartshaped beds :)
sulusdacor  [author] 22 Dec, 2016 @ 12:47pm 
you can edit the resteffectivness in the xml if you think it's to high ;)

as for op: i personaly think it's okay. since they still need around 6 hours of sleep with the highest/best bed. for that you need glittermeds, which are harder to get (now with caravanes it's maybe a bit easier)and you would probably need several attemps with a level 20 constructor to get a masterwork quality. so i dont think they are so easy to get to, just try it out. but definitly a matter of opinion.

the reason for the prison beds i wrote already somewhere else. it's so your pawns have more time to interact with the prisoners. it's more of a game mechanic thing, then a need. you would not have all the drawbacks that your wardens could not interact with sleeping prisoners i had no problem setting them lower. but the way the game works it's sometimes anoying to have your wardens up, but prisoners sleeping all day.
ivanwolfovich 22 Dec, 2016 @ 11:59am 
I hoped this would be cosmetic mod but beds are simply OP offering vastly improved rest effectiveness even over royal beds (105%).Normal prison bed has 110% rest effectiveness,industrial bed 120% and crypto bed 130%.With higher quality beds i assume you can get 170% which is clearly too much.For those of you who are not affraid breaking game balance this mod is great,i just wanted some nice looking beds :D
Torres 22 Dec, 2016 @ 8:58am 
Nope I'm literally activating/deactivating mods to see whats going on here, no stat display activated or show area beauty etc...

If I can't seem to solve this I'll def make a proper bug report but I'm swamped in mods and that may be the conflict :D
sulusdacor  [author] 22 Dec, 2016 @ 8:55am 
updated the defnames from the medicaddons facililts in the base xml comment section (renamed space to spacer)

@Torres: just a thought, but you dont have the toggle enviromental display option on/off sometimes? it's the small head symbol in the bottom right corner of the screen. it shows room stats and the beauty of the sourrounding. the beauty is shown in numbers inside a tile and depending the stats red/yellow to greenish around your mouse courser. maybe it just turned on/off by clicking the menu or another symbol down there. atm moment the only thing i can think off. just ran a fast test and seems okay. so if this stays and is a problem, just post me the error log, helps alot. in the link below you can see where to find that.
sulusdacor  [author] 22 Dec, 2016 @ 8:25am 
erhm my mod does nothing with pathfinding so there should not be any problem there. a vague description does not help me narrow it down ;)

if you are sure it's a problem with my mod. please read/use/do the how to report bugs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725234314