RimWorld

RimWorld

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TD Enhancement Pack - Continued
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
1.967 MB
13 Jul @ 11:42pm
12 Aug @ 1:15am
7 Change Notes ( view )

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TD Enhancement Pack - Continued

In 1 collection by Meme Goddess
Uuugggg's Continued Mods
12 items
Description
I've updated the mod to 1.6 for now ^.^ It's a big mod with a lot of changes, so some might be broken. Feel free to let me know and I'll fix them.
Original Mod
Github[github.com]

Original Description

A whole bunch of UI enhancements or tiny improvements.

Most things can be toggled on/off in settings. Features that only add a little UI or don't really change how the game works will default on, but features that change how something works will default off. (Maybe something that is an unarguable improvement will default on.)

Feature List:

Area/Zone things
- A Match Grow button, to add a growing zone and only add matching terrain.
- Zone/Stockpile size count, accounting fertility. Empty/Fully grown plant count.
- Urgent Refill of stockpiles - Using Allow Tool (e.g. freezers near the cook).
- Area editing: can be reordered, recolored, cleared, and copy/pasted in the area manager
-- Home/Roof area can be pasted into another area by right-clicking the paste icon
-- Clicking the area name in the manager jumps to adding to the area.
-- Unlimited number of areas (Since Area Unlocker isn't compatible with other area features)
- Areas are tagged for Colonist or Animal and don't show up as selectable when not tagged
-- (Dropdown menu isn't affected, that code was much nastier and I never use that menu anyway)
-- Colony Manager is also patched to respect the tag
- Make an area named 'Never Home' and the area will never be added to the Home Area
- Make an area named 'Slaughter' and animals will only be slaughtered in that zone.
- Cleaner zone edges (and range indicators). The corners are filled in now, and it's so sad how it used to look in retrospect.
- A button to toggle harvestable on growing zones / Hydroponics.

Overlays
- Overlays, overlays, overlays
(No integration is done with 1.1 overlays, but there's an option to remove them)
-- Terrain buildability
-- Building coverage (e.g. trade beacons, moisture pumps, and all traps show IED)
-- Terrain fertility
-- Harvest progress
-- Lighting
-- Beauty
-- Walk speed
- Overlays Auto-show when tools are selected. Additional auto-only overlays:
-- Smoothing stone
-- Placing Wind Turbines shows wind blockers
-- Placing Geothermal generators shows vent locations
-- Chopping Wood shows tree growth

Game Improvements
- Blueprints will have their area cleared by multiple people (not just delivered to by multiple) and by non-builders (e.g. tree cutters)
- A Sarcophagus is preferred over graves for dead colonists (simply by setting default to Critical)
- When you start a new game, auto-rebuild is checked on.
- Caravans auto-add anything that is selected on the map when the caravan dialog is opened.
- Caravans remember their list when closed/re-opened (also transport pods)
- Deep Drilling for rocks gets you a variety of rocks (that are available on the map ; usually it got the only same rock)
- Blueprints can be placed with any material: right-click the building tool to choose the stuff.
- Trade requests take your least valuable items first (still requiring normal quality)
- Transport pods re-build after launch
- Count Equipped works for any bill
- Shift-ctrl-click to queue job to front of the job queue (just like shift-click queues to end of queue)

UI / Info
- Colonist table selection is like normal selection - highlights the selected colonists, shift-click to select more, and doesn't close the tab when you click a name.
-- There's also an arrow pointing to the person the mouse is over.
- Selection info panel has a button to zoom to selected things
- Level-up arrows indicate skill learning in Character Tab.
- Penoxycyline text is green under body conditions: it's a good thing! (disabled currently as of 4/4)
- Drop Pods tell you what dropped.
- The mouseover info can be put on the top right so it's not covered by the 'selected' infobox
- Trade and negotiation dialogs can pause the game after closing.
- Shift-click the time controls to cancel the forced slow-down during a battle.
- A little icon to show research is in progress
- Resource readout saved with the savefile so it remembers which categories to open
- Option to hide the toggle buttons at the bottom-right
- Alerts:
-- Deterioration alert for things that are low on HP - forbid them to ignore it.
-- No bills set up for a workbench.
-- Heatstroke, toxic buildup reaching concerning levels
-- Wind blocked
-- Added Map name to Food/Medicine alerts
- Trade windows can sort by "Value per kg"
- A button in the outfit/food window to copy a policy (instead of just making a new, blank one)
- A toggle button to show the power net

AI and behavior changes
- Sleeping enemies won't be targeted by your pawns (while undrafted)
- A stop button for your pawns. Because, sometimes you want them to stop.
- Colonists will stop fleeing immediately when danger is gone.
- Colonists will dodge grenades even when drafted. Of course this interrupts their action.
-- Also dodging enemy grenades, and you can even have enemies dodge your grenades.
-- This can be disabled if a shield belt is worn.
Color Variation
- Color variation! A few fixes, and new features. Applies to apparel.
-- Fixes coloring of things made from steel ending up white (flak vests)
-- Chance to create things with pre-defined color sets, like you see with raider armor
-- A universal, small color variation - so every devilstrand shirt you make isn't the exact same color of red.

Misc
- Zoom To Mouse ( works with Camera+ ), shift to zoom to center.
- Frames can't be deconstructed, only canceled: deconstruction would return less materials.
- Restore all settings has a confirmation dialog, and saves a backup of /Config folder

---

1.1 Got a few features in:
- Confirmation dialog to restore all settings
- Items can be grabbed from shelves without walking on them (shelves only, so modded storage buildings should set their PathCost to 60 like shelves did in 1.1)
- Deep Drills get random rocks (same for each tile, but each tile is random)
- Heatstroke Alert
- Overlays (but TDE's activate when needed, so I didn't bother integrating with vanilla overlays)


---

Some debug enhancements are available in a separate mod, which you'll never need to turn off: https://github.com/alextd/RimWorld-TDBug

Update news is in-game ( once I get that back up and running with 1.1 )
111 Comments
Bones 7 hours ago 
Hmm ok, I'll keep digging then. Thanks for checking anyway and continuing the mods!
Meme Goddess  [author] 7 hours ago 
@Bones ~ I get no difference in execution time with and without the mod for TickList:Tick. The patches for that are so small that it's not surprising they're not affecting performance. As for the null reference, I think that might be a Dubs Performance Analyser problem, as it's one of their patches that is hitting the exception

@Dark Hunter ~ Yeah, it's understandable you'd get a little performance drop from it. It shouldn't be crazy though
Bones 8 hours ago 
I'm trying to track down TPS losses, might be having same issue @ultranationalism mentioned. Getting 50-70+% usage from Verse.TickList:Tick and only references in patches are:
TD_Enhancement_Pack.TickGrow_PlantHarvest:Postfix
TD_Enhancement_Pack.TickGrow:Postfix

Also getting this in debug log:
https://textbin.net/ghqvxgaonq

Any help/clarification would be great.
讨厌芥末 11 hours ago 
卧槽,刚刚游戏进不去,二分法排查了一个下午,才发现是这个mod的问题,作者你更新了啥啊?
VitaKaninen 16 hours ago 
I think that is normal. They are tools to help with planning light or building placement. They are not intended to be used all the time during normal gameplay.
Dark Hunter 16 hours ago 
does anyone else get performance hits when using some of the overlays, ex. lighting overlay/tree overlay?
Malnormalulo 10 Aug @ 2:54pm 
The empty workbench alert shows up when you have the electric manager desk (but not the basic desk) from Colony Manager Redux
Meme Goddess  [author] 10 Aug @ 6:22am 
@ultranationalism ~ It shouldn't be doing that, can you send what ticks are causing that?

@shawyer ~ I'm guessing that's in RimSort, and *shrugs*
ultranationalism 10 Aug @ 3:36am 
Love the features, but with 500+ mods, this mod alone eats 60%+ CPU time in Performance Analyzer.
shawyer 9 Aug @ 12:19pm 
Thanks for the mod! Question... why do I get a "That item does not exist. It may have been removed by the author." error message when clicking on the Advanced > Workshop page menu item in the mod list?