RimWorld

RimWorld

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Smaller Work Stations
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.812 MB
Jul 17, 2020 @ 8:05am
Jul 18 @ 12:58pm
15 Change Notes ( view )

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Smaller Work Stations

In 1 collection by Copper Boltwire
OP Mods to kill "balance"
45 items
Description
Quick 'About':
Changes the size of nearly any core work station and building to a 1x1.
(Mods not supported because I'm to lazy...)

"Time to save on space"

Other changes:
  • Interaction cell/ghost chair able to overlap other such interaction cells (See image)
    (Apparently, this might actually prevent some Biotech research - Testing are in the works to confirm this.)
  • Pawns/Colonists no longer slowed down when passing "through" a workstation.

This does NOT alter work speeds or anything of the sort. Just size.

Load Order:
Early/First - Just in case.

Compatibility:
This mod does this using the "patch" system to change/overwrite just the sizes of work stations.
That's about it.

Credits:
Ogliss, from Rimworld Discord, gave me a helping hand to understand the patch system better - Thank you!
Without him, this and the Tribal Headwear for Civilized worlds would not work.

Discord server:
Click here to join my server.[discord.gg]
78 Comments
Copper Boltwire  [author] Aug 19 @ 12:40am 
I can't replicate these issues of yours. the game works fine on my end. No problems what so ever. So you must have a mod that somehow conflicts in some way.
Laser Lanpher Lotus Aug 18 @ 9:35am 
The Signal Chip can be reseached now but the Powerfocus Chip and the Nano Structuring Chip still can't.
Laser Lanpher Lotus Aug 16 @ 5:25pm 
Great mod for 1.6. Please make the Bioferrite shaper to 1x1 as well. Additionally, the change where 'Pawns/Colonists no longer slowed down when passing through workstations' might not be necessary as it causes issues - for example, Flesh Sacks and Nutrient Paste Dispensers become passable and lose their wall properties.
Copper Boltwire  [author] Jul 22 @ 11:17pm 
@Greisyn
Eventually yes.
I'm currently busy working on a small project with OP-G, splitting it up into smaller mods.
The split won't happen until 1.7. But i'm preoccupied with that and will take a day or 3 more.
Once done with that, i'll be testing several things regarding this mod, such as the report that signal chips can't be researched/analysed, apparently. Sounds more to me that it's just a mod conflict that causes this, rather then this mod.
Once i learn more, i'll update as needed and then expand on this mod as well as making a ~50% version of this mod, since there is a few people that have asked nicely and are waiting for this. But i have yet to do much about it. Just been busy since 1.6.

(Minor procrastination has also happened :P )
Greisyn Jul 22 @ 7:11pm 
can you do this for the pilot console?
Dirigible Jul 22 @ 5:36pm 
Thanks mate, I'll check it out some time. Though I'm not likely to actually make a functional patch any time soon so I'm sure a lot of people would be grateful for your version lol
Copper Boltwire  [author] Jul 22 @ 7:41am 
ground between this and vanilla, like setting workstations to 2x1, or gestators to 2x2 etc.[/quote]
I'll attempt to make a mod soon that does what your asking. like a ~50% decrease in size type mod.
This mod is targets to make buildings 1x1.


I think it was pretty easy. But then again, XML is not that bad to work with.
Start game, go to mods menu, then select this mod, then click on advanced under the image of the mod then click open folder.
From there you can see the stuff i had to do.
Changing the kind of spot each workstation has may or may not have an adverse effect on some features of the game, according to other commenters. Personally. i have yet to run into such issues.

I'd say, try it for yourself, but remember to use patch mods, as that allows for a much greater range of compatibility.
Good luck, and have fun.
Dirigible Jul 21 @ 5:33pm 
I've been looking for a mod like this but that just partially shrinks building size to a middle ground between this and vanilla, like setting workstations to 2x1, or gestators to 2x2 etc. Like you I think I might have to make it myself. Was it easy to do?
Copper Boltwire  [author] Jul 18 @ 4:52am 
Oh it's a Comps data entry on research.
Meaning that the researching/analysis activity is handled by a script, not just XML.
I'd have to do a few tests myself to see what in the blazes is going on when attempting to do that researches, but there appear to be SEVERAL of these comps that is applied to several items requiring analysis.

Guess that's what i'll be spending my day trying to solve.
Thanks for bringing this to my attention.
Less of a bug, and more that fact that a comps expects something that is not there.
Copper Boltwire  [author] Jul 18 @ 4:44am 
I take that back - to some extend.
I used notepad++'s search function to locate "Signal" in all it's def files, and Biotech adds quite a few entries.
The other DLCs might also have some, but i have yet to look. Biotech was the one that gave return pings.

My bad.
I'll look into a fix as soon as i'm able.

It would be helpful if you could share a log when you try research the signal chips. could be that it tells me something useful.
I have a feeling it's just a stupid offset issue. But what do i know.