RimWorld

RimWorld

TD Enhancement Pack
631 Comments
Athena Apr 6 @ 9:07pm 
Soft incompatibility with Progression: Agriculture. Having zone fertility readout or something checked in the TD settings causes a wall of broken text in the growing zone info.
GVLT Mar 31 @ 8:38am 
Hi, thank you for the mod, should be vanilla actually. Can you add fine floor overlay? It's extremely hard to find that single non-fine tile if making complex floors in single stuff
RiceBowl Jan 26 @ 2:44am 
o7
hardbrocklife Jan 21 @ 5:59pm 
Is the default settings the same as vanilla? Like I can install this and start playing a relatively normal game with out needing to change settings, and can change things on the way?
SimplePhysics Jan 12 @ 12:30pm 
High praise to you for the Area unlocking and management changes, very nifty features that somehow, until recently, I was completely unaware of and was trying to use Fluffy's old Area Unlocker mod which is broken, so this is a welcome feature, and I just wanted to say so!
llunak Dec 16, 2024 @ 11:49am 
@Uuugggg: You have a github PR, in case you do not watch those.
ChopSushiii Nov 29, 2024 @ 2:45pm 
Can this be added to a already existing save file?
青丘白狐殿下 Oct 6, 2024 @ 4:09am 
Or retain the fertility display function of the vanilla game

Thank you very much for your contribution

(translation tool)
青丘白狐殿下 Oct 6, 2024 @ 4:07am 
Or retain the fertility display function of the vanilla game

(translation tool)
青丘白狐殿下 Oct 6, 2024 @ 4:07am 
There is a mod that can excavate land to move some fertile soil to other places. The fertility display function of Vanilla Game can display the transplanted new fertile soil and the excavated stone ground normally, always changing in real time. However, the fertility display function of this mod seems to only display the terrain when creating the map, which makes it impossible to display the fertility level properly. I hope the patch is compatible with this mod

https://steamcommunity.com/sharedfiles/filedetails/?id=3248607572
VoidEngineer Sep 23, 2024 @ 10:26pm 
Just ran down a really annoying bug. When I would clear a site and then board my SRTS ship, every pawn would just be deleted from the game like they never existed, including current social connections. I am sure it's some interaction with one of the other 150 mods I run, but I thought I'd mention it here for posterity. Remove TD Enhancements has resolved the problem.
JazzimoX Sep 20, 2024 @ 5:45pm 
Deciding to run this mod alongside Tweaks Galore, New Game +, 1trick's Defaults, Cherry Picker, and Numbers is uhh..... a very time costly idea. I've spent several minutes in countless categorized menus and drop downs. Every button and chart of my game is tweaked by at least 3 mods doing the same thing, but one aspect here or there is somehow untouched by any of them. Life is mod options.
llunak Aug 28, 2024 @ 2:02am 
Now that vanilla has some of these overlays, could the mod auto-switch to the vanilla one if the mod's one is disabled? It's rather weird to start using the mod and have 2 overlays for the same.
Uuugggg  [author] Aug 27, 2024 @ 1:40pm 
Back in the day vanilla didn't even have most overlays
The Corpse-Like Aug 26, 2024 @ 2:52am 
i just came here to say that i love this mod. all these little things make so much difference. like highlighting stuff when i want to chop down trees or build a geo. i've been playing the game for years and i'm used to a lot of hassle with clicking all these overlays on/off, but now that i don't have to it really shows that vanilla could use a UI overhaul. thanks for your hard work!
able Aug 20, 2024 @ 6:05am 
I remember there was an option in the settings to change the eggs of other unfertilized animals to unfertilized eggs, but I can't find this option right now, can you add this
Nesano Aug 16, 2024 @ 2:29pm 
It really is egregious. Any other dev would just work on a sequel.
Uuugggg  [author] Aug 16, 2024 @ 1:27pm 
I cry every time they add things post-1.0
Thels Aug 16, 2024 @ 12:02am 
Mechs seem to count as Animals for the purposes of Zone filters (if you set a Zone visible to Humans but not Animals, it also is not visible to Mechs). I realize that Mechs probably work much like Animals under the hood, but considering they don't make filth, don't need to eat, and probably need access to areas Animals don't need access to, having the Human Zone filters instead of Animal Zone filters would make more sense (or they could be their own category).
Rovalen Aug 13, 2024 @ 2:12am 
@Nesano it's slightly bad, so you might want to go through the settings and only keep what you really need
Nesano Aug 4, 2024 @ 6:41pm 
How is this mod for TPS?
AJarOfDirt Aug 2, 2024 @ 12:05pm 
The manage area is misaligned for me. The show area for colonist/animal is shifted off 1 for me. (Icons are too far right). I don't think I have any mods that would be affecting that.
Marcus Jul 28, 2024 @ 12:03pm 
Does disabling the AI changes revert it completely back to vanilla behavior?

Do you know if the dodge grenade parts are compatible with CAI 5000 or combat extended?
Mumei Jul 23, 2024 @ 3:53pm 
I see, thanks for the explanation
Uuugggg  [author] Jul 23, 2024 @ 2:11pm 
Yea, that's a sideeffect of the "Cleaner zone edges" @ https://steamuserimages-a.akamaihd.net/ugc/948465460538365209/F0BC883A62CA13A7A3C7276EE003CAEE7B714969/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

Really it's a sideffect of Vanilla: it just blindly stacks white glowing borders which would bolden the corners for small squares like the red/blue cooler area, which looks inconsistent with bigger areas. TD Pack re-does that entire thing and draws only the border needed (especially those inside corners!)
Mumei Jul 23, 2024 @ 12:30am 
Using this mod seems to make the in and out indicators of the cooler to have lower opacity. Is there a reason for that?
Nightfish Jun 22, 2024 @ 3:32am 
>- Areas are tagged for Colonist or Animal and don't show up as selectable when not tagged

Oh my god this is what I have been looking for ever since the base game (FOR WHATEVER REASON) changed this way back in the day.
Would it be possible to also do this for mechs? I can't be the only one to have distinct areas for mechs, colonists and animals? In vanilla, this ends up being such a cluttered mess.
paprika Jun 1, 2024 @ 6:18am 
Ignore previous comment. I missed that. The way the options were grouped sort of confused me and I didn't see it. But I still think a grayscale icon would be better.
paprika Jun 1, 2024 @ 5:52am 
@Uuugggg I think an option to hide the beauty overlay toggle icon (the red heart shaped toggle) is missing in the mod configuration menu I think. You might also consider changing the colour of the icon to gray or something as it feels inconsistent with the rest of the buttons.

Great mod otherwise. Really appreciate the overlays not drawing anything on regular soil/terrain and automatically showing when needed when a related action is being performed. Thanks for keeping it up-to-date.
Tearval May 19, 2024 @ 11:39am 
I think I'm encountering the same bug as DaniAngione, but in addition the all the zones, Home, dumping, grow etc aren't even showing color. And the Debug Log just keeps ticking up errors without showing a log
Uuugggg  [author] May 14, 2024 @ 10:35pm 
> Option to hide the toggle buttons at the bottom-right
cosmicpintobean May 14, 2024 @ 3:40pm 
Make sure you don't have the vanilla fertility overlay on before adding this mod or you'll have no way to turn it off because this mod replaces it with a different one
Uuugggg  [author] May 11, 2024 @ 1:25pm 
When there's a postfix that far down it's not this mod's fault
OganessonG May 10, 2024 @ 11:13pm 
It's a good mod, but something went wrong when unnature corpse is spawned:

Exception ticking UnnaturalCorpse_Human904936 (at (131, 0, 143)): System.InvalidCastException: Specified cast is not valid.
[Ref 3A2A6CDC]
at Proximity.ProximityData.get_Pawn () [0x00008] in <6c85cf4ce09949d18899163856cbaf3c>:0
at Proximity.ProximityData.CompTick () [0x00019] in <6c85cf4ce09949d18899163856cbaf3c>:0
at Verse.ThingWithComps.Tick () [0x00024] in <91ef6de66e7b4ba2839be0ab7f01fedf>:0
at Verse.UnnaturalCorpse.Tick () [0x00000] in <91ef6de66e7b4ba2839be0ab7f01fedf>:0
at Verse.TickList.Tick () [0x0017d] in <91ef6de66e7b4ba2839be0ab7f01fedf>:0
- POSTFIX Uuugggg.rimworld.TD_Enhancement_Pack.main: Void TD_Enhancement_Pack.TickGrow_PlantHarvest:Postfix(TickerType ___tickType)
- POSTFIX Uuugggg.rimworld.TD_Enhancement_Pack.main: Void TD_Enhancement_Pack.TickGrow:Postfix(TickerType ___tickType)
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Is it a bug?
VitaKaninen May 3, 2024 @ 9:36pm 
Can I ask to add an alert for when ship landing beacons are blocked?
thepixel May 1, 2024 @ 4:08pm 
yeah just saw td mentioned in it, my bad
Uuugggg  [author] May 1, 2024 @ 2:59pm 
And you guys better not be reporting to me problems found with dubs analyzer, while it is spewing errors and warnings, which I'm seeing are popping up for many people according to their page @ https://steamcommunity.com/sharedfiles/filedetails/?id=2038874626
Uuugggg  [author] May 1, 2024 @ 2:46pm 
I mean #1 you're doing this with no other mods, right? #2 you've tested with without TD pack right and see there's no slowdown? #3 you know Tick is where literally everything in the game happens right? So literally anything could be slowing this down, and one patch on the root Tick method isn't at all the culprit
Nion May 1, 2024 @ 7:41am 
I got similar spike around 100ms for tickgrow
QuarianRex Apr 30, 2024 @ 8:49pm 
Similar to @thepixel dubs analyser is showing the same patches causing spikes of over 1000ms. No idea what that's about.
Uuugggg  [author] Apr 30, 2024 @ 3:43pm 
That there tick patch is definitely minimal
thepixel Apr 30, 2024 @ 3:36pm 
does this mod touch plant harvesting in anyway? i'm trying to track a slowdown that occurs whenever a trader is on the map and using dubs analyser the single tick "verse.ticklist:tick: is spiking at 70ms, apparently td is patching it with tickgrow and tickgro_plantharvest
DaniAngione Apr 28, 2024 @ 12:54pm 
Indeed, and it says nothing either; But I tested and it's there....
Uuugggg  [author] Apr 28, 2024 @ 12:43pm 
That's a weird mod to have area color pickers
DaniAngione Apr 27, 2024 @ 9:44pm 
Ok, I've found it with Dub's performance analyzer's help (thankfully, my modlist is huge :P)

It's coming from Smash Phil's Vehicle Framework; just the base game, Harmnoy and Vehicle Framework allows me to color-pick the areas!
DaniAngione Apr 27, 2024 @ 4:56pm 
Hmmm no, I just tested and it's not Vanilla... Where does it come from?
I'm trying to figure out now by taking a look at some mods... I've tested RimHUD but that's not it, Google didn't tell me either. There's definitely a neat color picker out there for that UI though, so either you getting it as well for this mod or giving an option in the settings to not override it with the HEX picker could be cool.

I'll keep searching my mods and let you know when I find it!
Uuugggg  [author] Apr 27, 2024 @ 3:57pm 
That color picker is not vanilla is it
DaniAngione Apr 27, 2024 @ 2:43pm 
So, before I installed this mod I had a nice color picker for zone colors, now I just have a flat window to type a HEX code... Could we get the nice color picker because some of the other zone features (like show only for colonist or animal) are very nice!
poisson1209 Apr 20, 2024 @ 6:51pm 
scrolled back to the third page of comments to find out the mod doesn't affect deep drills anymore :o
Altaraiser Apr 18, 2024 @ 11:17am 
How do I disable the highlight when harvesting? It causing my FPS to drop