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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 )
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.
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.
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.
Therefore, I shall not consider this a bug.
(What ever mod it is) that adds the signal chips to the game and requires, apparently, a bigger research bench for some kind of offset values is the culprit. I'd recommend you look into that mod and possibly solve it with a patch mod.
If these signal chips are vanilla or DLC, I will gladly look into fixing my mod. But i don't recall seeing any "signal chips" as part of vanilla.
Anyway, still a good mod. Just in case anyone had the same issue.
Nice to know it works as intended.
Also i would assume so, but i think it's smart to minify the buildings first, and/or deconstruct the buildings first.
I never tried to actually add this mid game. Maybe make a backup save, then try?
In that case, i better rollback the mod!
I'm kidding, of course. And you're welcome.
Once i get back into playing instead of simply updating my mods, i'll learn more about vanilla crafting stations and will be able to target other stuff :D
Thank you for updating it.
Specifically, the VFE workbench and some other things were smaller.
But hey, let me know which mod you got in mind, and i'll see what i can do. i won't shrink all buildings, as some buildings require their size, like a few that has animations.
But hey, ask, and see what might happen.
Touched on a a lot of the biotech buildings to and 1-2 other mods i use.
Worked fine before, expect Biotech had no support until now :D
YEah, as soon as i have the new DLC i'm going to explore the new content and see what needs a downsizeing :D
----
Also, i need to get the new DLC before i update my mods...
Next month, maybe...
Maybe in early January...
Well anyways, just rotate your stylist station and your good to go again ^_^
in other words: v1.3 is now fully supported, YAY! \o/
Stylist workstation will also be added to this list of squished buildings ^_^
I'm aware that the interaction spot issue is back to normal behaviour, it should also be fixed in the next update.
If you think you can do better, try, if it works; congrats, if it fails; try again?
I just offer my mod as is, people either enjoy it, or they don't.
It does what i wanted. And i don't personally mind how the gfx looks. But i guess some people are bothered by the squished look.
Now the reason i don't directly target "BenchBase" is to give people a somewhat better control over what to resize, and what not to.
My design is, yes, very clonky code wise, but at least it allows those with lesser understanding of code to add/remove workbenches from their own copy of this mod.
And then I put all your size defs, and then under that I put all the image defs
Was surprised when that chunk of code even worked on the SOS2 Recycler without even detecting the mod
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[@ParentName="BenchBase"]/comps/li[@Class="CompProperties_Glower"]/glowRadius</xpath>
<value>
<glowRadius>2</glowRadius>
</value>
</Operation>
<!-- == Let's see if this is future proof at all == -->
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[@ParentName="BenchBase"]/size</xpath>
<value>
<size>(1,1)</size>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[@ParentName="BenchBase"]/graphicData/drawSize</xpath>
<value>
<drawSize>(1,1)</drawSize>
</value>
</Operation>