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https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
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>
I should probably mention there's a "Mini Crematorium" mod, and an abandoned "Tiny Workbenchs" mod with properly scaled graphics for everything else (plus Mile's continued version even has perspective added~)
Like with my "OP-G Mod support" the format for mod support requests is a follows:
Mod name:
Items you want resized:
Mod link:
That's it, see you people on the other side of Ideology ^_^
At least the mod is only a 1.6 mb.. so it's not like it's going to eat up bandwidth XD
Just restart Reimworld if your playing and the update should download for you.
IF you run into a bug, you can do one of 2 things, join the discord and tell me there or post the errors on pastebin and then link that here and MAYBE i'll be able to solve the problem.
https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632&searchtext=production
Cause i'm now making support for that... if it's not, please post a link to the mod...
The mods will ALSO come with a patch to change vanilla workstation textures to something befitting of 1x1 locations.
This means that if you have a mod that changes the textures of workstations, and want to keep using them, you need to load this mod BEFORE the other mod.
If you want to use my textures, load this mod AFTER the other mod.
Enjoy...
My mod makes use of the "patch system", so it can be added after or before. Theoretically.
Try put this mod after that mod, should work just fine. But it most likely with squish the testures to a small 1x1 size and look... ugly...
I had made some plans to use some custom textures by some awesome dude, but i never got around to it, i guess i should?
either way, this compresses the buildings into a 1x1 size using the patch system and should be very compatible.
All i can say is: Try it out.
If you add it to an existing save, make a backup save first!
Then add this mod and see how the results are. Load order should not matter.
But hey, try.
And to let me know - might make a link to mod in question if any good too ^_^