RimWorld

RimWorld

Museums
364 Comments
Troublesomeknight 10 hours ago 
Thanks
qux 14 hours ago 
thanks !
LouIdZarcs 16 hours ago 
Nice, thank you very much:steamhappy:
NightmareCorporation  [author] 18 hours ago 
I almost forgot the neat storage compatibility! That's done as well now :)
NightmareCorporation  [author] 18 hours ago 
@Troublesomeknight
Done

@LouIdZarcs
Compatibility for ReBuild and NanoCE glass has been added

@qux
The cost for both the display cases and barriers have been reduced to be more reasonable
LouIdZarcs Jun 5 @ 12:18am 
Thanks, i love your mods very much:steamhappy:
NightmareCorporation  [author] Jun 4 @ 11:25pm 
@LouIdZarcs
Man there is a lot of mods adding glass - sure, I'll put it on the list
LouIdZarcs Jun 4 @ 8:14pm 
Hi, will you consider a patch with "ReBuild: Doors and Corners" to use their glass ?:steamhappy:
NightmareCorporation  [author] Jun 4 @ 1:02pm 
@Troublesomeknight
Oh! Yea, that's a fun mod name, sure I can make the statues watchable
Troublesomeknight Jun 4 @ 11:45am 
I think you misunderstood. Pawns on Display is a new version of Statue of Colonist and Statue of Animal. It's this: https://steamcommunity.com/sharedfiles/filedetails/?id=3446605621

There aren't any actual Pawns involved aside from making the statue.
NightmareCorporation  [author] Jun 4 @ 5:55am 
I cannot provide working logic for watching moving things like animals.What I would suggest instead is that you place any watchable building in an animal enclosure. Then you can specify the watch cells around the enclosure fence and pawns will go to the fence to watch into the enclosure (at the building) - which pretty much just looks like pawns watching the animal.

@Troublesomeknight
Not technically possible without massive changes. Pawns are drawn entirely differently by the game than things. And objects put into a display case functionally "freeze" time. Pawns need regular updating, so this would produce nothing but issues.

@qux
I'll put it on the to-do list
Troublesomeknight Jun 3 @ 10:03pm 
Support for Pawns on Display please?
LouIdZarcs Jun 1 @ 6:10am 
Yeah, me want zoo too
qux May 31 @ 9:29am 
Hi ! Barriers are really expensive no ?
Would it be possible for their cost to be equivalent to fences?
Zebraoracle May 26 @ 8:37pm 
I would love to see this work with making a zoo for your colony.
NightmareCorporation  [author] May 26 @ 4:15am 
@Visoth
You should take a look at the second screenshot - although anomalies cannot be watched directly (having visitors running in and out of rooms would destroy security score, so you have to mentally envision the visitors looking through the glass)

@qux
I'll put it on my to-do list :)
qux May 25 @ 12:27pm 
Hi, can you patch the display case from Neat storage please ?
Visoth May 25 @ 10:42am 
I haven't tried the mod yet, but I was wondering if you can display Anomaly creatures as part of your Museum. I just think it would be a really cool idea to have your own spooky Museum filled with captured Anomaly creatures that you could tour visitors through.

If thats not already an option, please consider this as a suggestion!
(^0v0^)OriginalOwl May 24 @ 2:42pm 
Thank you for the quick response :) didnt realise that option was there
NightmareCorporation  [author] May 24 @ 2:36pm 
@kronch
No, there is no way to select which pawn does the job I'm afraid.

@(^0v0^)OriginalOwl
Check the NightmareCore mod settings, you can disable the "safety" checks there in two steps. By default you can only display basic resources because something being put into a display case functionally freezes that thing.
(^0v0^)OriginalOwl May 24 @ 1:00pm 
@NightmareCorportation one more question - is there some rule about what is displayable? I have antique knives in stockpile but cant select as a display item. But I can select random thing in my stockpile (megasloth wool)
kronch May 21 @ 10:02am 
@NightmareCorporation
Thanks for the note, I haven't been able to replicate whatever the issue was, and I am no longer getting that issue.

However, I have another question - if I start a guided tour manually, is there a way to select a specific pawn to be the guide?
NightmareCorporation  [author] May 19 @ 11:26pm 
@kronch
The tour gathering spot is not part of the compatibility patch, that is the "only" valid building to make a museum in the mod itself.

There is a debug action you can use to check if a building is watchable. It will produce a message in the dev log if that is not the case, you can use that to check what happened. If you provide insight into what looks like a bug I can try to fix it, right now I have no way of helping you.

@(^0v0^)OriginalOwl
They should be, but I remember the logic there being a bit iffy. Pawns only really increase their recreation when actually watching a building, so if they spend a lot of time walking from building to building the recreation boost might be hard to notice.
kronch May 19 @ 9:44pm 
Do guided tour gathering spots (from the hospitality compatibility) also function as "tour start spots" for the function of making a room a museum? I cannot find any other spot that designates a room a museum.

Also, I am having an issue with guided tour gathering. I have two watchable buildings that are filled, and my guided tour gathering spot initially stated there were two watchable buildings, but trying to activate the guided tour (when there were guests on the map) was automatically cancelled and now it states there are no watchable buildings.
(^0v0^)OriginalOwl May 18 @ 4:20pm 
Are museum tours recreational? I'd have thought so, but my pawn is touring the museum just now and recreation is going down. Do tours have some other affect?
Head May 18 @ 10:45am 
Yeah I just really want to build a basic Zoo to showcase my exotic animals :D
LoopKat May 15 @ 1:04pm 
@NightmareCorporation Hmm. Pen markers do already have some kind of enclosed room logic under the hood, but I'm not a modder, so I don't know if that's something that would work for or against you in this case. Like, you can just slap a pen marker in a room and it counts as a pen or you can connect an enclosed building to an outdoor pen via an Animal Flap and it just extends the pen into that building (or, if the marker is inside the building, it extends the pen to the outdoor fenced area)
NightmareCorporation  [author] May 15 @ 10:15am 
@Esoteric
Nope.

@LoopKat
Hmm, that could work. But a lot of the Museum tour logic is hard-wired to being in a specific enclosed room, a zoo would be outdoors, so I'd have to rewrite a lot of the guts of what makes tours possible.
Esoteric May 14 @ 4:03pm 
do these work with neat storage?
LoopKat May 9 @ 6:12pm 
@NightmareCorporation Just passing by, but in regards to @rout's suggestion, perhaps some kind of integration with a custom animal pen marker? Something like how rooms calculate beauty, wealth, etc, the pen marker could produce a general "impressiveness" based on the number or rarity of animals within a pen that allows pawns to view it?

Not sure if that's really possible (or if it's an impractical amount of work), but figured I'd offer it as a conceptual workaround
NightmareCorporation  [author] May 9 @ 3:33pm 
@rout
That just technically doesn't work. Only buildings can be watched in museums, if it needed to work for moving pawns I'd have to rework the whole logic and it'd be an entirely different mod.
Head May 9 @ 3:20pm 
Please allow us to display Animals with this mod. I want to put my Elephants and Thrumbos on display for visitors to see!
Genaeve May 1 @ 2:08pm 
Omg! I can't thank you enough! I was able to use one of the pedestals and put the skull of the first colonist on it next to the throne in the throne room! As if she is still ruling with the new ruler! I am now planning on displaying all the dead colonists! Thank you!. :MysteriaGodOfDeathHappy:
Cruel Moose Apr 30 @ 3:25am 
Is there some kind of bug with museums and Vanilla Expanded: Royalty? I've tried multiple times with a 259 impressiveness museum and repeatedly get terrible art gallery presentations. Statistically I shouldn't be getting nothing but terrible viewings.
GermanDoge Apr 8 @ 3:50pm 
I like the concept. Id also wish that you could "display" vehicles
bryn Ovem Mar 30 @ 2:47am 
Great, then i will add it straight away! Thank you for the quick reply! :)
NightmareCorporation  [author] Mar 30 @ 2:32am 
@bryn Ovem
Yes. Probably not 100% safe to remove mid-save though, as it adds think logic and obviously "holds" items, which you'd lose if the buildings from this mod were gone.
bryn Ovem Mar 29 @ 3:14pm 
Is it safe/okay to add mid save? :)
greensniperhat Mar 25 @ 6:42am 
When I get this monstrous 810-mod modlist running again with the correct (unaltered) Museums mod, sure!
NightmareCorporation  [author] Mar 25 @ 6:26am 
@greensniperhat
Could you please provide me with the HugsLog regardless? Other users may run into similar issues, so I'd like to fix it from Museums ;)
greensniperhat Mar 25 @ 4:46am 
Yeah, I already made a similar patch in my personal copy. Works now!
NightmareCorporation  [author] Mar 25 @ 2:19am 
@greensniperhat
I can't reproduce your issue. There is already a patch in place that should invalidate the Museums room from Biomes!Fossils.
https://i.imgur.com/V8pA0rT.png

It could be possible that some other mods patch is overriding my invalidation patch. I will need a HugsLog from you to analyze this possible issue - you can use this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404

After startup, press CTRL + F12. If you are unable to upload the log through the in-game mod, use the button for more details and copy it to clipboard, then manually upload it to a website like https://pastebin.com/
greensniperhat Mar 14 @ 4:28am 
Yeah, it's definitely the Biomes Museum room, yours requires wealth. Might need a patch.
greensniperhat Mar 14 @ 4:26am 
Hey, I think the Biomes: Fossils Museum room is somehow still overriding yours - I have a nice museum, and the room says it is a museum, but the guided tour spot says it's not a museum.
Deimos kai Aischylos Mar 11 @ 12:46am 
You are awesome! Thank you.
NightmareCorporation  [author] Mar 11 @ 12:42am 
@Deimos kai Aischylos
Of course. You can add the Comp to any building in the game and the mod will just make it watchable. You can check this file for an example of how I made vanilla buildings watchable:
https://gitlab.com/nightcorp/museums/-/blob/master/Common/Patches/MakeBuildingsWatchable.xml

@Zairya
I'll look into it, I am going to update the mod soon regardless, so I'll try to provide support for glass mods.
Deimos kai Aischylos Mar 10 @ 12:15pm 
Could there ever, possibly, maybe be a chance to get some way to add viewing logic to other items? Because I love everything involved with this mod but the glass walls, but I love the idea of having guests looking into my entity containment cells. I would just love a way to make it so the glass walls from ReBuild are used instead.
Zairya Mar 8 @ 1:22am 
Hello NightmareCorporation,

would you kindly consider making your glas walls and other related things use glass by this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=826153738

It would help greatly with medieval themed playthoughs as steel is sometimes gated to be late-midgame while glass by said mod is fairly early available.

Thank you very much
thanks. sorry, it seems i can't read.
NightmareCorporation  [author] Feb 24 @ 7:14am 
@The Realest Nooblet
What? I am not aware of any problems with the mod, you will have to provide more information for me to troubleshoot.

@I may leave my opponent weakened
It's the mod that is linked on this workshop page as a requirement. It holds shared code for all my mods. You should not install mods without installing their requirements or it will break them.