RimWorld

RimWorld

Progression: Aesthetics
325 Comments
ferny  [author] Nov 28 @ 8:22am 
v64
- Fixed some prop walls showing up in the architect menu
(meant to push this ages ago, sorry)
Dramatic Korok Nov 9 @ 9:16am 
I have the same error with the empty gothic catergory too when using only those two mods and their dependencies, i dont know how to upload the whole hugslog but when opening the category the same error appear

Exception filling window for VFEProps.Window_PropsListing: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B9072ABA]
Shadelight Nov 8 @ 1:47pm 
I've got the empty gothic catagory bug too
ferny  [author] Nov 1 @ 4:18pm 
@Eriakit This is an "opinion" mod first and foremost, but I agree it has gotten to a size where it should be split up. I'll be doing that as time goes on.
Eriakit Nov 1 @ 3:50pm 
[P1] While I like a lot of this mod, I'm in solid agreement with Reestock and Joanne. A lot of this mod should be separated either into separate mods, or made into toggle-able mod options. I really love the research streamlining, for instance, but I HATE having to research clocks and prison stuff separately when I didn't have to before. and I didn't get a mod to streamline my Props Category to make research harder for my early colonies. I also did not ask for, and do not want, re-balances to wall HP or entirely removed bed and wall options, especially not from, again, a mod I got to streamline my Props Categories.
Eriakit Nov 1 @ 3:50pm 
[P2]I would keep a lot of your changes. But even the ones I would want to keep, I would want to opt into with either mod options (my preference at this point for this mod) or by them being separated into additional mods.

And given the number of item name changes, research changes, etc, I REALLY don't want to remove the mod from my existing long-term saves. So that isn't an option. So because of the lack of mod options (again, my preferred solution to this scope creep issue), I am stuck with whatever you decide is "better" even if I want nothing of it. Because I got a mod to condense my Props Category.

Tl;dr: please add mod options to this mod to enabled/disable the various features of it. Thank you.
Joanne Oct 23 @ 5:36am 
As this mod gets bigger I feel like no options for what is patched at all is very frustrating. A solid 60-70% of this is stuff I like but I wish I could customize some of these patches myself
Joanne Oct 23 @ 5:35am 
@BehJam yeah same
BehJam Oct 22 @ 7:09pm 
Also experiencing an empty gothic category in the props menu with MUS Gothicstyle. Not sure if it was fixed already and I'm missing something though.
Reestock Oct 19 @ 7:20am 
By the way, I fixed the replacelib architect menu bug by just putting it lower down in my mod list.
B.A.N Oct 18 @ 6:51pm 
I gotta agree with Reestock on this one too.

Progression mods with those tweaks are like a necessity right now for my playthroughs, but on the other hand, Agriculture has actively made my game somewhat worse with some of the balance changes and choices that went from tweaks and bloat removing to outright game changing features that went way out of the scope of what it originally was for me.
ferny  [author] Oct 18 @ 7:19am 
@Reestock That's a reasonable idea, yeah. I'll think about it.
Reestock Oct 18 @ 7:18am 
I'm just sayin', if someone would like to get all the touchups for story consistency, then most progression mods are great for that, but there are also Progression mods that introduce new game-changing mechanics bundled with those, like Agriculture and Robotics, which some people might think are too complicated or unnecessary.

Ideally, you'd have one main "Progression:" series with all the consistency tweaks, then alongside that you'd have all the gameplay features in some sort of "Progression Functions:" series. That way, if someone only wants the gameplay features, they can add them with no trouble, and vice versa.
I'd say now is a good time to do that, since the only current one I can think of having this issue is Agriculture.
So you could just rename Progression: Agriculture to something like "Progression Functions: Seeds", and make a new Progression: Agriculture that's just for "fitting the unified vision" in every other way.
It would be easier for all the users, really.
ferny  [author] Oct 17 @ 9:46pm 
@Reestock First one is a weird bug I've never heard of, the other complaints are due to the fact that my work is in cohesion patching, not specificlaly MO cohesion patching. I release cohesion patches for elements of the game to fit a unified vision. Offering mod options would defeat the purpose of that and mess with my workflow, these are purely to offer a definitive authored experience of taking care of thematic/gameplay overlap in different areas
Reestock Oct 17 @ 6:07pm 
So, I enabled this mod alongside Medieval Overhaul and VFE Medieval 2, but I still see both versions of the castle walls and fur beds in the architect menu. They do get replaced with the other type when you place them down, but they still show up in the architect menu. This also applies to the palisade walls.

Also, why did you put all the MO patches all scattered across different mods? We could just have one MO patcher mod, but instead you made it so that if someone wants only one type of dirt plowing, they need to also get your mod that completely reworks seeds in a way that not everyone would want.
I just think you should separate the mods that add new game mechanics from the mods that fix incoherencies between mods.

Also also, what if I prefer the VFE Medieval 2 castle walls? Which I do, for the sake of their vanilla aesthetic. You didn't pick an objectively superior wall, didn't combine them into one, and didn't add toggle settings. Do I use neither?
Aztec Warrior Oct 15 @ 10:04am 
This mod seems to have an issue with Architecture of the Rim (incl. corners), it patches the designationCategory of BaseRoofBuilding, but it needs to patch BaseRafterBuilding instead.
ferny  [author] Oct 10 @ 1:10pm 
@Bobkiri I'm gonna be reorganizing all of that soon.
Bobkiri Oct 10 @ 12:38pm 
If possible, could you consider moving all interactive in-game buildings (such as beds for sleeping, chairs and tables for sitting, and even purely aesthetic flooring) back to the regular menu tabs when the 'Better Architect Menu' is active? I believe the 'VFE - Props and Decor' mod should strictly contain only purely 'decorative' buildings, and it doesn't seem appropriate for functional buildings to be included in it, unless they truly have no function at all.
purpleglade Oct 2 @ 10:57pm 
I had to disable this mod as it was heavily erroring out with Architecture of the Rim (incl. corners)
Luckspeare Sep 30 @ 8:29am 
Additional data point for the AM_FloorLabeling error. It's also fighting with Too Many Mods.

Possible Matches:
[Source: Ancient urban ruins]
[File: C:\Games\Indiv\Rimworld\Mods\3316062206\1.6\Defs\ThingDefs\Building\ThingDef_FloorLabeling.xml]
[Source: Progression: Aesthetics]
[File: C:\Games\Indiv\Rimworld\Mods\3294950875\1.6\Mods and ♥♥♥♥\Ancient Urban Ruins\Defs\ancienturbanruins_HiddenDesignatorsDefs.xml]
[Source: Progression: Aesthetics]
[File: C:\Games\Indiv\Rimworld\Mods\3294950875\1.6\Mods and ♥♥♥♥\Ancient Urban Ruins\Patches\ancient urban ruins patch.xml]
[Source: Too Many Mods - Compats and Rebalances]
[File: C:\Games\Indiv\Rimworld\Mods\3250762483\1.6\Patches\AncientUrbanRuins.xml]
Zaire82 Sep 27 @ 4:20am 
Error while patching Architecture of the Rim (incl. corners).

Verse.PatchOperationReplace(xpath="Defs/ThingDef[@Name="BaseRoofBuilding"]/designationCategory"): Failed to find a node with the given xpath

Should be looking for "BaseRafterBuilding/designationCategory".
Luckspeare Sep 15 @ 4:34pm 
Shorter Hugslib report of AM_FloorLabeling error.

https://gist.github.com/HugsLibRecordKeeper/901877cc525692698766a614d9da862f
Miku, Miku Beam! Sep 15 @ 4:32pm 
@ferny :feeling:
ferny  [author] Sep 15 @ 4:31pm 
@Miku, Miku beam! Not very well
Miku, Miku Beam! Sep 15 @ 4:14pm 
I don't like the whole prop systems so not using those mods, will this mod still work without it?
ferny  [author] Sep 15 @ 3:20pm 
Will fix issue with gothic stuff in a bit
ferny  [author] Sep 15 @ 3:18pm 
v63 - overlap patch for MO and VFEA log wall (doesn't rely on architect, so they can be freely moved, unlike previous patch from MO's side)
oldnewone Sep 13 @ 12:15pm 
Same:
Could not resolve cross-reference to Verse.BuildableDef named AM_FloorLabeling (wanter=hiddenDesignators)
Could not resolve cross-reference to Verse.BuildableDef named MUS_Gothicstyle_CoffinBed_Third (wanter=hiddenDesignators)
Could not resolve cross-reference to Verse.BuildableDef named AirConOutdoorUnit (wanter=hiddenDesignators)
Could not resolve cross-reference: No Verse.BuildableDef named MUS_Gothicstyle_CoffinBed_Third found to give to VFEProps.PropDef ferny_musgothic78
qux Sep 13 @ 3:13am 
Hi I have this error :
Could not resolve cross-reference to Verse.BuildableDef named AM_FloorLabeling (wanter=hiddenDesignators)
logs : https://gist.github.com/HugsLibRecordKeeper/b7c3320c1aa4768dc2d9bec91c056575
Bobkiri Sep 12 @ 8:18pm 
When installing and running the MUS Gothic mod, or opening the Gothic prop window, an error occurs. This error also occurs when only the prerequisite mods for execution are installed. A similar error occurs with MUS space furniture.
Bodacious Cowboy Sep 12 @ 6:01pm 
@ferny Yeah, even when my only mods are this mod, Gothicstyle and any prerequisites, when I open the Gothic prop category it's empty and I receive errors. Didn't have this issue on 1.5

https://gist.github.com/HugsLibRecordKeeper/8bb3531d14be47d008adccc40515c875
ferny  [author] Sep 12 @ 3:48pm 
@Bodacious Do you mean Gothic category like in the props menu? Also no, all research related to MUS props are removed entirely
Bodacious Cowboy Sep 12 @ 3:45pm 
Anyone else's Gothic category completely empty when using MUS Gothicstyle?

Also is this mod research locking MUS SpaceBace Furniture?
ferny  [author] Sep 12 @ 11:50am 
v62 - better compatibility with architect mods
Luckspeare Sep 10 @ 7:35pm 
Error when loaded with [MUS]太空基地家具Space Base Furniture.

Could not resolve cross-reference: No Verse.DesignationCategoryDef named Museum_Decoration found to give to Verse.ThingDef MUS_SpaceBase_StylingStation

Possible Matches:
[Source: [MUS]太空基地家具Space Base Furniture]
[File: C:\Games\Indiv\Rimworld\Mods\3523916780\1.6\Defs\MusGroup.xml]



https://gist.github.com/HugsLibRecordKeeper/d7ad7a7b4cfb16e1ef0ba911699c3628
kittehkatbar Sep 8 @ 5:28pm 
The MO research shelves don't seem to boost my tribal spot or vanilla Simple Research Bench, can this be changed?
ferny  [author] Sep 3 @ 4:54am 
@shane_357 I do agree. I'm not much of a prop maker, mainly an organizer. Hope that gets made.
shane_357 Sep 3 @ 3:03am 
One thing that does feel missing is neolithic decorations/props/etc that could make a village actually look like a village. Tons of stuff for medieval and later, but very little for my little cavemen.
ferny  [author] Aug 30 @ 5:29am 
@KBK If this mod is functioning properly, those buildings should be in your props menu.
KBK Aug 30 @ 5:15am 
Just wondering, what is a work around for things not appearing in the architect menu with progression mods? For example I have [MUS]太空基地家具Space Base Furniture installed but I can't seem to get them to appear without removing this mod? I'm not really super informed with rimworld mods so just trying to figure out what's going on with it.
kittehkatbar Aug 25 @ 10:30am 
Getting a red error between this and "Medieval Overhaul: Royalty"

Could not resolve cross-reference: No Verse.DesignationCategoryDef named DankPyon_RusticFurniture found to give to Verse.ThingDef EEG_GrandColumn
ferny  [author] Aug 23 @ 2:39pm 
@Nekomimi Yeah an architecture of the rim update happened. Gotta update my patches, ugh
Nekomimi Aug 22 @ 4:17pm 
Hello!

Getting some new errors with this mod - any chance you could take a look at it, please?

Dunno about others but I can't build the Zahir Lamp with it.


https://gist.github.com/HugsLibRecordKeeper/d16a51012eeea847df763d03220d209e
Kushiban Aug 21 @ 12:54pm 
@Ferny It seems that the "Architecture of the Rim (incl. corners)" mod just got an update, and the items from in in the Furniture/Props/Roofs category are not working any more...
TalesoftheRim Aug 20 @ 6:14pm 
The mod I didn't know I absolutely needed.
Rubaedo Aug 19 @ 10:02am 
Adding my voice to those mentioning that the Gothic Props are absent.
ferny  [author] Aug 19 @ 7:48am 
v59/v60 - fixed errors with Oracle's Miscelania update
ferny  [author] Aug 17 @ 5:27pm 
v58 - added prop integration for "Invisible Display Case", fixed errors
Flurbel Aug 17 @ 1:15pm 
I was wondering because it says it's unfinished under CURRENT ISSUES.
ferny  [author] Aug 17 @ 1:12pm 
v57 - added prop integration for "Victorian decorations" and "Decorations and dishes at Gorgeous banquet", added sign integration for "Decorations and dishes at Gorgeous banquet", improved prop integrations for "Whaley's Props" and "Bill Doors' Signs"