RimWorld

RimWorld

MinifyEverything
1,016 Comments
Vexx 5 hours ago 
Man is for real complaining that he has no self-control.
Rime Pendragon Nov 29 @ 9:12am 
"If your mod makes the game too easy, then it's not a good mod for people who don't want the game to be too easy."

Yes, and at that point you can stop using the mod. It's just that easy.
Salep Nov 28 @ 1:38am 
@Reestock "If I have the option to skip something hard for no cost, then I'm gonna feel like an idiot"
are you sure that you are not already feel like that?
The Dutchman Nov 26 @ 3:10pm 
The mod is perfectly fine as is. Its incredibly nonsensical to whine about it making things easier when its completely on you whether or not its used that way. Nobody is forcing you exploit things. Smh
Seanbeag Nov 26 @ 5:41am 
@crashfly Appreciate the suggestion but it didn't work. Must be just an unintended feature that's been lost with updates. Was a bit cheesy anyway.
Pan_de_Yuca Nov 25 @ 11:59am 
Minify Everything my beloved
Reestock Nov 24 @ 12:52pm 
There's a difference in the presentation between things like dev mode and difficulty settings vs having a feature in the game just like any other that's too strong.
erdelf  [author] Nov 24 @ 12:09pm 
well, you are already doing that by using any mod.
The base game allows you to make everything ridiculously easy too.
Reestock Nov 24 @ 11:44am 
That doesn't stop people from making videos about how obviously unbalanced and unfairly beneficial Ideology is.

If your mod makes the game too easy, then it's not a good mod for people who don't want the game to be too easy.
If I have the option to skip something hard for no cost, then I'm gonna feel like an idiot for taking the hard route for no reason other than avoiding a lack of challenge.
erdelf  [author] Nov 24 @ 11:05am 
... you control the buttons you press.
Reestock Nov 24 @ 6:57am 
I guess I understand if a lot of people are using this mod to break the rules and do whatever they want, but I personally have been using it so that I don't have to waste materials and time just to push a wind turbine somewhere else.
The mod also having the ability to bypass fortified walls and pick up and move important story objects is ruining it for me.
erdelf  [author] Nov 24 @ 5:48am 
what are you talking about ? The demand for things to be minifiable with Odyssey from you people was so strong I completely revised the rules and made many more things minifiable.
Reestock Nov 23 @ 12:03pm 
This mod needs better upkeep, Odyssey added a lot of things that should not be pickupable, but they are.
I know settings can fix it, but I think it should work out the gate.
crashfly Nov 15 @ 9:22am 
@seanbeag - if you use smartminify, that gives options that can be selected/diselected and you might try that mod.
Seanbeag Nov 15 @ 4:46am 
I used to be able to minfiy stuff when creating a caravan. Has this been disabled or should I be looking for another mod interaction affecting it?
Tommy Wiseau Nov 14 @ 2:58pm 
I suspect it might have something to do with the Grav Engine itself. With the mod enabled, forcing it to spawn makes it unable to be picked up at all. With the mod off I can pick it up like normal.
Tommy Wiseau Nov 14 @ 2:54pm 
Could be a bad interaction with another one of my mods, but I thought I'd put this here anyway.
Tommy Wiseau Nov 14 @ 2:53pm 
For some reason this mod was breaking the Mechanoid Signal quest to get the Gravship
Harry_Robinson1 Nov 9 @ 2:42pm 
If anyone is using this mod and VFE Medieval 2, I made a patch to disable pillaging raids since they kinda break with Minify Everything as they'll just steal your entire base walls and all. https://steamcommunity.com/sharedfiles/filedetails/?id=3602970579
lucky Oct 25 @ 12:13pm 
I'm sorry for only seeing your reply now. These replies are machine translated and I tried my best to describe them accurately. In the original mech airborne attack, there will be a production machine ("mech assembler" - that should be the name) that will regularly produce mechs. In the previous 1.5 version, mod could be uninstalled, but now it doesn't. If you could let it continue uninstalling, that would be great ^ _^
erdelf  [author] Oct 17 @ 8:39pm 
sure
cmcm Oct 17 @ 5:13pm 
Add midgame?
erdelf  [author] Oct 14 @ 11:35am 
.. the what now ? mechanical family capsule ?
lucky Oct 14 @ 9:48am 
Is it really impossible to uninstall the mechanical family capsule without fixing it? Although I saw your reply saying 'some of them shouldn't have been able to be packed', uninstalling the mechanical family's airdrop capsules is really fun. If possible, I hope to continue uninstalling like 1.5. ^ _ ^
erdelf  [author] Oct 9 @ 12:20am 
the anomaly obelisk can malfunction if that is done.
Turu D. Sleep Oct 8 @ 6:35pm 
Can this minify anomaly obelisk as well?
Exile Yura Sep 19 @ 6:54pm 
omg I used this mod early in my career, and I somehow lost it. Good to rediscover it for my first 1.6 run.
ANIKI Sep 19 @ 3:15pm 
Good Video . Thank you. Rimworld has somany Mods and somany Times i see something and dont know what it aktualy dose becouse im german and Minify is not Unsinstall so i get confused. Videos are very very Helpfull for everyone . Sometimes one dose not speak or Read English and with a Video like this he Understans just by Watching. Simple thing but has a huge Impact o7
Protok Sep 12 @ 1:16pm 
Could you please check is "Mech capsule" (from claster) is minifiable, and make it so if not?
In my current run it's not, and missing from settings.

Thanks for the mod.
Infinity Sep 9 @ 3:46am 
Hey there great mod!

im not sure if this is a bug but psychic and defoliator ships can be turned mini and deconstructed without waking mech threat
OAO Sep 8 @ 4:48am 
Hi !

First off, thanks for creating MinifyEverything! I really enjoy using it in RimWorld.

While playing version 1.6, I noticed an issue with MinifyEverything. The game’s output log shows the following error:

ThingDef.<ConfigErrors>d__401.MoveNext: TRANS: MinifyEverything.MinifyEverything.ConfigErrorTranspiler

It seems related to the ConfigErrors patch and might be due to changes in RimWorld 1.6. I also have Humanoid Alien Races enabled, but the error still appears even when testing with minimal mods.

Could you let me know if there’s an updated version compatible with 1.6, or any workaround to prevent this error?

Thanks so much for your time and for all your work on this mod!
erdelf  [author] Sep 3 @ 11:43pm 
just give the full log ^^
I can check through what I need
Nightflash478 Sep 3 @ 1:39pm 
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
[Ref D8E02331] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootUpdate_Patch1 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()
this was the most recent thing when i try to use the reinstall feature.
Hopefully thats more helpful than what i posted before, if not sorry again ^-^ i'll just have to play without for now
Nightflash478 Sep 3 @ 1:30pm 
sorry, i don't know how to parse the logs to know what to actually look for >->
thanks for the response regardless
erdelf  [author] Sep 3 @ 7:33am 
ok.. you gave me a duplicate error, and then without the stacktrace.
That includes no information.

Generally that looks like you just had something that isn't feeling too well about being minified, happens occasionally.
Nightflash478 Sep 3 @ 5:35am 
to be clear about the error i mentioned, that was in the item description when i clicked on the blueprint that no longer had any interraction ability, and could not even be destroyed through dev mode
Nightflash478 Sep 3 @ 2:34am 
getting this error when i try to minify anything, this time it was a tent, the last time which i wound up having to reload was my machining table, which is strange because minify was working just fine not 30 seconds before.
Getinspectstring exception on
blueprint_install_armytent896275
system.nullreferenceexception: object reference not set to an instance of an object
ref4abaa58c duplicate stacktrace
Tobias Sep 2 @ 1:41pm 
Erdelf, kannst du nicht eine Option hinzufügen wo man einstellen kann ob man geysire zusammen packen kann oder nicht?
erdelf  [author] Sep 2 @ 1:27pm 
why?
coochieparade Sep 2 @ 11:45am 
rip my save </3 :')
ForsakenOokami Sep 1 @ 12:47pm 
what you mean you pick up a hole and move it i like
crashfly Aug 30 @ 7:00pm 
@forsakenookami -- soooo many ways to interpret that ....
{and how many times did you get slapped saying it?}
ForsakenOokami Aug 30 @ 5:18pm 
but i like picking up holes
crashfly Aug 30 @ 5:13pm 
lol ... moveable geyers ... not like you can easily do that in the real world.
erdelf  [author] Aug 30 @ 4:28pm 
.. I mean yes. You guys act like it was ever intended to pick up a hole.
ForsakenOokami Aug 30 @ 11:42am 
lost being able to move and replant the steam geysers as well
DAOWAce Aug 29 @ 5:46am 
Trees lose the ability to 'extract' them if they're disabled in the mod's config.

Very niche issue it seems, coming from an old version config of the game before the ability to extract trees where I disabled them because it was weird. Didn't really see a single post on this. Suppose it makes sense because they are being minified by the game in vanilla, but it's just named something different.
这片大蒂 Aug 27 @ 7:11am 
蒸汽喷泉plz
Tobias Aug 24 @ 2:08am 
@Lone Star Ranger: OMG, and for me, it's the other way around. I have 20 geysers lying around and I can't unpack them anymore xD
Lone Star Ranger Aug 23 @ 6:09pm 
@Tobias for me im still able to PLACE THEM , but I cant pack them anymore so I have a colonist holding all 10 steam geysers I have lmao xD