边缘世界 RimWorld

边缘世界 RimWorld

Gravship Biofuel Refinery Add On
19 条留言
VitaKaninen 11 月 7 日 上午 12:48 
I am not understanding. If there is a mistake in the def file, why not fix it on your end, and then update the mod? If I fix it on my end, then it will just get reverted the next time I use Steam to verify the game files.
Dealer Mangan 10 月 18 日 上午 3:12 
@VitaKaninen you can easily fix it either by removing the minified property or by adding the missing category definition.
first, navigate to mod folder via RimSort, then in Defs\ThingDefs_Buildings open the file GravshipBiofuelRefineryAddOn.xml

Option 1 - Removing the minifying property:

find the line
<minifiedDef>MinifiedThing</minifiedDef>

Replace it with
<minifiedDef />

------------
Option 2 - adding the missing category
(in this case keep the <minifiedDef>MinifiedThing</minifiedDef> as is)

find the line
<thingCategories Inherit="false" />

replace it with
<thingCategories>
<li>BuildingsProduction</li>
</thingCategories>

You can also add weight to the building if you want by adding

<Mass>30</Mass> (or any other number you prefer)

Anywhere between
<statBases>
......
</statBases>
Dealer Mangan 10 月 18 日 上午 12:35 
@SuperPox, a 25% increase discussed below is massive, imo not needed, but would "make sense" if it used 1 additional Advanced Component on top of the standard ones. Logically, it's the quality of components that would affect production efficiency, not raw materials.

Alternatively, if instead going the route of replacing the 3 standard components with 3 Advanced ones, then imo the efficiency would need to be like 175~200% to make the investment remotely worth it.
Dealer Mangan 10 月 18 日 上午 12:26 
@ibfolk2c consider this change as well

<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>200</basePowerConsumption>
<shortCircuitInRain>false</shortCircuitInRain>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>

This change makes the building waterproof (imo, realistic, considering it's made of "plastic"), and adds a little power consumption overhead to compensate. At this point, together with sturdiness and fire resistance earlier, it's not "balanced", but this makes the plasteel "investment" worth it and thematically consistent.
Dealer Mangan 10 月 18 日 上午 12:11 
@ibfolk2c you can add it yourself
navigate to mod folder via rimsort, then in Defs\ThingDefs_Buildings open the file GravshipBiofuelRefineryAddOn.xml

you can edit the stats here, it's pretty self explanatory. Imo, this kind of change makes sense to add distinction to this building against the original biofuel refinery:

<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0.2</Flammability>
</statBases>
...
<costList>
<Steel>50</Steel>
<Plasteel>100</Plasteel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>

The idea is we replace 2/3 of the materials with Plasteel, and in return we get a 50% sturdier building, and more importantly, very resistant against fire. This way, we have both a gameplay purpose for the alternative building along with visual consistency with required materials.
ibfolk2c 9 月 9 日 下午 12:41 
alternatively, what if there was a added plasteel cost? 10-25 ontop of the 150 steel? opposed to increasing the plasteel cost. Might also want to give it a few more hitpoints in that case too, to reflect the plasteel
VitaKaninen 9 月 7 日 下午 1:09 
I get this error on startup: Config error in GravshipBiofuelRefineryAddOn: is minifiable but not in any thing category

[Source: Gravship Biofuel Refinery Add On]
[File: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3556056267\Defs\ThingDefs_Buildings\GravshipBiofuelRefineryAddOn.xml]

https://gist.github.com/HugsLibRecordKeeper/3bc78ce9fc03fb1530c40f274ba08c09
Renzor 8 月 28 日 上午 9:30 
ahh yes more choices ty
Dewa 8 月 26 日 下午 9:20 
@superpox 25% more efficiency for an equivelant of slightly more materials to build (150 steel & 3 components -> 200 steel & 5 components) would honestly sound fair
Adenrius 8 月 26 日 下午 6:19 
I agree with ibfolk2c. Processing speed boost looks great! Maybe also make it tougher (more HP), consume less power and to balance this, make it cost more to build?
ibfolk2c 8 月 26 日 下午 5:00 
I think the minifiability is a pretty big bonus, and I do like the idea of a processing speed boost, opposed to an increase in material efficiency, so it's still distinct without impacting game balance as much, letting it be tossed into any modpack without too much consideration, more of a QOL mod than something you rush for. Maybe you could have it be a recipe that unlocks when you have biofuel refining alongside basic or advanced grav-tech?
SuperPox  [作者] 8 月 26 日 下午 1:58 
@Dewa I thought about increasing the stats
I just started modding this month, but maybe I can learn how to create mod options
I'm also curious what kind of increase people would like. +25% efficiency?
Dewa 8 月 26 日 上午 9:21 
imo should have an optional that makes this a 'better' biofuel refinery (maybe it makes more chemfuel for less input needed)

still good work tho, definitely fits better with the rest of my high-tech production buildings
Jimbo Slice 8 月 26 日 上午 6:33 
Honestly great work finding a compromise solution between the people who wanted VTE support for variation and people who didn't want VTE dependency for reduced mod bloat...

Personally, I really like this new texture *specifically* for the grav ship and I like the vanilla biofuel refiner for more traditional base building, so this mod option lets me have my cake and eat it too haha, thanks!
SuperPox  [作者] 8 月 25 日 下午 9:35 
Thanks Blob and everyone! It took me a few days to get it all working
but I'm glad I could give what a lot of people were asking for
Wolfette 8 月 25 日 下午 6:14 
Stellar!
Ranger Dimitri 8 月 25 日 下午 5:28 
Cool. This seems like a neat and fitting mod while also working with any sort of alternate texture pack mod's for the vanilla refinery.
Blob [FBI] 8 月 25 日 下午 5:23 
OH SHOOT YOU DID IT!!!!
Wretched Boy-King 8 月 25 日 下午 4:09 
Thank you.