RimWorld

RimWorld

W_MiniaturisationExtended_B18
20 Comments
Grampybones 8 Jul, 2021 @ 5:40pm 
FYI your link to my mod for compatibility is broken. I had to remove that mod and repost. Here is the correct link. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1495810154
潜丶龙 8 Feb, 2019 @ 8:21pm 
求1.0版本的
ScrambieBambie 23 Nov, 2018 @ 4:39am 
Maybe just use "MinifyEverything"?
Lekelokobs 14 Nov, 2018 @ 2:10pm 
I need a mod where you can unninstall ancient cryptosleep caskets. I got some old cryptosleep caskets (ancient) where I got all people inside and now I want to move it to my hospital but I can't! And mod that fixes that?
JAS 10 Nov, 2018 @ 12:04pm 
Is there a 1.0 mod that does something similar, or has this been folded into the vanilla game?
Rex705 23 Sep, 2018 @ 6:02pm 
Update for B19? Really helpful must have mod.
Jaxx - pshoooo 19 Sep, 2018 @ 11:52am 
@ArigatoRoboto you can fix that by exiting to the main menu and re-entering your save, it resets the state of panels/mills, and they re-check if they are able to function
@Wince hope to see this updated, one of my favorite quality of life addon mods :)
ArigatoRoboto 2 Aug, 2018 @ 7:37pm 
There is a bug where the blocked state of wind turbines transfers with them when they are moved so they need to be deconstructed in order to function.
Blu Macaw 10 Jul, 2018 @ 9:39am 
One of more usefull mode out here.
Crusoe 5 Jun, 2018 @ 7:54pm 
Can you use this to move sarcophagus yet?
LionelCG 8 May, 2018 @ 12:29pm 
Great deal Wince, thanks :)
Vince  [author] 8 May, 2018 @ 6:08am 
@lionel it use the xml code default inbuilt ingame for autopatching mod "hierarchies" (wich mean it's prolly better ((in most case)) to load at the bottom of your mod list, this way even if a mod use a default categories tag for a custom table or device it will be patched as well and will be moveable

yup @lustrous cooler and sarcophagus are actually not patched (might be easily doable for the cooler and a bit more complicated for the sarcophagus)
thks for letting me know about the wind turbine issue i ll give that a check as soon as possible
((irl here being slighty complicated actually might not be before a month or two -_- ... complicated ... -_- ))

in anyway feel free to access the steamfolder: / ... /1295511091 and check the xml and make some try fixing the wind turbine thing and /or ading the cooler until i can give it a try a too
✪Lustrous狼 17 Apr, 2018 @ 11:29am 
Also, if i build a wind turbine, and reinstall it else where, but build or put a roof where the wind turbine previously was, the wind turbine in its new place will stop working and say it is blocked when in fact it is not.
✪Lustrous狼 17 Apr, 2018 @ 3:30am 
cooler and sarcophagus not miniturized? :(
LionelCG 14 Apr, 2018 @ 12:59am 
Hi there,
does this extend the other Miniaturisation mod by hwfanatic or do they work together or is this standalone? Thanks for the answer in advance :)
Vince  [author] 18 Feb, 2018 @ 7:19pm 
just for fun adn because why not ; ) i m messing with fermenting barell right now .... sort of wondering if i could skip the current available extra assemblies dll and emulate the barrel props with a static semi defined pawn_class just using xml and no extra assemblies , ) (insert cotton,loom, cloth and more apply for raw_cotton and some other raw_material without adding to much bench or table will adding some recipe to current bench with low amount)

+im definitely not a modder far more a player just messing around ; )
Elementium 18 Feb, 2018 @ 6:56pm 
You even developped a mod, here is my upvote :)
Vince  [author] 11 Feb, 2018 @ 4:24pm 
that's what it does ; ) and speaking of solar panel and wind turbine may be they should use a higher mass than the current one, so a "single" pawn move them slower than actually

(keep in mind any building that has some dynamic calculation when "grid" static, may throw a temporary log error while it's unpopped and moveable, this apply, for part, to electrical network building )
Deyon 11 Feb, 2018 @ 11:50am 
does this mod solely makes me able to move big stuff around like solar panels without having to deconstruct them? if so, this mod is great, if not, this mod is ok :)
Vince  [author] 8 Feb, 2018 @ 6:32pm 
for thoose interested, what i plan to do next:

mostly 2 thing in no perticular order =>

some animal mods value rebalance patching , because well within thoose said mod some animal are way too powerfull and doesn't insert that well with vanilla animals mide/late game imho and prolly an artitistical touch alike compil of my own removing for some of the said mod both some redondant animal and some not really necassrely needed extra assemblies files, compil of my own wich i may distribute or not depending original author grumpyness ; ) but it would be sad that i ll keep such a thing for my own use ^^

something hybrid between both rbse/a dog said/de surgery in da ' xml lite only spirit, eventually expect some complementary surgery, disease, bodies part def & traits but not that much advanced additionnal bionic than the vanilla one, i don't like that much my pawn to be overpowered mid/late game, same as i like the fact that you can't cure everithing