RimWorld

RimWorld

BetterWeight
87 kommentarer
greenking2000  [ophavsmand] 14. aug. kl. 10:57 
@HRs
I am not really sure what you mean by "set the values". Could you paste your modlist to https://pastebin.com/ and send the link please?

The mod does not save any values except "Should BetterWeight adjust the weight for this building?" so after removal it should cause no issues

If it still does though go and delete either:
%localappdata%Low\Ludeon Studeos\RimWorld by Ludeon Studios/Config/Mod_2221387317_BetterWeight.xml
or
/home/NAME_HERE/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Config/Mod_2221387317_BetterWeight.xml
HRs 3. aug. kl. 20:20 
idk but I set the values (maybe it conflicts with other mods) when my game crashes when I start the game. Unsubscribing from this mod solves the problem. I assume that the mod creates a backup even after unsubscribing and crashs my game
greenking2000  [ophavsmand] 12. juli kl. 6:09 
Mod updated to support 1.6!
Along with: Dependencies fixed, Harmony.dll removed (Can cause bugs), fixed 1.5 issue with some things having strange weights like Solar Generators weighing 5.18kg and not being added to the default edit list
greenking2000  [ophavsmand] 11. juli kl. 9:45 
@Limfjordan
It was never necessary. I will remove the dependancy this update
greenking2000  [ophavsmand] 11. juli kl. 9:41 
@Xylene
Update coming Saturday. Though it will almost certainly just work as it. Ignore the version warning
Xylene 11. juli kl. 9:35 
is this being updated to 1.6?
Limfjorden 8. nov. 2024 kl. 2:51 
Hi. The mod's about.xml claims that it requires HugsLib. I've been running it without HugsLib for some time now with no issues, so I wonder why it is necessary?
weEgestor 3. aug. 2024 kl. 14:35 
Heya!

Wanted to ask since you mentioned similar mods can be used instead of MinifyEverything? can the mod Cyber's Miniaturization be used instead? link below!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2885885154&searchtext=Minifi
Theocratical Goblin 29. juli 2024 kl. 10:10 
I found the problem, for some reason Custom Quest Framework conflicts with this mod
Not even sure how they managed to do that, but hey. I removed that mod and now this mod works fine
AJ 19. juli 2024 kl. 10:38 
does this fix the weight of items like yayo? like a single dose shouldnt be 50g lmao thats enough to kill a bear
superniqui10 13. apr. 2024 kl. 18:29 
does this require hugslib? workshop says no, about.xml says yes
Guffrus 11. apr. 2024 kl. 16:22 
Oh I see, its a mod of a mod and you are trying to fix something that someone broke while keeping the functionality behind their intention.

Fair enough.
greenking2000  [ophavsmand] 11. apr. 2024 kl. 12:39 
@Guffrus
At the moment if you add the mod "MinifyEverything" anything that is now minifiable will have a weight of 1kg. You cannot normally pick up a solar panel so it defaults to weight 1kg.
This mod adds the weight of all of the materials needed to make a solar panel and then times that number by 0.65 (Configurable) which makes it weight 34kg.
Base game solar panel: Cannot be picked up
MinifyEverything: 1kg
BetterWeight + MinifyEverything: 34kg

The calculation can also be set to be used on things that normally can be picked up though that needs enabling in settings. It really only affects caravans.
Guffrus 11. apr. 2024 kl. 11:20 
Someone has definitely misunderstood something here but maybe its me.

You say that the weight of everything is 1 and that that is a problem because people can just steal your 1kg solar panels, but not no more because now they have a x0.65 modifier so they weigh less?

Then you go on to talk about how the weight of things is part of build time calculations.

So it seems to me that when it says 1 doesn't mean 1kg even if it says 1kg it means that it doesn't have a build time modifier, it is a standard construction within the calculator, that is what multiplying by 1 means.

This entire mod seems to me to be a fundamental failure to understand A maths and B game design.

Spolier alert: If you make weights realistic then pawns aren't going to be hauling bear carcasses.

Maybe pawns shouldn't be hauling bear carcasses but if you do that you will break the game.
greenking2000  [ophavsmand] 11. apr. 2024 kl. 11:12 
Updated to work with 1.5 (Anomaly)
Poindexter1985 24. maj 2023 kl. 11:23 
I'm getting NullReferenceException errors on starting new games, which Visual Exceptions indicates are coming from BetterWeight. I also get them occasionally if I use Character Editor to randomize a pawn's inventory. I'm still just testing out mod compatibility before starting a new colony, so I haven't played past colony start, but I suspect the same error would pop up sometimes in other cases when the game needs to generate a new pawn.

In both cases, this error does not always happen - sometimes a world and map generate fine, or inventory is randomized fine, without any exceptions being thrown.

HugsLib logs: https://gist.github.com/HugsLibRecordKeeper/d5e84a7cb38413f0bfcf0af810c33f5c
ericHNI 9. jan. 2023 kl. 20:00 
@greenking2000 Awesome man, just tested and it's working as intended. I also had double alerts as reported by @Le Griefer but wasn't sure that it was caused by this mod, it's gone now. Thanks for your work :)
mönchsgeier 9. jan. 2023 kl. 16:30 
funny thing is, today (yesterday?) is exactly the day i decided to finally switch to 1.4
greenking2000  [ophavsmand] 9. jan. 2023 kl. 13:29 
@Le Griefer @Inglix @Mersid @ericHNI @Ryan

Thanks for the comments. I have fixed all of your issues!

When I changed the references for the 1.4 update Visual studio set it to copy all them upon build for some reason.
I have also added multi version support so 1.1, 1.2, 1.3 and 1.4 are all supported at the same time with the most up to date steam workshop version (Though not 1.0)
Ryan 8. jan. 2023 kl. 10:32 
I have had the exact same experience as EricHNI. This mod makes me unable to click world map tiles. World map tiles clicking doesn't work. Clicking a world map tile doesn't work. After 6 hours of hunting I finally found it. I never would have expected this to cause such a game breaking bug.
ericHNI 5. jan. 2023 kl. 16:15 
Hello. Thanks for you work! I have a weird glitch. Just realized that I could not click or select a random tile on the map, only colonies/points of interest. After several testing and installing uninstalling my 500+ mods with rimpy I managed to pinpoint to this mod. Idk if its something particular to Better Weight or is it the way it interacts with other mods. I'm in 1.3 btw. Just wanted to post it here in case someone has the same issue.
Mersid 14. dec. 2022 kl. 18:11 
Nice mod! However, a recent update's causing some weird issues as described by some people before me. I think this issue can be fixed by excluding all DLLs except for your mod's from the build. As a workaround, users can fix this by going to the mod's Assemblies subdirectory, and deleting everything except BetterWeight.dll
Inglix 11. dec. 2022 kl. 8:40 
Your Assemblies folder contains local copies of all your reference libraries. Not only is this not necessary or good practice, but it's also bloated the size of your mod by an extra 17 MB.
greenking2000  [ophavsmand] 10. dec. 2022 kl. 10:30 
@Le Griefer
Download the old version and install manually from my github (Linked above) if you are getting issues with the new version!
I may fix this version to work backwards but that will be a week as I don't have the time right now sorry
mönchsgeier 10. dec. 2022 kl. 5:15 
seems to cause issues on 1.3 now. double alerts, mod names from what's that mod showing twice
jetblade545 8. dec. 2022 kl. 15:17 
Thank you for the update GreenKing!
greenking2000  [ophavsmand] 8. dec. 2022 kl. 12:53 
Updated to 1.4 everyone requesting! Thanks to Undeadbanana for saying which reference it was that was changed
Saved me a lot of time
jetblade545 4. dec. 2022 kl. 2:11 
Requested it to mlie it has an incoming card.
Qualli 26. nov. 2022 kl. 8:43 
Can someone please update this mod? :)
Undeadbanana 25. nov. 2022 kl. 1:18 
This seems like such a cool mod I had to make it work for 1.4.

The only thing that needs to be updated is the ButtonText widget seems to have moved to a different reference, so you need to reference UnityEngine.TextRenderingModule now and everything works perfectly. You can see the settings menu again.
Qualli 9. nov. 2022 kl. 22:41 
please 1.4
That Defensive Guy 3. nov. 2022 kl. 11:50 
I am also pitching in for a need to update this please!! Its a good mod ;)
FlorestNerd 28. okt. 2022 kl. 5:26 
1.4 please
GanjaMan [NL] 23. okt. 2022 kl. 18:05 
1.4?
Luv N Hugz |UwU| 27. okt. 2021 kl. 20:16 
I agree, a search bar would be incredibly helpful.
Hun Alexander 9. sep. 2021 kl. 7:53 
I love this mod !!
Search bar plz!
pinbuck 1. sep. 2021 kl. 22:43 
yo thx keep up the good work
greenking2000  [ophavsmand] 26. aug. 2021 kl. 7:19 
@لله أكبر ⁧⁧pinbuck
Done
greenking2000  [ophavsmand] 22. aug. 2021 kl. 12:14 
@ZzZombo
Are you sure logging isn’t enabled in your settings?
ZzZombo 21. aug. 2021 kl. 20:26 
Please remove the debug logging from your mod, thanks.
Mr. Poopy Butthole 21. aug. 2021 kl. 9:00 
Thanks for this! I haven't tested yet but at least now i feel less cheaty....
pinbuck 17. aug. 2021 kl. 23:08 
can you mark this as 1.3 in versions list?
greenking2000  [ophavsmand] 22. juli 2021 kl. 11:42 
@Sakujo
I have not tested and so have not updated the thing that tells the game that it will but I see no reason why it wouldn't
Sakujo 21. juli 2021 kl. 9:44 
Does this mod still work with 1.3?
kp-beeferella 5. juli 2021 kl. 16:47 
Maybe calling BW Default "Auto" would make sense?
So Default always means the base game, then Auto means the mod decides
greenking2000  [ophavsmand] 4. juni 2021 kl. 10:03 
@ignis[ru]
I got around to making it sort properly. Update has been pushed.
I changed "BW Default" > "Default" as I can't make it look good with numbers. Sorry
ignis 23. maj 2021 kl. 12:45 
Usually cutting the line is not a problem. It can be instead of "BW Default" thing.
greenking2000  [ophavsmand] 23. maj 2021 kl. 11:04 
ignis[ru]
I tried that initially but it always ended up looking terrible (As some object have very long names. And as it supports all mods I can't know how long the names will be and I can't get the text to go over two lines). I may think about it though
ignis 23. maj 2021 kl. 9:07 
While you are at it - maybe ake it so the list would reflect how the mass would change if mod would be enabled/disabled for that building. Easiest would be to add it to the name string, like this
Factory Hopper [100→5]
greenking2000  [ophavsmand] 23. maj 2021 kl. 7:22 
@ignis[ru]
Thanks. I think I know what the issue may be so expect a fix within a week or so