RimWorld

RimWorld

Hay doesn't need Cooling!
57 Comments
ivelischt  [author] 5 Oct @ 10:56pm 
huh? any specifics?
犬夜叉. 5 Oct @ 5:36am 
1.6 bug
lean311200 27 Sep @ 9:16am 
tip, if you have nillo's QoL mod you can go to its mod settings and turn on "Hay doesn't rot" in balance changes, not that it would change from this mod but still good to know
hellmagus666 11 Sep @ 2:43pm 
This is a go for. 100% requesting this mod for anyone that farms and hate needing to build 4 coolers just for your hay to survive major heatwaves... I know it's an exageration but still.
ivelischt  [author] 26 Jun @ 2:37am 
sounds good to me. :steamthumbsup:
Bean 25 Jun @ 9:01pm 
@ivelischt oh awesome thanks!
I am keeping mine up for the time being but set it to unlisted and telling peeps to download yours !
ivelischt  [author] 25 Jun @ 5:40am 
bumped to 1.6

@Bean you can keep it if you wish. but if people drop me a comment i usually update my mods within a few days.
Bean 24 Jun @ 6:03pm 
threw the 1.6 tag on it here -> https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507803260

@ivelischt will remove at your request of course!
Radixerus 17 Sep, 2024 @ 7:02pm 
I think that being an indie dev can introduce these kinds of problems. Like how all colonists hate mushrooms for basically no reason, all food-like items need to stay cool because it's just not occured to Tynan that that isn't how that works
ivelischt  [author] 14 Sep, 2024 @ 1:00pm 
might have a look the coming days.
Ryujin_73 13 Sep, 2024 @ 8:11pm 
Cool, thanks! You think at some point you could tweak it for coffee beans, tea and tobacco leaves? If not, I can try and tinker with them. I appreciate what you have done for hay and rice.
ivelischt  [author] 13 Sep, 2024 @ 12:50am 
just realised the rice mod was hidden. should now be publicly available.
ivelischt  [author] 12 Sep, 2024 @ 2:55pm 
@Ryujin_73

i'm not playing with wheat so i don't have a mod for flour. but here you go for rice:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3330013710

enjoy!
Ryujin_73 5 Sep, 2024 @ 11:46am 
I have been grateful for this mod and wonder if there is any others out there for other crops that does not need cooling, like rice or flour. Yes flour has a long rot time, but it is still rotting. There are several dry goods crops that I feel does not need cooling.
Juze two 26 Jun, 2024 @ 2:42am 
GOAT
SirVivel 28 Apr, 2023 @ 3:37pm 
You saved my sanity... well, some of it. Thanks for the Mod! <3
Kasgigz 10 Dec, 2022 @ 9:13pm 
You are a god send, thank you !
Bunz 5 Nov, 2022 @ 8:08pm 
oh my God, thank you
HAZRAD 2 Nov, 2022 @ 11:42am 
good job and thank you
tily_lass 31 Oct, 2022 @ 9:52pm 
yahoo! thank you
boytype 31 Oct, 2022 @ 9:36am 
Can also confirm, have been using it the whole time with 1.4 and have not had any issues!
ivelischt  [author] 31 Oct, 2022 @ 9:22am 
thanks for checking. updated to 1.4. if you encounter any issues, feel free to let me know. enjoy.
tily_lass 24 Oct, 2022 @ 8:01am 
can we get a 1.4 update?
Jotaro Kujo 22 Oct, 2022 @ 5:33am 
Works in 1.4!
Bapho 3 Apr, 2022 @ 4:51am 
Thank you so much for this. It's so stupid that hay needs cooling in the main game - it just doesn't make sense!:steamthumbsup:
tetaybabie 24 Jul, 2021 @ 1:48pm 
yes!!! Thanks
ivelischt  [author] 24 Jul, 2021 @ 5:53am 
@kmcl11 yw, you don't need this patch, then :)
kmcl11 23 Jul, 2021 @ 5:47pm 
hi, yes, sorry, that was a later addition to the patch and I forgot about it
Thanks :)
ivelischt  [author] 23 Jul, 2021 @ 7:11am 
@kmcl, does that mod also patch out need for refrigeration for hay? if so, you do not need this mod, it would be redundant.
from your posted error, it looks like this mod already does remove the rottable-property (thats the cooling-need property), which is why my mod fails on removing it.
you might want to check that :)
kmcl11 22 Jul, 2021 @ 9:23pm 
Hi, yes i use vanilla plants expanded, and a patch to make potatoes, corn, and rice not need refrigeration
ivelischt  [author] 22 Jul, 2021 @ 8:07am 
@Oz thanks a lot! :)
b0nes 22 Jul, 2021 @ 7:56am 
thank you for updating! if i run into issues with my modlist i'll be sure to list!
ivelischt  [author] 22 Jul, 2021 @ 7:12am 
I might have found a way to fix incompatibility issues for this mod, i'm not gonna be able to wrap it before evening, though, so gimme a few, up to 24hrs to find a fix for those issues. I will upload a new version of the mod ASAP, once the issue has been adressed.
ivelischt  [author] 22 Jul, 2021 @ 3:04am 
i was able to proof on my system, that the mod doesn't throw an error by itself. but there seems to be an incompatibility with some other mod, which i'd like to iron out. so if anyone of you guys who had issues with the mod could send me a mod list that you are using to play rimworld together with my mod, that would be highly appreciated. from what i can tell, none of the mods that i use have incompatibilites with this one. thanks in advance
ivelischt  [author] 22 Jul, 2021 @ 2:52am 
@kmcl11 let me take a look... first tests didn't show up issues. to make it easier for me, could you please state, if you use other mods that change the behaviour of harvested plant items? (ie. add new harvested plants, change the properties of harvested plants,...)? thanks in advance
kmcl11 21 Jul, 2021 @ 9:09pm 
Hi, I am getting an error (running 1.3)
[Hay doesn't need Cooling!] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName="Hay"]/comps/li[@Class="CompProperties_Rottable"]) failed
ivelischt  [author] 21 Jul, 2021 @ 4:12pm 
Mod-Definition has been updated to support version 1.3. Let me know if it works.
ivelischt  [author] 21 Jul, 2021 @ 4:00pm 
@The Bard of Hearts
What are you asking for? :)
The Bard of Hearts 20 Jul, 2021 @ 6:34pm 
1.3?
Jirnu 6 Apr, 2021 @ 9:41pm 
So Alchemyst.. I'll deteriorate when inside and not outside.. and not when its super hot or super cold.. So like.. most items in the game?
Alchemyst 26 Mar, 2021 @ 3:44am 
Hay is more sensible to humidity. When hay is wet it deteriorate faster.
I agree hay is less sensitive to cold or heat
So hay must deteriorate in exterior but not when in interior. Not perfect must most real solution.
BlueTressym 7 Feb, 2021 @ 9:11pm 
@Tekuromoto having seen similar errors before, it might be that you have two things trying to adjust the same property. Do you have any other mods that might be altering the hay?
ivelischt  [author] 7 Feb, 2021 @ 2:10pm 
I cannot imagine that this has to do with my mod. But if you find it to conflict with another mod, you're welcome to let me know.
The only Thing my Mod does is Patch in a DeteriorationRate value 25 and Patch out the Rottable property.
Tekuromoto 4 Feb, 2021 @ 9:13pm 
Ugh, I still get a red error on load:

XML error: Duplicate XML node name DeteriorationRate in this XML block: <statBases><MarketValue>0.6</MarketValue><Mass>0.014</Mass><Flammability>1.5</Flammability><DeteriorationRate>0.25</DeteriorationRate><MaxHitPoints>100</MaxHitPoints><DeteriorationRate>4</DeteriorationRate></statBases>

Does anyone else get this? Is it a conflict in my load order?
BlueTressym 3 Feb, 2021 @ 10:00pm 
That's great; I shall check :)
ivelischt  [author] 3 Feb, 2021 @ 10:10am 
Thanks to all of you guys help i managed to rewrite the Mod so it should now be compliant with how to mod in RimWorld. Thanks alot! The Workshop Mod is updated. Let me know if it works for you, too. :)
BlueTressym 29 Jan, 2021 @ 9:03pm 
@ivelischt there are some pretty helpful people on the Rimworld Discord and they will definitely be glad to help you move away from overwriting base defs.
ivelischt  [author] 29 Jan, 2021 @ 4:49pm 
@Tekuromoto
Yeah i copied the BaseDef and modified it. This may be the wrong way of doing it. This is my first and only mod for the game. I might check that at a later Point and fix it. Didn't have issues with it yet, though. First i will have to check how to do this.. :) If you encounter Bugs, feel free to let the other users know. :)
BlueTressym 27 Jan, 2021 @ 10:26pm 
@Tekuromoto yes, overwriting base defs messes with everything else that uses those base defs and can cause a lot of compatibility issues. There's a mod called AllYourBase that detects and reports on base def overwrites so you can check which mods do it.
Tekuromoto 22 Jan, 2021 @ 3:46pm 
This throws a red error on game load for me:

XML error: Duplicate XML node name DeteriorationRate in this XML block: <statBases><DeteriorationRate>0.25</DeteriorationRate><MarketValue>0.6</MarketValue><Mass>0.014</Mass><Flammability>1.5</Flammability><MaxHitPoints>100</MaxHitPoints><DeteriorationRate>4</DeteriorationRate></statBases>

Having a look at the files, it looks like you're just overwriting the base def instead of patching in the changes? Isn't that "naughty"?