RimWorld

RimWorld

Miniaturization (Minify)
66 Comments
Jameh 8 Aug @ 5:52am 
Thanks for the mod, suits my needs perfectly!

Could we get the ability to minify the bioferrite generator from Anomaly too please?
KrazyA1pha 2 Aug @ 8:07am 
Heads up, minifying a wind turbine with "auto-cut" on causes the game to eventually crash.
Moonshine Fox 23 Jul @ 1:11pm 
Thank you! ❤️
Cyber  [author] 23 Jul @ 9:28am 
@UnDeadPanda One more thought, I may consider adding the autocannons as an additional file on the GitHub page so that you and others can download and add it to your game as desired. But don't be afraid to look into it yourself still. It's the easiest form of modding that RimWorld has to offer and may be a fun hobby project for you if you're into this sort of thing.
Cyber  [author] 23 Jul @ 9:24am 
@Grimelord82 Appreciate the report. It looks to be an issue with the sonar mod itself. I can't recreate the issue with just this mod and the research benches. I left a comment for the sonar mod author to try to help direct them on where the problem is. In short, I think the issue is similar to the problem with minifiable doors.
Cyber  [author] 23 Jul @ 9:24am 
@UnDeadPanda It is possible, but I'm of the mind that security emplacements are part of the strategy aspect of the game. Making the large cannon emplacements minifiable would make it trivial to simply reinstall them somewhere else in the middle of a raid as opposed to planning your defenses appropriately ahead of time. So I will not be adding it to the main mod. However, it's a very easy addition if you wanted to learn to create your own XML patches. Feel free to look at my code hosted on github and the RimWorld modding wiki to learn how to add it yourself for your own game. No C# or coding experience really needed.

@Moonshine Fox That appears to be an easy addition. I just need to slightly rework how I currently implement the vanilla mech chargers. I'll add support for those with the next update.
Grimelord82 20 Jul @ 11:48am 
I've got a couple errors popping up. Might be related to a standard research bench and MObile mining sonar, currently minified and in a stockpile. I can see the research progress on the bench despite it not being placed.

Exception ticking MinifiedThing342827 (at (86, 0, 136)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 719E0318] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Moonshine Fox 17 Jul @ 1:50pm 
I don't know if it's a hard thing, but is it possible to add the sideways mech chargers from Slim Recharger and Thick Recharger?
UnDeadPanda 16 Jul @ 10:46pm 
is it possible to add autocannon turrets
Cyber  [author] 16 Jul @ 2:57pm 
@Wust Agreed. I came to the same conclusion shortly after my previous comment. Not having to deconstruct your entire colony, or in this case gravship, just to rearrange or optimize a few structure placements is pretty much the entire basis for this mod.

And thus Odyssey is now officially supported. Description and change notes updated. Same goes for the w/ doors version on GitHub for any users using that version, so be sure to grab the latest build from there if you are.

As always, please let me know if you encounter any problems.
Happy journeying beyond the stars!
Wust 15 Jul @ 10:02am 
@Cyber I'm really on board with the changes you proposed for Odyssey. I'd like if we could move the fuel tanks cause even if it's just steel, I'd enjoy the convenience and it's not like a fuel tank is harder to remove than a solar generator.

Thanks for the good work !
The Moose Is Loose 13 Jul @ 9:56pm 
Thank you! I want to rework my ship and really didn't want to destroy half of it in order to do it.
Cyber  [author] 13 Jul @ 4:19pm 
Though, looking through the code, almost all buildings for Odyssey are already minifiable. The only exceptions are the fuel tanks, the orbital scanner, the grav anchor, and shuttle.

The latter two I'm not sure I'll make minifiable as that would be quite exploitable to just pack up the anchor and shuttles wherever you go.

The fuel tanks are debatable, too, since they are relatively low cost structures to build. I wouldn't mind some input from the subscribers on these.

I probably will add the orbital scanner at least, though. It's nature is identical to the other resource scanners, and I think it's plenty fair to bring it along on your nomadic space adventures.
Cyber  [author] 13 Jul @ 10:22am 
I haven't updated it just yet for objects introduced in Odyssey, but it's coming.
Charlistic 13 Jul @ 7:33am 
Anyone who can confirm if it works with Odyssey?
Cyber  [author] 28 Jun @ 12:48pm 
My pleasure! This one was a mainstay in my mod list years ago, and when it suddenly lost support I decided to try to keep it alive for the people who want something a little simpler that Just Works™. I'm glad it's still serving that purpose.
Atreidi 28 Jun @ 4:50am 
Thanks for the mod! I was looking for an alternate to minify everything, especially now since that one was popping many errors.
Cyber  [author] 23 Jun @ 6:16pm 
New updates have been pushed! And I wanted to take a quick second to mention a couple changes.

First, you may have noticed I have updated the mod title. I wasn't sure if I should, but I think it's for the best to help other people understand what the mod actually does at a glance when browsing the workshop. I originally uploaded this mod as a fork of the original to simply update it for a new RimWorld version. That's also why my name was in the title to help people differentiate it from the original author. However, I have now maintained it for nearly 3 years and with all the updates, the code is almost purely my own. So, I felt it was time to give it some of it's own personality. I hope it's an easy transition for everyone.

Second, as promised in the comments just below, I've made updates to the "with doors" version of this mod hosted on GitHub. See the description and changelog for more details, and download the latest if you need to.

Thanks for reading, and happy gaming!
NIXIN 22 Jun @ 10:18pm 
Thanks for the explanation, that explains why it throws an error on Minify Everything when you move a door. Minify everything is too powerful imo, and customising the individual items is way too cumbersome. I am already using your Github version =) exactly what I need.
Cyber  [author] 22 Jun @ 10:15pm 
@NIXIN Doors are a little more difficult to make minifiable because of how they interact with ambient temperatures in rooms. When you uninstall a door, the door itself still exists, but it no longer has a defined physical location. So the game will immediately panic and start flooding the log with errors because there's no way to know what "rooms" the door refers to anymore when calculating temperatures. Though, most users probably don't notice unless they have dev mode enabled. It can probably be solved with some C#/Harmony patches, but as it currently stands, this mod is only XML. Adding proper minifiable doors will take some time, and I can't currently give an estimate on when or if it will be added.

That said, there IS a minifiable door version already hosted on GitHub. The link is in the mod description. USE AT YOUR OWN RISK. I can't guarantee how it will affect your game. I'll try to push an update in the next few days to make sure that version is up to date.
NIXIN 22 Jun @ 1:41pm 
please make doors minifiable as an toggle option within the mod
Ionfrigate12345 26 Sep, 2024 @ 5:06am 
@cauamachado51 I used MinifyEverything+SmartMinify before. It may seem OK in the beginning but just use dev mode and check how many red texts ME popup all the time. After some time it will lag your CPU to hell. Let alone a bunch of incompatibility with some other mods like SOS2

I didnt check the source code but as a modder and ex software engineer IRL Im 200% sure that ME is coded in a wrong way, the traversal algorithm against buildings (vanilla and modded) are quite questionable.
Cyber  [author] 25 Sep, 2024 @ 8:58pm 
@cauamachado51 If you actually read the description, you would already know why I don't use MinifyEverything yet I still direct users to it in case it suits their needs better. This is meant as a lightweight mod for the base game and its DLC and an additional very select few mods.
cauamachado51 20 Sep, 2024 @ 10:50pm 
for non-existing buildings from mods use MinifyEverything
with Smart Minify to customize the weight and add the item to the inventory categories. It also allows you to remove and add buildings, as in MinifyEverything , by default walls, doors and two dozen other things are not minifiable.
turkler 13 Jun, 2024 @ 3:48pm 
perfect mod that does exactly what's adverised. I love that it's the only minifying mod that doesn't make doors minifiable, thank you!
Cyber  [author] 12 Jun, 2024 @ 2:14pm 
Thanks for the report. It's almost certainly a Deep Storage incompatibility. Deep Storage probably doesn't account for any structures outside of RimWorld's core packages. It's ironic timing because I was just recently browsing some storage mods, including Deep Storage. I ultimately went with something else personally, but I'll see how easy a compatibility patch may be and try to fix it.
Ionfrigate12345 12 Jun, 2024 @ 12:20pm 
Just a small issue I found:

If I minify an SOS2 building (in my case, the Salvage Bay) then put it in a large/very large shelf of LWM's Deep Storage, the latter will be glitched.

Vanilla non-minifiable buildings that are turned minifiable by this mod seems OK with LWM's Deep Storage. Putting a minified SOS2 building in a regular storage zone is also OK. The problem only happens when putting a minified SOS2 building into LWM's Deep Storage

Not sure its the problem of which side since 3 mods are involved.
Cyber  [author] 1 Jun, 2024 @ 9:37pm 
Thain! Such a pleasant surprise to see an SoS2 dev uses this mod themselves.

Those are some good testing notes, too. I'll add that as a disclaimer in the description to warn users in advance. Much obliged!
Thain 1 Jun, 2024 @ 7:28pm 
This is cool. The ability to minify SOS2 stuff is great, especially with the new salvage mechanics. Just taking what parts you want and installing them on your own ship is much more mech warrior and what I always kinda wanted.

The only downside is if a bridge gets minified in combat it causes a lot of unexpected errors, and may brick combat in a state it can't be completed. Not all the time though, and I can't make it consistently check why a bridge disappeared. Definitely make boarding and stealing the enemy bridge tempting and that's one way to brick it.

But as long as s player knows not to do that, and don't minify heatsinks/coolant during combat (otherwise everything is okay) it's all good.
Cyber  [author] 1 Jun, 2024 @ 5:25pm 
Super happy to hear SOS2 is still compatible as well. It's a must in my playthroughs and I haven't been able to test SOS2's latest release yet. I'll try to keep a close eye on my notifications over the next couple of days to make sure nothing else pops up. Thanks, guys!
Cyber  [author] 1 Jun, 2024 @ 5:23pm 
Whoops, that's been there for a little while. Copy/paste error when I was adding some compatibility updates a few months back. Thanks for the feedback. Should be fixed now.
ColossalFossil 1 Jun, 2024 @ 4:56pm 
I'm seeing the same warning. Cyber's Miniaturization should be loaded after Cyber's Miniaturization. It looks like the mod has itself referenced in the About.xml loadAfter element.
CrazyDoc_SW 1 Jun, 2024 @ 3:56pm 
Just got a warning in RimPy that this mod has a required dependency of... itself?
Ionfrigate12345 1 Jun, 2024 @ 3:35pm 
Thanks for the update, I've deleted my forked version.

Even without the update it works well with 1.5 till now, at least for myself. I dont have the new DLC so can't confirm the compatibility with it. This mod also plays well with the new SOS2 1.5, while MinifiedEverything has been claimed incompatible by SOS2 authors themselves.
Cyber  [author] 1 Jun, 2024 @ 3:24pm 
So sorry it took me so long to update this, everyone. It should be 100% compatible with the new DLC, though, I don't actually own it, so any new buildings introduced in it won't be minifiable. That may change in the future.

As always, let me know of any issues, and I'll try to address them as quickly as possible. Happy gaming!
Ionfrigate12345 8 May, 2024 @ 8:11am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3242249782

I made an updated version myself. If the author updates I ll delete it.

Actually you could ignore the warning and keep using this version even without 1.5 tag. The updated version is identical without any change except About and LoadFolder

I want this mod because I'm really tired of endless red texts in debug console because of MinifyEverything, that slows down the performance especially when I'm testing my own mod. I'm a programmer analyst IRL and I dont think ME is coded in a good way.
Xylene 1 May, 2024 @ 8:57am 
Hope 1.5 is coming! Loved this mod
Malfiros 30 Apr, 2024 @ 1:15pm 
Would loooooove to see this one updated! :steamthumbsup:
lean+asics 25 Apr, 2024 @ 6:09am 
15
GodlyAnnihilator 13 Apr, 2024 @ 7:58am 
An update would be lovely. It is such a needed mod now that I got used to it.
Still though, thanks for such an amazing mod!
Thels 21 Feb, 2024 @ 1:27am 
Much appreciated! And no rush on the update.
Cyber  [author] 20 Feb, 2024 @ 8:53pm 
Good question, @Thels. The answer is mostly because I forgot the altars existed. The ideologies in my playthrough(s) have evidently always used the ideograms, which don't really fit the bill as a movable object. So, as a player, I've never realized it was a problem until you mentioned it.

And actually, this mod doesn't modify any object from Ideology because (almost) everything in Ideology is minifiable by default.

All that to say: thank you for bringing it to my attention. I'll try to push an update sometime soon to include the altars.
Thels 5 Feb, 2024 @ 7:25am 
Is there a reason the Altars are excluded? They seem smaller than some of the other buildings (Crematorium, Fabrication Bench, Hi-Tech Research Bench).

Other thann that, the mod is much appreciated! I'm glad minimizable doors are no longer a thing like in the previous version. :D
Tyrannical_Elmo 26 Dec, 2023 @ 4:15pm 
AWWW BUT THATS WHAT MADE MINIFY FUN! RAIDERS TAKING YOUR PORCH!
Cyber  [author] 31 May, 2023 @ 4:49pm 
Update out! To anyone who was having significant issues with raiders stealing your buildings, let me know if that changes, and more importantly, let me know if it doesn't. Enjoy!
Cyber  [author] 30 May, 2023 @ 11:07pm 
Heads up, everyone!

I think I may have solved the issue of raiders running away with your precious buildings. I'm hoping to have an update out in the coming days. This will bring back the wind turbine which I know people have been asking for, and if you guys confirm the update resolves the thefts, I'll likely bring back minifiable doors as well.

After the dust settles there, I'll begin focusing on some compatibility updates for some of the requested mods I've seen. Dubs Hygiene and Save Our Ship 2, are first on my list.

Stay tuned!
IWL 18 May, 2023 @ 11:29am 
This is a great mod but there is one side effect that it causes. Raiders can steal your buildings and run away with them very quickly. They just pick them up like items and move at full speed. There's no delay like when a colonist uninstalls a building. I guess it makes this mod more balanced but it would be more realistic if raiders couldn't steal so quickly and outrun your colonists whilst carrying a 100 kg building.
cb 24 Apr, 2023 @ 8:27am 
Thank you
BillyGreen 18 Apr, 2023 @ 3:14pm 
Thanks for keeping this up to date :)
Cyber  [author] 9 Mar, 2023 @ 3:50pm 
@Goliath No plans currently to add support for Dubs Hygiene mods, but that doesn't necessarily mean it won't or can't happen. I don't use that mod personally, so I would have to look into it.