So, which should I go with… Uninstall Rimworld or Minify Everything? The only other one I could find that does all of them is Minify Everything. But to answer your question, most other mods only add uninstallability to one or a few buildings in the game, rather than the all of them that Uninstall Rimworld does. I even searched for mods like it first, but didn’t find any, because I used the term "Uninstall" for my search, which the game during gameplay, whereas all of the other mods seem to use the term "Minify", which the game uses internally in its code, and which I didn’t even realize was a term until I started coding the mod… How does this mod differ from other mods that do the same thing?įunny thing… I legitimately didn’t know other mods like this one existed until after I published it and the first comment I got was asking this. That’ll get the updateCounter in the right location. Turns out, when the turbine is moved, the updateCounter doesn’t update its own position, so it uses it previous position to check for blockage rather than its new one. This is because the wind turbine uses an attribute called an updateCounter, which is used to determine whether or not the wind is blocked. When I reinstall my wind turbines, they still get blocked by things that were in the turbine’s old location! If you’re worried about it, you can just avoid uninstalling those two buildings, and if you’re really worried about it, you can go into the mod files and delete the file entitled "UninstallBuggyPowerPatches.xml". That said, as best as I can tell, these errors don’t actually seem to do anything aside from opening the debug console, and since you can tell the debug console not to open automatically, I decided to just leave it in. As far as I can tell, it’s because of their unique power plant types, but I don’t know how to make the errors in question stop happening. Yes, that happens when trying to uninstall the solar and watermill generators. I’m getting error messages when I try to uninstall things! Though, do let me know if you find a compatability issue. As far as compatability issues go, this mod is minimalistic enough that you likely won’t have any unless you’ve got another mod that makes things uninstallable. There aren’t any requirements (aside from Rimworld’s core game, obviously). It should be at least.Īre there any requirements or compatability issues? At least not without automating the process, but that comes with its own problems and also I don’t know how to do that. Obviously, I can’t make things uninstallable when I don’t know what they are or if they’ll be in your game. Someone smarter than me could probably find a way to do it, but not me. ![]() You need to select a building before you can uninstall it, so obviously doing so with these types of buildings just isn’t an option. – Unsellectable Structures (floors, bridges, and roofs) ![]() Besides, letting you uninstall crashed ships would be, like, really cheaty. – Exotic Buildings (ship chucks, poison and psychic ships)īasically has the same problems as the natural buildings. Besides, how reasonable is it really to pick up a mountain or a steam geyser and move it somewhere else? Since these building types are never meant to be placed by the player, they lack several of the key attributes that make doing so possible, and I’m just a bit too dumb to know how to add those in. – Natural Buildings (trees, rocks, geysers, etc.) How do you pick that up and move it? Besides, graves have no resource cost, so there’s basically no difference between expending work to deconstruct and reconstruct it and expending work to uninstall and reinstall it. I was getting to it anyways…īecause when you can place and remove them without any resource cost or work done, why would you want an option to have a colonist strip it off the floor and move it somewhere else? Okay… so, what are those buildings, then? Well, it would probably be easier to list off what buildings you can’t uninstall. With this mod, you can uninstall nearly every type of building in Rimworld to freely move them about.
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