RimWorld

RimWorld

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BetterWeight
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.703 MB
6 Sep, 2020 @ 7:33am
11 Apr @ 11:11am
11 Change Notes ( view )

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BetterWeight

Description
Requires MinifyEverything or similar to be most useful

What does BetterWeight do?
Ever noticed that many building have a weight of 1kg? Well that sometimes just doesn't make sense.
This mod fixes that by adding the weight of the materials needed to build it and multiplying that by 0.65 (Default)

Makes MinifyEverything much more balanced. No more stealing 1kg solar panels from bases!

This mod supports all mods that add buildings so just as MinifyEverything makes more things minifiable this will give them a reasonable mass.

Settings
Many options to configure!
Enabled/Disable each building from having its weight updated (So you can even change the mass of buildings that normally have a mass)
Change the efficiency of the mass conversion. (BetterWeight = Σ[Weight of materials needed to construct] * efficiency)
Choose how many decimal places to round the new mass to
Choose whether to round all masses to the nearest 5 like the base game does or not.

Ctrl click and/or shift click to select multiple to move at once


Load order
Harmony
Core
Royalty (Untested as I don't own it but should work fine)
Ideology
<Anything>
BetterWeight
<Anything>


Can be anywhere in the load order after harmony and core even if other mods add more buildings that MinifyEverything will make minifiable

Supports
1.0
1.1
1.2
1.3
CE

Credits
Joseph for programming help
TruGerman for caching
Marnador [ludeon.com] for the font in the logo that he released publicly
erdelf [github.com] for making MinifyEverything

Github
All code is avaible on github under the GNU3 Licence
BetterWeight repo [github.com]
My GitHub[github.com]
Any questions? @greenking2000#8368 in the Rimworld unofficial discord

Issues
Please report either in the discussions tab of the workshop
Or on the github [github.com]
Popular Discussions View All (1)
13
17 Dec, 2023 @ 5:22pm
Issues megathread
greenking2000
78 Comments
AJ 19 Jul @ 10:38am 
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 @ 6:29pm 
does this require hugslib? workshop says no, about.xml says yes
Guffrus 11 Apr @ 4:22pm 
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  [author] 11 Apr @ 12:39pm 
@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 @ 11:20am 
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  [author] 11 Apr @ 11:12am 
Updated to work with 1.5 (Anomaly)
Poindexter1985 24 May, 2023 @ 11:23am 
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 @ 8:00pm 
@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 @ 4:30pm 
funny thing is, today (yesterday?) is exactly the day i decided to finally switch to 1.4
greenking2000  [author] 9 Jan, 2023 @ 1:29pm 
@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)