RimWorld

RimWorld

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Stuff on Tables Forked
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
502.628 KB
14 Jul, 2024 @ 4:54pm
28 Aug @ 10:20pm
27 Change Notes ( view )

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Stuff on Tables Forked

In 1 collection by themoistestwhale
themoistestwhale's mods
9 items
Description
Place televisions, lamps, and more on tables!

This mod is an overhauled continuation of Simmin's Stuff on Tables, who has provided blanket permission for the mod to be taken over. This new version features improved core patches and plentiful mod integration! Placement rules can also now be tweaked in mod settings.

While some patches exist for items from certain mods I am missing plenty! Please suggest anything within reason, and I can add a patch when I have time.


What does this mod do?
This is a simple set of patches that allows the following furniture/items to be placed on tables and other furniture:
  • All torches including DLC torches such as blood torches.

  • All standing lamps and sun lamps.

  • Vanilla furniture such as televisions, Game of Ur boards, heaters, orbital trade beacons, small sculptures, and firefoam poppers.

  • Ideology DLC lightballs, loudspeakers, and skullspikes.

  • Biotech DLC toy boxes and baby decorations.

  • Anomaly DLC shard beacons and frenzy inducers.

Mod Integration Patches
This mod has patches for the following mods to also grant buildings from them the ability to placed on tables:

Compatibility
  • Should be safe to add to save games. It's never safe to remove a mod from a save, but removing this mod should not cause significant issues.

  • It's safe to upgrade to this mod from the original Stuff on Tables despite differing packageIDs for each mod.

  • While not necessary, it’s safest to place this mod near the bottom of your mod list load order.

  • Yes, it works with Combat Extended.

Thanks
Thanks to Simmin for the original Stuff on Tables mod.

Thanks to #mod-development in the Rimworld discord for answering occasional, stupid questions of mine.

Rimworld is owned by Ludeon Studios.

RimworldFont used in the mod icon was created by Marnador. Inter 4.0 is also used in the preview image, thanks to everyone who has contributed to it.
86 Comments
themoistestwhale  [author] 26 Aug @ 3:30am 
@ZzZombo Thanks for reporting that, I'll push a fix for that later today or tomorrow when I can. Will just need to add some more checks to the XML patches for the ceiling adjusted issue.

As for the vanilla tool cabinet being a table surface, I kinda agree and might just add it into the placeworker to count as one. Right now the placeworker in this mod checks the surfaceType of the defs occupying the cells you want to place something on and it's not a perfect solution, so I will also need to see if I can find a better solution to that without manually patching every single table to exist.
ZzZombo 26 Aug @ 1:50am 
"Simple Utilities: Ceiling Adjusted" has its *ceiling* lamps affected by the mod which shouldn't happen. Also, shouldn't the vanilla tool cabinet count as a table surface?
Thank you for looking in any case.
themoistestwhale  [author] 9 Aug @ 2:25pm 
@Xyllisa Meem Paradox Station From a quick glance as I’m currently away from home for a couple days still, that kind of building does not look like I can patch it without breaking its functionality. I’ll take a closer look to make sure when I’m back home, but I’m still pretty sure doing so would break it. Sorry.
Sorry to bother but could you add compatability with this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2792849912
ephemeraltoast 5 Aug @ 9:21am 
Okay, thank you very much and may your whaley hide be forever moist. (as you might have guessed I have a big ugly 3x3 table driving me bonkers with empty space in the middle of it lol)
themoistestwhale  [author] 5 Aug @ 9:17am 
@ephemeraltoast This mod patches a ton of different types of buildings with unique interactions so I can't say it for sure that every single building has no pathing issues, but for the most part colonists will just straight up jump on tables to flick a light off and whatnot.
ephemeraltoast 5 Aug @ 9:14am 
I see! Does interacting with the item later (e.g. flicking a light off or refilling a torch) also cause pathing problems, or do they just realize they can climb on the table because this is the rim and no one cares about manners?
themoistestwhale  [author] 5 Aug @ 9:05am 
@ephemeraltoast Good question! The behavior when this occurs is a little weird and certain mods can change it (make it easier for colonists to do it, in this case usually) but here's how it is in vanilla with just this mod:

Let's say you want to build a wooden torch in the center of a 3x3 table. You can place the blueprint, but even if you have the materials, sometimes it will say it is missing because the game is struggling to find a path between the materials and the blueprint. However, if you place another blueprint that requires wood nearby, a colonist will haul the wood needed to construct that second blueprint as well as the first one for the torch. Then a colonist can build it without trouble.

I know it's kinda weird, but the mod was like this/worse with this behavior before I forked it and I haven't found a non-intrusive solution to it just yet. But basically, yes you can, it just might be a bit funky at times.
ephemeraltoast 5 Aug @ 8:57am 
Hi, if I place an item in the center of a 3x3 table (so it is completely surrounded by table tiles), can a pawn still construct the item there and interact with it later (e.g. refill a torch)? Asking because the image only shows items touching "free" space.