RimWorld

RimWorld

Sparkling Worlds Addon - More Events - Standalone Addon
176 Comments
moo Jul 5 @ 12:53pm 
Hi Albion. We isolated the issue to a change in vanilla code. It's not this mods fault
Albion  [author] Jul 5 @ 12:42pm 
You're right, my mistake. It is only available as a quest reward since it is rather strong I never included a recipe for it in either mod.
time lapses Jul 5 @ 9:09am 
Cherub mech injector is not craftable in this mod and the mech serum mod.
Could you please add its recipe?
Albion  [author] Jul 3 @ 4:03am 
@moo: sorry to be this way but I got better shit to do with my time than to search through your huge modlist and test them all.
My mod is very robust and in the past it usually was some other mods issue anyway.
In short: try to reproduce the issue. Once you can reliably reproduce it start trimming down your modlist until the issue can't be reproduced anymore. Tinker around a bit until you find the 1-3 mods actually responsible and then the authors are certainly happy to take a Look.
moo Jul 2 @ 4:04pm 
This mod is not playing nice with other mods, but I don't know what one. Modlist at https://steamcommunity.com/sharedfiles/filedetails/?id=3507289931

This error ONLY shows up when the modlist is sorted by RimSort. The error does not exist with a RimPy sort

Once in a playable map, the log has infinite spam of this type of text:
- Not enough squares to get to radius 6. Max is 0

Occasionally, this is broken with something like
- AbstractShapeGenerator could not generate a valid shape after 500 tries. width=17 height=18 preferOutlines=False

This progresses until it appears to reach a local maximum, and just continues to dump this endlessly on repeat:
- Not enough squares to get to radius 20. Max is 0
- Not enough squares to get to radius 40. Max is 0
Albion  [author] Jun 17 @ 8:08am 
This mod has a small chance to find the Cherub injector as a reward in the spaceship crash event. With the mech serum mod you can craft it yourself.
time lapses Jun 17 @ 12:08am 
Cherub mech injector is in this mod. Is this a bug?

Can't the submod, Mech Serum Crafting, make cherub mech injector?
Albion  [author] Jun 14 @ 3:54pm 
Updated to 1.6 Enjoy!
Please report any issues.
cdlander2929 Aug 19, 2024 @ 12:50pm 
thankyou for this
Albion  [author] Jul 23, 2024 @ 12:50am 
Thank you for noticing. I'll look into it if that can be fixed.
Gabthelazy Jul 22, 2024 @ 5:47pm 
Destroying an infested ship chunk cause every pawns to gain the Defeated Insect Hive moodlet... for every single chunk destroyed. And it stacks, every single time.
EDIT: It seems to cap at x5. Still, a + 20 moodlet is very powerful.
Albion  [author] Jul 21, 2024 @ 12:59pm 
Insect hives got another minor update and are now back to their true selves with one initial large insect spawn and a very slow replenishment like normal hives.
Albion  [author] Jul 21, 2024 @ 5:01am 
Yes, I had to change it due to some issues with the AI. The previous chunks also spawned indefinitely but way slower. I have an idea on how to fix it though and there will be an update in a few days.
Albion  [author] Jul 20, 2024 @ 2:34pm 
Thank you for reporting this tw_boring. I just fixed it.
Additionally the infested ship chunks now work correctly again and there are no more ghost chunks!
Enjoy the mod.
Albion  [author] Jun 16, 2024 @ 1:05am 
I would have to look at the code but I think it should be steel floor normally.
UnDeadPuff Jun 15, 2024 @ 11:20am 
Hi there. How is the flooring in the crashed ship events determined? I ask because in my games the sites spawn using a custom floor I made for myself and that shouldn't be the case.
Ghost May 12, 2024 @ 11:13am 
it seemed to be a rendering issue
Ghost May 12, 2024 @ 11:13am 
I got an error, with infested ship chunks event, here is my log:

https://gist.github.com/HugsLibRecordKeeper/0e2292e51fe3fa7ccd15a8cebc9066bd
Jiopaba Apr 18, 2024 @ 7:09pm 
Funny enough this playthrough was actually where I discovered my new favorite tactic for dealing with insects. Since I was living mostly underground, increasing my home's heat was insanity. Carelessly lighting fires anywhere around there would have seen everyone die of heat stroke and burn wounds as quickly as it would kill the bugs.

With frost-themed psycasts from VPE though I could drop the temperature in insect-land until they all went into torpor. They'd get slower and slower and then eventually just drop until I sent someone in with a parka and a knife to stab them all.

Tons of fun all over, I'm very excited for the handful of mods I'm still waiting on to get updated so I can go back to playing in 1.5.
Albion  [author] Apr 17, 2024 @ 11:17pm 
A lot of insect meat actually has a major benefit: Together with hay you can turn it into kibble and feed all your animals with it. It's the most efficient way to feed them.
Once I did some insect breeding in a colony. I killed all hives except one or two and walled it off with double layers and put 3 or 4 heaters in there. Occasionally I increased the temperature past 80 °C or something so the insects died relatively quickly of heatstroke and then went in, collected all the corpses, killed any spawned hive and replaced any mined walls. It was a lot of micro managing though and was done back in version 1.0 or so. Not sure if that tactic is even still possible. It also had an interesting side-effect: With cassandra as the storyteller it stopped any and all raids since there was a big thread still ongoing.
Jiopaba Apr 17, 2024 @ 4:22pm 
Oh yeah, worked out just fine. Thinking about it, I'm quite certain that they showed up more often than that lockout you've described, so it must be something else interfering then. Definitely an interesting time though. Between that, regular infestations, "black hive" raids, etc. I wound up having tens of thousands of insect meat eventually.
Albion  [author] Apr 17, 2024 @ 2:40pm 
I just looked it up and seems like you must have had a streak of horrible luck.
Raids have a base chance of 7.4, normal infestations of 2.7 and infested ship chunks 1.8!
I also included a minimum of 24 days until it can fire again, specifically so something like you describe doesn't happen. Maybe one of your mods changes storyteller behavior in some weird way.
Either way it seems you enjoyed it regardless. It was just a particularly bug infested rimworld you settled ;)
Jiopaba Apr 17, 2024 @ 1:14pm 
Yeah, I've also had Go Explore for ages and ages. Fantastic mods, both of them. I wish there were more mods of this type that don't need some huge overhaul and tons of new content, just different things to do.

And yeah, that one setup was really weird. It was with Cassandra as the storyteller on Strive to Survive, and it was either every third or fourth event would be infested ship chunks. I think in the half dozen years I was on that map more than 50% of all events involved insects and there was only ever two events involving mechanoids. Didn't seem to be a mod interaction or anything gone wrong, just an unusual streak of luck.
Albion  [author] Apr 17, 2024 @ 9:43am 
@Jiopaba: I tried to keep the events as close to vanilla as possible, I'm glad you enjoy them. You should also check out my mod "Go Explore" if you didn't already.
Regarding the infested ship chunks I'm kind of surprised except if you picked Randy Random. They shouldn't appear that often.
I can check the hunting lodge code and add a minimum meat per animal requirement. However if I remember correctly the amount of animals actually on site might scale with their combat power so smaller animals should be more numerous than large meaty ones. Also it is an entire site so there should be other animals too usually.
Jiopaba Apr 16, 2024 @ 9:53am 
Ah, I did have a suggestion. Is it possible to limit Hunting Lodges to only including animals that have at least a certain amount of meat?

Only, I occasionally get invited to hunting lodges where there are like 20 small birds who have 15 meat each, and it wouldn't be worth attending if they were paying ME a thousand silver, let alone expecting me to pay them and then journey out for less meat than I could get by shooting one buffalo.
Jiopaba Apr 16, 2024 @ 9:21am 
Hah, my last colony was a riot at the end of 1.4. For whatever reason my storyteller decided I needed an unusually large number of "infested spaceship chunk" events. In two years I think it happened twelve times, until eventually I just started setting up pillboxes all over the place to shoot them from no matter where they came down.

This is one of those mods I've had so long I forgot it's not vanilla. It's really surprising when I stop and consider it just how little content there actually is in vanilla.
Kyrox Apr 1, 2024 @ 11:37pm 
SOYUZ:<color=orange>[ERROR]</color> <color=red>patching CherubMechanitesCompSW:Void Tick() Failed!</color> System.MissingMethodException: void

https://gist.github.com/HugsLibRecordKeeper/7912f5c8f2c171d52f9837e0eebe1561
Albion  [author] Mar 31, 2024 @ 2:25pm 
This must be some mod interaction since it works finde with this mod and just vanilla. Please boil down your mod list and try to find which other mod(s) are related to that issue. I can't fix it if I don't know what's causing the issue.
Kihtan Mar 31, 2024 @ 12:34am 
me too
sleepy Mar 6, 2024 @ 3:30pm 
Unfortunately sending a caravan to spaceship crash event just deleted my colonists
Albion  [author] Oct 6, 2023 @ 12:55pm 
I really appreciate that. Thank you. The first release was before 1.0 by the way ;-)
YoloSwagtron69 Oct 6, 2023 @ 9:41am 
Really appreciate all the work you've done on the main mod and the modulars. I've been using this mod since it first released (back in 1.0? or maybe even before), and just wanted to say thanks.
K_BOMBA Aug 15, 2023 @ 8:40am 
Crash site disappear after approaching it, works fine if i do it with basic caravan tho.
I guess its because it spawned me literately inside the wall lul.
https://steamcommunity.com/sharedfiles/filedetails/?id=3020661462
Stubkan Jul 23, 2023 @ 11:22am 
Could I suggest component drops for infested ship chunks be reduced? A single chunk can give like 15-20 components, and later you get 10+ chunks dropping so.... I have currently about 500 components
kzs583 May 10, 2023 @ 7:47am 
I posted that log on the discussion board.
kzs583 May 10, 2023 @ 7:45am 
Thanks for making this mod. However, it has some serious bugs. Site points created on the map cannot be deleted.
spacecat_2 Apr 13, 2023 @ 9:03pm 
yeah, the whole game freeze up then crashes minutes later
Albion  [author] Apr 13, 2023 @ 5:41am 
Unfortunately no. I don't suppose there is a red error message? It simply crashes to desktop?
spacecat_2 Apr 12, 2023 @ 12:16pm 
whenever i try to go to a Psychic emitter my game just crashes. any ideas ho to fix this?
Albion  [author] Nov 24, 2022 @ 11:22pm 
They are the normal vanilla trading caravans. I don't know if those have been changed in any way.
The Bard of Hearts Nov 24, 2022 @ 8:39pm 
Been a while since I used this mod. Just curious, are the trade fair traders still only carrying like 200 silver at best? Or did that get fixed at some point?
Albion  [author] Nov 18, 2022 @ 12:30am 
The mod comes with mod settings to remove any events you don't like.
All storytellers should work fine. With the vanilla storytellers everything works as intended and events fire as usual. If the custom storyteller is set up correctly it should work fine too. Otherwise it might be due to some other event mod.
ministrog Nov 13, 2022 @ 4:01pm 
Subscribed but not installed. want to know if this mod comes with a menu to turn off some events. Also Victor's problems seem serious.
Victor Oct 31, 2022 @ 7:09am 
I'm fairly sure this mod broke my storyteller, but I don't have any logs to show. I removed it and it seems that solved my issue of not getting incidents. I suspected because I was seeing some errors in the quest descriptions.
Albion  [author] Oct 30, 2022 @ 8:26am 
For some reason they are removed from the usual place. However you can still find the event if you go to "Do Incident 10x". Note: If the pre-conditions for the event (like cooldown, populations requirements etc.) are not met then the incident won't fire.
One way around this: Just spawn the site on the world map. Choose the Shipcrashcore, click done and you're good to go.
RoninVV Oct 29, 2022 @ 1:04pm 
Hey Albion, I can't seem to find the Spaceship Crash event in 1.4 (when in Dev), is it still working?
Aquiles Jul 25, 2022 @ 7:06am 
Hello, @Albion. Just FYI, the Hunting lodge event is triggered before researching trade beacons (microelectronics), so it is impossible to accept it. Anyway, very fun mod. A keeper. Thank you very much.
Albion  [author] Oct 1, 2021 @ 9:40am 
I'll have to double check the code. Been a while since I wrote it (copied it from the vanilla code). Maybe it shuts down once the limit is reached or the cellfinder can't find any more cells to spawn hives into.
Crimzn Oct 1, 2021 @ 8:47am 
To clarify the insect spawn timer i am talking about is the insect spawning rate in options menu when choosing storyteller and difficulty

if i create a custom difficulty and set insect spawning rate to 0 in my mind it was forcing everything inside the infested chunk to spawn at once on impact instead of slowly overtime

but i guess if it works how you say and just spawns to a cap that also makes sense i will test to see i seem to recall 1 chunk only multiplied around 8 times and not to map limit

As is it is no problem the chunks do not respawn more after the initial impact reproduction which is why i thought an infested chunk had a finite amount it could produce and that limit was being met