RimWorld

RimWorld

Tropi[CKAPP] Rainforest Mod (Continued)
100 Comments
TurtleShroom Jul 21 @ 7:59pm 
I was the one that accidentally introduced that bug. I fixed it on my end and, once Mlie gets back from vacation (and I also get back from vacation), I'll assume direct control of the Mod and end the issue once and for all.
Redrum Jul 21 @ 7:50pm 
Cool, someone else encountering these issues, I hope your work around works and can be implemented eventually when Mlie has time to get around to working on Bug fixes, in the mean time https://steamcommunity.com/sharedfiles/filedetails/?id=2564446762 this mod allows you to disable the Bamboo and Raffelesia from this mod. One thing about that mod though is you will need to edit the grass/ferns/ etc to a lower % and raise up the tree growth a bit, because it seems the makes the trees pretty sparse by default. Another issue I encountered is the texture for the Trampled pathways doesn't work, it just shows up as a green block instead of the old texture. Maybe that is just me.
Bernau31 Jul 21 @ 4:51pm 
Same goes for the Raffelesia and beehives.
Bernau31 Jul 21 @ 4:19pm 
Why is bamboo edible in the first place? I also dont remember it ever being that way in older verions of the mod I played. Anyway If you want it to stop, I went into the modfolder, and changed the plants foodtyp, so its now atleast not consumeble for pawns, so I hope I fixed that (for me).
TurtleShroom Jul 6 @ 11:09am 
I've seen Pawns pick it up to train animals with it, but I've never seen it cause an error. Are you telling me that it's actually causing issues now?
Redrum Jul 5 @ 7:26pm 
I submitted the bug report for the bamboo when this was first updated. I wasn't able to play it until today when the "choose wild flora" mod was updated this morning. It seems that the rafflesia plants are also bugged in this mod. Pawns are able to walk up to the plant and put it in inventory and try to use it to train animals, which fails of course.
TurtleShroom Jul 5 @ 4:46pm 
Shoot, I thought I fixed that years ago.
Mlie  [author] Jul 4 @ 10:08pm 
@moo Please link to that mod
moo Jul 4 @ 5:36pm 
This mod has an XML edit removing 'vce_taro' from Vanilla Cooking Expanded, but it's causing this error:
- Failed to find Verse.ThingDef named VCE_Taro. There are 13947 defs of this type loaded.

I suspect it's a conflict with Vanilla Plants Expanded - More Plants that re-adds it
Redrum Jun 13 @ 3:22pm 
@mr.melnikov i"ve been playing this mod since it was first created on Ludeon forums... what you described, "growing in groups" was never a thing. The forest has always been a random mess of vegetation. Growing in groups must be some other mod you were using that did that for you.
TurtleShroom May 13 @ 9:45am 
That's actually a Vanilla rendition issue. When a Pawn eats a plant, if the nutrition they get from the plant does not comprise the entire Nutrition Value of the plant's Thing Def, the plant is not destroyed. Unfortunately, some plants are picked up and eaten by human-like Pawns, which causes a fern to be sat on the floor.
Joko May 13 @ 7:45am 
my pawn eat bamboo, they get nutrition from it, but then a bamboo plant grow on the spot they ate the bamboo lol
TurtleShroom Apr 25 @ 4:04pm 
Once again, that is intended.
mr.melnikov Apr 25 @ 11:47am 
I disabled all the mods in my build and nothing changed. The vegetation doesn't look like it does in your screenshots. It doesn't grow the same way as in earlier versions of the mod. I completely redrawn the textures for my own use, and when switching to the new version, I found that my beautiful bamboo fields, smoothly turning into groups of trees and bushes of flowers, turned into a solid carpet. The problem is precisely in the generation. Perhaps due to version updates, the screenshots no longer match?
TurtleShroom Apr 25 @ 11:13am 
@Mer.melnikov

That is deliberate and was actually Ckapp's original design. It is completely working as intended.
Mlie  [author] Apr 25 @ 9:48am 
@mr.melnikov Nothing regarding the plant spawning has changed as far as I know. You can verify modconflicts by only loading this mod.
mr.melnikov Apr 25 @ 3:30am 
Hello. Sorry for the mistakes, it's not my native language. Tell me why, when I used to play with your tropics in older versions, the trees and bushes grew in beautiful groups, but now the forest looks like randomly planted trees in one carpet, which spoils the whole atmosphere. Am I having a conflict of mods, or is this how the map should look?
TurtleShroom Jul 26, 2024 @ 10:22pm 
When you see a Pawn trying to eat the bamboo, click on them and see if their Hunger Need Bar goes up. If it does, it's a known issue that has to do with the Food Type of the bamboo. If not, then it's an error I did not reproduce in my tests, and I'll look into it once I get my computer fixed.
Roque the Rogue Jul 26, 2024 @ 9:25pm 
@TurtleShroom
Yeah, they stand in place holding the bamboo trying to eat it, they can just pick it up off the floor without harvesting it first, I have seen one of my pawns chase a animal all over the base holding a bamboo and the poor animal running away because they can't be fed with it, when I tell my pawns to drop it, the bamboo returns to a "planted" state, I have no idea why that happened.
TurtleShroom Jul 26, 2024 @ 1:08pm 
@Rogue

Wait, you said that Pawns are picking up the Bamboo and permanently stuck in a loop eating it? I've seen cases of Pawns eating the bamboo, but I've never seen them not gain Nutrition from it.
Mlie  [author] Jul 26, 2024 @ 10:57am 
@Roque the Rogue The main point was to first verify if it happens with only this mod loaded. If not then please post when you have found what other mod is triggering it.
Roque the Rogue Jul 26, 2024 @ 10:54am 
Yes, yes I have done it a thousand times now Mlie but it wasn't generating any sort of log entries about it that I could provide, I have tried everything and it still didn't show me anything, but I can tell you that for some reason pawns can pick up bamboo, consume bamboo off the floor and try to feed it to animals, this is a very strange behavior, aside no log registration, I have no clue why this is happening to this plant exclusively, I'm switching some mods around, just letting this warning stand here incase someone else has it.
Mlie  [author] Jul 26, 2024 @ 10:41am 
@Roque the Rogue Please see the Reporting Issues section described above
Roque the Rogue Jul 26, 2024 @ 10:32am 
It seems Bamboo -some wild bamboo- got broken, pawns permanently stuck trying to eat it.
TurtleShroom Jun 20, 2024 @ 11:00am 
Well, I had changed the Biome spawning tables for the Stump so that it appears in countless Biomes, which is why I made it fiery to begin with.
cyanobot Jun 20, 2024 @ 8:22am 
I think it's a cool concept and I can imagine a whole wildfire-themed mod, since wildfires are a major thing in most RimWorld biomes. You could have various plants that are extra-flammable or don't burn at all, and maybe something to do with plants that need fire to germinate, although I'm not sure how you'd work that last part into the game mechanics...
TurtleShroom Jun 20, 2024 @ 8:14am 
Okay, I didn't factor the rain in, ironically. You are right, of course. I'll make the change within the day.
cyanobot Jun 20, 2024 @ 3:37am 
On the topic of the highly flammable stumps, the performance impact doesn't seem to be enormous but there is some overhead to maintaining fires, and it could conceivably be enough to cause an issue if someone's system is already struggling a little with the extremely crowded biome.

Imho this just doesn't thematically feel like the right mod for that mechanic. Rainforests aren't really known for their persistent fires, on account of being so damp. It'd fit better as a feature for drier biomes.

Pine knots behave the way they do because pine trees naturally have highly flammable sap and a lot of it, and because they dry out after the tree dies. Not all trees have this kind of sap, and rainforests never really dry out.
cyanobot Jun 20, 2024 @ 3:31am 
@TurtleShroom
Thanks for the rapid response! That's a much more flexible approach, thanks.

(If you are interested, I believe that the error was coming from references in the VPE C# to VCE_Taro, most likely in their DefOf and perhaps elsewhere. Since you removed the def altogether, the C# could no longer find it and produced an error. Removing defs doesn't always throw this kind of error because there isn't always any reference to a given def in the C#.

Replacing a def you don't want with a dummy def like you did with VCE_RawTaro is a safety measure against this possibility because there is still something for the C# to look at, instead of nothing.)
TurtleShroom Jun 19, 2024 @ 2:17pm 
@PS

Duly noted. Can anyone else confirm that it's a lag bomb? I'll change it if it is.
TurtleShroom Jun 19, 2024 @ 2:17pm 
@Cyanobot

I am aware of this error and have not figured out what I am missing, because it matches other versions.

Nonetheless, I totally see your point and will add back the plant, but just make it produce this Mod's Taro Roots.
cyanobot Jun 19, 2024 @ 2:05pm 
Throws a failed to find ThingDef for VCE_Taro during loading, presumably due to the "TaroBloatPurge" patch removing VCE_Taro rather than replacing it with a dummy def like it does for VCE_RawTaro.

Incidentally, I'm not really a fan of just replacing the VPE Taro with this version, especially since the VPE Taro is one of the basic aquatic growing zone crops.
PS May 28, 2024 @ 8:46am 
@TurtleShroom The only problem is that this usually leaves a large fire area on the map and makes the game very laggy XD
TurtleShroom May 27, 2024 @ 2:51pm 
@PS

The Beekeeping being placed where I put it (so far down) was intentional. Players with a LOT of Research added to the game would have Beekeeping overlap where it shouldn't.
TurtleShroom May 27, 2024 @ 2:50pm 
@PS

That's intended. The tree is sickly and covered in molded sap, and rain alone can't put it out. In RL, this exists in trees with sap: where I come from, "pine knots" are sap-filled, gnarled branches and roots of pine trees. Burning them causes them to go up in flames that are hotter, brighter, and more extreme than wood logs.

The other plants, however, should go out in the rain.
PS May 23, 2024 @ 5:40am 
The fire not stopped by rain issue seems caused by the high Flammability, it is set to 3 for CK_PlantTreeTreeStump, while it's 0.8 for TreeBase and 1 for PlantBase.
I guess it should not exceed 1
Mlie  [author] May 22, 2024 @ 12:54pm 
@PS Should be fixed now, thanks for the detailed report!
TurtleShroom May 22, 2024 @ 9:46am 
@PS

Oh crap! That was my code! I apologize for the mistake.
PS May 22, 2024 @ 5:57am 
The Beekeeping research makes the research tab occupy the whole screen, seems the position is too big (tried to change it to 2.0/0.0, next to the cocoa tree, and it looks ok for me)
PS May 22, 2024 @ 5:53am 
The fire on 'tree (dead)' (CK_PlantTreeTreeStump) seems never stopped by rain?
Also when its hp reaches 0%, a new tree (dead) with 100% hp will appear at the same place, this is because it has <burnedThingDef><choppedThingDef><smashedThingDef> set to itself
Redrum Apr 18, 2024 @ 5:57pm 
Is it 1.5 compatible? I can't play without this mod. :(
PS Jan 5, 2023 @ 4:18am 
@Mlie Thanks
Mlie  [author] Jan 2, 2023 @ 12:46pm 
@PS Should be fixed now, sorry about that
PS Dec 31, 2022 @ 10:17pm 
I can't plant 'apiary' and 'coconut palm tree' defined in Plants_Cultivated_Farm.xml, although there is a 'coconut palm tree' in the plant list, it's actually the wild versoin in Plants_Tropical.xml :(
Holgast Dec 6, 2022 @ 3:14am 
Back in the day, this mod single-handedly helped me complete my nomadic walking to the ship run. the ridiculous amount of food you can get by dropping in and setting up camp to pick up bananas kept the caravan going
Redrum Nov 7, 2022 @ 8:17pm 
@kaptain_karvern Best mod ever made for rimworld, thanks man!
TurtleShroom Oct 7, 2022 @ 1:27pm 
I should note that one Butterfly is harmless, but because their Combat Power is so low, a Man Hunting Swarm of them comes IN BULK.
kaptain_kavern Oct 7, 2022 @ 11:28am 
I'm so happy to see that the mod is still alive :steamhappy:
YepThatsMyName Feb 10, 2022 @ 12:46am 
The moment when
When butterflies have the power of the whole Axis Forces