RimWorld

RimWorld

Tropi[CKAPP] Rainforest Mod (Continued)
90 kommentarer
Redrum 13. juni kl. 15:22 
@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 13. maj kl. 9:45 
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 13. maj kl. 7:45 
my pawn eat bamboo, they get nutrition from it, but then a bamboo plant grow on the spot they ate the bamboo lol
TurtleShroom 25. apr. kl. 16:04 
Once again, that is intended.
mr.melnikov 25. apr. kl. 11:47 
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 25. apr. kl. 11:13 
@Mer.melnikov

That is deliberate and was actually Ckapp's original design. It is completely working as intended.
Mlie  [ophavsmand] 25. apr. kl. 9:48 
@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 25. apr. kl. 3:30 
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 26. juli 2024 kl. 22:22 
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 26. juli 2024 kl. 21:25 
@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 26. juli 2024 kl. 13:08 
@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  [ophavsmand] 26. juli 2024 kl. 10:57 
@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 26. juli 2024 kl. 10:54 
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  [ophavsmand] 26. juli 2024 kl. 10:41 
@Roque the Rogue Please see the Reporting Issues section described above
Roque the Rogue 26. juli 2024 kl. 10:32 
It seems Bamboo -some wild bamboo- got broken, pawns permanently stuck trying to eat it.
TurtleShroom 20. juni 2024 kl. 11:00 
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 20. juni 2024 kl. 8:22 
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 20. juni 2024 kl. 8:14 
Okay, I didn't factor the rain in, ironically. You are right, of course. I'll make the change within the day.
cyanobot 20. juni 2024 kl. 3:37 
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 20. juni 2024 kl. 3:31 
@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 19. juni 2024 kl. 14:17 
@PS

Duly noted. Can anyone else confirm that it's a lag bomb? I'll change it if it is.
TurtleShroom 19. juni 2024 kl. 14:17 
@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 19. juni 2024 kl. 14:05 
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 28. maj 2024 kl. 8:46 
@TurtleShroom The only problem is that this usually leaves a large fire area on the map and makes the game very laggy XD
TurtleShroom 27. maj 2024 kl. 14:51 
@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 27. maj 2024 kl. 14:50 
@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 23. maj 2024 kl. 5:40 
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  [ophavsmand] 22. maj 2024 kl. 12:54 
@PS Should be fixed now, thanks for the detailed report!
TurtleShroom 22. maj 2024 kl. 9:46 
@PS

Oh crap! That was my code! I apologize for the mistake.
PS 22. maj 2024 kl. 5:57 
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 22. maj 2024 kl. 5:53 
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 18. apr. 2024 kl. 17:57 
Is it 1.5 compatible? I can't play without this mod. :(
PS 5. jan. 2023 kl. 4:18 
@Mlie Thanks
Mlie  [ophavsmand] 2. jan. 2023 kl. 12:46 
@PS Should be fixed now, sorry about that
PS 31. dec. 2022 kl. 22:17 
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 6. dec. 2022 kl. 3:14 
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 7. nov. 2022 kl. 20:17 
@kaptain_karvern Best mod ever made for rimworld, thanks man!
TurtleShroom 7. okt. 2022 kl. 13:27 
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 7. okt. 2022 kl. 11:28 
I'm so happy to see that the mod is still alive :steamhappy:
YepThatsMyName 10. feb. 2022 kl. 0:46 
The moment when
When butterflies have the power of the whole Axis Forces
TurtleShroom 17. aug. 2021 kl. 10:57 
Mile, we need to have a talk about those killer butterflies. Are you aware that they have an attack power of SEVEN and are as strong as horses in terms of HP? Those values need to be significantly lowered; I got a mob of dozens of Killer Butterflies and they devoured an entire Mechanoid Cluster AND a Star Vampire (Cthulhu Mod) AND a raid. I had to edit the code and make them more fragile because those suckers were built like TANKS.
TurtleShroom 11. aug. 2021 kl. 9:19 
Wait a minute! Someone already made a Compatibility Patch for your Honey!

https://www.steamcommunity.com/sharedfiles/filedetails/?id=2415405169
Mlie  [ophavsmand] 11. aug. 2021 kl. 8:42 
@TurtleShroom What mod adds it and how would they be combined?
TurtleShroom 11. aug. 2021 kl. 8:19 
One of the Vanilla Expanded Mods adds Honey. Do you think you could make some way to combine the two of you have that Mod?
Mlie  [ophavsmand] 2. aug. 2021 kl. 7:13 
TurtleShroom 30. juli 2021 kl. 22:16 
Thank you! Please let me know if you come up with anything.
Mlie  [ophavsmand] 30. juli 2021 kl. 22:12 
@TurtleShroom Ill work on a solution for it
TurtleShroom 30. juli 2021 kl. 21:31 
Your Mod adds Pandas. There are several other Mods that add Pandas, including my personal favorite, the Traditional Chinese Culture Mod. Do you think it would be possible to cause your Pandas to not spawn when you have another Mod that adds Pandas, such as TCC or the Vanilla Expanded Mod series?
Mlie  [ophavsmand] 15. juli 2021 kl. 22:27 
@Redrum All my published mods will be updated. Progress is available on the Discord server
Redrum 15. juli 2021 kl. 18:39 
1.3! please, this is my most important mod