RimWorld

RimWorld

[LTS]Systems
250 Comments
dom Mar 13 @ 2:53am 
Hi! This could 100% be my fault with my modlist size, but putting it here either way. The creator of the Big & Small mod noticed LTS had an error, so I'm guessing - could it be due to a gene integration issue between LTS and Big & Small?

https://gist.github.com/HugsLibRecordKeeper/62321d4990ef57a38e8aaf656d93ac32

Basically: the pawn was a Frankenstein, which had the ability to steal one gene from a pawn/corpse and make it a xenogene for them. They also had the ability to incorporate all xenogenes into their baseline. However, every time I used the incorporate ability, the pawn would duplicate itself when I reloaded my game save; I would have an identical pawn who had the xenogenes "incorporated" but not visible as baseline, and I would have one pawn before everything got incorporated. The new pawn would function and behave like any other pawn, but if I drafted the dupe/original pawn, they were not able to attack but just stand still. Thank you in advance!
Bitterholz Feb 24 @ 10:02am 
You can use Pawn Editor instead of Character Editor :gorlak:
Zora Feb 10 @ 10:49am 
Pippintastic: You can use Character Editor instead of Prepare Carefully.
Pippintastic Feb 6 @ 6:36am 
Is there still a compatibility issue with Prepare Carefully? I would really like to use the Furnishing mod but I don't want to give up Prepare.
Halfelfaedyn Jan 5 @ 4:23pm 
Got an error, I copied down the full error but can't paste it all here: Type LTS_Systems.GUI.Icons probably needs a StaticConstructorOnStartup attribute, because it has a field public static UnityEngine.Texture2D LTS_Systems.GUI.Icons::AdvertIcon of type UnityEngine.Texture2D. All assets must be loaded in the main thread.
Zora Dec 14, 2024 @ 6:15am 
I s it possible to remove that dependency? I could lend you my time to help you fix it if you are open to it. Seeing those errors hurts my soul xd

Love the ammunition mods, been making my own ammo types for my playthroughs.
LimeTreeSnake  [author] Dec 14, 2024 @ 3:22am 
Ah I see, you don't have Ideology, dammit, did not consider that some graphics I use would require that mod. However, apart from that error, there should be none affecting your gameplay. Since those are used for some effects that are part of other mods I work on atm. Thanks for pointing it out though.
I will note it down so people know.
Zora Dec 13, 2024 @ 7:38pm 
I get errors just by having this mod and Harmony loaded:
https://pastebin.com/UdQqyeRB
LimeTreeSnake  [author] Oct 3, 2024 @ 5:48am 
- Removed river generation, Use Geological Landforms instead since they finally released cool rivers!
- Fixed race condition with Geological Landforms where plants in Biosphere spawned on lands due to Harmony patch priorities.
- More unified settings changes for my mods.
ColossalFossil Sep 29, 2024 @ 7:42pm 
@LimeTreeSnake - Thank you. The update works perfectly.
LimeTreeSnake  [author] Sep 28, 2024 @ 8:28am 
Since Geological Lifeforms now added some really neat river functionality, I'll discontinue work on my simplistic rivers.
LimeTreeSnake  [author] Sep 27, 2024 @ 1:49pm 
Ah I see thanks for the report! Gotta fix that
ColossalFossil Sep 27, 2024 @ 10:51am 
@LimeTreeSnake - I seem to be having issues with the framework throwing exceptions at startup after this morning's update. Here is the error log with only the Framework and Hugs loaded with all DLCs. https://gist.github.com/HugsLibRecordKeeper/0eb977fb2e67d96b9e97e88bc5352eeb

Looking at the effecter.xml, I don't see the corresponding fleckDefs for those in the Fleck.xml file. At the moment, I am only using [LTS]Tenants that requires this framework. As a work around, I removed the three LTS_BramblerLeaf SubEffecter sprayers (all 3 colors) from my local copy and the startup exception no longer happens. I don't think Tenants is using it anyway.
LimeTreeSnake  [author] Sep 27, 2024 @ 6:29am 
- Added plant transformation logic
- Added new thinknodes and conditional checks for custom creatures
- Added new jobgivers for custom creatures
- Added new property and logic for incidentExtensions
- Improved plant self spread logic.
- Code optimization and refactoring
- Added a few simple standardized GUI elements to use for mod settings and whatnot.
- Improved readable error logging.
- Improved GetTemperatureForCell_PreFix, hopefully it'll be faster.
- Added [Experimental] river branching logic, toggleable in Mod Settings.
LimeTreeSnake  [author] Sep 16, 2024 @ 8:00am 
- Added 2 new "languages" to use for naming stuff. Mostly used by Xenotech but open for all to use through Systems.
Lagua
Overlord
- Renamed the previous sole language I used to Wild.
- Refactored code and a potential fix for GetTemperatureForCell_PreFix
- Updated water plant spawning logic and improved performance.
Tymon02 Sep 11, 2024 @ 3:14pm 
Alright, thanks for the clarification
LimeTreeSnake  [author] Sep 11, 2024 @ 3:07pm 
It's part of the framework yeah, and it is included in this mod. So it is an actual addition but is only loaded if you need it. Regardless, it should not affect you negatively.
Tymon02 Sep 11, 2024 @ 2:41pm 
Alright, so it's just part of the framework for mods, not an actual addition right?
LimeTreeSnake  [author] Sep 11, 2024 @ 2:34pm 
I don't quite understand what you mean, it's a new work type like much like Hunting or Cooking and it's called Task. I have checks also so that It's only added if you use one of my mods that utilise this work type. So it wont be added if you don't have a mod that use it. For example my mods Tenants, Maintenance or Ammo.
Tymon02 Sep 11, 2024 @ 2:27pm 
Hello, I see that one of the features has something to do with work types.. Is it something that could potentially cause an issue where colonists idle and only do the work they're assigned to once in a blue moon? Nearly all of my mods are gun/armor/vehicle mods so I am slightly confused..
LimeTreeSnake  [author] Aug 3, 2024 @ 7:05am 
Minor update
- Made performance changes to CheckWaterPlants as suggested by Ferris (ferriscg), thank you! ♥
Kirbington Jul 4, 2024 @ 7:10am 
The author of The Profaned believes they fixed the issue in their latest update but sadly not the case. I've told them the issue is still there and given logs so fingers crossed.
LimeTreeSnake  [author] Jul 4, 2024 @ 3:14am 
I also wrote there some time ago but dunno if they saw
Kirbington Jul 2, 2024 @ 11:10pm 
Also reporting that I cannot use the dev command 'Spawn Thing' with this mod + The profaned.
As I'm playing a medieval mod pack I don't really want to drop either of these mods and sadly I am unfamiliar with editing XML files. I will contact the owner of The Profaned and see if they can edit their mod to be compatible with your changes
LimeTreeSnake  [author] Jun 22, 2024 @ 10:18am 
Ah yeah yeah, hmm, you can easily just type instead of LTS_Systems.Buildings.Door in the XML.
To LTS_Systems.ThingWithComps.Building_Door, I'll write there as well.
McMookerson Jun 22, 2024 @ 8:50am 
Tracked it down. The mod combination causing incompatibilities is LTS Systems + "The Profaned" (https://steamcommunity.com/sharedfiles/filedetails/?id=3202008037)

The Profaned mod has an optional inheritance from LTS Systems, to enable double-width doors in RimWorld versions prior to 1.5. As-of the 2024-06-20 update for LTS Systems, I assume something might have changed in how you configured the double-width door functionality? Below is the full log of a minimal test being performed:
https://gist.github.com/HugsLibRecordKeeper/aece047a3fee35ead7a7d98b082adc89

(Ignore the errors generated when it's parsing the scenario list, as I had some custom scenarios saved which depended on other mods that I disabled for these testing purposes)

The part that stood out to me is the line "Could not find a type named LTS_Systems.Buildings.Door" as the likely indicator of the root cause.
McMookerson Jun 22, 2024 @ 7:48am 
For reference, here's the same error with Cherry Picker removed from the modlist:

https://pastebin.com/apjyBL9h
McMookerson Jun 22, 2024 @ 7:36am 
I hear you. It's bizarre - but I used binary exclusion testing to narrow it down, and the error disappears as soon as LTS is disabled from my modlist, while disabling CherryPicker does nothing.

I'll keep poking at it over the weekend, as I feel like it *is* an incompatibility with another mod, but I haven't found it out yet.
LimeTreeSnake  [author] Jun 22, 2024 @ 2:24am 
Hmmm, cherry picker is the complaint there, it does not even mention LTS in those logs.
I wonder if there is something you removed with cherry picker that caused issues with cherry picker due to a possible name change or something on my end? Not certain atm
McMookerson Jun 21, 2024 @ 3:56pm 
Sorry, meant to include this:

https://pastebin.com/46vZ4TTa

This is the error that's repeated anytime the "SpawnThing" or "SpawnThing FullStack" DevMod options are used.
McMookerson Jun 21, 2024 @ 2:54pm 
Seconding the issue that *checks notes* ...HairyBalls reported earlier. This latest update is preventing DevMode spawning of things from being possible on 1.5
shidotoku Jun 21, 2024 @ 4:18am 
Tried again after the update, everything works fine now, thanks for the fix!
HairyBalls Jun 20, 2024 @ 11:34pm 
It seems that this mod prevents me from using the "spawn thing" function in dev mode. an error will be reported as soon as I click it, but there was no such problem yesterday.
[DRSH] Artanis Jun 20, 2024 @ 2:34pm 
I guessed that this is roughly what happened)
Thanks for sharing the cause of the problem!
Kilenkos Jun 20, 2024 @ 2:11pm 
Ty
LimeTreeSnake  [author] Jun 20, 2024 @ 2:11pm 
In case people are wondering, had accidently set the load folder to load 1.5 instead of 1.4 for 1.4... *sighs* Really sorry about that.
OldGame0122 Jun 20, 2024 @ 2:10pm 
thanks man :)
LimeTreeSnake  [author] Jun 20, 2024 @ 2:08pm 
Hotfix uploaded, sorry folks.
LimeTreeSnake  [author] Jun 20, 2024 @ 1:33pm 
Alright, shall see why this is acting up! Sorry for the inconvenience folks. Shall try to reproduce it
OldGame0122 Jun 20, 2024 @ 1:23pm 
im on 1.4
[DRSH] Artanis Jun 20, 2024 @ 1:20pm 
I join the owners of the problem. (Use 1.4)
https://pastebin.com/NQsHWjbs
LimeTreeSnake  [author] Jun 20, 2024 @ 1:19pm 
You both using 1.4 or 1.5?
OldGame0122 Jun 20, 2024 @ 12:27pm 
thanks for updating the mod, now i cant right click anything unless drafted :)
LimeTreeSnake  [author] Jun 20, 2024 @ 11:37am 
Do you have any logs? Do send me them, or write me on discord or something. ^^
shidotoku Jun 20, 2024 @ 9:35am 
Did a redownload and reactivated the mod, unfortunately the issue came back too :C
LimeTreeSnake  [author] Jun 20, 2024 @ 8:44am 
I did move the work type Task from before in the list to after "Hunt", maybe redownload this mod?
shidotoku Jun 20, 2024 @ 7:51am 
Is it possible the new update broke something? I've last played on the 16th, and everything was fine, today I loaded up and pawns didn't do any jobs after a while, and I couldn't right-click prioritise anything. Checking the mods that updated in that interval, I've suspected this or [FSF]Complex Jobs, but after trying to disable each mode, it's turning off this one that solved the issue.
LimeTreeSnake  [author] Jun 20, 2024 @ 1:14am 
- Added PlantSpawner
- Added Incident Plant Breach.
- Added Incident Extension.
- Added new plant spread logic.
- Added new Creature type class for custom logic.
- Added Moisture Need and job/logic related to that.
- New pawn rendered for alternate graphic in water logic.
- New pawn rendered for body overlay in water logic. (Works kinda like tattoos)
- Moved Task work type priority to after hunting in the list.
- Improved performance for CalculatePlantsWhichCanGrowAt_PostFix.
- Updated Door code to use mirror more the vanilla multi tile doors and cleaned some features.
- Added conditional stat effecter check if in water.
husagi May 23, 2024 @ 9:14pm 
sorry couldn't post earlier because real life came in the way. do you need also a log with only lts systems installed?
log: https://gist.github.com/HugsLibRecordKeeper/0b63edde477df1203d1c8c1744fc7eda
LimeTreeSnake  [author] May 7, 2024 @ 4:53am 
@Husagi, got logs?