RimWorld

RimWorld

Rimsential - Homebound: Continued
339 Comments
Ranger Dimitri Aug 22 @ 6:28pm 
Will do!
Taggerung  [author] Aug 22 @ 6:27pm 
If you haven’t you could report it on the other mod too, they might have a more competent UI person XD
Ranger Dimitri Aug 22 @ 5:58pm 
Kay, thanks for letting me know I'm not the only one dealing with that! At least I got RimHUD that's able to set a particular schedule thing at the hour of the day for the pawn to help in the meantime. Though being able to fix that UI issue would be a great thing whenever your collab partner can get around to it.
Taggerung  [author] Aug 22 @ 5:56pm 
Lostdragon already reported that. It's irritating, you pretty much hard code a place on the ui for the buttons. Idk how to avoid this in the general case, I'm horrible at UI work. My collaborator said he'd have a look when he had time.
Ranger Dimitri Aug 22 @ 5:51pm 
Bit of an issue with the schedule select when using this mod with Exosuit Framework, trying to set my pawn to use the pilot schedule option for operating an Exosuit, but when I click it it instead select's your home option instead. Guess it's just a UI issue that I need another mod to help fix with?
Taggerung  [author] Aug 21 @ 8:37am 
It’s meant to be all recipes but with obvious nonsense cut out like surgeries. The lack of components is because of how those recipes get registered with the game. I can add in that category now I know it’s missing
Woodcup Aug 21 @ 5:09am 
I have a question about the factory, are the bills that it can process limited? or is there a limit to the number of options that the list of bills can hold?

I wanted to have use a factory to make components and other similar items but when I checked the list of bills I couldn't find components or advanced components on it at all. I do have a bunch of other mods installed that are adding a lot of other items so I'm not sure if it's that or if the factory restricts what items can be made.

I counted the number of bills that are shown in my factory right now and it has 409 possible bills.
Taggerung  [author] Aug 10 @ 2:57pm 
Hmm I guess 1.6 must have changed something about how they are ticked
Bones Aug 10 @ 2:25pm 
I have had one issue, I put a bug in someone, then put them in the wall cocoon and they just say there, the bug never gets further down the line of growing.
Bird Aug 6 @ 1:43pm 
It turns out that this mod somehow breaks pawn generation for the Hierarchy in VFE: Empire. As soon as I removed it the hierarchy started populating properly.
drama llama Aug 6 @ 6:37am 
@Taggerung Thank you soo much! I love this mod <3
Runzu Aug 6 @ 5:07am 
Oh, I see. I got confused by the settings on the buildings for foodstuff. Apologies!
Taggerung  [author] Aug 6 @ 12:21am 
We’ve never had any other options
Taggerung  [author] Aug 6 @ 12:20am 
Idk what you mean about the settings? Paste networks and hoppers are the only ways you can feed them
Runzu Aug 5 @ 5:21pm 
The hoppers seem to work again. Cannot add nutrition without it, despite using any settings on the actual buildings.
LostDragon7 🐲🐉 Aug 4 @ 2:56am 
I forgot to mention that I am still on a 1.5 modlist. Also yes, looks like the exosuit framework itself updated for 1.6 (still has 1.5 support).
keyz182  [author] Aug 4 @ 2:48am 
Has Exosuits updated to 1.6, or are you on 1.5? I've been waiting on Exosuits for other things. Will check out the issue though.
LostDragon7 🐲🐉 Aug 3 @ 8:27pm 
Seem to have a minor compatibility issue with Exosuit Framework. Its "pilot" scheduling button and this one's "home" button are on the same spot, technically. I can't set anyone to be at "home" during their schedules.

I don't know enough to do on my end to tweak it. If it was possible to, I'd like to push one or both over or find another workaround.

Nothing is technically broken. I can still send people home into their doors/hatches, etc. but the scheduling was very helpful.
Taggerung  [author] Aug 3 @ 6:34pm 
I think that's sorted it now
Kinnu Aug 1 @ 9:23pm 
I am also having issues feeding. Tried paste, tried hopper, tried even using dev commands.
Runzu Aug 1 @ 5:21pm 
Also, having the same issues as @SirMalFet & @drama llama hm. Gonna unsub and then resub. Then verify files.
drama llama Jul 31 @ 12:47am 
@SirMalFet Me too! Animals are breeding fine in the domes but just not eating anything lol. I tried putting the domes in an animal pen but that's not working either.

I ended up removing all mods and left just this one, but now the kibble disappears immediately after my pawn loads to hoppers and they're still starving lol.
SirMalFet Jul 29 @ 1:24pm 
I have a bug somewhere, probably a mod conflict. The mod is not using the farm hoppers. Animals inside start starving and get released. And then they eat the food on the hoppers! I have tried connecting the hoppers on all four sides of both the breeders and the farms. Maybe a conflict with another mod? I am using Niilo's QoL, Vanilla Animals Expanded, and Reel's Expanded Storage. There is nothing useful on the logs.
Taggerung  [author] Jul 28 @ 3:50pm 
It’s sort of a simplification. We had them be storage in the past but swapping back simplified a lot of bits. It can’t whine about not being connected to a pipenet if it _is_ a pipenet. All credit to keyz on the refactor I just reviewed it
kar5ten Jul 28 @ 7:46am 
@taggering Thanks for your update. I updated the mod.(sub/unsub)
ANd your update did work for me. I only got the battery farm right now.
It seems to act as a Nutrient paste storage? Dont know if this is the fix or it was like that before. But thanks either way for saving space on my ship.And fixing the crash :steamthumbsup:
@Realm Imp they're called "breeding domes" for a reason.
We be putting pawns in the diugh domes :slimetabby:
VerdantVulpine Jul 27 @ 6:27pm 
Mr. Creamer be Praised!
Taggerung  [author] Jul 27 @ 5:39pm 
hopefully better now. Not perfect but I think the crashes will be gone
kar5ten Jul 27 @ 12:07pm 
took me an hour to figure out that it crashes if it runs out of nutrient paste.
Runzu Jul 26 @ 5:24am 
I notice that the battery farms don't retain nutrition settings upload a save reload. The hoppers do. The farms also are finicky about being refilled. I usually have to use a hopper to get nutrition inside. I cannot get colonists to fill the farms directly like I could with a biosculpter. I constantly have to check on the farms to make sure the nutrition is filling up and/or if I've reenabled the food settings on them if I've reloaded since then.

Anything you need from me that could be helpful to sussing this out?
DarkAgeRush Jul 24 @ 6:30pm 
Ive been having a similar issue with the paste and factories. drains the network crazy fast then crazhes the game when it runs out. Weird thing is I tried hooking up just a food hopper but that just insta crashes.
theothersteve7 Jul 24 @ 12:52pm 
I was running VNPE as well, and now that I think about it my crashes only started to occur when I put two breeding farms adjacent to each other. Took a few minutes to crash, like some sort of gradual leak or something. Not to jump to conclusions, mind, but that does line up.

Reminds me of the time in Minecraft where I connected two attuned tesseracts with a superconducting cable and it ran the whole server out of ram with recursive calls.

Try keeping your farms unconnected from anything and see if that helps as a workaround. Just a hunch.
Ishar Jul 24 @ 8:58am 
FWIW - I'm having similar issues to BleakRed, except it's not strictly limited to the Battery farm. Things work fine seemingly indefinitely with no VNPE connections, but if I connect VNPE, at some point RimWorld freezes - think it might have to do with an empty nutrient vat (also it seems to be drawing nutrients constantly). Doesn't seem to happen when I use hoppers instead. Can't find anything in the log.
keyz182  [author] Jul 24 @ 6:09am 
@BleakRed I'll do some testing
keyz182  [author] Jul 24 @ 6:09am 
@Realm Imp Penis shaped? I just see a perfectly normal looking breeding farm. Nothing strange at all. wdym what's the "suggestive silos" option for? You're all seeing things.
Runzu Jul 24 @ 5:29am 
@Taggerung Thanks for letting know the job type! I'll be sure to put it up in priority a bit. Putting meals inside doesn't seem to work as well as raw ingredients for whatever reason. Appreciate your time! :slimetabby:
BleakRed Jul 24 @ 2:37am 
Has anyone else had their game crash because of Vanilla Nutrient Paste Expanded and Battery Farm. The Farm just keeps draining the Vat and still trying to drain it even after the vat is empty then crashes. As well as not feeding the animals inside the Battery Farm despite draining the Vat.

I tried to get the error code but no error was happening just a crash and my player.log showed no error other then my out of ram error from loading too many mods (2VRam)

I feel dumb for posting this comment
Tony Stank Jul 24 @ 2:33am 
i was just about to ask the same question as below hahahaha
Realm Imp Jul 24 @ 2:25am 
whats with the penis shape bldgs?
Taggerung  [author] Jul 24 @ 1:13am 
Yeah looks like haul in the code.
@theothersteve7 fixed
Taggerung  [author] Jul 24 @ 12:49am 
I think it’s hauling, I’m honestly not 100% sure. It’s built on top of the hoppers for the nutrient paste dispenser so it’s the same as whatever they use and I’ve never thought to find out
Runzu Jul 23 @ 9:09pm 
What job type is filling the buildings with nutrition?
theothersteve7 Jul 23 @ 7:39pm 
Okay, done. Good luck!
Taggerung  [author] Jul 23 @ 5:13pm 
That isn't a useful error that's only an error that says there's a real error elsewhere in the log file. Please attach the entire log to a github issue, Don't try to find the right bit just send the lot.
theothersteve7 Jul 23 @ 4:38pm 
This mod is causing CTDs in my modlist. I removed it and it stopped crashing. It's presumably a conflict with some other mod; my modlist is very large.

I got the following log at some point, which may or may not be related to the crash.

Exception ticking PS_BreedingFarm495733 (at (140, 0, 123)): System.Collections.Generic.KeyNotFoundException: The given key 'Cow' was not present in the dictionary.
[Ref 48A033F0] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Solorah Jul 22 @ 10:18pm 
Awesome, thank you Keyz as well! This mod feels even more essential in Odyssey
Taggerung  [author] Jul 22 @ 4:15pm 
No worries but Keyz deserves a lot of the credit too! He did most of the 1.6 work for homebound before I even had a working copy of it!
Solorah Jul 22 @ 3:56pm 
Thank you so much for your hard work today Taggerung! I was able to force steam to update your mod and get my battery farm back on an old save <3 You're the best!
Taggerung  [author] Jul 22 @ 3:29pm 
Recompiled again