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Drafting and undrafting does not fix this.
The alien plants grow instantly, which is definitely exploitable as it currently functions. I tamed an Ocular Jelly and zoned it to stand in the middle of a poplar tree growing zone. The trees turn into alien trees and are fully grown as soon as planting *starts*, not when planting finishes. This means that my growers can stand in one spot and harvest red wood as fast as they can cut down the trees, with 0 planting time.
The other related issue is that the trees are edible, not inedible as described. I can feed a brontosaurus with insta-grow trees.
Other issues: The -100% beauty isn't applied correctly. Things with a negative base beauty value, like deadfall traps, are unaffected. Things with a positive base beauty value, like statues, do not have the beauty multiplier for quality applied. All of my large red wooden statues have -100 beauty, but good quality ones should have -200 beauty, excellent ones should have -300 beauty, and so on.
I'm reporting this but half hoping you don't fix it quickly. I'll need to find a new food source for my tree-eaters, and they eat a LOT. I'm also using red wood for all my deadfall traps. And for artist training. And for some walls.
@Zylleon: I fixed the growth issue, they should be a lil less exploitable now. Also the beauty on red wood, it needed to be between 0 and 1, not negative! The trees however ARE edible, although much less than the originals. Its the eye-shaped fruits that are inedible :)
And on another note it labels both of their ranged attacks as an autopistol in the flavor text, e.g. "The blackspider, wielding her autopistol with care, damaged colonist in the right lung and torso."
It labels them like how I imagine their supposed to be as well, like poison spit or projectile, just autopistol is displayed as well. It only says autopistol when it does the aforementioned text where it has an adjective on just how well the shot was aimed; otherwise its just "The blackspider hit colonist with a projectile/poison spit."
The Animal Variations is throwing errors at me every time I load my colony. As I dont have the AnimalCollabProject active the most likely suspekt is Alpha Animals.
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at AlphaBehavioursAndEvents.CompNearbyEffecter.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.PassingShipTick () [0x00000] in <filename unknown>:0
at RimWorld.PassingShipManager.PassingShipManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I'm not using Orion's Faction Discovery but I'm using Glitter Tech which adds 2 more factions if that helps.
XML error: Could not find parent node named "AA_EggFertBaseHot" for node "ThingDef". Full node: <ThingDef ParentName="AA_EggFertBaseHot"><defName>GR_BoomaliskEggFertilized</defName><label>boomalisk egg (fert.)</label><description>Fertilized boomalisk egg. It can be eaten raw, but it's much, much better cooked. Actually, it's a spider egg, it is disgusting either way... If all goes well, it should hatch into a boomalisk.</description><tradeability>None</tradeability><statBases><MarketValue>9.0</MarketValue></statBases><graphicData><texPath>Things/Item/Resource/AnimalProductRaw/EggRound</texPath><color>(208,207,162)</color></graphicData><comps><li Class="CompProperties_Hatcher"><hatcherDaystoHatch>18</hatcherDaystoHatch><hatcherPawn>GR_Boomalisk</hatcherPawn></li></comps></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch1(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
I kinda used a Healer Mech Serum on a Nightling on purpose since it had an scar. And i kinda removed Nocturnal Animal from it by accident...
I was just playing around in Dev Mode with A Dog Said, making a powerful tamed animal with Bionics. So kinda walked into it by accident when i spawned a mech healer serum and told the doc to remove the scars until it removed the Nocturnal Animal Hediff by accident.