RimWorld

RimWorld

Biomes! Caverns
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Vardath May 2, 2023 @ 5:02am
Bug Reports
The only change I made to my load order was removing Caveworld Flora Unleashed in favour of this mod. This came up when generating a world.

https://gist.github.com/HugsLibRecordKeeper/16d1b951ba5f63e29c8cc7215f008add
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Showing 16-30 of 100 comments
Draegon1993  [developer] May 3, 2023 @ 3:07pm 
Originally posted by ignis:
Dark axolotls are actually hunting young colonists all the time despite their description. Looks like their threshold for prey size is just under adult.

Insects are not toxic immune?

Fungal medicine has exact same stats as herbal, but it does not work for recipes that need herbal one. Does it really need to exist as a separate item?

Their description says they hunt small animals. Body size is the only way to determine this.

No insects are not toxic immune. All but one of them are in no way related to vanilla insectoids.

We'll look into patching the fungal medicine for recipes.
ignis May 3, 2023 @ 3:16pm 
Jade glint fungus is described as very beautiful, but actually has neutral beauty.

Actually, this is true for some others too, like firelavender.

Mushrooms can be sown in pots but look very off

Glitter increases sleep fall rate, so pawn gets tired faster, I expected an opposite effect
Last edited by ignis; May 3, 2023 @ 6:38pm
MercxHaze May 3, 2023 @ 9:15pm 
not something theres an error log for, all of the gleamcaps ive harvested thus far produce nothing
Aegis May 4, 2023 @ 4:24am 
Originally posted by Draegon1993:
Originally posted by Aegis:
Bovine grubs seem to be bugged. Their Information tab says they need 6 days to grow. After 7 days they were still the same size as on day 1 and didn't evolve. They also have an insane hungerrate, they are basically always malnourished, even when they have easy access to food, since they are moving so slowly.
I feel like that's some kind of mod conflict probably, as no one else has reported that. Got any errors going on?
I haven't actually checked for errors, I have a lot of mods installed but have never had a problem which would be compareable. I'll look at the logs next time I get the chance to breed them.
ignis May 4, 2023 @ 12:38pm 
Technically not a bug, but... half of shrooms are glowing, and other half are dying when exposed to light. With how surprisingly well lit caverns are, darkness-only fungi have big problems.

Filth-producing animals are quite a problem. Few days, and whoile map is covered in many layers of slime, trails and filth. Ravelmush are interesting, but they are rare in wild and setting growing zones for them is a pain.
Last edited by ignis; May 4, 2023 @ 2:25pm
Draegon1993  [developer] May 4, 2023 @ 2:19pm 
Originally posted by ignis:
Technically not a bug, but... half of shrooms are glowing, and other half are dying when exposed to light. With how surprisingly well lit caverns are, darkness-only fungi have big problems.

Filth-producing animals are quite a problem. Few days, and whoile map is covered in many layers of slime, trails and filth. Ravelmush are interesting, but they are rare in wild and setting growing zones for them is a pain.
I presume that you have a mod that affects filth one way or another. Otherwise all trails will vanish within a few seconds to half a minute or so irl.
ignis May 4, 2023 @ 2:29pm 
Originally posted by Draegon1993:
Originally posted by ignis:
Technically not a bug, but... half of shrooms are glowing, and other half are dying when exposed to light. With how surprisingly well lit caverns are, darkness-only fungi have big problems.

Filth-producing animals are quite a problem. Few days, and whoile map is covered in many layers of slime, trails and filth. Ravelmush are interesting, but they are rare in wild and setting growing zones for them is a pain.
I presume that you have a mod that affects filth one way or another. Otherwise all trails will vanish within a few seconds to half a minute or so irl.
Yes, this mod makes all filth vanish when it rains
https://steamcommunity.com/sharedfiles/filedetails/?id=2893432492
https://steamcommunity.com/sharedfiles/filedetails/?id=1508341791

Also:

Mushroom logs can be cooked into food

Mushroom logs are described as non-flammable, but anything that made of them is just as flammable as wooden.
ignis May 4, 2023 @ 2:48pm 
Another mod conflict
https://steamcommunity.com/sharedfiles/filedetails/?id=2398365712
It does not know what to do with stable overhead mountains
Vardath May 4, 2023 @ 3:13pm 
@ignis: I've personally found that mod to cause a lot of problems, I LOVE the idea of having them check for supports and intentionally leaving them behind and I will be insta-downloading the next mod which does this, but I need to be able to play the game without game breaking errors.
ignis May 4, 2023 @ 3:20pm 
Originally posted by Vardath:
@ignis: I've personally found that mod to cause a lot of problems, I LOVE the idea of having them check for supports and intentionally leaving them behind and I will be insta-downloading the next mod which does this, but I need to be able to play the game without game breaking errors.
Never had any issues with it

Another problem: nitrition prediction of pen markers is off, consumption is half of predicted growth but my animsl are starving.
Last edited by ignis; May 4, 2023 @ 3:20pm
Vardath May 4, 2023 @ 3:34pm 
@ignis: It has constant and performance heavy checks to see if a roof support is needed, this used to cause other processes to stop working in my game so I had to stop using it. If I had a less mod heavy game running I'd add it back, but I'd prefer it to be optimised or another version to be released before I go back to that.
PackRat May 4, 2023 @ 3:40pm 
exploding angels always instakill my colonist and have the explosion size of a anti-grain warhead. almost every time i spawn (trying to play a colony on the magma map) i immediately die because they immediately wipe out my colony, even if i shoot at them from far the explosion size/smoke from them blowing up ends up wiping my entire colony.
PackRat May 4, 2023 @ 3:41pm 
they also cause my game to crash as well.
ignis May 4, 2023 @ 3:47pm 
Bloodrop moths can somehow steal blood from mechs.
Draegon1993  [developer] May 4, 2023 @ 4:32pm 
Originally posted by PackRat:
exploding angels always instakill my colonist and have the explosion size of a anti-grain warhead. almost every time i spawn (trying to play a colony on the magma map) i immediately die because they immediately wipe out my colony, even if i shoot at them from far the explosion size/smoke from them blowing up ends up wiping my entire colony.
Are you using any mods that affect explosions? Because their explosion radius isn't all that big on my end https://imgur.com/Cc6PTag
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