RimWorld

RimWorld

[B18]TiberiumRim - A Command & Conquer mod
 This topic has been pinned, so it's probably important
Maxim  [developer] Feb 21, 2017 @ 11:49am
Bug reports and balance issues.
Report all the found bugs here please!
May it be a typo or a full out game-breaker.
I'd just like the main comments to be seperated from this topic :>
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Showing 1-15 of 417 comments
Rhinoceros Feb 22, 2017 @ 5:38am 
Might be intended, but right now snow on the ground blocks all Tiberium growth.
Maxim  [developer] Feb 22, 2017 @ 5:41am 
It actually is meant to be that way, Tiberium has a hard time in cold regions so we just made it avoid snow.
my colonists when doing joy actions keep going in the tiberium alraydy 2 died because of this ( they go cloudwatching and on walks on the tiberium )
Maxim  [developer] Feb 22, 2017 @ 6:56am 
Then you need to keep them from going there. Colonists aren't that smart - sadly.
Xentor Feb 22, 2017 @ 8:04am 
Funktioniert der Mod jetz nurnoch im eigentlichen Szenariosetting?
Habe jetzt 2 mal neu gestartet im standart Szenario. Aber es trat nie ein tiberiumereignis ein.
Der Rest de sMods arbeitet normal.
Makkenhoff Feb 22, 2017 @ 6:15pm 
Wandering Traders don't actively attempt to avoid tiberium fields in pathfinding - this can be pretty disasterous after a season or two of growth. Two approaches I see: They come equipped with suits to protect themselves or they actively avoid tiberium fields. I'd say more likely traders would come with suits, and traditional rimworld pack animals wouldn't be used - maybe some of the tiberium creatures?

Another potential bug, exposure to tiberium continues to accumulate long after you remove them from the source of poisoning.
Last edited by Makkenhoff; Feb 22, 2017 @ 11:20pm
Xentor Feb 23, 2017 @ 1:04am 
This is not real a bug, more a suggestion.
Tiberium should / can not effect Artificial beeings (androids). Like the Mobile AI from MISC Robotics. It can get damaged. but it can not get infected :-)
Maxim  [developer] Feb 23, 2017 @ 4:36am 
It does not affect mechanoids, but I don't know about other mods' creatures. So for now it just is that way.
Embrace Evelynn Feb 24, 2017 @ 5:42pm 
This is a really amazing mod, and I am in love with the work you have done on this, really brings back the feelings from C&C. But there is a major issue i've had when it comes to late game. I spent about 10 hours with this mod, and made much progress like any game, and only had to worry about Tiberium til it grew to large. But when it came to the late game, It was impossible for me to gain anyone more onto my crew unless I bought a slave from the telecoms. Any land trade becomes impossible, or recuits running to the base as they are infected with Tiberium poisoning. Now, I can just cut off the infection, but the crippling effects it adds is heavy and hard to overcome. While trade caravans still come, and I buy, getting a caravan to leave for trade or assualt (with animals of course) is impossible late game. Even using the sonic inhibitors to carve a path isn't helpful as you can't tell where exactly the North or Southeast Exit will be (and the power consumption is abserd, even using a nuclear reactor mod). I can't move motars when my camels die a few hours after moving out. Another thing are the Visceroid. They are a good addition, but my issue is that my colonists cannot function as they're aggression is not full, but not passive. During normal work, or just wandering automatically, the Visceroids will interrupt them and cause them to flee, even the most powerful as they are not in combat mode. While trying to maintain other objectives, this can cause the workers to flee all over the map with only one tiny Visceroid behind them. Turrets do not attack them either, meaning I can't have a clear area from them. While I understand the dangers in the universe of C&C, having to have a worker conscripted while the others work just so they don't flee is not a good mechanic as all of them can fight. These are 2 issue's that aren't balanced in the game and I have found to have the most trouble with in trying to counter. Otherwise, this is an amazing mod and I hope you do more in the future.
Galeel Feb 25, 2017 @ 10:28am 
Found a bug with Sonic inhibitors:
If you place one at one spot to stop tiberium from growing and then move it to another place, even if the inhibitor isn't here anymore tiberium won't grow on the zone that the sonic inhibitor was keeping safe.

PS: just noticed that these ''zones" are disapearing when a solar flare occurs but when the event ends the "zones" do actually come back
Last edited by Galeel; Feb 25, 2017 @ 10:44am
Imperator Feb 25, 2017 @ 9:15pm 
I am getting a constant error with the map ticking. Please check my log and see if this may be related to the Tiberium Rim mod. Thank you!

https://gist.github.com/1d02ba249f0152543707b633defe3e3e

System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Sensor Sweep Feb 26, 2017 @ 1:02pm 
Originally posted by Jinx's Mad Jester:
This is a really amazing mod, and I am in love with the work you have done on this, really brings back the feelings from C&C. But there is a major issue i've had when it comes to late game. I spent about 10 hours with this mod, and made much progress like any game, and only had to worry about Tiberium til it grew to large. But when it came to the late game, It was impossible for me to gain anyone more onto my crew unless I bought a slave from the telecoms. Any land trade becomes impossible, or recuits running to the base as they are infected with Tiberium poisoning. Now, I can just cut off the infection, but the crippling effects it adds is heavy and hard to overcome. While trade caravans still come, and I buy, getting a caravan to leave for trade or assualt (with animals of course) is impossible late game. Even using the sonic inhibitors to carve a path isn't helpful as you can't tell where exactly the North or Southeast Exit will be (and the power consumption is abserd, even using a nuclear reactor mod).

I've had this problem too. Raids and seiges are crippled when they go through a field, but visitors and caravans are doomed (and so is my faction relation). I can't rescue them either, because they go from major sickness to lethal (sometimes skip from 90% to death) in an instant. I don't really know how this would be balanced, but anything to stop them from committing mass suicide would be great.

It also kind of irks me how soil is permenantly ruined by Tiberium. Especially since walk speed and growing goes down the toilet. I wish something could be done to reclaim it, even if it's incredibly expensive.

And will there ever be energy fields for containment? A lot of the C&C maps had those big cities with a Tiberium field contained right in the center, and Id like one of those. Using the sonic inhibitors are really unweildy to use for controlled growth. I know you can turn off structure damage but it kind of weakens the challenge.

At any rate, I love this mod and it's easily becoming one of my favorite. It's so simple yet challenging and rewarding, and I like something that has me fight the environment for a change.
Ampryn Feb 27, 2017 @ 4:38pm 
Originally posted by Sensor Sweep:
Originally posted by Jinx's Mad Jester:
This is a really amazing mod, and I am in love with the work you have done on this, really brings back the feelings from C&C. But there is a major issue i've had when it comes to late game. I spent about 10 hours with this mod, and made much progress like any game, and only had to worry about Tiberium til it grew to large. But when it came to the late game, It was impossible for me to gain anyone more onto my crew unless I bought a slave from the telecoms. Any land trade becomes impossible, or recuits running to the base as they are infected with Tiberium poisoning. Now, I can just cut off the infection, but the crippling effects it adds is heavy and hard to overcome. While trade caravans still come, and I buy, getting a caravan to leave for trade or assualt (with animals of course) is impossible late game. Even using the sonic inhibitors to carve a path isn't helpful as you can't tell where exactly the North or Southeast Exit will be (and the power consumption is abserd, even using a nuclear reactor mod).

I've had this problem too. Raids and seiges are crippled when they go through a field, but visitors and caravans are doomed (and so is my faction relation). I can't rescue them either, because they go from major sickness to lethal (sometimes skip from 90% to death) in an instant. I don't really know how this would be balanced, but anything to stop them from committing mass suicide would be great.

It also kind of irks me how soil is permenantly ruined by Tiberium. Especially since walk speed and growing goes down the toilet. I wish something could be done to reclaim it, even if it's incredibly expensive.

And will there ever be energy fields for containment? A lot of the C&C maps had those big cities with a Tiberium field contained right in the center, and Id like one of those. Using the sonic inhibitors are really unweildy to use for controlled growth. I know you can turn off structure damage but it kind of weakens the challenge.

At any rate, I love this mod and it's easily becoming one of my favorite. It's so simple yet challenging and rewarding, and I like something that has me fight the environment for a change.

Balance really is an issue. An early Tib event can ruin your progress if not dealt with. Although this is intended to be a challenging mod I have some annotations in order to make it not as crushing:

- job assignement/requirement:
had all my colonists prioritized to cut plants and marked only the tiberium field, yet they rarely did the job and instead went on with their daily routine. If possible consider making the tiberium harvest dependant on mining skill and also be removed via mining order (maybe that fixes the issue)

- no option to seal it off:
in C&C Firestorm tiberium could be contained by building a wall around it or placing concrete. In this mod a similar option should be available to control the spreading.
Imagine a fully infested map with a sturdy outpost only available via small concrete/steel roads. Also the C&C way of dealing with these impediments (vehicles on land/air/underground) is not available in Rimworld to a viable degree.

- tiberium tech is mid/lategame:
first you need a meteorite to have the tiberium, then you need uranium to build the research bench. By the time one reaches this point the map is most likely already infested to an irreversable deadly degree (especially to caravans)
Taking a look at the "Call of Cthulu" mod and its approach on the tech tree I imagine a similar option here. CoC lets a colonist write a dark book which is then used to create the research bench. Same could be done here by discovering a piece of the Tacitus (CoC also spawns a corrupted tree/obelisk maybe that could be used instead, being deconstructed/harvested into the research item).

- green tiberium spread is too fast:
(this goes hand in hand with the previous two points but from another angle) in C&C1 you could have a map running for 3-6 hours to have it all filled up with tiberium. In Firestorm the rate of spread was a little bit higher but still relatively slow to the one I experienced so far. Leaving a tiberium spawn unattended for 4 days in a moderate climate results in a huge field impossible to manage.
Maybe adding an option to spread speed could help (e.g. "Prepare for Romance" mod gives an option on the frequency of dating happening)


In its current state i find this mod challenging for players familiar with the mechanics. It also delivers on the nostalgia level. Since Rimworld lets the player struggle with so many other aspects of the game, the balance in difficulty is wanting. The mechanics push limited options of reacting to the threat that is tiberium (->have suits or remove the crystals early(only viable in frozen biomes))
I have also seen a mod that adds the ability to build robots that are similar to regular pawns. Maybe this way a harvester-like entity could be added since it was a fundamental asset in every C&C


TL;DR:
I need many other mods to succeed for at least 3 years ingame.
Last edited by Ampryn; Feb 27, 2017 @ 4:49pm
Mark_Collie Feb 27, 2017 @ 6:46pm 
I had a bug where after mining a few red crystals, my pawns then would not harvest, plant cut, or touch the tiberium in any way. This caused my colony to die tdue to not being able to research it cause i could not harvest it.
Maxim  [developer] Feb 28, 2017 @ 12:03am 
@Mac, those are a lot of nice ideas, a few that I even already fixed and some that I currently work on. Though about the job "issue", it's probably because of how RimWorld handles jobs, and making it removable with the mining order seems unnecessary since we then would need to rewrite the code how the Tiberium "plant" is handled. But there will be an own job to handle Tiberium in 1.3.

In 1.3, Tiberium Inhibitor Walls will be available - tho I just got some more ideas that might be neat for control.

The research, I've tried fixing it, by balancing the destructiveness of Tiberium, changing the resource requirements to only 50 green tib and not the other types, and just wishing the players good luck ;P - and that might remain for the time being.

Im workinh with how spread works and all but i need to really look into it a bit more, should be changed and fixed again by the release of 1.3.

Basically 1.3 adds a lot of mechanics that might just be the game-changer for many. I'm trying to work with ground properties and adjusting the spread so it is not only growing everywhere possible but also leaves air pockets. There won't be a harvester anytime soon. Although i planned to work on it but there is already work being made on it by someone else.

Hope you can enjoy it as it is for now. Just wait for 1.3, it will be a huge change for TiberiumRim.
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