RimWorld

RimWorld

Utility Supplements
26 Comments
Do0m[y] 1 Oct, 2020 @ 12:56pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Mlie 12 Aug, 2020 @ 3:57am 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195065488
Hope it helps anyone!
Tommy Gray x Land Raider 11 Aug, 2020 @ 10:57am 
update for 1.2 plz, as well as others
Pelador  [author] 24 Jun, 2020 @ 5:06am 
@DMCurt

You can use either, the recipe is set to accept 5 insect jelly or 5 insect corpses.
DMCurt 23 Jun, 2020 @ 10:26pm 
Typo located: in the recipe for insect killer liquid, the recipe lists 'five insect corpses' as an ingrediant, when it really needs five insect jelly.
Oniwabanshu 10 Jun, 2020 @ 7:53am 
You just made it into my list of legendary modders.
Pelador  [author] 9 Jun, 2020 @ 11:30pm 
@Update @yagiou

Added animal fleeing from dangerous plants optimisations and also a mod option for the behaviour to help minimise impact further but disables it in the process.
Oniwabanshu 9 Jun, 2020 @ 10:39pm 
Don't worry mate, if it too much trouble for little gain just leave it as it is, but if you do end up doing it anyway, thanks a lot!!!
Pelador  [author] 9 Jun, 2020 @ 10:30pm 
@Yagiou

Looking at the code I can optimise the plant thoughts as they currently search for all plants on the map into a list to then be evaluated, this could be converted to using specific defs per plant search. And of course the option to disable the processing of some of the code through a mod setting. But in terms of gains, it is going to be negligible in terms of improvements seen. I'll do this anyhow, because I can and you requested it, but I rather think it isn't something that is to be considered of concern in the grand scheme of things.
Pelador  [author] 9 Jun, 2020 @ 10:25pm 
@Yagiou

Using Dubs performance analyser in my own current game I can see that the think tree use for the fleeing behaviour for each of the flee plants thoughts is about 3ms but that has to be added to the if animal has clarity thought which is about 5ms, so 7ms in total per plant or 10ms when you consider all pieces of logic needed for the animal flee behaviour. But when compared to the main thinktree thought processes including the work related thought which are all around 150ms (and there a few of these) they don't even begin to register or be seen as potentially problematic. They are then 6.7% of one of these. But in comparison to all the thought processes going on, pretty negligible. https://1drv.ms/u/s!Au3GsmKyQkDYjLhOxPyp2pP-tISYoA?e=sgQLie
Oniwabanshu 9 Jun, 2020 @ 6:05pm 
I am really talking out of my ass here, i am no modder, i don't even know if it is possible ._.
Oniwabanshu 9 Jun, 2020 @ 6:04pm 
Not really, it does seem to take more than other think trees, i am hunting for every microsecond i can save from the CPU xD
I just thought that as there wasn't any on those plants on the map, it maybe be disabled somehow.
Can you at least make it so the think tree is disabled when we disable the poison clouds from the plants?
Pelador  [author] 9 Jun, 2020 @ 3:40pm 
@yagiou

Really all I can do is optimise it, since it needs to be there as a part of an animals thinking. Is it problematic?
Oniwabanshu 9 Jun, 2020 @ 3:26pm 
The animals' stinkroot and tangleroot avoid think tree keeps ticking even if there are non of those present in the map,
Can you disable the think tree when they are not around? It could save some cpu time, thank you!
Pelador  [author] 8 Jun, 2020 @ 6:08pm 
@Felios

Sorry, US is intentionally an expansion of MS that uses items from MS. No intentions of making extra work for myself with "lite" versions. The mods are also modular enough that you can cherry pick from them what you want to use if for some reason you don't want to use some of the MS items.
Felios 8 Jun, 2020 @ 9:56am 
I love that you've added gameplay mechanics to Stinkroot and I really want to play with all the acid stuff but I don't want all the extra drugs and chemicals from Medical Supplements. Is there any way to separate the two?
Pelador  [author] 27 May, 2020 @ 12:20pm 
@Update

Custom base filth use to avoid mod conflicts.
Pelador  [author] 23 May, 2020 @ 12:59pm 
@Update

German translation - Erdnussbrot
Pelador  [author] 21 May, 2020 @ 2:25pm 
@Update

Reinstated MP compatibility
Pelador  [author] 20 May, 2020 @ 6:45am 
@Update

Adds acid gas grenades, shells, IEDs. Will cause acid burns as injuries, these inflicted more so to mechanoids, then variably with animals and humanoids and insectoids having a marginal resilience to the effects of the gas due to their chitin.(edited)

The acid will also damage items, buildings, plants etc and has a mod option to consider if the acid degrades neighbouring edifices (walls, obstacles etc as applicable).
Pelador  [author] 3 May, 2020 @ 11:42am 
@Update

German translation - Erdnussbrot
Pelador  [author] 10 Mar, 2020 @ 5:33pm 
@Update

Maintains compatibility with "Seeds Please" due to changes in that mod.
Darkstar 10 Mar, 2020 @ 12:31am 
Ok sweet - thanks! I'll stop reporting them then :steamhappy:
Pelador  [author] 10 Mar, 2020 @ 12:30am 
@Darkstar

Been informed that these are harmless errors and will be corrected in the next day or two. Only applicable to the unstable branch.
Darkstar 10 Mar, 2020 @ 12:23am 
Seems like the latest unstable version broke some xml patching in a bunch of mods, including this one:

Added def Verse.ThingDef:Frame_USNH4FertPopper without an associated modContentPack
Verse.Log:Error(String, Boolean)
RimWorld.DefGenerator:AddImpliedDef(ThingDef)
RimWorld.DefGenerator:DMD<DMD<GenerateImpliedDefs_PreResolve_Patch4>?-1239270784::GenerateImpliedDefs_PreResolve_Patch4>()
Verse.PlayDataLoader:DoPlayLoad()
Axiom 2 Mar, 2020 @ 1:04pm 
Insect Killer Liquid? Lol, prolly gonna douse my whole colony in that.