RimWorld

RimWorld

[Depricated] Tropi[CKAPP] Rainforest Mod (Continued)
113 Comments
Hope you guys are doing good, thanks
TurtleShroom 7 Aug @ 11:41am 
No one will download mine if yours still has V1.6 support. I hope that you can consider removing that.
Mlie  [author] 7 Aug @ 10:45am 
@TurtleShroom Ill just add a depricated flag to it and refer to yours as I do with all replacement mods
TurtleShroom 7 Aug @ 10:42am 
Well, I say that because you would have to delete the V1.6 one, and I wanted to give time.
Mlie  [author] 6 Aug @ 10:25pm 
@TurtleShroom You dont have to wait for my say in this. Just ping when you upload your version and Ill refer to that here.
TurtleShroom 6 Aug @ 7:06pm 
@Bernau31

I should have fixed all of your errors in my latest update. Once Mlie gives me the clear, I'll assume direct control and upload the version with all the fixes!
TurtleShroom 1 Aug @ 1:59pm 
Thank you! I'll make sure to make these fixes next week! :RedSyringe:
Bernau31 1 Aug @ 11:53am 
Back with more feedback:csgoskull:

After finding one of my pawns having banana plants in the inventory, I tested some more.

So the Coconut Palm, lemongrass, banana plant and one of the taro roots can also be consumed.
Only talking about the planteable variants. I tested all, I think, so the rest should be fine.

I only testet if i could rigthclick the plants to consume, and not anythink else.


Also there are two variants of taro plant you can grow, with sligthly different stats, and only the one that appears first in the crop order (for me) is eateble. For claretie, its the one with an grow period od 3,5 days and an beaty score? of 1 indoors.

Hope thats all:cozyhitman2:
TurtleShroom 31 Jul @ 5:28pm 
SO THAT'S WHAT THE GETINSPECT STRING MEANT. I have been wondering about that one for YEARS.

Yes, I'll make sure to fix that when I take over, likely some time next week. Thank you!
Bernau31 31 Jul @ 9:39am 
Yes. You can rigthclick it to consume. When only running this mod, they also consume it completly, without leaving it at 8%, so that had to be another mod.

After more testing it gives the: Tried to SetForbidden on non-Forbiddable Thing CK_SpecialTreeApiary15043 Errorcode, when forcing them to consume it, but pawns will still consume it.
They also use them freely, when given no other option. When they use it to tame, after some time they will just stay still and do nothing. The taming is still happening after a few hours and can fail or succede.

When tey fail to use the apiary, they can sometimes just put it back on the ground where they are staying on.

The "equiped" apiary also has the "descriptio", that also once was in the error log of:
GetInspectString exception on CK_SpecialTreeApiary15035:
System.NullReferenceException: Object reference not set to an instance of an object

Hope that helps a bit.
TurtleShroom 31 Jul @ 8:57am 
Wait, the APIARY is consumable?!
Bernau31 30 Jul @ 5:33pm 
The fact that the apiary is consumable (the progress will just decrease until it reaches 8%, like a plant that animals can eat but won’t fully consume) leads to the problem of pawns occasionally picking it up and trying to feed or train animals with it. They might also try to eat it themselves, though I’m not sure about that. I just know that I once found one of my pawns carrying an apiary in their inventory, even though they had nothing to do with animals. In the end, you’ll just find apiaries scattered all over the map.
TurtleShroom 21 Jul @ 7:59pm 
I was the one that accidentally introduced that bug. I fixed it on my end and, once Mlie gets back from vacation (and I also get back from vacation), I'll assume direct control of the Mod and end the issue once and for all.
Redrum 21 Jul @ 7:50pm 
Cool, someone else encountering these issues, I hope your work around works and can be implemented eventually when Mlie has time to get around to working on Bug fixes, in the mean time https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2564446762 this mod allows you to disable the Bamboo and Raffelesia from this mod. One thing about that mod though is you will need to edit the grass/ferns/ etc to a lower % and raise up the tree growth a bit, because it seems the makes the trees pretty sparse by default. Another issue I encountered is the texture for the Trampled pathways doesn't work, it just shows up as a green block instead of the old texture. Maybe that is just me.
Bernau31 21 Jul @ 4:51pm 
Same goes for the Raffelesia and beehives.
Bernau31 21 Jul @ 4:19pm 
Why is bamboo edible in the first place? I also dont remember it ever being that way in older verions of the mod I played. Anyway If you want it to stop, I went into the modfolder, and changed the plants foodtyp, so its now atleast not consumeble for pawns, so I hope I fixed that (for me).
TurtleShroom 6 Jul @ 11:09am 
I've seen Pawns pick it up to train animals with it, but I've never seen it cause an error. Are you telling me that it's actually causing issues now?
Redrum 5 Jul @ 7:26pm 
I submitted the bug report for the bamboo when this was first updated. I wasn't able to play it until today when the "choose wild flora" mod was updated this morning. It seems that the rafflesia plants are also bugged in this mod. Pawns are able to walk up to the plant and put it in inventory and try to use it to train animals, which fails of course.
TurtleShroom 5 Jul @ 4:46pm 
Shoot, I thought I fixed that years ago.
Mlie  [author] 4 Jul @ 10:08pm 
@moo Please link to that mod
moo 4 Jul @ 5:36pm 
This mod has an XML edit removing 'vce_taro' from Vanilla Cooking Expanded, but it's causing this error:
- Failed to find Verse.ThingDef named VCE_Taro. There are 13947 defs of this type loaded.

I suspect it's a conflict with Vanilla Plants Expanded - More Plants that re-adds it
Redrum 13 Jun @ 3:22pm 
@mr.melnikov i"ve been playing this mod since it was first created on Ludeon forums... what you described, "growing in groups" was never a thing. The forest has always been a random mess of vegetation. Growing in groups must be some other mod you were using that did that for you.
TurtleShroom 13 May @ 9:45am 
That's actually a Vanilla rendition issue. When a Pawn eats a plant, if the nutrition they get from the plant does not comprise the entire Nutrition Value of the plant's Thing Def, the plant is not destroyed. Unfortunately, some plants are picked up and eaten by human-like Pawns, which causes a fern to be sat on the floor.
Joko 13 May @ 7:45am 
my pawn eat bamboo, they get nutrition from it, but then a bamboo plant grow on the spot they ate the bamboo lol
TurtleShroom 25 Apr @ 4:04pm 
Once again, that is intended.
mr.melnikov 25 Apr @ 11:47am 
I disabled all the mods in my build and nothing changed. The vegetation doesn't look like it does in your screenshots. It doesn't grow the same way as in earlier versions of the mod. I completely redrawn the textures for my own use, and when switching to the new version, I found that my beautiful bamboo fields, smoothly turning into groups of trees and bushes of flowers, turned into a solid carpet. The problem is precisely in the generation. Perhaps due to version updates, the screenshots no longer match?
TurtleShroom 25 Apr @ 11:13am 
@Mer.melnikov

That is deliberate and was actually Ckapp's original design. It is completely working as intended.
Mlie  [author] 25 Apr @ 9:48am 
@mr.melnikov Nothing regarding the plant spawning has changed as far as I know. You can verify modconflicts by only loading this mod.
mr.melnikov 25 Apr @ 3:30am 
Hello. Sorry for the mistakes, it's not my native language. Tell me why, when I used to play with your tropics in older versions, the trees and bushes grew in beautiful groups, but now the forest looks like randomly planted trees in one carpet, which spoils the whole atmosphere. Am I having a conflict of mods, or is this how the map should look?
TurtleShroom 26 Jul, 2024 @ 10:22pm 
When you see a Pawn trying to eat the bamboo, click on them and see if their Hunger Need Bar goes up. If it does, it's a known issue that has to do with the Food Type of the bamboo. If not, then it's an error I did not reproduce in my tests, and I'll look into it once I get my computer fixed.
Roque the Rogue 26 Jul, 2024 @ 9:25pm 
@TurtleShroom
Yeah, they stand in place holding the bamboo trying to eat it, they can just pick it up off the floor without harvesting it first, I have seen one of my pawns chase a animal all over the base holding a bamboo and the poor animal running away because they can't be fed with it, when I tell my pawns to drop it, the bamboo returns to a "planted" state, I have no idea why that happened.
TurtleShroom 26 Jul, 2024 @ 1:08pm 
@Rogue

Wait, you said that Pawns are picking up the Bamboo and permanently stuck in a loop eating it? I've seen cases of Pawns eating the bamboo, but I've never seen them not gain Nutrition from it.
Mlie  [author] 26 Jul, 2024 @ 10:57am 
@Roque the Rogue The main point was to first verify if it happens with only this mod loaded. If not then please post when you have found what other mod is triggering it.
Roque the Rogue 26 Jul, 2024 @ 10:54am 
Yes, yes I have done it a thousand times now Mlie but it wasn't generating any sort of log entries about it that I could provide, I have tried everything and it still didn't show me anything, but I can tell you that for some reason pawns can pick up bamboo, consume bamboo off the floor and try to feed it to animals, this is a very strange behavior, aside no log registration, I have no clue why this is happening to this plant exclusively, I'm switching some mods around, just letting this warning stand here incase someone else has it.
Mlie  [author] 26 Jul, 2024 @ 10:41am 
@Roque the Rogue Please see the Reporting Issues section described above
Roque the Rogue 26 Jul, 2024 @ 10:32am 
It seems Bamboo -some wild bamboo- got broken, pawns permanently stuck trying to eat it.
TurtleShroom 20 Jun, 2024 @ 11:00am 
Well, I had changed the Biome spawning tables for the Stump so that it appears in countless Biomes, which is why I made it fiery to begin with.
cyanobot 20 Jun, 2024 @ 8:22am 
I think it's a cool concept and I can imagine a whole wildfire-themed mod, since wildfires are a major thing in most RimWorld biomes. You could have various plants that are extra-flammable or don't burn at all, and maybe something to do with plants that need fire to germinate, although I'm not sure how you'd work that last part into the game mechanics...
TurtleShroom 20 Jun, 2024 @ 8:14am 
Okay, I didn't factor the rain in, ironically. You are right, of course. I'll make the change within the day.
cyanobot 20 Jun, 2024 @ 3:37am 
On the topic of the highly flammable stumps, the performance impact doesn't seem to be enormous but there is some overhead to maintaining fires, and it could conceivably be enough to cause an issue if someone's system is already struggling a little with the extremely crowded biome.

Imho this just doesn't thematically feel like the right mod for that mechanic. Rainforests aren't really known for their persistent fires, on account of being so damp. It'd fit better as a feature for drier biomes.

Pine knots behave the way they do because pine trees naturally have highly flammable sap and a lot of it, and because they dry out after the tree dies. Not all trees have this kind of sap, and rainforests never really dry out.
cyanobot 20 Jun, 2024 @ 3:31am 
@TurtleShroom
Thanks for the rapid response! That's a much more flexible approach, thanks.

(If you are interested, I believe that the error was coming from references in the VPE C# to VCE_Taro, most likely in their DefOf and perhaps elsewhere. Since you removed the def altogether, the C# could no longer find it and produced an error. Removing defs doesn't always throw this kind of error because there isn't always any reference to a given def in the C#.

Replacing a def you don't want with a dummy def like you did with VCE_RawTaro is a safety measure against this possibility because there is still something for the C# to look at, instead of nothing.)
TurtleShroom 19 Jun, 2024 @ 2:17pm 
@PS

Duly noted. Can anyone else confirm that it's a lag bomb? I'll change it if it is.
TurtleShroom 19 Jun, 2024 @ 2:17pm 
@Cyanobot

I am aware of this error and have not figured out what I am missing, because it matches other versions.

Nonetheless, I totally see your point and will add back the plant, but just make it produce this Mod's Taro Roots.
cyanobot 19 Jun, 2024 @ 2:05pm 
Throws a failed to find ThingDef for VCE_Taro during loading, presumably due to the "TaroBloatPurge" patch removing VCE_Taro rather than replacing it with a dummy def like it does for VCE_RawTaro.

Incidentally, I'm not really a fan of just replacing the VPE Taro with this version, especially since the VPE Taro is one of the basic aquatic growing zone crops.
PS 28 May, 2024 @ 8:46am 
@TurtleShroom The only problem is that this usually leaves a large fire area on the map and makes the game very laggy XD
TurtleShroom 27 May, 2024 @ 2:51pm 
@PS

The Beekeeping being placed where I put it (so far down) was intentional. Players with a LOT of Research added to the game would have Beekeeping overlap where it shouldn't.
TurtleShroom 27 May, 2024 @ 2:50pm 
@PS

That's intended. The tree is sickly and covered in molded sap, and rain alone can't put it out. In RL, this exists in trees with sap: where I come from, "pine knots" are sap-filled, gnarled branches and roots of pine trees. Burning them causes them to go up in flames that are hotter, brighter, and more extreme than wood logs.

The other plants, however, should go out in the rain.
PS 23 May, 2024 @ 5:40am 
The fire not stopped by rain issue seems caused by the high Flammability, it is set to 3 for CK_PlantTreeTreeStump, while it's 0.8 for TreeBase and 1 for PlantBase.
I guess it should not exceed 1