RimWorld

RimWorld

Growth Vats: Overclocked
333 Comments
MakeItSo  [author] 5 Sep @ 11:03pm 
@Consho: Not stupid, there is a lot to this mod lol. Always happy to answer qs
Consho 5 Sep @ 7:44pm 
@MakeItSo ohhhhh thank you. I thought it was on the Records tab. Now I understood better the "simulated time", I thought they should stay in the vats for literally 400 in game days to generate the backstory. Sorry to bother you, and thank you for answering my stupid questions
MakeItSo  [author] 5 Sep @ 7:25pm 
@consho: Yes, simulated (sped up) vat days I believe. If you look at the colonist stats screen (the one with their work/movement speed and stuff) it should be visible there - I added it in especially for this feature.
Consho 5 Sep @ 6:49pm 
@MakeItSo okay, so if I set 50 days in the "Simulated days required for mode backstory" option, the colonists in the growth vat will receive a mode-related backstory when they reach the last moment of growth and have spent at least 50 days in total on the growth vats? (btw i could not find where is the record of days when the colonist stayed in the growht vat)
MakeItSo  [author] 4 Sep @ 11:28pm 
@Consho: Backstories are the little bits of flavour text that describe the pawn's life: https://rimworldwiki.com/wiki/Backstories

My mod tracks the number of simulated days a child has lived in a vat and uses one of 5 custom backstories if they spend long enough in one particular mode.

There are setting tooltips that should describe what each of them does, but feel free to ask more specific questions if you have any.
Consho 4 Sep @ 9:26pm 
Hey man, could you explain the mod options related to backstories a little better? I'm a little confused about what they actually do and what they change. (I'm sorry for being so stupid)
MakeItSo  [author] 30 Aug @ 8:01pm 
@Loseruser359 & Fredrik:

I've double-checked my code and can confirm that changing growing speed will *not* change the learning need or growth points generated.

The only settings that matter to users will be the "mode learning need" and global "Learning need max variance" and "Learning need change rate". All of the settings have tooltips that explain more.

Note: I actually had to do a fair bit of work to make sure that this is the case - internally, growth points are accumulated at a set rate per day based on learning need and pawn age. I had to modify the code to ensure that this rate was in line with the number of *simulated days in the vat* rather than real days to get growth tiers to work properly in vats at all.
Loseruser359 30 Aug @ 8:59am 
If I change the growing speed to a higher number (instead of the default 18) will the learning need for growth tiers be worse off?
MakeItSo  [author] 29 Aug @ 9:55pm 
@Fredrik: I believe you only need to set the learning need - aging factor is meant as a balance and from memory isn't strictly connected to the learning speed code -I think it does affect the skills learned, though it's been a while since I touched that code lol
Fredrik 29 Aug @ 9:02am 
So if i wanted to max out the growth tier i need to set the "learning need" to 1 and "aging factor" to something lower like 12-14? Its how im understanding it but i might be wrong?
MakeItSo  [author] 29 Aug @ 6:13am 
@zakuro: lol thanks, yeah it does seem pretty sweet
zakuro 26 Aug @ 1:26pm 
I wish I grew up in playland, man
MakeItSo  [author] 2 Aug @ 9:45pm 
@Cat Monke: amazing, seeing as mine came out first ;P Even had the same name for a while lol.
I'm not salty - those guys had a reputation in the mod scene and I'm an unknown
cat monke 2 Aug @ 6:01pm 
this is a great alternative to enhanced vat learning
Alternate 22 Jul @ 5:20pm 
Thank you for updating!
MakeItSo  [author] 20 Jul @ 8:11pm 
Biggest spike in new subs in over a year. Feelsgoodman.jpg
elĐeve 20 Jul @ 2:52pm 
thanks!!
MakeItSo  [author] 19 Jul @ 10:50pm 
@Agnes: Cheers :) Unlike with 1.5 I didn't have a bunch of changes to roll in as well, so this one was a quick update.
Eboy | Nahoj 19 Jul @ 10:44pm 
author is truely goated, thanks for updating it as always
MakeItSo  [author] 19 Jul @ 9:11pm 
1.6 update done. Doesn't seem like any of the 1.6 changes affected how growth vats work so hopefully there are no unforeseen issues :)
elĐeve 16 Jul @ 8:45pm 
nice!
Kokorocodon 11 Jul @ 8:51pm 
noice
MakeItSo  [author] 11 Jul @ 8:50pm 
Hey all, should have 1.6 update by next week
Kokorocodon 11 Jul @ 7:59pm 
update?
crungly 10 Jul @ 7:10am 
Has anyone tried using this mod in 1.6 yet? This is absolutely a must have mod for me.
vexion 29 Jun @ 3:33am 
Will you update it for 1.6 eventually?
MakeItSo  [author] 1 Apr @ 2:57am 
@Jeremy Lin: That's a weird one. If you can get a log and post it in the bug report thread that would be super helpful. Will try and check it out of the next couple of days
Jeremy Lin 1 Apr @ 2:18am 
Learning suite setting on the mod options cause weird UI bug where half of it is cut off for some reason. got a error for Visual exceptions
MakeItSo  [author] 26 Mar @ 10:47pm 
@bluesidego: huh, I'm surprised. The only royalty-related part of the mod is the techprint requirement for the research. I might have changed that and forgotten about it n the long period between updates. Good news though!
bluesidego 26 Mar @ 6:57pm 
@MakeltSo I tested on my save without royalty and Right now it working fine I have not found a issue yet. :steamthumbsup:
MakeItSo  [author] 25 Mar @ 11:31pm 
@bluesidego: But surely you want the full RIBworld experience? (jks) Not at the moment, but give me until the end of the weekend and I'll see what I can do
bluesidego 25 Mar @ 2:28pm 
is there a verison of this mod not required royalty?
MakeItSo  [author] 23 Feb @ 3:40pm 
@HazelTree: I haven't looked at the 1.4 branch in a while. It should be safe to add mid-game, but I'm not sure about compatibility with the nutrient paste mod on 1.4. EVL should be compatible
HazelTree 22 Feb @ 4:49pm 
It might be because I'm in 1.4 and added it mid-game? Or it's something in mod settings I forgot to change. I'll keep looking around for anything that would help
Sumatris 22 Feb @ 10:56am 
@HazelTree: I have both of these mods running in parallel too, but this issue you're having is new to me. Therefore I'd guess that some other mod of yours is causing the problem.
HazelTree 22 Feb @ 9:37am 
I don't know if I'm doing something wrong, but when using this mod I put food in the vat, put an embryo in the vat, but the embryo doesn't show up and it says the vat is unoccupied. As soon as I removed the mod it started working so I'm not sure what the issue is

I also have the "Vanilla Nutrient Paste Expanded" mod and the "Enhanced Vat Learning" mod which might be causing problems?
MakeItSo  [author] 29 Dec, 2024 @ 11:59pm 
Ok, so I've made growing pains a disease that needs multiple treatments to overcome. Better doctors means less treatments needed, appears like other basic diseases.

I've also added both growing pains and Vatshock itself to the settings page, so users can turn these features on/off if they want. They should both be enabled by default, but check the mod settings just in case.
MakeItSo  [author] 29 Dec, 2024 @ 7:27pm 
@Touchmi: So the idea with 'vatjuice growing pains' is that it doesn't disappear over time, but instead requires multiple treatments to remove, using basic medicine. The problem is that I didn't implement the operation required (I must've lost track of finishing that mechanic along the way).

For right now you can temporarily turn on debug mod and remove the effect manually - I'll get the operation sorted out and released ASAP though. I was also meaning to make it optional in the mod's settings.
MakeItSo  [author] 29 Dec, 2024 @ 7:03pm 
@Touchmi: thanks, this is the first feedback I've gotten about the new mechanics. I'll check it out.
Touchmi 29 Dec, 2024 @ 6:54pm 
Love the mod, but i'm having issues to were the vat juice growing pains aren't going away. Its been a game year
Suspumpkin/bonejokeguy 27 Dec, 2024 @ 9:03am 
this mod is what i needed i will thumb you (:
Tyrfing 25 Dec, 2024 @ 4:04am 
No worries, happy to help, especially since I use it a lot
MakeItSo  [author] 24 Dec, 2024 @ 10:42pm 
@Tyrfing: Thanks to your saves I was able to track down and fix the issue! So thanks a whole lot :D If you want a shoutout in the mod description just let me know.

Turns out it was none of the suspected causes - all of your modlists are safe, people. What was it? Newborns weren't being given/remembering their Job (internal code stuff - usually 'being carried'). My saves did have jobs on the newborns I was testing with for whatever reason, so the bug never appeared for me.
MakeItSo  [author] 24 Dec, 2024 @ 8:21pm 
AHA! Ok, so it seems to be an issue with newborns growing into children and not getting their learning stat. I can now reliably recreate the bug so expect a fix soon :)
MakeItSo  [author] 24 Dec, 2024 @ 2:32pm 
@Tyrfing: Yes, I'm very much interested in those saves! The high mod count is fine - in fact I think that's part of the cause. Go ahead and upload them and either link them in my Github or in the discussion I've created about the issue :)
Tyrfing 24 Dec, 2024 @ 1:23pm 
@MakeItSo I actually have saves before and after lag starts. However, I also have a bunch of mods (~190), which may make it harder to analyse, so do tell if you're interested

Oh, and on my "After lag starts" save, it's pretty easy to turn off the issue and then have it come back a day later reliably, by turning "Overclock vat" off and on. Might be helpful for you if all you got is a save where it already started.
MakeItSo  [author] 10 Dec, 2024 @ 6:09am 
@obin0684: It's working for me, just tested. It doesn't work on babies or younger if you tried it there - my code doesn't kick in until the child stage.
obin0684 10 Dec, 2024 @ 5:56am 
Even though it is not in the growth stage, I do not eat 1 year old when I press the button.
MakeItSo  [author] 7 Dec, 2024 @ 3:43am 
And yes, this bug is my no. 1 priority right now. It's annoying because I haven't been able to find a way to replicate it, or a direct cause. If anyone can reliably reproduce this error I'd love to hear about it!
MakeItSo  [author] 7 Dec, 2024 @ 3:39am 
@Vela: See the discussion I've linked in the top of the mod description. I can't replicate it, although I have been given a save file from after the error occurs so I know what the error is.

There is a workaround in the meantime :)