RimWorld
Simple FX: Splashes
107 Komentar
Piggy 30 Agu 2024 @ 7:54pm 
Avoid using mod until updated or use a continued version.
Eventually your save will have trouble loading new maps. Even quicktest devmode will not work.
Killswitch 25 Agu 2024 @ 1:32pm 
@FlamBoris: Thank you king
FlamBoris 23 Jun 2024 @ 11:14am 
updated mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3261109179
this guy has updated almost all owl's mods, just scroll through his workshop contributions
DigitalCam 26 Mei 2024 @ 4:03am 
Also causing issue for me. While it might seems like it work at first, my flying caravan disappeared after reaching quest destination, along with the quest map. Do not use if you are on 1.5.
jerry807705586 1 Mei 2024 @ 1:09pm 
1.5PLS
Zabon 28 Apr 2024 @ 2:17pm 
Yep, this mod is definitely causing crashes when loading a new map sometimes. It works sometimes still, and you likely won't notice it's not working right if you were able to get into your initial map chunk, but if you send caravans out you'll eventually run into problems generating maps. Removing it fixes all the issues I was having.
Xeonzs 27 Apr 2024 @ 11:04am 
Also causing issues for me in 1.5
NeveHanter 24 Apr 2024 @ 2:57pm 
Fails with the following error when generating the map:
```
Exception from asynchronous event: System.MissingFieldException: Field 'Verse.FogGrid.fogGrid' not found.
[Ref 63A4DE99]
at SimpleFxSplashes.Patch_Map_FinalizeInit.Postfix (Verse.Map __instance) [0x00000] in <0beea4b06697449a94fedfd679cbd5db>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Map.FinalizeInit_Patch5(Verse.Map)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.MapGenerator.GenerateMap_Patch6(Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>,bool)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Game.InitNewGame_Patch8(Verse.Game)
at Verse.Root_Play+<>c.<Start>b__1_2 () [0x00025] in <869ae09cd42e4958ad76d610931cb571>:0
```
Mols 20 Apr 2024 @ 2:55pm 
I play with a lot of mods and kept getting errors whenever loading into a world. I assumed it was a terrain generation mod at first, but when I uninstalled every mod and individually went through, it looks like this one was the one causing the world not to load at all. Just a heads up for anyone having similar issues.
Ms. Leaf the III 15 Apr 2024 @ 11:25pm 
please update! :)
Winter 12 Apr 2024 @ 3:27am 
Not a fan of the generated log with all the valid surfaces. Gets in the way when troubleshooting.Nice mod otherwise.
ItsaCat 11 Apr 2024 @ 3:03pm 
will owl daddy be 1.5ing his collection?
Ice Cracker 19 Jan 2024 @ 8:02pm 
Might be a conflict with something else but I have the usual gamut of community-recommended performance mods and this mod takes my TPS from ~1500 max in a full colony devmode test to ~600 max. Open to investigating further to help narrow down the issue but idk where to start.
Max 28 Des 2023 @ 1:19pm 
+1 for @thailyn's request. The giant log is a bit much.
Sandbach 23 Nov 2023 @ 1:54pm 
Have it installed and doesn't work for me, nothing happens. No idea why.
thailyn 17 Sep 2023 @ 9:39pm 
Hi, @Owlchemist. Could you add an option or something to disable printing out the list of terrain that have been defined as hard? That log message prints out a staggering 1,120 lines of text to the log file in my current mod list. It kinda gets in the way when investigating errors and stuff from other mods. Thanks!
KAITA 7 Agu 2023 @ 1:23pm 
@Hyper oh, that's a really nice idea, I second it
Monkey Magic 30 Jul 2023 @ 1:33am 
Needs moar splashes! :3
Hyper 1 Jul 2023 @ 11:20am 
I'v been interested in your mods for some time now and have loved simple FX mods for adding more atmosphere to the game. That said have you ever considered adding fireflies to the game?
Owlchemist  [pembuat] 9 Mar 2023 @ 11:42am 
@qux - maybe when 1.5 comes out and I have to update everything.
qux 9 Mar 2023 @ 1:44am 
Hello ! Do you plan to make a single mod grouping all your '''fx'' mods? to simplify the management of our list of mods I will find it interesting
NULL 6 Mar 2023 @ 8:35am 
@Owlchemist as mentioned by previous users, desynchronization occurs during rain. Not sure what is the cause, looks like job order is messed up(game starts to do tasks in different order) for different clients. Though it is my guess by looking at trace log. Scattered Flames work fine though.
Owlchemist  [pembuat] 1 Mar 2023 @ 4:15am 
v1.2
- Optimized rewrite of how the cache is built to better work for modlists that interact with the terrain a lot (eg terraforming or dynamic ice).
- The surface that are considered hard enough for raindrops to splash upon are no longer hardcoded and now XML exposed via mod extensions. Authors of unusual terrain types, where the usual rulesets were not working, can now use these extensions if they'd like.

---

@Null - weird that's not working in MP. Is weather not sync'd in MP or something?
NULL 18 Feb 2023 @ 7:05am 
Your mod is not compatible with multiplayer mod for some reason, it would be cool if you can fix that. Love your mods anyway!
Lazaerus 5 Feb 2023 @ 10:15pm 
lmao..... the silly simpletons who ignore your message about not having the time and resources to port to 1.3 but still keep asking you to port it to 1.3. You would think reading comprehension would be important for gaming but time and time again it's proven otherwise....

Thanks for your efforts on this mod, have a great one pal!
sammyson9 4 Feb 2023 @ 10:34pm 
could you patch this for 1.3? I never wanted Biotech in the first place
Garffiljorg 28 Jan 2023 @ 3:26am 
v :jester:
Desasunda 26 Jan 2023 @ 1:56am 
-rep Furry.
ggfirst 25 Jan 2023 @ 1:44am 
ah ok thaks
Owlchemist  [pembuat] 24 Jan 2023 @ 4:33pm 
Sounds like you're still on 1.3. This is a 1.4 mod.
ggfirst 23 Jan 2023 @ 7:11pm 
i AM getting an error only just with this mod, harmony and hugslib
Error while instantiating a mod of type SimpleFxSplashes.Mod_SimpleFxSplashes: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Void SimpleFxSplashes.Patch_DeinitAndRemoveMap::Postfix(Verse.Map map)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <255414689d344b1385ae719f6cce8c55>:0
at Ha
.... and more
uploading log files isnt working atm
King DaMuncha 9 Jan 2023 @ 8:10am 
Needs more splashes
Richking 24 Des 2022 @ 4:32am 
just fyi this breaks multiplayer
flightgamer 12 Des 2022 @ 7:07am 
Cool mod.
Is there a mod that can lower the density of the rain? Maybe by half or more?
Zacky 0.0 7 Des 2022 @ 6:13pm 
hmmm i kinda want a puddle for the children to play with
Happy_Kobold_Merchant 6 Des 2022 @ 10:46pm 
I just realized today how many of your mods I use. Thanks so much. Your stuff rules.
Michiko 27 Nov 2022 @ 6:42am 
Nice. Subtle but noticeable if you pay attention, and no noticeable performance impact for me. I'm in a biome that's raining like 75% of the year so I'm happy to see the little splashes here and there heheh.
Haibara 26 Nov 2022 @ 10:19am 
Ah, thanks for checking! I'm playing in a desert biome, so I assume I wasn't looking at hard surfaces.
Owlchemist  [pembuat] 26 Nov 2022 @ 9:22am 
@Haibara - hmm it should work. I use regrowth core myself and just double checked drizzle in my game. I see 'em. Just an FYI the splashes only show up on hard surfaces (concrete, stone, etc).
Haibara 26 Nov 2022 @ 9:04am 
The description says it should work with other mods that add weather types. I use "Regrowth: Core" which adds Drizzle and I couldn't notice any splashes. Is that intended because drizzle is a lighter version of rain?
Owlchemist  [pembuat] 26 Nov 2022 @ 8:09am 
Update
- Fixes splashes happening during snow weather
- Minor optimizations and code maintenance

---

@Speed - no puddles / filth. If I could pass it off as a scatterable though that could be neat.
Speed Weed 26 Nov 2022 @ 5:06am 
This is cool.

But puddles?
Jimrambit 23 Nov 2022 @ 12:13pm 
Increase If Performance You Say? Well If That's Truly True My 21 Pages Of Mods Will Surely Be Better To Play
Owlchemist  [pembuat] 22 Nov 2022 @ 12:55am 
@Leagunent - totally agree with you on that. I woulda done this already, but applying a massive amount of cells to the "splash list" isn't going to scale well. If you're on the coast or an island it can be pretty overwhelming.

Maybe one day I'll come up with a solution. A v2 of the mod lol
Leaguenet 22 Nov 2022 @ 12:42am 
Love the mod and more generally all the work you do on Rimworld - your mods have become essential for my Rimworld experience. A question on this one: love the effect, but is it possible to create a separate setting for the effect on water surfaces? I'd personally crank it up very high - it always disturbed me how water stayed still in the rain and this feels like a great fix to me.
Owlchemist  [pembuat] 21 Nov 2022 @ 7:59pm 
Update
- Normally a splash fx will happen even if it's offscreen. I had looked into preventing this, but the cost of doing so outweighed what it takes to generate a splash. But, while updating my other mod Toggleable Overlays , I learned of an ultra-fast way to calculate this, and applied it here. In a typical scenario this may allow the mod to run about twice as fast, or upwards to 4x faster if you're looking at a spot where there's no hard surfaces.
Owlchemist  [pembuat] 21 Nov 2022 @ 7:03pm 
I don't mind people questioning it. Given the history of modding in rimworld vs performance I totally get it.
@Tomoko - basically when I was testing it, the fx would incur about a 0.002ms cost, and the optimized weather drawer would save you about 0.002ms vs the vanilla one. It about cancels out. If you adjust the splash fx in the mod options to reduce the intensity it could be potential net gain.
Brandon12340987 21 Nov 2022 @ 4:58pm 
@tomoko next line says why "due to its use of an optimized weather drawer that I bundled with it."
Tomoko 21 Nov 2022 @ 2:40pm 
"I added an effect on top of a game, and it could increase performance!"
Yeah, right. I'd like to see the thorough justification behind that bold claim.
Owlchemist  [pembuat] 20 Nov 2022 @ 5:16pm 
Oh yeah and @Baleur - yes and no. The code throttles itself to a max of 1000 fx per tick so that scaling doesn't impact performance. However that also means that per ever 1000 tiles it needs to process, it would reduce the frequency of the splashing. So it prolly wouldn't look as good.