RimWorld
Rimsential - Homebound: Continued
353 comentarios
Pasaway 22 SEP a las 8:29 
I noticed that the options to use different textures isn't working. All of the textures show up weather or not the boxes are checked. Does the game need to be restarted for changes to take effect.
Taggerung  [autor] 16 SEP a las 16:12 
From what. A number of the storages such as statues intentionally never drop needs. Only the types of storage which feel like they should be sentient in them cause need drop
Necak 16 SEP a las 13:26 
Using the "Release (pawn name)" key, as well as "Release all" buttons doesn't simulate pawn needs and they end up exiting in the same state they entered, even with the pawn needs dropping option being turned on.
Taggerung  [autor] 14 SEP a las 5:04 
It just takes anything you put in the hoppers as long as it’s a nutrition giving ingestible regardless of if it’s selected in the farms or not.
Bearzapt34 12 SEP a las 19:56 
Seems strange the farms cant use hay for nutrition
AcetheSuperVillain 10 SEP a las 21:14 
I love this! It'd be great to have a smaller version of the Factory, like a little 2x2 or 3x3 workshop that holds 1-4 people.
lolmanor 10 SEP a las 14:13 
@Taggerung Ok. I'll make a full-er report there.
Taggerung  [autor] 10 SEP a las 13:01 
is it only with certain animals? Maybe it’s crashing out trying to create a new one for some reason. Either way this is way too complex for a steam comment thread. Make a github issue if possible and include example animals screenshots and a log if possible and I’ll have a dig around
lolmanor 9 SEP a las 17:40 
An example message (just got one in-game) is:
"Storage Breeding Domes (filled) is full, so Pink lizard 1 was ejected"

Pink Lizard is from the RainWorld mod.
lolmanor 9 SEP a las 17:24 
@Taggerung Sometimes (i guess most of the time) the breeding dome will give a message and say "Breeding Dome was full, [animal name] was ejected" and it'll automatically eject the animal.

So if it gets stuck at 100%, it doesn't auto-eject them. That's the problem I was trying to describe.

Also, as much as I like the option for auto-slaughter, if you're breeding animals that take a while to gestate, it's not such a great idea. Thank you for the suggestion though.
Taggerung  [autor] 9 SEP a las 16:53 
This is just from memory but iirc in the breeding domes they won't breed if there's no space for them. You can set up auto-slaughter though which will leave you some space in the domes for newborns
lolmanor 9 SEP a las 16:20 
Sometimes the breeding chambers get stuck at 100% progress and do not continue. They do not eject animals, nor reset the progress count. I have to eject the animals, put all of them except one, then eject the newborn animal (along with every other animal).

Also, I wish there was a button for the breeding chambers to eject animals one by one, like the Battery Farms have (the white arrow in the Production tab). Instead, my only options are Eject Animals (all animals are forced out) or Release Animals (all animals leave the chamber)

Apologies if it's a mod conflict I'm not aware of.
Taggerung  [autor] 28 AGO a las 4:28 
I think you might just get one.
Macca 27 AGO a las 20:40 
do the farms produce milk and wool? ive got some animals in there that should produce both but its only outputting wool
Ranger Dimitri 22 AGO a las 18:28 
Will do!
Taggerung  [autor] 22 AGO a las 18:27 
If you haven’t you could report it on the other mod too, they might have a more competent UI person XD
Ranger Dimitri 22 AGO a las 17:58 
Kay, thanks for letting me know I'm not the only one dealing with that! At least I got RimHUD that's able to set a particular schedule thing at the hour of the day for the pawn to help in the meantime. Though being able to fix that UI issue would be a great thing whenever your collab partner can get around to it.
Taggerung  [autor] 22 AGO a las 17:56 
Lostdragon already reported that. It's irritating, you pretty much hard code a place on the ui for the buttons. Idk how to avoid this in the general case, I'm horrible at UI work. My collaborator said he'd have a look when he had time.
Ranger Dimitri 22 AGO a las 17:51 
Bit of an issue with the schedule select when using this mod with Exosuit Framework, trying to set my pawn to use the pilot schedule option for operating an Exosuit, but when I click it it instead select's your home option instead. Guess it's just a UI issue that I need another mod to help fix with?
Taggerung  [autor] 21 AGO a las 8:37 
It’s meant to be all recipes but with obvious nonsense cut out like surgeries. The lack of components is because of how those recipes get registered with the game. I can add in that category now I know it’s missing
Woodcup 21 AGO a las 5:09 
I have a question about the factory, are the bills that it can process limited? or is there a limit to the number of options that the list of bills can hold?

I wanted to have use a factory to make components and other similar items but when I checked the list of bills I couldn't find components or advanced components on it at all. I do have a bunch of other mods installed that are adding a lot of other items so I'm not sure if it's that or if the factory restricts what items can be made.

I counted the number of bills that are shown in my factory right now and it has 409 possible bills.
Taggerung  [autor] 10 AGO a las 14:57 
Hmm I guess 1.6 must have changed something about how they are ticked
Bones 10 AGO a las 14:25 
I have had one issue, I put a bug in someone, then put them in the wall cocoon and they just say there, the bug never gets further down the line of growing.
Bird 6 AGO a las 13:43 
It turns out that this mod somehow breaks pawn generation for the Hierarchy in VFE: Empire. As soon as I removed it the hierarchy started populating properly.
drama llama 6 AGO a las 6:37 
@Taggerung Thank you soo much! I love this mod <3
Runzu 6 AGO a las 5:07 
Oh, I see. I got confused by the settings on the buildings for foodstuff. Apologies!
Taggerung  [autor] 6 AGO a las 0:21 
We’ve never had any other options
Taggerung  [autor] 6 AGO a las 0:20 
Idk what you mean about the settings? Paste networks and hoppers are the only ways you can feed them
Runzu 5 AGO a las 17:21 
The hoppers seem to work again. Cannot add nutrition without it, despite using any settings on the actual buildings.
LostDragon7 🐲🐉 4 AGO a las 2:56 
I forgot to mention that I am still on a 1.5 modlist. Also yes, looks like the exosuit framework itself updated for 1.6 (still has 1.5 support).
keyz182  [autor] 4 AGO a las 2:48 
Has Exosuits updated to 1.6, or are you on 1.5? I've been waiting on Exosuits for other things. Will check out the issue though.
LostDragon7 🐲🐉 3 AGO a las 20:27 
Seem to have a minor compatibility issue with Exosuit Framework. Its "pilot" scheduling button and this one's "home" button are on the same spot, technically. I can't set anyone to be at "home" during their schedules.

I don't know enough to do on my end to tweak it. If it was possible to, I'd like to push one or both over or find another workaround.

Nothing is technically broken. I can still send people home into their doors/hatches, etc. but the scheduling was very helpful.
Taggerung  [autor] 3 AGO a las 18:34 
I think that's sorted it now
Kinnu 1 AGO a las 21:23 
I am also having issues feeding. Tried paste, tried hopper, tried even using dev commands.
Runzu 1 AGO a las 17:21 
Also, having the same issues as @SirMalFet & @drama llama hm. Gonna unsub and then resub. Then verify files.
drama llama 31 JUL a las 0:47 
@SirMalFet Me too! Animals are breeding fine in the domes but just not eating anything lol. I tried putting the domes in an animal pen but that's not working either.

I ended up removing all mods and left just this one, but now the kibble disappears immediately after my pawn loads to hoppers and they're still starving lol.
SirMalFet 29 JUL a las 13:24 
I have a bug somewhere, probably a mod conflict. The mod is not using the farm hoppers. Animals inside start starving and get released. And then they eat the food on the hoppers! I have tried connecting the hoppers on all four sides of both the breeders and the farms. Maybe a conflict with another mod? I am using Niilo's QoL, Vanilla Animals Expanded, and Reel's Expanded Storage. There is nothing useful on the logs.
Taggerung  [autor] 28 JUL a las 15:50 
It’s sort of a simplification. We had them be storage in the past but swapping back simplified a lot of bits. It can’t whine about not being connected to a pipenet if it _is_ a pipenet. All credit to keyz on the refactor I just reviewed it
kar5ten 28 JUL a las 7:46 
@taggering Thanks for your update. I updated the mod.(sub/unsub)
ANd your update did work for me. I only got the battery farm right now.
It seems to act as a Nutrient paste storage? Dont know if this is the fix or it was like that before. But thanks either way for saving space on my ship.And fixing the crash :steamthumbsup:
DuckGoosebear PrairieDogLover 27 JUL a las 18:32 
@Realm Imp they're called "breeding domes" for a reason.
DuckGoosebear PrairieDogLover 27 JUL a las 18:31 
We be putting pawns in the diugh domes :slimetabby:
VerdantVulpine 27 JUL a las 18:27 
Mr. Creamer be Praised!
Taggerung  [autor] 27 JUL a las 17:39 
hopefully better now. Not perfect but I think the crashes will be gone
kar5ten 27 JUL a las 12:07 
took me an hour to figure out that it crashes if it runs out of nutrient paste.
Runzu 26 JUL a las 5:24 
I notice that the battery farms don't retain nutrition settings upload a save reload. The hoppers do. The farms also are finicky about being refilled. I usually have to use a hopper to get nutrition inside. I cannot get colonists to fill the farms directly like I could with a biosculpter. I constantly have to check on the farms to make sure the nutrition is filling up and/or if I've reenabled the food settings on them if I've reloaded since then.

Anything you need from me that could be helpful to sussing this out?
DarkAgeRush 24 JUL a las 18:30 
Ive been having a similar issue with the paste and factories. drains the network crazy fast then crazhes the game when it runs out. Weird thing is I tried hooking up just a food hopper but that just insta crashes.
theothersteve7 24 JUL a las 12:52 
I was running VNPE as well, and now that I think about it my crashes only started to occur when I put two breeding farms adjacent to each other. Took a few minutes to crash, like some sort of gradual leak or something. Not to jump to conclusions, mind, but that does line up.

Reminds me of the time in Minecraft where I connected two attuned tesseracts with a superconducting cable and it ran the whole server out of ram with recursive calls.

Try keeping your farms unconnected from anything and see if that helps as a workaround. Just a hunch.
Ishar 24 JUL a las 8:58 
FWIW - I'm having similar issues to BleakRed, except it's not strictly limited to the Battery farm. Things work fine seemingly indefinitely with no VNPE connections, but if I connect VNPE, at some point RimWorld freezes - think it might have to do with an empty nutrient vat (also it seems to be drawing nutrients constantly). Doesn't seem to happen when I use hoppers instead. Can't find anything in the log.
keyz182  [autor] 24 JUL a las 6:09 
@BleakRed I'll do some testing
keyz182  [autor] 24 JUL a las 6:09 
@Realm Imp Penis shaped? I just see a perfectly normal looking breeding farm. Nothing strange at all. wdym what's the "suggestive silos" option for? You're all seeing things.