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RimWorld => Mods => Releases => Topic started by: Rikiki on May 18, 2015, 06:11:43 PM

Title: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Rikiki on May 18, 2015, 06:11:43 PM
This thread regroups Rikiki's miscellaneous mods: designed to fit to the best with vanilla ambiance.
Each one expands a particular aspect of the game.

They are independant, so you can only pick the one you are interrested in! :)
Please see this thread (https://ludeon.com/forums/index.php?topic=14711.0) for MiningCo. mods.

Download
Rikiki's Miscellaneous mods (https://github.com/Rikiki123456789/Rimworld/tree/master/Release)
Rikiki's Miscellaneous sources on GitHub (https://github.com/Rikiki123456789/Rimworld)

Features
Fish Industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445): adds fishing to the game, from simple fishing pier to the advanced aquaculture basins.
Caveworld flora B18! (http://ludeon.com/forums/index.php?topic=13172.msg133446#msg133446): adds some pretty mushrooms glowing in the dark caves of this world.
Cave biome A17! (http://ludeon.com/forums/index.php?topic=13172.msg133446#msg133449): adds a new biome: the caves.
Mechanoid terraformer A12! (http://ludeon.com/forums/index.php?topic=13172.msg133447#msg133447): adds a mysterious event. This does not sounds good at all...
Campfire party A13! (http://ludeon.com/forums/index.php?topic=13172.msg133447#msg133448): adds a pyre to organize parties for your colonists!
Title: [1.0] Fish industry V1.1 (28-11-2018)
Post by: Rikiki on May 18, 2015, 06:11:51 PM
Fish Industry

  There is so much water in this world and you always dreamt to eat a fresh grilled fish! Here it comes, the Fish Industry debarks in Rimworld!

(http://i.imgur.com/yJWlFu7.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)
Starting a new colony is not necessary! :-)

Features

Important notes:

Technical support
Please leave me your feedback so this mod's balancing can be improved!
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V1.1
* Added Japanese translation thanks to Proxyer (Steam user).

V1.0
* Updated for V1.0.
* Added modOption to adjust fish respawn rate.
* Lot of code optimizations.
* Reworked fishing zones so pawns only catch fishes from bank (to avoid "wet socks" mood penalty).
* Aquaponic basin can start breeding fishes without corresponding corpse (simplification).
* Improved inspection strings and breeding start condition (food available, no microfungus, ...).
* Aquaponic basin now needs regular maintenance.
* Maintenance will boost fishes' growth and reduce microfungus duration.
* Replaced bubble effect by swimming fishes.
* Fishing pier is now buildable on bridgeable zone (no more on deep waters).


V18.1
* Updated for B18.
* Added fishing zones. It is free but your colonists can get hurt by tailteeths when fishing in this zone.
* Fishing pier now requires a research.
* Fishing at fishing pier is safe.
* Removed specific hopers. Now use standard one.
* Removed temperature mechanism for aquaculture basins.
* Completely rewritten fish resplenishment algorithm: it is now greaty impacted by biome, growing season and events like toxic fallout.
* Corpse generation improved to remove the sound and sometimes "revenge" alert.

V17.4
* Added Chinese translation thanks to duduluu.

V17.3
* New patch to get fishes in cave biome.

V17.2
* Disabled manhunter event for fishes.

V17.1
* Improved Mud terrain patch to be more compatible with other mods (thanks to dismar!).

V17.0
* Updated for A17.
* Fishes are now biome-dependant (tailteeth is only found in warm biomes for example) and environment-dependant (some fishes are never in marshes, some are never in river/ocean...).
* Fish stock resplenishment rate depends on the biome and the available water space around the pier.
* Added a resplenishment rate indicator when placing the pier.
* Reduced fishing pier food income.
* Aquaculture basin now properly reset the bill to avoid wrong usage.
* Many small other improvements.

V16.0
* Updated for A16.
* This is a HEAVY update. Fishes are now normal corpses (instead of items). They can be butchered like any other animal.
* removed fishing tools and job for simplicity.
* fishing now takes a lot of time (1500-4500 according to hunting skill) but will be nearly always successful.
* Mashgon needs to be butchered again.
* rebalanced all fishes stats.
* max fish stock is computed according to biome and available aquatic cells around the pier.
* removed harpoon.
* fishing pier can now be built on mud for a higher price.

[code]V15.0
* Updated for A15.
* All fishes can now be eaten raw (at a cost of course!).
* Note: it may be hard to select the fishing pier blueprint (drag a square around it) due to the new terrain requirements.
* Mashgon no longer need to be butchered.

V13.0
* Updated for A13.
* Added meditative joy activity on fishing pier.
* Removed force field net (I felt it was too much for a fishing mod...).
* Added a message to warn you when an aquaculture basin's bred fishes die.
* Small code optimization.
* Increased fishing duration at fishing pier.

V12.0
* Updated for A12.

V11.0
* Updated for A11b
* Fishing is now a completely separated job. It has its own job, stat and skill.
* Fishing at the pier increases the fishing skill. Fishing duration is impacted by fishing skill.
* Removed the pearl ear (was too ugly and not very useful).
* Several small improvements in job drivers.

V10.2
* Lots of balancing thanks to Panzer! General nerf of the caught fish quantity and catch success chance.
* New fish thanks to LittleGreenStone: seasnake.
* Added a living time parameter: some fishes are caught during daytime, night or both.
* Added a specific fisher job so you can easily manage priority between fishing and hunting.
* Added small animation details (harpoon, force field net).
* Improved the multi-hoppers food search and consumption (now takes food from any hopper, not only full ones).
* Added joy gain for pawns who like fishing.
* Added an alert for idle aquacultures.
* Added a small pearl ears equipment: add a +5 speechcraft bonus. Should be used by females only! ;D
* Added a very rare bonus when fishing (still no malus for now...).
* Corrected the tribals spawning with force field nets bug :o.
* Corrected the inverted logic "catchSomethingThreshold" bug.
* Corrected the equipment stack bug (no fishing rod with button-down shirt).

V10.1
* Increased power consumption of aquaculture basin (150 -> 500W).
* Temperature is now taken into account for water quality (optimal range: [0.C; 40.C]).
* Reworked the fishing net into glitterworld "force field net", decreased stun duration and range (8 -> 6) but is still effective against all kind of ennemies (mechanoids' internal circuitry don't like being trapped under an EM field... ;D)

V10.0
* Initial release.

Credits
A big thank you! ;D for their nice artwork/support to:

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [A17] Caveworld flora V17.1 (02-08-2017)
Post by: Rikiki on May 18, 2015, 06:12:03 PM
Caveworld flora
    Are you tired of those void caves?
You ever wanted to crash on a caveworld?

Then this mod is for you!
Also have a look at the Cave biome (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449) mod!

(http://i.imgur.com/JQkO8JB.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)
Starting a new colony is mandatory or please read carefully the installation section here bellow!

Features
Adds 4 kinds of cave plant that will enliven your dark caves.
Each plant can be harvested once mature.
Brightbells can be planted in decorative pots for a nice looking natural lightning.
Note: these plants will only growth on natural floors. You can get rid of them by constructing a floor or smoothing it.

After researching fungiponics, fungiponic basin will allow you to grow your own mushrooms.
You can also plant brightbells in plant pots to get a natural lightning.

Planned features
Add some poisonous plants when I get some time... => done in Cave biome (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449) mod.

Technical support
Balancing a mod is difficult, especially with plants. Please leave me your feedback to help balancing!

Changelog
Code: [Select]
V17.1
* Added Chinese translation thanks to duduluu.

V17.0
* Alpha 17 update.
* Corrected inspect string for Cluster and ClusterPlant.

V16.0
* Alpha 16 update.
* Completely reworked source code.
* Plants now grow in cluster. This is mainly used in Cave Biome mod.
* Gleamcap breathing is now a hediff.

V15.0
* Alpha 15 update.
* Added skill requirements to grow in fungiponics.
* Various small changes.

V13.2
* Correct a bug where brightbells could not grow on plant pot if away from natural rock.

V13.1
* Correct a potential null reference exception.

V13.0
* Alpha 13 update.
* Added brighbells.
* Brighbells lights a wide area and can be used as a natural lightning source in decorative pots once Fungiponics is researched.
* Other mushies light area has been lowered.
* Mushies in cryostasis don't glow (extra challenge for the ice sheet hardcore gamers ;-p)
* General balance, may still need some tweaks.

V12.1
* Added the fungiponics basin.

V12.0
* Alpha 12d update.

V11.1
* Alpha 11b update.

V11.0
* Alpha 11 update.
* Correction of minor XML errors (nutrition values).
* Changed type of ticker type to long (improves performance).

V10.0
* Alpha 10 update.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Heavily nerfed the mushies so they don't flood all the empty caves and take much more time to grow (building an underground base will no more give you infinite free food... I hope ;))

V1.3
* Small correction: gleamcapSporeSpawner parent was not correctly saved.
* Small correction: glower type on savegame loading is not updated if the plant is mature.

V1.2
* Small correction: "tried to destroy allready destroyed gleamcapSporeSpawner".

V1.1
* Small typo correction in plant def (harvestMinGrowth).
V1.0
* Alpha 8 initial release.

Installation
This mod uses a MapComponent to work.
Easy way => start a new colony.
Technical way => Follow these steps.

Credits
Original glowing plant idea from Igabod. :)
A big "Thank you!!!" to Shinzy for all the beautiful art! :D
Thanks Haplo for the hint about the MapComponent. I used your well detailed "How to add XXX to an existing savegame.txt" mini-tutorial. ;)

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [A12d] Mechanoid terraformer (V12.0 30-08-2015
Post by: Rikiki on May 18, 2015, 06:12:10 PM
Mechanoid terraformer

  Everyone knows the mechanoids ultimate purpose is to eradicate every trace of organic life. To achieve this objective, they invade and colonize every planet they come across.

Their relentless logic has lead them to prepare their invasions. Beware if a mechanoid terraformer is landing near your home! You planet will soon be doomed...

Warning! Spoiler ahead! If you want a full experience, please only download the mod and play until you encounter the mechanoid terraformer incident. Reading the following may ruin a part of the suprise.

Download

Mechanoid terraformer V12.0 (https://www.sendspace.com/file/3r2z8z)
Mechanoid terraformer V12.0 source (https://www.sendspace.com/file/28zzgy)
=> for modders



















Still reading?

















Okay, you wanted it! Here is the mechanoid terraformer harnessing some power.

(http://i.imgur.com/Yeds1sc.png)

Features

Adds a new very bad event: the mechanoid terraformer.
Adds a hidden defensive building unlocked after extracting the weather controller from the mechanoid terraformer: the skywrath controller. Unleash the sky's wrath upon your ennemies! 8)

Skywrath controller targetting:
(http://i.imgur.com/ThkJuPi.png)

Skywrath controller unleashing its (evil) power:
(http://i.imgur.com/5r6Q5Vp.png)

Planned features
Balance, balance and balance!

Technical support
Balancing a mod is difficult. Please leave me your feedback to improve this mod.

Changelog
Code: [Select]
V9.0
* Alpha 9 initial release.

V10.0
* Alpha 10 update.
* Fixed some possible exploits (extracting weather controller without disabling beacon first for example).
* Small UI improvements.
* Slightly reduced the frequency of strange thunderstorm.

V10.1
* Small correction in the Skywrath controller xml definition.

V10.2
* Skywrath controller power consumption increased during charge (6000 -> 7500).
* During other phases, needs only 20% of this power (so 1500).

V11.0
* A11b update.
* Skywrath controller power consumption increased during charge (7500 -> 10000).
* Balance in research skill requirements (reduced skill min level to study, extract and reroute).
* All job on the mechanoid terraformer now give some XP in research skill and take into account the research speed.
* Modified the strange thunderstorm so it is much shorter but also more powerful.
* Increased the rerouted terraformer power output: reliable 5000W output + variable energy during thunderstorms (up to 37000W with 8 pylons, may need some balance...).

V12.0
* A12d update.
* Skywrath controller research is now properly hidden.

Compatibility notes
Should be compatible with any mod.
This event does not include additional mechanoid types (like the crawler).

Credits
mrofa for the beautiful mechanoid terraformer and pylon textures. :D
Haplo for his job tutorial. I made good use of it! ;)

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [A13] Campfire party V13.1 (29-04-2016)
Post by: Rikiki on May 18, 2015, 06:12:19 PM
Campfire party

  This mod adds a pyre to organize campfire parties.

(http://i.imgur.com/llvXMzI.png)

Download
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)
Starting a new colony is NOT necessary!

Features

How to start a party
See image below (sorry it is an old placeholder texture...):
(http://i.imgur.com/nvINDxJ.png)

Important notes
To stop a colonist from partying, pressing R twice (drafting/undrafting) is not enough...
You must draft and give him/her any order (move, bill, ...).


Technical support
Please leave me your feedback so this mod's balancing can be improved!
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V13.1
* Readded abstract base def (improve compatibility).

V13.0
* Updated to A13.

V12.1
* Integrated pyre texture from skyarkhangel.

V12.0
* Initial release.

Credits
Pyre texture is a donation from skyarkhangel. Thank you mate! :D

Todo

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: [A17] Cave biome V17.1 (02-08-2017)
Post by: Rikiki on May 18, 2015, 06:12:28 PM
Cave biome

  This mod adds a new biome: caves! Explore and settle a new colony into the deep and labyrinthic tunnels deep underground.

This mod requires the Caveworld flora mod (https://ludeon.com/forums/index.php?topic=13172.msg133446#msg133446)!

(http://i.imgur.com/WTjDwqj.png)
(http://i.imgur.com/7mLvs46.jpg)

Download
Starting a new world is necessary.
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)

Features

Technical support
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V17.1
* Added Chinese translation thanks to duduluu.

V17.0
* Alpha 17 update.
* Now use patches for incidents, mortars and solar generator.
* Added underwater power conduit.
* Removed mechanoid ship building copy as it is no more internal.
* Fog weather now removes filth.
* Reworked cave well light with help from jtgibson01!

V16.0
* Initial release.

Modders note
You may be interrested in the following features:

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Title: Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 18, 2015, 06:12:38 PM
Reserved
Title: Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 18, 2015, 06:12:47 PM
Reserved
Title: Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 18, 2015, 06:12:57 PM
Reserved
Title: Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 18, 2015, 06:13:16 PM
Reserved: pfiou, got it all! ;D
Title: Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
Post by: Adamiks on May 18, 2015, 06:15:12 PM
Oh, these are great ones! I really want to see more reserved mods! ;D

By the way, feel free to reserve more - i can delete this post ^^
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Shtuka on May 18, 2015, 07:36:45 PM
what the shame to create empty topics from nothing, I hope you will be banned!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Match on May 18, 2015, 08:23:27 PM
what the shame to create empty topics from nothing, I hope you will be banned!

He is in the process of building the thread mate.

Reserved: pfiou, got it all! ;D

Thanks for all the fish Rikiki!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 18, 2015, 08:30:08 PM
This thread is under building...
Please be patient and come back later! ;)
@Shtuka: I thought it was clear enough... ::)
Do you really think I would mess up on this forum with more than 500 posts?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: rexlord on May 19, 2015, 03:36:12 AM
i love this mod
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Dragoon on May 19, 2015, 04:39:58 AM
HURAAY this mod is awesome now I can go near water spots and not worry as much :D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: badday on May 19, 2015, 05:44:00 AM
awesome mod

edit:   For this " Add joy activity: observing fishes.  "  , maybe u can create sort of aquarium for our pawns   ;)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Patrykbono20 on May 19, 2015, 05:53:23 AM
what the shame to create empty topics from nothing, I hope you will be banned!

oh siet!
You`re stupid or from russia ?

Everything its read in first post.

Rikki I hope theese is compability with others mod like:
Superior Crafting
T`s Md
Enhanced Defence and others popular mods :d

Your mod require a new game ?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Adamiks on May 19, 2015, 05:54:50 AM
what the shame to create empty topics from nothing, I hope you will be banned!

oh siet!
You`re stupid or from russia ?

Everything its read in first post.

Rikki I hope theese is compability with others mod like:
Superior Crafting
T`s Md
Enhanced Defence and others popular mods :d

Your mod require a new game ?

I'm thinking that this is just a troll.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 19, 2015, 07:28:31 AM
Had to try this one, really nice, integrates well into vanilla :D

Cant really say much about regular fishing yet, but I tried the aquaponics.
From what I have gathered, that thing "converts" 60 vegetables to 30 meat (tried with mashgon) during 48 hours and needs 160W (150W + 10W hopper). In my opinion thats rather fast and cheap energywise, I would triple to quadruple the energy costs, because those things dont need lighting or heated rooms and you get meat in the end without nasty hunting incidents, and maybe double the time it takes for the fish to develop, dont know though how well that balances with the microbes event or whatever it is called.

The fishing net as a weapon may require some balancing too, the range is quite long, it is accurate and the reload is short, one pawn can endlessly stun an enemy, even mechanoids, lol. My suggestion would be to increase the cooldown, and either drastically decrease the accuracy at long ranges or shorten the max weapon range alltogether, and remove the centipede stun.

All in all a really nice mod, the descriptions and textures are nice, fish appears in trader lists, even got an extra icon in the resources list, already love it ;D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: skyarkhangel on May 19, 2015, 08:33:27 AM
Yay! **ing great idea  :D
love this) It can be fully translated?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 19, 2015, 02:06:57 PM
Thanks for your support! :D

Yep fishing net needs some balancing. I may change it to an expensive more advanced weapon with energy field 8) so it can disturb mechanoids internal electronics. ::)

I forgot about the sun lamp and temperature is still an option as the aquaponic is refrigerated. There is still some work to improve it! :)

As for the translation, I did not bother with it for now. I might have a look at it when I get some more free time. :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 19, 2015, 05:56:31 PM
Oh this is sweet. Once I get home I'll definitely...try to sqeeze this mod between the other 30 or so... o_o

I have but one question! We won't have to tell them pawns to go and start fishing (or using the aquaponics) each time, like we have to with hunting, or will we?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Bob_Namg on May 19, 2015, 05:58:46 PM
This looks really good, Rikiki. Real fucking good. I expect great things from you.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 19, 2015, 06:08:11 PM
Oh this is sweet. Once I get home I'll definitely...try to sqeeze this mod between the other 30 or so... o_o

I have but one question! We won't have to tell them pawns to go and start fishing (or using the aquaponics) each time, like we have to with hunting, or will we?

As long as your hunters have no other higher priority tasks to do (like hunting designated wild animals) and the fishing pier is NOT forbidden/aquaponic is powered, the job is performed autonomously.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 19, 2015, 06:20:09 PM
Updated to V10.1, see first post for the changelog.

@Patrykbono20: indicated in first post, no need of a new colony.

This mod should be compatible with any other mod that uses standard resources (steel, cloth, woodlog). You must be able to research vanilla "hydroponics".
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 20, 2015, 03:36:21 AM
There are some problems with updating and loading a savegame, best to get rid of all aquaponics and fishing nets first, piers and other fishing tools seem to be fine (use dev mode > destroy/ deconstruct).

I cant create a fishing net at the pier, did you move it somewhere else?

EDIT: Nevermind, you moved it to the smithing bench.

Suggestion, you could make the net recipie use hyperweave, or better synth thread, thats not so rare. That way you cant get the best fishing tool from the start, the usefulness in combat has a price, and there is finally some use for synth thread :D
Right now the fishing rod covers shoulders and arms, I can wear it with a tshirt but not with a button-down shirt, can you make it cover left hand, right hand instead? that would be awesome :)

[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 20, 2015, 11:28:39 AM
I am playing around a bit with the XMLs, to balance fishing to my taste.
I noticed my freezer overflows with Blueblade, therefore I reduced commonality from 75% to 60% and catch quantity from 10 to 4. The pawns now spend a lot more time fishing before catching anything and I dont need to extend my freezer all the time :D

I might even try half of all commonalities. Fishing right now is like a super crop: minimal "growtime", "grows" in the cold and in darkness and the yield is high and doesnt depend on butcher skill. For me thats too much, I want it to be a small but steady meat source, to complement hunting animals, maybe standalone if I have a lot of fishing piers and aquaponics.

Who has different opinions, lets hear it, and where did you want to go with fishing, rikiki? :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 21, 2015, 01:42:48 AM
I am playing around a bit with the XMLs, to balance fishing to my taste.
[...]
Who has different opinions, lets hear it, and where did you want to go with fishing, rikiki? :)
There are good suggestions in there! :)
Some clarifications:
- the temperature is already taken into account since V10.1 (must be in [0°C; 40°C] or water quality will degrade).
- the comonnality only determines what kind of fish is caught (just think there are a ton of blueblade in the sea and only few sduiggles), not the catch success.
- the catch success is computed as: RandomValue > function(fishing tool kind, fishing tool quality, hunting skill, snow depth) => this is hard-coded in the dll! :P

I did my balance calculations based on the vegetables stats (1.6 rice per day per plant for example) but I may have forgotten the night rest duration. I will probably double the breeding duration.

The fish recipes *should* take into account the butcher efficiency and speed:
Code: [Select]
    <workSpeedStat>ButcheryFleshSpeed</workSpeedStat>
    <efficiencyStat>ButcheryFleshEfficiency</efficiencyStat>
I will double check this detail.

As for the button-down T-shirt, it might be a little bit touchy with the apparel layers but I will look at it.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 21, 2015, 03:21:36 AM
the comonnality only determines what kind of fish is caught (just think there are a ton of blueblade in the sea and only few sduiggles), not the catch success.

haha yeah I thought so after observing a while longer, but I wasnt too sure :P

I was not talking about the aquaponics in my post, I think those are fine, maybe increase breeding time a little bit or add a night rest duration (fish do sleep, by the way), but otherwise they re good :)
I was talking about the fishing piers. Only the marsh piers may freeze, coast is clear all season (cant do much about it, sea doesnt freeze :P). You can fish at nighttime which is ok, you can hunt animals at night too; maybe later on add a night fish? An eel perhaps? :P

I got 2 fishers, both with shoddy fishing rods, and those 2 guys pull enough fish out of the sea to support a colony of 15 men with fine meals all day. This is nice, but a little bit too much for my tastes ;D

I know nothing about modding, but I ll take a look at the source code, see if can compile the dll anew, right now Im thinking of something like cutting the success chance in half, will see how it works out, if I can get that far ;D


EDIT: Trying to wrap my head around the math, got stuck in JobDriver_FishAtFishingPier, line 191:

Whats the range of Rand.value?
I figured out that "catchSomethingThreshold" should be "1" in best case (legendary fishing net, lvl 20 hunting skills, no snow), but I dont know if the chance for a successful catch is a 100% in that case..
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: nmid on May 21, 2015, 04:39:32 AM
lol.. this mods fits so well into the Rimworld ecosystem :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 21, 2015, 07:05:51 AM

I was not talking about the aquaponics in my post, I think those are fine, maybe increase breeding time a little bit or add a night rest duration (fish do sleep, by the way), but otherwise they re good :)
I was talking about the fishing piers. Only the marsh piers may freeze, coast is clear all season (cant do much about it, sea doesnt freeze :P). You can fish at nighttime which is ok, you can hunt animals at night too; maybe later on add a night fish? An eel perhaps? :P

I got 2 fishers, both with shoddy fishing rods, and those 2 guys pull enough fish out of the sea to support a colony of 15 men with fine meals all day. This is nice, but a little bit too much for my tastes ;D

I know nothing about modding, but I ll take a look at the source code, see if can compile the dll anew, right now Im thinking of something like a 0.50 multiplier, will see how it works out, if I can get that far ;D

I checked if it works but did not tested everything, only the fishing piers and rods, I can only talk about them.
Kind of OP. ^^ Doesn't take much time, same amounts of fish caught (steady food supply) also it is a never-ending source of meat, so yeah... In my opinion it should take more time to catch them fishies.

Fish do sleep, it'd make sense to be able to catch different ones during nighttime, when it comes to piers, yes, but not when it comes to fish tanks, where you can just wake the fish up, right? ^^
Also, fish, much like other animals, do grow during their sleep.

Question! Fishing rods (the only thing I've gotten my hands on so far) are required to catch fish, (also, for me it replaces shirts/button down shirts, intended or a mod conflict?).
There are also harpoons and those force field nets. I know quality plays a role it it, and harpoon's description says "for big fishes", but is there any actual difference in the amount of fish caught, the amount of time it takes to fish, or the type of fish caught, based on the type of tool used?

I mean no offense, Rikki, I know the thread is under build and you're working miracles, but it'd be great if you could explain such things in detail. ^^

Also,
to me it seems like fishing piers work kind of like workbenches. Would it be possible to add bills to them? Not to designate certain types of fish to fish (random is fun), but to stop hunters from catching more than needed, without having to micro-manage it/letting fish overflow the stockpiles?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 21, 2015, 09:36:17 AM
[...]
Fish do sleep, it'd make sense to be able to catch different ones during nighttime, when it comes to piers, yes, but not when it comes to fish tanks, where you can just wake the fish up, right? ^^
Also, fish, much like other animals, do grow during their sleep.

Question! Fishing rods (the only thing I've gotten my hands on so far) are required to catch fish, (also, for me it replaces shirts/button down shirts, intended or a mod conflict?).
There are also harpoons and those force field nets. I know quality plays a role it it, and harpoon's description says "for big fishes", but is there any actual difference in the amount of fish caught, the amount of time it takes to fish, or the type of fish caught, based on the type of tool used?
[...]

Yeah you re right, fish are not a crop, they grow during night times :P haha

Fishing rods occupy left/right shoulder, left/right arm, but they should work with tshirts, they dont cover those areas (at least in vanilla Rimworld), button-down shirts do unfortunately.
Type and amount of fish caught always stays the same, regardless of fishing tool used, only time to fish may vary, your colonist may take longer with bad equipment (the ranking is harpoon worst, fishing rod middle, net best, the tool quality and hunting skills are also a factor).
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Ninefinger on May 21, 2015, 09:54:40 AM
These are the changes i have made for the Ultimate Overhaul Modpack to make this mod balanced.

    +Fish Industry
       -Decreased quantity of fish caught
       -Increased breading time
       -Increased Aquaponic power consumption
       -Increased recipe costs
       -Increased work amounts

The areas that i have made these changes allow you to be able to fully balance this mod to whatever you feel is balanced, This mod is great!

Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 21, 2015, 11:11:24 AM

Yeah you re right, fish are not a crop, they grow during night times :P haha

Fishing rods occupy left/right shoulder, left/right arm, but they should work with tshirts, they dont cover those areas (at least in vanilla Rimworld), button-down shirts do unfortunately.
Type and amount of fish caught always stays the same, regardless of fishing tool used, only time to fish may vary, your colonist may take longer with bad equipment (the ranking is harpoon worst, fishing rod middle, net best, the tool quality and hunting skills are also a factor).

Awesome! All 3 of my colonists were in button down shirts, thought it applied to both. Good to know how it works, thanks!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 21, 2015, 11:24:15 AM
Until I figure out how the math works, I ll stay with reduced catch quantity, I found something that feels about right for me:

Blueblade: 10 -> 2
Mashgon: 30 -> 15
Sduiggels unchanged
Tailteeth (butcher yield): 200 -> 100

My colony has 15 pawns, 3 fishing piers, 4 aquaponics and 3 active fishers with 2 shoddy fishing rods and an excellent net. My warehouse is not overflowing anymore and I can produce enough fine meals with fishing alone, might try large aquaponic area and live off of selling tailteeth meat, it sells quite nicely :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 21, 2015, 05:29:09 PM
Quote
Also,
to me it seems like fishing piers work kind of like workbenches. Would it be possible to add bills to them? Not to designate certain types of fish to fish (random is fun), but to stop hunters from catching more than needed, without having to micro-manage it/letting fish overflow the stockpiles?
Nope, it would be really painful for me (modder point of view!)... :P
But I designed this mod as follow:
- early game: use the fishing pier to catch fishes with basic tools
- mid game: catch the desired fish and begin breeding in aquaponics.
You then only have to manage your aquaponics and use fishing pier as "bonus" income.

Thanks for all your feedback. :D I will test your balanced values as soon as possible.
To be honest, I did not had much time to test it on a real long-term colony... :-\

As for the night fishes, this is a good idea! Coding it is easy but textures are not my cup of tea. :P

@Panzer: Rand.Value just returns you a float random value in range [0.0; 1.0].
As you read the source code, did you encounter the fun fishing event? ;)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 21, 2015, 05:49:45 PM
As you read the source code, did you encounter the fun fishing event? ;)

Yeah I saw what you did there ;D til now I only found gold though, need to keep fishing ^^
I also saw that little todo, funny idea, maybe add a bad event as balance with same chance? tailteeth bites a finger off? ;D

EDIT: What are the steps for Rand.Value, e.g. is it like 0.1, 0.2, 0.3 and so on or is it like 0.01, 0.02 ... ?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 21, 2015, 06:17:22 PM
Quote
EDIT: What are the steps for Rand.Value, e.g. is it like 0.1, 0.2, 0.3 and so on or is it like 0.01, 0.02 ... ?

It's a float number, so for a float coded on 32 bits, it is 1x(2^-127) = 2.9387359e-39. So something like 0.000.....001!;D
Go check this page for more details (http://en.wikipedia.org/wiki/Single-precision_floating-point_format).
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 21, 2015, 07:14:02 PM
Quote
Also,
to me it seems like fishing piers work kind of like workbenches. Would it be possible to add bills to them? Not to designate certain types of fish to fish (random is fun), but to stop hunters from catching more than needed, without having to micro-manage it/letting fish overflow the stockpiles?
Nope, it would be really painful for me (modder point of view!)... :P
But I designed this mod as follow:
- early game: use the fishing pier to catch fishes with basic tools
- mid game: catch the desired fish and begin breeding in aquaponics.
You then only have to manage your aquaponics and use fishing pier as "bonus" income.

Thanks for all your feedback. :D I will test your balanced values as soon as possible.
To be honest, I did not had much time to test it on a real long-term colony... :-\

As for the night fishes, this is a good idea! Coding it is easy but textures are not my cup of tea. :P

@Panzer: Rand.Value just returns you a float random value in range [0.0; 1.0].
As you read the source code, did you encounter the fun fishing event? ;)

No bills? Oh, well.
In the end it does sound good, your idea on the progress, I just thought I could save the energy and space since my current colony is next to a shore anyway.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 21, 2015, 07:28:37 PM
Little things to add to your ToDo list:

-No butcher sound
-No butcher animation (blood splatter)
-Butcher yield is not affected by butcher efficiency (always same yield, even with blind, one armed butcher :P)
-Colonists dont consume oysters by themselves, they do with chocolate though
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 21, 2015, 09:20:55 PM
Happy Tree Day, Rikiki, hope you like it!

Edit: updated for I forgot to include the shiny ball. Because oysters and shiny ballz come hand-in-hand. 'm I right? ^^

[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: cuproPanda on May 22, 2015, 06:38:22 PM
I did a quick scan of this thread, and didn't see anyone mention the fact that tribal raiders spawn with a ton of the force field fishing nets. Like, half of them have nets. I attached an image of a raid on my new colony. 2/3 of the tribals have them, and both of the first tribals to raid me had them. For now I can enjoy the good cashflow to my broke colony!

EDIT: updated image is too big, but on a bigger raid 5/15 had nets. Not necessarily a bad thing, but the description has it being an advanced item/weapon, and these are tribals

[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 22, 2015, 06:45:23 PM
Question!

Code: [Select]
if (catchValue <= catchSomethingThreshold)
{
    actor.jobs.EndCurrentJob(JobCondition.Incompletable);
    return;
}

Shouldnt it be "catchValue > catchSomethingThreshold" instead? catchValue has range from 0 to 1 and catchSomethingThreshold should be "1" in best case, if I read that correctly?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: cuproPanda on May 22, 2015, 07:15:23 PM
Question!

Code: [Select]
if (catchValue <= catchSomethingThreshold)
{
    actor.jobs.EndCurrentJob(JobCondition.Incompletable);
    return;
}

Shouldnt it be "catchValue > catchSomethingThreshold" instead? catchValue has range from 0 to 1 and catchSomethingThreshold should be "1" in best case, if I read that correctly?

Just going a priori it looks like that's a catch to make sure only colonists with a high enough skill can catch something. Basically, that colonist doesn't know what they're doing and will never catch anything
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 23, 2015, 01:27:07 AM
@cuproPanda: Yep, it's on my TODO list. It happened too me too and found it quite hilarious! ;D

@Panzer: try the formula with some numbers! ;)
A very bad fisher with bad tools and snowy fishing spot will give: if (Rand.Value <= 0.2) => only 20% chance of success.
A skilled fisher with legendary tools will give: if (Rand.Value <= 1.0) => always true so 100% chance of success!
I know the name "catchSomethingThreshold" may be confusing but a threshold can used both ways! :)

@LittleGreenStone: thanks a lot! :D
I am working on integrating night fishes and the pearl.
I don't know what to do with the open oyster once eaten though... ???
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 23, 2015, 03:06:00 AM
Ok nice to know worst threshold is 0.2. I guess I dont understand what "actor.jobs.EndCurrentJob(JobCondition.Incompletable)" does then, I thought thats when he ll abort, and 100% would mean always abort and never catch anything?
Or is it that the fishing job is run in an endless loop and thats the break there?

EDIT: Try and error :P I hardcoded 1.0 for "catchSomethingThreshold", ever since then my guys didnt catch a single fish

Code: [Select]

float catchValue = Rand.Value;
// 1 instead of "catchSomethingThreshold" to simulate legendary net 100% condition, 20 hunting skills, no snow
if (catchValue <= 1f)
{
   actor.jobs.EndCurrentJob(JobCondition.Incompletable);
   return;
}

/*
shouldnt it be:
if (!(catchValue <= catchSomethingThreshold))
{
   actor.jobs.EndCurrentJob(JobCondition.Incompletable);
   return;
}
*/
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 23, 2015, 05:56:21 AM
@Panzer: You're right! :-[ What a stupid error, I did not read well what was below this test... :o
I will correct it in the next release.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 23, 2015, 06:31:57 AM
No worries, everyone is prone to mistakes; I just added a 60% modifier to the formula and then hardcoded worst case condition for the threshold a few lines below ;D Took me some time to figure out why the multiplier didnt do anything... :P

Trying with 12% chance worst case/ 60% best case right now, still feels ok, might reduce it further, see what happens..
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 23, 2015, 07:31:24 AM
Until I figure out how the math works, I ll stay with reduced catch quantity, I found something that feels about right for me:

Blueblade: 10 -> 2
Mashgon: 30 -> 15
Sduiggels unchanged
Tailteeth (butcher yield): 200 -> 100
[...]

Well I figured the math out (haha :P) and changed some values in my version, need further testing though, see how it goes:

-added 60% modifier for fishing piers, best case 60% success chance

Catchquantity:
Blueblade: 10 -> 3
Mashgon: 30 -> 15
Sduiggels: 3 -> 4

Butchertable:
Tailteeth (butcher yield): 200 -> 150
Blueblade (butcher quantity): 8 -> 6 (yield 60 meat)

Aquaponics:
Blueblade (breeding duration): 4 -> 3

So after 12 days with aquaponics the yields will be the following:
-Mashgon 90 Meat with 6 harvests
-Blueblade 120 Meat with 4 harvests
-Tailteeth 150 Meat with 1 harvest

Players could decide what to go for, quick but less meat with Mashgon and be less prone to microfunghi/power shortages or outages, the middle ground with some Blueblades or go for the big yield with Tailteeth but maybe get fucked over by the funghi or solar flares :P
I guess this will be further balanced by the butcher efficiency when it is added.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 23, 2015, 08:49:16 AM
@cuproPanda: Yep, it's on my TODO list. It happened too me too and found it quite hilarious! ;D

@Panzer: try the formula with some numbers! ;)
A very bad fisher with bad tools and snowy fishing spot will give: if (Rand.Value <= 0.2) => only 20% chance of success.
A skilled fisher with legendary tools will give: if (Rand.Value <= 1.0) => always true so 100% chance of success!
I know the name "catchSomethingThreshold" may be confusing but a threshold can used both ways! :)

@LittleGreenStone: thanks a lot! :D
I am working on integrating night fishes and the pearl.
I don't know what to do with the open oyster once eaten though... ???

I made two because I had no idea which one would be better. Fished open? Or eaten closed? Because it needs no preparation. So, it's your choice which one to use. :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 23, 2015, 11:12:23 AM
Well, why not set up a butcher recipie, fished closed and then opened at the butcher table?

Testing with 45% best case now, that would make worst case 9%.
How many ticks does a day have, and how many ticks does the fishing cycle have? Several times 9% a day should be plenty though, been a while since I had stochastics :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: cuproPanda on May 23, 2015, 12:14:18 PM
go for the big yield with Tailteeth but maybe get fucked over by the funghi

As I am getting ready to build my hydroponics and aquaponics rooms, this worries me just a bit. I am imagining either a boss enemy fish, or a fungus that takes over the entire walk-in freezer once it is exposed to cold... Actually, I'm excited for the latter. With a very low chance of occurrence, that sounds pretty cool!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 23, 2015, 01:06:49 PM
Haha, dont get your hopes up, it is just fungus fucking with the fishes (well, not literally :P), you might lose quite a bit of food though.
Im thinking about a bad event concerning fishing though, once I understand the events a little bit better, I might try to write something up or ask Rikiki to do it ;)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Timmiej93 on May 24, 2015, 06:16:16 AM
So, I'm probably overlooking something here, but is there a way to keep the Aquaponic basin filled without micromanagement?

I've noticed that at random points (I think it's random at least) the basin get's cleared / the species died, got extracted, I don't know what, but they aren't in there anymore. Therefore, I have to add a bill to add 1x eggs again, for every basin that's empty. In my testing, when I added a bill for adding multiple eggs, they just did it one after the other, resetting the growth percentage every time.

So is there a way to make sure the basins keep getting filled with eggs (if it's empty) without having to check manually from time to time?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 24, 2015, 07:06:30 AM
Nope, for now you have to check it and reassign manually.
I will add an alert (like the "No aquaponic hopper next to aquaponic basin" to tell you when an aquaponic basin is not breeding anything.
Thanks for the idea! :)

By the way, you can easily check if an aquaponic basin is breeding by looking at the control panel: there is a small fish icon. ;)
The bubbles quantity also reflects the water quality (continuous bubbles = good quality water ;D, few bubbles = bad quality water :-[).
(http://i.imgur.com/Lnh7HDu.png)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Timmiej93 on May 24, 2015, 07:25:40 AM
Thanks for the reply Rikiki, appreciate it.
I'm quite curious what direction you're gonna go with this topic, the beginning is awesome, keep up the good work!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 24, 2015, 08:17:43 AM
Another reason for the fish dying can be when theres not enough food in the hopper, e.g. theres 29 strawberries in the hopper, your warehouse is full to the brim with potatoes but not strawberries. The fish will starve then because they re lacking the required amount (the fish need 30 food a day), you need manually haul that stuff then to higher priority zone.

@Rikiki something for your todo list:
- Harpoon has no fishing animation, the guy just stands at the pier
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Timmiej93 on May 24, 2015, 10:32:30 AM
It indeed seems like all my fish were dying of starvation, thanks for pointing that one out Panzer
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 24, 2015, 10:58:04 AM
If someone wants to try my balance suggestions, I attached them, you just need to copy it into the mod folder and replace it.
Changes:
20% modifier for fishing piers: worst case 4%/ best case 20% (which is still plenty in my opinion)

catch quantity:
Blueblade: 10 -> 3
Mashgon: 30 -> 15
Sduiggels: 3 -> 4

Butchertable:
Tailteeth (butcher yield): 200 -> 150
Blueblade (butcher quantity): 8 -> 6 (yield 60 meat)
Sduiggels (butcher quantity): 3 -> 4 (yield 28 meat)

Aquaponics:
Blueblade (breeding duration): 4 -> 3

[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 24, 2015, 04:49:45 PM
Another reason for the fish dying can be when theres not enough food in the hopper, e.g. theres 29 strawberries in the hopper, your warehouse is full to the brim with potatoes but not strawberries. The fish will starve then because they re lacking the required amount (the fish need 30 food a day), you need manually haul that stuff then to higher priority zone.

@Rikiki something for your todo list:
- Harpoon has no fishing animation, the guy just stands at the pier
Remember you can put several hoppers next to the basin so it can contain several kind of vegetables.
I don't know about the harpoon animation. Maybe just showing the weapon is enough.
I am still testing your balanced values before releasing an update with other fun stuff. :D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Timmiej93 on May 24, 2015, 05:14:12 PM
Remember you can put several hoppers next to the basin so it can contain several kind of vegetables.

Derp. I really haven't used the nutrient dispenser enough to harness the capabilities of hoppers. Thanks for reminding me :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: dismar on May 25, 2015, 12:48:17 PM
love the adding of fishing.

Thanks!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 27, 2015, 08:11:11 AM
Found another bug: If you have 2 hoppers and less than 30 food in each of them, the fish will still starve altough the food total is greater than 30. This kinda defeats the purpose of the 2nd hopper :/

Btw, I found the perfect balance (in my opinion) for fishing, try the formula with a 0.15 multiplier, fishing gets the desired support role and you still need aquaponics for a mid-sized colony  :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: nmid on May 27, 2015, 10:05:53 AM
Found another bug: If you have 2 hoppers and less than 30 food in each of them, the fish will still starve altough the food total is greater than 30. This kinda defeats the purpose of the 2nd hopper :/
My 2nd hopper is a 2nd variety of food :D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 27, 2015, 12:59:10 PM
Yeah well I had that too, but it still would be nice if it was possible, leftovers are stuck in the hopper until you get a new harvest or you hauled them away.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LustrousWolf on May 27, 2015, 03:23:00 PM
Is it possible that there could be a fishing shed/rack or a storage linked to the fishing pier? so my hunters can go there and swap out there guns (because good hunters have the best shooting so i give them the best guns) for fishing equipment, because I do not want my hunters to have melee type weapons just for fishing all the time, it annoys me that i have to swap guns and fishing gear every time i want to go fishing. or you could make it that cooks go fishing? or a new skill on the overview work tab?

last of all, does fishing count as a joyful activity? not tried fishing yet but if this is not a feature, maybe you can think about it? :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 27, 2015, 05:15:20 PM
Is it possible that there could be a fishing shed/rack or a storage linked to the fishing pier? so my hunters can go there and swap out there guns (because good hunters have the best shooting so i give them the best guns) for fishing equipment, because I do not want my hunters to have melee type weapons just for fishing all the time, it annoys me that i have to swap guns and fishing gear every time i want to go fishing. [...]

You could use the fishing rod, that one counts as apparel and you can use it with a t-shirt, your guy gets to keep his gun. As for joyful activity, havent tested it yet but your guy should get some joy out of it if he has a passion for it.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 27, 2015, 06:19:45 PM
V10.2 is released. This is a big update from my modder point of view.
Should be more balanced and life easier now! :D

Thanks all for the feedback and nice ideas to improve this mod! :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: deadlydullahan on May 27, 2015, 09:51:22 PM
V10.2 is released. This is a big update from my modder point of view.
Should be more balanced and life easier now! :D

Thanks all for the feedback and nice ideas to improve this mod! :)

Really glad to see how this mods going a long, hope Tynan comes across it and considers adding it to the core game. would add variety in my personal opinion. Keep up the good work  ;D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 28, 2015, 07:29:05 AM
This is looking very good, love the addition of that little exclamation mark when they didnt catch anything ^^

Nice to see butcher efficency is working, the butcher yield could be scaled down a little bit for every fish, e.g. a 150 base value for tailteeth is too high because a level 10 cook with 100% manipulation has 100% efficency and gets the 150 meat, and the values get too big if you have a cook above lvl 10 with bionics (lvl 20 cook with 2 bionic arms gets more than 300 meat out of a tailteeth, muffalo thats 10 times the size of a tailteeth yields somewhere close to 300 ^^).

I reduced the yield by 33% for every fish in my version, needs some more testing, maybe even further :P

Same with catch chance, still pretty high in my opinion for a good fisher.
Lets assume best case, 50%. After 3 tries of fishing you already have 0,5 + 0,5 - (0,5)³ = 87,5% chance to catch anything once, after 5 tries you re above 96% :P
Lets try with something more realistic, say 25% chance to catch a fish. After 3 tries you would have 0,25 + 0,75 - (0,75)³ = 58% chance to never catch anything, that means 42% chance to catch at least once something, after 10 tries you re at 94%, pretty decent chance for a lvl 10 hunter with medium gear.

A dedicated fisher will try how many times a day? ~ 30 tries? That would mean 1 medium fisher is pretty sure to catch something at least 3 times a day, whereas a high level fisher catches double the amount, which in my opinion is quite a lot for no risk meat and minimal upkeep in form of a new fishing tool every now and then.

I know, this is balance whining at a high level which no one really cares about :P, endgame money is crazy and you can buy all the meat you want, but I have always been into the details ^^
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 28, 2015, 04:04:38 PM
Balancing is never finished! ;) I tried to adjust the values with your feedback and my feelings (and a lot of math too!).
To be honest, I barely had time to play real game so late game is certainly not well balanced.

I considered a hunter can get 2 medium animals per day so an average of 160 meat.
A dedicated fisher with minor passion after sleeping, eating and having some joy will try about 20 times so a maximum of 10 prizes ~= 100 meat.

About the tailteeth, I see it as a big fish (a kind of aggresive aquatic muffalo :o ). So given the small chance to catch it, the amount of meat is as expected from me. :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 28, 2015, 11:56:56 PM

Same with catch chance, still pretty high in my opinion for a good fisher.
Lets assume best case, 50%. After 3 tries of fishing you already have 0,5 + 0,5 - (0,5)³ = 87,5% chance to catch anything once, after 5 tries you re above 96% :P

Lets try with something more realistic, say 25% chance to catch a fish. After 3 tries you would have 0,25 + 0,75 - (0,75)³ = 58% chance to never catch anything, that means 42% chance to catch at least once something, after 10 tries you re at 94%, pretty decent chance for a lvl 10 hunter with medium gear.


It's Rimworld's math, right? Right?!?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Panzer on May 29, 2015, 04:17:01 AM
Probability calculation, can be quite useful :P can and will puzzle you, took me some time to figure that out, havent used it in years ;) Pretty sure it is correct, lets say 75%
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 29, 2015, 06:25:43 AM
Probability calculation, can be quite useful :P can and will puzzle you, took me some time to figure that out, havent used it in years ;) Pretty sure it is correct, lets say 75%

No, I mean the actual mathematical calculations, aside programming and stuff I know nothing about.

As far as I know, as long as the outcome is either "A" or "B", the probability or either outcome will always remain 50%, even if the previously there were more of one than the other, i.e. the outcome is "A" 5 times in a row (or 10, 51 or 85773285 times), the probability of getting "A" as the outcome again on the 6th time (or 11th, 52th or 85757253somthing) remains 50%.

...right?  ???
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 29, 2015, 06:17:51 PM
Yep, you are right when talking of an independant event.
But Panzer was computing the probability of catching a fish ONLY AFTER 3 tries.
So it gives:
- 50% chance the first time to NOT catch anything
- THEN 50% the second time to NOT catch anything
- AND FINALLY 50% the third time to catch anything
With a formula, it gives 0.5 x 0.5 x 0.5 = 0.125 = 12.5% of only catching a fish 1 time over 3.
See this for detailed explanations (https://www.mathsisfun.com/data/probability-events-independent.html)! ;) (Look for "Two or More Events" paragraph).

Yeah probabilities are a pain :P but so much useful! :D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: dismar on May 29, 2015, 08:23:54 PM
Rikiki, you can't have fish with out Sushi!

Recipe for Sushi using fish from this add-on, so load it after.
Fine mood buff. Uses Fish and rice to make the sushi at the cooking stove with cooking skill!
Thinking can add a huge variety of types of recipe since it's eaten so many ways :)
Download :
https://www.dropbox.com/s/6bo9yy6jbyhfwlg/Sushi.zip?dl=0


[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: Rikiki on May 30, 2015, 02:35:30 AM
Thanks dismar! :)
I will add it in the next release. This will probably be for A11 as call for testers has begun.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
Post by: LittleGreenStone on May 30, 2015, 10:23:14 PM

See this for detailed explanations (https://www.mathsisfun.com/data/probability-events-independent.html)! ;) (Look for "Two or More Events" paragraph).

Yeah probabilities are a pain :P but so much useful! :D

...Meth Math, not even once!
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: MightyGooga on June 04, 2015, 11:20:15 AM
Hey I love the fishing mod.

I have been playing with it for a while and I think there is something wrong with the fishing basins. When ever I add 25 egg jobs in a basin, the colonist keeps getting one fish out of the basin, placing it in the stock pile, and then retrieving the ame one fish to fill the other jobs. That goes in a loop until all jobs are done, and then there is no more fish in the pond. Am I doing something wrong here?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Rikiki on June 04, 2015, 03:38:57 PM
Hey I love the fishing mod.
[...]
Am I doing something wrong here?
Thank you! :)

About the recipe, have you read the description? ::)
Code: [Select]
<description>Supply some eggs of a mashgon to breed. You only need to do it when there is no fish in the basin or you want to change the bred species.</description>Like hydroponics, you only select 1 time what you want to breed, the rest of the process is automatic (filling hopper and collecting mature fishes).

You only have to re-supply some fresh eggs if your basin is empty (this can occur in case of microfungus, power down, out of range temperature or no food supply).
You can stop the fish breeding by forbidding the basin or just flicking it off. ;)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: 1000101 on June 05, 2015, 03:14:17 PM
I've been watching this thread for a while and only now downloaded the source version of the mod.

The only thing that has kept me from using this mod is the whole tools issue.  I'm not sold on the sci-fi magic weapon, I mean the net.  It seems a little OP and then there's the micromanagment.  Is it possible to de-nerf the tools to just be tools or are they too integrated into code for me even to try?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Rikiki on June 05, 2015, 04:08:15 PM
I've been watching this thread for a while and only now downloaded the source version of the mod.

The only thing that has kept me from using this mod is the whole tools issue.  I'm not sold on the sci-fi magic weapon, I mean the net.  It seems a little OP and then there's the micromanagment.  Is it possible to de-nerf the tools to just be tools or are they too integrated into code for me even to try?
The net is not magical! This is a glitter-technology! 8)

The fishing rod is an "apparel" and can be worn with anything else so no micro with that! :D This is the standard fishing tool.
The harpoon and net are weapons however and may require weapon micromanagement.

I am afraid that changing the weapons into tools would require some work... :P But if you know how to code, you can take example on the fishing rod. Good luck! ;D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Adamiks on June 06, 2015, 09:59:18 AM
I've been watching this thread for a while and only now downloaded the source version of the mod.

The only thing that has kept me from using this mod is the whole tools issue.  I'm not sold on the sci-fi magic weapon, I mean the net.  It seems a little OP and then there's the micromanagment.  Is it possible to de-nerf the tools to just be tools or are they too integrated into code for me even to try?

"sci-fi magic weapon, I mean the net"

(http://nautix.pl/images/products/NET_02/sieci-rybackie.jpg)

True! It's magic! Fishing net with power in 5000 year! Sci-fi!!!

;D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: 1000101 on June 06, 2015, 05:53:38 PM
Quote from: Adamiks
True! It's magic! Fishing net with power in 5000 year! Sci-fi!!!

;D

Quote
Features
...
Force field net: used by glitterworlds arena retiarii, this advanced weapon can also be used to catch fishes... and mechanoids at close range! (stun effect)

Well with an EMP field which can disable mechanoids, yes, yes it is sci-fi magic.  :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Adamiks on June 06, 2015, 06:54:37 PM

Quote
Features
...
Force field net: used by glitterworlds arena retiarii, this advanced weapon can also be used to catch fishes... and mechanoids at close range! (stun effect)

Well with an EMP field which can disable mechanoids, yes, yes it is sci-fi magic.  :P

Then EMP grenade is also sci-fi magic ;P And by the way try to fight with fishing net on your head ;D
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: 1000101 on June 06, 2015, 07:12:46 PM
EMP is not sci-fi magic (neither is warp drive, worm holes and time travel) but, the way it's presented 99% of the time is.  :P

Mainly what I was looking at was that I was only interested in fishing/aquaponics and saw a long list of posts regarding raids involving too many nets.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Adamiks on June 06, 2015, 08:45:55 PM
Just replace weapons file with this file

Like 10secs of work ;D

[attachment deleted due to age]
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Rikiki on June 07, 2015, 03:24:56 AM
EMP is not sci-fi magic (neither is warp drive, worm holes and time travel) but, the way it's presented 99% of the time is.  :P

Mainly what I was looking at was that I was only interested in fishing/aquaponics and saw a long list of posts regarding raids involving too many nets.
This is corrected in V10.2. Tribals no more attack with those glittertech support weapons. :)
As its description suggests it, this weapon is not 'magic', this in an advanced glittertech weapon which embeds EM disruptors.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: 1000101 on June 07, 2015, 08:56:07 PM
I'm just giving you a hard time. ;p

Anyway, I already downloaded it a few days ago but I am yet to add into the mix.
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Loki88 on June 08, 2015, 08:13:42 AM
Not to come across as a nit picky douche, but shouldn't the basin be an aquaculture basin instead of aquaponics? Aquaculture = growing of aquatic livestock. Aquaponics = growing of plants hydroponically using waste / excrement from a contained aquaculture tank as the nutrient solution. Aquaponics are great because the fish waste feeds the plants, and the plants clean the water for the fish. Could be implemented as a basin that's attachable to the tank to help reduce fungus occurrence or help maintain water quality, but it's likely far more of a pain in the butt to implement than it's worth.

I love this mod, I only just downloaded it last night so I'm still getting used to it
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Loki88 on June 08, 2015, 08:21:38 AM
Not sure if its a bug or a conflict with one of the other mods I'm using (around 20ish) but one of my fishing piers works as intended when colonists fish from it. Colonist runs up to the pier and fishes, simple. The other pier (its neighbor) can be operated from anywhere on the map. The colonists never run up to it, they just fish on the spot wherever they happened to be when the job came up. One has fished from their bedroom, another stands in the freezer and fishes. Any idea?
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: Rikiki on June 08, 2015, 03:58:36 PM
Thanks for the feedback Loki88 (English is not my native language...). ::)
I will correct this wording for A11. :)

As for the fishing bug, that's quite funny in fact! ;D I will need to investigate this strange behavior... :P
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: demacrex on June 21, 2015, 02:49:15 AM
Question about caveworld flora: I looked through this thread and didn't find it but I was wondering if there is a way to increase the amount of caves that will spawn on map gen, kinda thought that would work in tandem with this mod really well, and I've seen somewhere on the forums where someone tweaked the map gen and it spawned a whole 350x350 map covered in structures, so I was wondering if something similar could be done to achieve a large amount of caves on a mountain map? :)
Title: Re: [MOD](A10) Rikiki's Miscellaneous (02-06-2015)
Post by: skyarkhangel on June 23, 2015, 12:12:24 PM
Thanks for the feedback Loki88 (English is not my native language...). ::)
I will correct this wording for A11. :)

As for the fishing bug, that's quite funny in fact! ;D I will need to investigate this strange behavior... :P

Rikiki we miss you  ;)
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: Rikiki on June 23, 2015, 05:16:07 PM
Don't worry, I will be back! 8)

But... given my family situation, I may have to skip this A11 alpha... :P
I still need to check this amazing new fallout event! ;)
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: nmid on June 23, 2015, 05:26:32 PM
A12 is going to be longer than A10>11... so I expect you'll have time for A11 :)

Humor aside, do take care.
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: Pez on June 24, 2015, 12:23:02 AM
Any chance you could make an ice fishing mod?
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: Remorium on June 24, 2015, 09:48:22 PM
I did test the Cave Flora mod, and while it doesn't throw up any errors, I didn't get any mushrooms to start growing. Unsure if I just didn't spend enough time with the save file, or if it's just because it is outdated. At least it's something.
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: pktongrimworld on June 27, 2015, 08:40:33 PM
problem with cave world flora is just all the graphics/texture paths definitions (those thingy in xml) got renamed in the maingame.. *WHY TYRAN WHY YOU DO TIS*


I will let you know in an hour to see if I can get caveworld flora to work.


*tried fish industry, but A11 seem to break it completely. wont even load/load error msgs so I can fix it
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: pktongrimworld on June 27, 2015, 08:56:51 PM
yeeeep...<graphicData> and </graphicData> need to be reinserted and the paths changed to <texPath>

I have no idea what Tyran is thinking when he make these changes.


or <graphicSunShadowInfo> to <ShadowData> folded into <graphic data>

....
Title: Re: [A10] Rikiki's Miscellaneous (02-06-2015)
Post by: Patrykbono20 on June 28, 2015, 01:15:37 AM
You add for this Mineral Scanner ?
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: Rikiki on June 28, 2015, 05:40:58 AM
Don't bother anymore, Caveworld Flora has been updated to Alpha 11! :)

And no, mods for previous versions will not work on the current one.
Tynan has good reasons to change the code: it's cleaner, more logical and easier to find graphic-related data! ;)
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: jerome736 on June 28, 2015, 01:34:22 PM
Thanks for the update! I love the added flair the Cave fauna mod contributes to the immersion :)
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: pktongrimworld on June 28, 2015, 02:05:15 PM
yay   T.T


*welp, teaches me to spend 6 hours to try to fix things...
*downloads Rikki's
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: pktongrimworld on June 28, 2015, 02:07:39 PM
also, it seems skyarkhangle's SK mod pack have a older but working (for A11) verison of fish industry.... it might help speed things up in fixing if you take a peak in there :D

he/she changed alot of things though (we like yours better)

I also tried touching the MM co stuff.... and yah, everything mentioned above plus def changes >.>
*my coding ability is too newb to touch that with ten foot pole*
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: rsof69 on June 28, 2015, 02:09:45 PM
We need the fish industry
Title: Re: [A11] Rikiki's Miscellaneous (28-06-2015)
Post by: Rikiki on June 28, 2015, 03:45:18 PM
Nearly all my mods will come in time for A11. Just be patient as I lack free time... :P
Title: Re: [A11] Rikiki's Miscellaneous (04-07-2015)
Post by: BranHerz on July 10, 2015, 06:34:15 PM
Love this one. Still using it on A10 though... Works with a few other mods as well :) Took me a while to figure out that I needed to research the hydroponics first. Makes me feel dumb not reading the instructions first
Title: Re: [A11] Rikiki's Miscellaneous (04-07-2015)
Post by: SSS on July 14, 2015, 03:51:28 AM
I've ended up liking Caveworld Flora a lot more than I expected.

I do have one suggestion: The spawn rate seems a bit high. Maybe tone it back a bit?

Either way, it's definitely a keeper.
Title: Re: [A11] Rikiki's Miscellaneous (04-07-2015)
Post by: JesterBlue on July 14, 2015, 03:54:59 AM
For cave world flora, you could add a poison shroom to make trap, a shroom with low HP that exploded when destroyed, a shroom that generate heat or just some shroom that give wood... May be a special shroom that grow on graves...
Title: Re: [A11] Rikiki's Miscellaneous (04-07-2015)
Post by: Topper on July 17, 2015, 12:18:11 AM
Does caveworld work for 11b? Caveworld deserves integration into the full game..such a great addition!

edir - nm found it in the update notes..maybe change the file name to imply 11b?
Title: Re: [A11b] Rikiki's Miscellaneous (04-07-2015)
Post by: Rikiki on July 21, 2015, 05:14:28 PM
Thanks for all the suggestions.
I love the poisonous and heating shroom, it is on my todo list for future versions.

I just updated Fish industry and Mechanoid terraformer for A11b. :)
Enjoy and give me your feedback! :D
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Helixien on July 21, 2015, 05:15:46 PM
YES! I waited so long for Fish industry! :D Thanks a lot for updating mate!
Title: Re: [A11b] Rikiki's Miscellaneous (04-07-2015)
Post by: skyarkhangel on July 21, 2015, 05:46:33 PM
Thanks for all the suggestions.
I love the poisonous and heating shroom, it is on my todo list for future versions.

I just updated Fish industry and Mechanoid terraformer for A11b. :)
Enjoy and give me your feedback! :D

Wow! Great! Thank you Rikiki!
Also, please update mod with Alarms, miss them.
Title: Re: [A11b] Rikiki's Miscellaneous (04-07-2015)
Post by: Rikiki on July 22, 2015, 07:00:34 AM
Wow! Great! Thank you Rikiki!
Also, please update mod with Alarms, miss them.

I am working on it! ;)
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: 1000101 on July 28, 2015, 08:03:40 AM
Great mods Rikki, I especially love the Caveworld Flora mod.  With the Darkness mod, it gives the game some great visuals.

I have a suggestion though - for your weather controller, instead of having a ridiculous amount of research to "hide" it, you can make it depend on itself and truly hide it.  Since you obviously mean that the only way to research it is through your interaction method, there is no sense in it even showing up in the research window.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Quoth on July 30, 2015, 04:54:10 PM
anyone else getting various virus warning when they download this mod? Im not saying this is dodgy, just wondering if my browser is being over sensitive or not
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: harpo99999 on July 30, 2015, 06:38:16 PM
anyone else getting various virus warning when they download this mod? Im not saying this is dodgy, just wondering if my browser is being over sensitive or not
which av/browser are you using? avast has not given a worning to me (and I set it in highest sensitivity)
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Stephanuz on August 01, 2015, 01:41:44 PM
First and foremost I would like to thank you for the time and effort you put into the mod ; highly appreciated.
I don't know if it's a bug or I'm just being really stupid, but once the fish egss are inside the basin (and food is on the hopper thing) the health of those new fishies permantly go down.

I tried adding new eggs, but this just respawns the time.
Added another hopper, doesnt do anything.
Added heath in the room, same result as above.
Added chill in the room, again no result.

Like I said ; I don't know if it's a bug, or me just being stupid, but some clarification would be most welcome.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Rikiki on August 02, 2015, 03:11:44 PM
@1000101: excellent idea! :D I will do this for the next update.

@Quoth: don't worry, there is no virus in my mods ;) What is your browser?

@Stephanuz: you should get some info in the inspection panel if something is wrong.
To breed the fishes:
* you need a LOT of food (about 30 per day, consumed in 1 time) so make sure your hopper(s) are filled up.
* temperature must be in range [0°; 40°C].
* the basin must be powered.
The microfungus event may disturb it! ;)
Can you post a screenshot with the temperature highlighted?
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Karnej on August 04, 2015, 07:52:49 PM
I was using the fish industry mod with a homemade modpack and noticed strange behavior when I tried to prepare the different fish I had caught. I had bills up for all the types possible but my cook would never butcher them. I would do bills before and after it but it wouldn't realize that we had fish ready to prepare. I tried it with a fresh install by itself and still had the same problem. Everything else works fine including cooking on the camp fire but I can't get the raw fish to interact with the butcher table. Let me know if I can do anything to help.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Rikiki on August 05, 2015, 02:09:49 PM
I was using the fish industry mod with a homemade modpack and noticed strange behavior when I tried to prepare the different fish I had caught. I had bills up for all the types possible but my cook would never butcher them. I would do bills before and after it but it wouldn't realize that we had fish ready to prepare. I tried it with a fresh install by itself and still had the same problem. Everything else works fine including cooking on the camp fire but I can't get the raw fish to interact with the butcher table. Let me know if I can do anything to help.
Thanks for the report Karnej. :)

First, some basic questions:
* do you have enough fishes to perform the recipes? Some recipes need several fishes as ingredients.
* is the "search ingredient radius" well configured?
* do you have a mod that modify the cooking system? (bulk meal maybe?)
* do you use the EdB interface?

Could please you send me your mod list and a screenshot of the bug displaying the butcher table recipes and the fishes stockpile?
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: zenfur on August 08, 2015, 04:37:08 PM
Hey, I'm trying to make a shroom farm in cave on my desert map, as I lack food. Any tips what should I keep to make mushrooms grow? They tend to stick to 2 places and dont want to expand :(
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Karnej on August 09, 2015, 06:02:14 PM
Hey Rikki, thanks for the help. Sorry it took so long for me to get back to you. I figured out my problem. Long story short it was the fact I needed more than one fish for some of the bills like you said. I was trying to do fishing as early food since I love it so much but they were rotting faster than I could get enough to butcher. Am I missing something for early game or is it more of and option after you have a fridge up? I'm using superior crafting in the main pack so I don't have access to that at the start. Anyways thanks again for a awesome niche mod that I hate playing without.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: zenfur on August 18, 2015, 11:12:01 AM
Does the fishing rod quality matter for fishing power?
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Rikiki on August 19, 2015, 03:43:00 PM
Does the fishing rod quality matter for fishing power?
Yep, the fishing success takes into account fisher's skill, fishing tool quality and durability.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: zenfur on August 20, 2015, 08:03:34 AM
Thanks for reply! :D

Could you give a hint how fishing tools differ? You said harpoon < fishing rod < force net, but they don't seem to differ much for me.

Also from my observations unfortunately I can't make shroom farms. Any tips how to cultivate them best?
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: harpo99999 on August 20, 2015, 08:10:15 AM
zenfur, in my experience with the mod, the shrooms grow on rough rock floor, but do not grow on smoothed or any other surface
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Canute on August 20, 2015, 09:12:46 AM
You can't made a shroom farm, like a growing area.
The shrooms grow when they want to grow, you just need to give them alot room and then they pop up.
Like harpo said, they only grow on rough floor, and they need not rock walls not far away then 2 fields.
Best are you dig small 4x4 rooms or one big room and left a rock wall each 4 fields.
At this way the shrooms got enough room to grow.
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Rikiki on August 20, 2015, 03:33:49 PM
Oops, forgot about your shroom farm question... ;D

In fact, this mod was more designed in a "decorative" way than "productive". So, having a shroom farm will be quite hard. :P
The shrooms growth in clusters of different sizes. Each cluster has an "exclusive area" (this represent the miscelium/the roots of this cluster). The bigger the cluster, the bigger the exclusive area.
So digging small caves along a corridor should be your best chance. You can also pave the corridor to keep the shrooms in the caves.
Good luck and post a screenshot of your cave farm! :D
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: zenfur on August 20, 2015, 03:57:44 PM
You can't made a shroom farm, like a growing area.
The shrooms grow when they want to grow, you just need to give them alot room and then they pop up.
Like harpo said, they only grow on rough floor, and they need not rock walls not far away then 2 fields.
Best are you dig small 4x4 rooms or one big room and left a rock wall each 4 fields.
At this way the shrooms got enough room to grow.

This I figured out, yet I was looking for a way to dig as minimum as possible, while I dug every rock chunk I had leaving pillars in grid with 4 space tiles. At quite large chunk (around 80x50 tiles) I had 5 shrooming groups. I was experimenting with how to gather them best, but no matter what I did the yield was the same (sort of). Anyways, this gave me the edge in struggle for survival with food on the desert with crash landing mod and 15 people to feed.

I kinda wish you could craft mycellium of each shroom by collecting lots of them and preparing them at some crafting table which would be "soil" "mycellium" plantable on rough/smoothed cave floors with overhead mountain/rock ceiling. This floor would guarantee spawning chance for given sort of shroom without caring about their original mechanics (and possibly expand on adjacent rough-stone floors with their original mechanics). If they pop, they would still behave like normal shrooms growing wise and die if they are too far away from the cave wall.

Also this mycellium floor should shine glow like original shrooms, just a lot weaker.

What do you think?

Also I feel that shimmershroom outshines glowbulb with its greatness. Maybe to compensate this make glowbulb yield more at harvesting. You could picture glowbulb as a small shroom that grows in great numbers (with image of swarm of shrooms growing at 1 tile). If you want I can test here my drawing skills :D

Having that said, I'd give these shrooms a little more unique identities, as they all are looking kinda the same. Shimmershroom could stay as it is, glowbulb could be a swarm of little shrooms and Gleamcap could be even beefier and maybe puff some gasses out from time to time.

Hope you like my suggestions ^^. Great mod anyways.

Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Rikiki on August 25, 2015, 04:40:37 PM
Update Fish industry for A12.
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: dismar on August 25, 2015, 07:32:43 PM
Update Fish industry for A12.

oh yea fishing is back!
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: pktongrimworld on August 26, 2015, 05:21:07 PM
fiiiiish


just missing (caveworld) fungus now :D
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: LanMc on August 26, 2015, 08:42:31 PM
Hi, trying to download the latest update for Fishing industries and I keep getting a 504 Gateway timeout.  Just thought I would let you know.

Thanks for the awesome mods!  I will check back tomorrow and try to dl it again then.
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Prester on August 28, 2015, 12:04:41 PM
i started in an iceland with -50 degree average temperature, no lakes. now i got my cave working and was building some of your Aqua basins, they tell me to somehow fertalize them with fish seeds, how do i do that without any Kind of water Body on the map? thanks man, love your designs
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Rikiki on August 28, 2015, 07:18:16 PM
i started in an iceland with -50 degree average temperature, no lakes. now i got my cave working and was building some of your Aqua basins, they tell me to somehow fertalize them with fish seeds, how do i do that without any Kind of water Body on the map? thanks man, love your designs
Bulk traders will sometimes carry some fresh fishes. Buy the one you want to start breeding in your aquaponic bassins.
Those nice textures are made by talented drawers  :) (see the credits section to get their authors).
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: pigman999999999 on August 28, 2015, 08:01:21 PM
the fishing one makes my chorme go this will make your internet slow so if you get a dif instill place will download
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Tekuromoto on August 29, 2015, 12:24:40 AM
For the life of me I can't find the fishing rod in any of the crafting bench bills.

Can someone help?  ???
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Rikiki on August 29, 2015, 01:52:21 AM
For the life of me I can't find the fishing rod in any of the crafting bench bills.
Can someone help?  ???
It can be crafted at the fishing pier itself as the harpoon!  ;)
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: rsof69 on August 29, 2015, 02:03:05 AM
update caveworld flora pls I love making hobit holes and its a good source of food and medicine if you cant get out

sorry for my bad english
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: jerome736 on August 29, 2015, 12:41:49 PM
+1 would love to see this updated. Adds to my immersion in the game and makes the my hum drum mined out areas light up with cool neon colors haha
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: zenfur on August 30, 2015, 02:45:00 AM
I saw this mod updated in modpacks such as hardcore mod pack and ultimate overhaul.

I noticed one problem there though, when shrooms were the only food source my colonists would pick up these whenever I had some and refused to eat them. They would hold up to 250 shrooms and more...
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Rikiki on August 30, 2015, 03:29:07 PM
Updated Caveworld flora to Alpha 12d.
Title: Re: [A12] Rikiki's Miscellaneous (25-08-2015)
Post by: Tekuromoto on August 30, 2015, 07:06:07 PM
It can be crafted at the fishing pier itself as the harpoon!  ;)
:-[ Silly me!

Thanks for the update on the mushrooms, too.


Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Loki88 on August 31, 2015, 10:19:47 AM
Is there any way I can persuade you to upload this to more than send space? It gets blocked for some reason when I try to download :( I want my fishies back!!!
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Rikiki on August 31, 2015, 04:01:36 PM
Is there any way I can persuade you to upload this to more than send space? It gets blocked for some reason when I try to download :( I want my fishies back!!!
I added a Dropbox link (https://www.dropbox.com/sh/q8hoz8vxvjudume/AAD4fOmiXWSDYadoMpzHtZ1Da?dl=0) in the main post.
Let me know if it is better Loki88. :)
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: zenfur on August 31, 2015, 06:01:10 PM
How efficient is hydroponics? Last game I had around ~95 colonists and they could be all fed with around 4-5 full time fishermen and 3 cooks (add to this around 30 prisoners). But when I tried hydroponics I was very let down. It seemed to produce fish like every few days for tons of food in exchange. I just sticked with my fishermen feeding the colony... I kinda supposed it to work like some mine where you put initial effort to breed enough fish and then you just keep feeding them a little and keep getting fresh fishes produced without need for the process to start over.

Also I wasn't sure if multiple food hoppers attached work correctly. It seemed for me that it takes from each of the hopper independently. Not sure about that.
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Loki88 on August 31, 2015, 11:26:49 PM
Is there any way I can persuade you to upload this to more than send space? It gets blocked for some reason when I try to download :( I want my fishies back!!!
I added a Dropbox link (https://www.dropbox.com/sh/q8hoz8vxvjudume/AAD4fOmiXWSDYadoMpzHtZ1Da?dl=0) in the main post.
Let me know if it is better Loki88. :)

Thank you!
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: 1000101 on August 31, 2015, 11:48:08 PM
Grape mods!  I've always loved the combination of the darkness mod and the cave flora.

I have a request though for the cave flora:  Fungiculture.  It would be awesome to have special grow-zones for rough stone floors specifically to grow and harvest mushrooms as well as modding the devilstrand to use the same mechanics (sans natural spawning) to be grown in said growing zones instead of it's normal sowTags of "ground" and "hydroponic."

With agriculture, animal husbandry & hunting, aquaculture & fishing, about the only thing not covered is fungiculture.
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: zenfur on September 02, 2015, 07:48:46 AM
Hey Rikki, I have one bug report with caveworld flora.

I think that because you use ResourceBase instead PlantFoodRawBase (or you are missing some new tag in A12), my colonists started to pick up your shrooms to eat them later and won't eat them. They also stack indefinetely in their inventory. I've caught my colonists starving while having 250+ of each edible shrooms in inventory.

I suppose you used ResourceBase to customize some aspects such as nutrition? I wonder if you could use PlantFood base and just overwrite things/flags you need.
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: 1000101 on September 02, 2015, 11:50:42 PM
Those xml names you refer to are meaningless and are only used for ease of writing the xml.  If an xml entry is "Abstract", it doesn't apply to anything outside of the xml file it's defined in and the game doesn't load or use them except to fill-in the data for actual defs using them.  They could be called "NerfHerder" for all it matters.

I've seen situations where my pawns are hoarding food when the supplies get low.  Just tell them to drop the raw food in your kitchen and force someone to make some meals.  Once you have a stock of meals, they should stop hoarding raw foods.
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: zenfur on September 03, 2015, 08:43:09 AM
Those xml names you refer to are meaningless and are only used for ease of writing the xml.  If an xml entry is "Abstract", it doesn't apply to anything outside of the xml file it's defined in and the game doesn't load or use them except to fill-in the data for actual defs using them.  They could be called "NerfHerder" for all it matters.

I've seen situations where my pawns are hoarding food when the supplies get low.  Just tell them to drop the raw food in your kitchen and force someone to make some meals.  Once you have a stock of meals, they should stop hoarding raw foods.

In my situation when I ordered to drop it, all colonists went there to first eat this and then take all remaining stuff in their pockets. That's very annoying. It's about stackability I believe. They prefer meals and when they have them available, they pick up them and cannot haul more than 1 at once, thus this problem does not occur. With raw food something is broken. I've observed this only with mushrooms though.
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Rikiki on September 03, 2015, 02:47:14 PM
Mmh, I have never noticed it myself. ??? I doubt this is due to the xml def, the inheritence has no impact but I will investigate it.
Thanks for the report! :)

About the fungiculture: I have already studied the question! ;)
However, I would have to rewrite a too big part of the core mechanisms to implement underground growing zone that you can cultivate year-round whatever the outside weather.
BUT... *going to code something*
Come back in a few days, I have an idea! ::)
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: moddymodder on September 03, 2015, 06:42:31 PM
Hey man, great mods. Your Fish industry says it should be safe to use in a current game but when i try and run it, it removes all but one of my people from the "work" menu and turns them all into zombies. Any advice?

Thanks in advance
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Rikiki on September 03, 2015, 07:00:49 PM
Hey man, great mods. Your Fish industry says it should be safe to use in a current game but when i try and run it, it removes all but one of my people from the "work" menu and turns them all into zombies. Any advice?

Thanks in advance
Oh yes, I just noticed it myself yesterday... :-\ and messed up with my savegame file to restore correct values. :P
You have to start a new colony for the Fisher job to be correctly taken into account.
Otherwise, if you know how to modify your savegame file/want to save a precious colony, I can give you the details.

Sorry for the inconvenience... :-[

Edit: corrected the OP message: you HAVE to start a new colony!
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Rikiki on September 04, 2015, 04:00:58 PM
Updated the caveworld flora: there is now a fungiponics basin (I know the name is a bit weird :P, you can propose me another one which may fit better!) to grow shrooms in your caves.
Enjoy and give me your feedback about balance. :D
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: 1000101 on September 04, 2015, 06:30:09 PM
Cool, will try it out soon.  :)
Title: Re: [A12] Rikiki's Miscellaneous (30-08-2015)
Post by: Loki88 on September 04, 2015, 07:19:43 PM
Updated the caveworld flora: there is now a fungiponics basin (I know the name is a bit weird :P, you can propose me another one which may fit better!) to grow shrooms in your caves.
Enjoy and give me your feedback about balance. :D

I will definitely play around with this once I'm home! I don't have a good name for it but I can tell you they're grown in flats full of worm castings ( my uncle works at a mushroom farm) . Not quite hydroponics but the idea to grow them in a table / basin is really close to how it's actually done :) can't wait for tomorrow night to try it out!!!
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: harpo99999 on September 05, 2015, 04:39:56 AM
rikki, I just did a google on mushroom growing, and had a hit in wikipedia for 'Fungiculture'https://en.wikipedia.org/wiki/Fungiculture (https://en.wikipedia.org/wiki/Fungiculture) so your guess was close to the mark
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: skyarkhangel on September 15, 2015, 01:21:51 PM
For Mechanoid terraformer:
Artillery_SkywrathController using parent tag <guns> and sometimes guests took this "weapon" without texture.
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: MultiDavid on September 15, 2015, 11:09:58 PM
I love all of these mods, but for some reason the fishing one seems extremely overpowered >_<
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: Rikiki on September 16, 2015, 01:59:40 PM
For Mechanoid terraformer:
Artillery_SkywrathController using parent tag <guns> and sometimes guests took this "weapon" without texture.
Never happened to me but I corrected it for the next release.
Thanks for the report skyarkhangel! :)
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: Rikiki on September 16, 2015, 02:01:29 PM
I love all of these mods, but for some reason the fishing one seems extremely overpowered >_<
Then can you precise what is OP in your opinion and what should be improved/balanced?
I am always happy to get people's feedback! :)
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: MultiDavid on September 16, 2015, 03:17:43 PM
I love all of these mods, but for some reason the fishing one seems extremely overpowered >_<
Then can you precise what is OP in your opinion and what should be improved/balanced?
I am always happy to get people's feedback! :)

Well you see, when you butcher a tailteeth for example, you get LOTS and i mean LOTS of meat, if you butcher 5 blueblade you get around 50 something fillets, and by having 1 fisher, i have more meat than if i was to hunt all of the map's wildlife combined >_<
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: skyarkhangel on September 18, 2015, 05:28:31 AM
Hello, Rikiki!

Please, update mechanoid terraformer and caveworldflora.

We made full translation into keyed, and now possible to translate this mods for all languages:
https://www.dropbox.com/s/5u9nbhivadrb2zk/Mechanoid%20terraformer%20-%20caveworldflora.rar?dl=0

Thank you!
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: Rikiki on September 18, 2015, 03:22:00 PM
Well you see, when you butcher a tailteeth for example, you get LOTS and i mean LOTS of meat, if you butcher 5 blueblade you get around 50 something fillets, and by having 1 fisher, i have more meat than if i was to hunt all of the map's wildlife combined >_<
Mmh, you get only 150 meat for 1 the tailteeth. This is equivalent to a boomalope. Given the low chance to catch a tailteeth and its size (I imagine it the size of a crocodile), I don't see where is the problem.

About the balance, I can still lower the catch success rate. I must experiment with it more for myself.
However, when I order to hunt a herd of 5 muffalo, it will take me 2 days and my fridge will be full of meat for several days.
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: MultiDavid on September 18, 2015, 03:58:46 PM
Well you see, when you butcher a tailteeth for example, you get LOTS and i mean LOTS of meat, if you butcher 5 blueblade you get around 50 something fillets, and by having 1 fisher, i have more meat than if i was to hunt all of the map's wildlife combined >_<
Mmh, you get only 150 meat for 1 the tailteeth. This is equivalent to a boomalope. Given the low chance to catch a tailteeth and its size (I imagine it the size of a crocodile), I don't see where is the problem.

About the balance, I can still lower the catch success rate. I must experiment with it more for myself.
However, when I order to hunt a herd of 5 muffalo, it will take me 2 days and my fridge will be full of meat for several days.

Yeah but think about it this way: Fishing spots never run out, animals do, thus making fishing better than hunting, not to mention you cannot get injured while fishing, and fish sell extremely well.
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: zenfur on September 19, 2015, 12:02:51 PM
Yeah, I agree with David. The issue is, that fishing (assuming you have a pod large enough to have fishing piers) in comparison to hunting:
The only hunting advantage over fishing is that you get extra $$$ for leathers.

I've had around 7-9 fishermen single handedly feeding 110 colonists + 50 prisoners colony on the desert, while with hunting it would never be possible.

Also in my opinion hydroponics completely sucks in comparison to fishing: it requires tons of time, tons of food and power to brew single fish, while fisherman would get tons of them.

I could suggest 2 solutions for tuning fishing down:
btw: here's the colony: https://ludeon.com/forums/index.php?topic=2824.msg160798#msg160798 (https://ludeon.com/forums/index.php?topic=2824.msg160798#msg160798)
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: MultiDavid on September 19, 2015, 05:27:07 PM
I think some fish should only be catchable during certain seasons, tailteeth during spring for example.

The limited fish population i do not like, i believe simply nerfing the fishing speed by 30% so is enough, while buffing aquaponics ( i believe is what its called ), which could be as simple as add fish eggs that can only hatch in man-made aquatic areas, which makes sense with the game since there is stuff like wargs or megascarabs.
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: zenfur on September 20, 2015, 05:33:21 AM
Yeah. To be honest, I also don't like limiting population, but it would solve the problem :)
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: ProtoTypeRaavyn on September 21, 2015, 02:58:06 PM
I can't seem to make my people fish. I have like 50 rods made and still no fish.
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: Rikiki on September 21, 2015, 03:16:11 PM
I can't seem to make my people fish. I have like 50 rods made and still no fish.
Have you tried to equip one of your colonist with a rod? ::)
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: LustrousWolf on September 24, 2015, 12:50:13 PM
Since fishing is a different skill, could you maybe add in some child hood and adult hood backgrounds so there are some pawns good at fishing? because i can never find a good fisher and end up leaving this mod out till like end game where i finally find a decent fisher xD
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on September 27, 2015, 05:02:28 PM
Hi all, my last mod has been released. :)
Let's organize some fun campfire parties! 8)

About Fish Industry: following your suggestions, I am testing the "limited fishstock" feature.
With my calculations, "sea fishing" will provide an average of 80 food units per day while "marsh fishing" will only provide 40.
I will probably release it tomorrow. :)
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: MultiDavid on September 27, 2015, 05:58:07 PM
Hi all, my last mod has been released. :)
Let's organize some fun campfire parties! 8)

About Fish Industry: following your suggestions, I am testing the "limited fishstock" feature.
With my calculations, "sea fishing" will provide an average of 80 food units per day while "marsh fishing" will only provide 40.
I will probably release it tomorrow. :)

Oh ? What is considered sea fishing btw ?
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: skyarkhangel on September 27, 2015, 08:34:30 PM
LOL! Great idea, rikiki! :)
Texture:

[attachment deleted due to age]
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rampart on October 13, 2015, 02:50:19 PM
Really liking the Fungi mod, I like the additional harvesting options that they bring, and I love the lighting effect around my base.
suggestion:
1x1 fungi basins that grow decorative fungi that have either a random or specified grow color. Minor source of light and beauty, I suggest nightlight shroom :)

small bug I found:
if you build a floor (carpet, tiles, etc) or smooth the stone underneath the fungiponic basins they stop working. I think it's cause your code causes the shrooms to not see that as a viable growing surface anymore despite being in a basin.

Again, great mod.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on October 13, 2015, 03:40:19 PM
Hi Rampart!
Thanks for the report, I will have to investigate the flooring impact on shroom growing. :P

I will consider your decorative shroom idea for next release but I fear it may be too redundant with the vanilla flower pot and may require too much effort to create a specific shroom pot only for decorative purpose. Good idea anyway, I like it! :)
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: TheGrover on October 17, 2015, 09:01:02 AM
@1000101: excellent idea! :D I will do this for the next update.

@Quoth: don't worry, there is no virus in my mods ;) What is your browser?

@Stephanuz: you should get some info in the inspection panel if something is wrong.
To breed the fishes:
* you need a LOT of food (about 30 per day, consumed in 1 time) so make sure your hopper(s) are filled up.
* temperature must be in range [0°; 40°C].
* the basin must be powered.
The microfungus event may disturb it! ;)
Can you post a screenshot with the temperature highlighted?

little bit of an old bump, im having a similar issue:

Basin is stocked with eggs, three other basins in the same room, plenty food in the hopper (though a stack of corn AND a stack of potatoes), temperature is well maintained at 20-21 deg and everything is powered. as soon as i add eggs, the fish health deteriorates and soon they are all dead fishes :(

any ideas on the cause?
Title: Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
Post by: Rikiki on October 17, 2015, 09:34:08 AM
little bit of an old bump, im having a similar issue:

Basin is stocked with eggs, three other basins in the same room, plenty food in the hopper (though a stack of corn AND a stack of potatoes), temperature is well maintained at 20-21 deg and everything is powered. as soon as i add eggs, the fish health deteriorates and soon they are all dead fishes :(

any ideas on the cause?
A screenshot would be most helpful. :)
Be sure there is enough food of at least 1 sort (so at least 30 corn OR at least 30 potatoes). For now, the basin is not able to pick from 2 different sources at once. So it will not work if you have 15 corn and 15 potatoes even if 15 + 15 = 30 vegetable units. :P
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: LustrousWolf on October 17, 2015, 10:11:05 AM
How long does one party last?
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: MultiDavid on October 17, 2015, 06:53:28 PM
Hey rikki, i have had this question for some time, but for some reason my colonists dislike using oyster for... just about anything really, and since it is a joy food i feel its a waste.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on October 18, 2015, 07:16:46 AM
How long does one party last?
It lasts for about 4 hours in-game. It will be shorter if your pawns have no access to beer.

Hey rikki, i have had this question for some time, but for some reason my colonists dislike using oyster for... just about anything really, and since it is a joy food i feel its a waste.
I also noticed pawns don't eat oysters on their own. :-\ I did not found in the code how pawns look for beer or chocolate for now.
I will investigate further about it.
You can still manually order a pawn to taste the oysters! :)
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: MultiDavid on October 19, 2015, 05:23:39 PM
How long does one party last?
It lasts for about 4 hours in-game. It will be shorter if your pawns have no access to beer.

Hey rikki, i have had this question for some time, but for some reason my colonists dislike using oyster for... just about anything really, and since it is a joy food i feel its a waste.
I also noticed pawns don't eat oysters on their own. :-\ I did not found in the code how pawns look for beer or chocolate for now.
I will investigate further about it.
You can still manually order a pawn to taste the oysters! :)

I know :3
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Zeta Omega on October 19, 2015, 08:47:32 PM
Do you have to restart or make a new game when installing these mods?

also can the fish one be used on a lake or do you need an ocean/shore?
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Dragoon on October 20, 2015, 01:19:59 PM
also can the fish one be used on a lake or do you need an ocean/shore?

it can be used in lakes.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on October 20, 2015, 03:12:19 PM
Do you have to restart or make a new game when installing these mods?
Only Fish industry NEEDS a new colony as it adds a new job type (fisher). :(
Caveworld flora can be activated on an existing colony by following some simple steps. :-\
Other mods (Mechanoid terraformer and Campfire party) can be used on an existing savegame. :)
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Pickle on November 01, 2015, 03:38:34 AM
I'm using Fishing and Caveflora for a while and I really like them !

But I think the fish trading should be ameliorated. I'm playing on an ice sheet at the moment and since the beginning I'm looking for fresh fish to start aquaculture. My colony is almost three years old now and I have only spotted fish "meat" two time, and no fresh fish.

Perhaps I have been very unlucky, but I'm thinking adding a kind of fish trader, which could sell harpoons, eggs and perhaps custom food more efficient for aquaculture would be great.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: doujinftw on November 01, 2015, 07:32:53 PM
Can make it so that i can set colonist default clothing to include fishing rod i keep having to forced them to equip or they just drop it whn i clear forced item
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on November 02, 2015, 04:00:21 PM
I'm using Fishing and Caveflora for a while and I really like them !

But I think the fish trading should be ameliorated. I'm playing on an ice sheet at the moment and since the beginning I'm looking for fresh fish to start aquaculture. My colony is almost three years old now and I have only spotted fish "meat" two time, and no fresh fish.

Perhaps I have been very unlucky, but I'm thinking adding a kind of fish trader, which could sell harpoons, eggs and perhaps custom food more efficient for aquaculture would be great.
You most probably have been unlucky because trader's stock is automatically generated from all available items and I already saw some of them with fresh fishes to sell. Just be patient another couple of years? ;D
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: henkepro on November 03, 2015, 03:04:32 PM
Did I misunderstand or am I doing something wrong. I downloaded Caveworld flora and expected to spawn inside a cave and play inside a caveworld etc etc. But im still crash landing on a regular normal looking map.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on November 03, 2015, 03:46:46 PM
Did I misunderstand or am I doing something wrong. I downloaded Caveworld flora and expected to spawn inside a cave and play inside a caveworld etc etc. But im still crash landing on a regular normal looking map.
The preview image might be misleading. Sorry about that.
This mod "just" adds some caveworld mushrooms and the ability to grow your own one with the fungiponic basins.
This is mainly designed as an ambiance mod to enliven the caves you will create by digging your base or looking for resources.
Title: Re: [A12] Rikiki's Miscellaneous => Campfire party (27-09-2015)
Post by: Rikiki on November 03, 2015, 04:57:31 PM
Update Campfire party to V12.1. Only integrated the nice pyre texture from skyarkhangel. :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on November 03, 2015, 05:42:55 PM
Added the small "Hydroponic room" mod. :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: devilyn on November 24, 2015, 02:05:03 PM
for some reason, carnivore animals dont recognize fish meat as food. is it intended to be like that?
while they probably wont eat oysters, shouldnt they accept tailteeth filets and such, instead than starving to death?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: 1000101 on November 25, 2015, 12:06:37 AM
Added the small "Hydroponic room" mod. :)

Just so you know, CCL has had this functionality for a long time. ;)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on November 29, 2015, 02:33:30 PM
for some reason, carnivore animals dont recognize fish meat as food. is it intended to be like that?
while they probably wont eat oysters, shouldnt they accept tailteeth filets and such, instead than starving to death?
That's strange. ??? As fish food is categorized under 'Meat' I expect animals to eat it like regular muffalo or boar meat...

I need to test it! :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: skyarkhangel on November 29, 2015, 03:16:18 PM
for some reason, carnivore animals dont recognize fish meat as food. is it intended to be like that?
while they probably wont eat oysters, shouldnt they accept tailteeth filets and such, instead than starving to death?
That's strange. ??? As fish food is categorized under 'Meat' I expect animals to eat it like regular muffalo or boar meat...

I need to test it! :)

Rikiki,
    <ingestible>
   <isMeat>true</isMeat>
    </ingestible>

in C#
thing.def.ingestible.isMeat
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: misterblort on November 30, 2015, 04:30:56 AM
Thanks for this, especially the fishing. Makes sense they should be able to fish :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Grimandevil on November 30, 2015, 11:20:58 AM
btw Rikiki,
if u feel like working more on fishing again, how about adding new veggie 'sea weed' for aquaculture basins?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on December 02, 2015, 04:12:07 PM
Thanks for this, especially the fishing. Makes sense they should be able to fish :)
Thanks mate! :)

btw Rikiki,
if u feel like working more on fishing again, how about adding new veggie 'sea weed' for aquaculture basins?
I am affraid it would be quite redundant with hydroponics... and require too much work to adapt the current code... :P
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Riniki on December 10, 2015, 09:44:13 PM
Could anyone help me with a problem I'm having with the fishing mod. I can build the fishing dock and my colonists can fish but none of the fish preparation recipies show up in the butchers table.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: cucumpear on December 11, 2015, 04:14:03 AM
Could anyone help me with a problem I'm having with the fishing mod. I can build the fishing dock and my colonists can fish but none of the fish preparation recipies show up in the butchers table.

Do you have any other mods that affect the butcher's table? If so, try putting fishing to load after that.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Riniki on December 11, 2015, 06:32:46 PM
Could anyone help me with a problem I'm having with the fishing mod. I can build the fishing dock and my colonists can fish but none of the fish preparation recipies show up in the butchers table.

Do you have any other mods that affect the butcher's table? If so, try putting fishing to load after that.

That I do not know. I downloaded that Hardcore SK modpack and I'm not exactly sure what other mods in the pack affect the butcher table. also when you say to have it load after other mods that might conflict with it do you mean to put it below or above them? I'm assuming below?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: cucumpear on December 11, 2015, 06:54:30 PM
That I do not know. I downloaded that Hardcore SK modpack and I'm not exactly sure what other mods in the pack affect the butcher table. also when you say to have it load after other mods that might conflict with it do you mean to put it below or above them? I'm assuming below?
Correct, but I have never used modpacks and don't know which are in Hardcore SK. I'd highly recommend backing up your saves before fiddling with the mod order, unless you don't mind starting a new game (which you really should anyway).
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Riniki on December 11, 2015, 07:33:28 PM
That I do not know. I downloaded that Hardcore SK modpack and I'm not exactly sure what other mods in the pack affect the butcher table. also when you say to have it load after other mods that might conflict with it do you mean to put it below or above them? I'm assuming below?
Correct, but I have never used modpacks and don't know which are in Hardcore SK. I'd highly recommend backing up your saves before fiddling with the mod order, unless you don't mind starting a new game (which you really should anyway).

Alright thanks I'll try that then. Guess I will have to go through each individual mod and find out what does what first.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on December 12, 2015, 08:58:24 AM
Hi Riniki!
I agree Fish industry is also embedded in the Hardcore SK modpack. If you have problems with this version please head to the Hardcore modpack thread. I am afraid I cannot help you. :(
If you have problems with the original version, then I will investigate for you with pleasure! :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: H_D on December 21, 2015, 12:33:00 PM
What does "redirecting" terraformers power do? And how can I use electricity it generates?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on December 22, 2015, 04:35:13 PM
What does "redirecting" terraformers power do? And how can I use electricity it generates?
Mmmh... ::) test it? ;)
Once your scientist has finished the redirection, you will be able to use the terraformer like any power source. You must link it to your power grid of course.
See it as a very powerful generator. It generates a constant output plus a bonus during thunderstorms (natural or not).
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Grimandevil on December 25, 2015, 03:45:40 PM
    <ingestible>
   <isMeat>true</isMeat>
    </ingestible>
that fixed it, thanks.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on December 26, 2015, 01:36:10 AM
Sea Snakes butcher into wayyyyyyyyy too much meat, for as cheap as they cost to buy/embark with on points (with Prepare Carefully) and also when they come down in cargo pods incident.  They should also probably not stack as high for as much meat as they give.  Very interesting mod though, I like everything else very much!
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Grimandevil on December 26, 2015, 02:21:44 PM
any way to propperly add fishing rod to outfits, to stop force-equipping it?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: TLHeart on December 26, 2015, 02:48:22 PM
any way to propperly add fishing rod to outfits, to stop force-equipping it?

simple xml change in the fishing pole definition.

find this,
    <thingCategories>
      <li>Items</li>
    </thingCategories>

change to this,
    <thingCategories>
      <li>Apparel</li>
    </thingCategories>

works great.

This is the way it is in the MVP mod pack, and no problems.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Grimandevil on December 27, 2015, 02:04:09 PM
thanks, TLHeart.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on December 27, 2015, 09:53:00 PM
Rikiki here's an idea that goes along with both fishing and cave plants, although it may be a real pain to implement since it involves map generation: would it be possible to have small "hidden springs" patches of water that could be placed inside rock, the way metal is placed in Genstep_ScatterMineableBlotches, maybe with a little empty space bordering it?
Title: Re: [A12] Rikiki's Miscellaneous => Fungiponics (04-09-2015)
Post by: Kaballah on December 28, 2015, 02:47:27 AM
Well you see, when you butcher a tailteeth for example, you get LOTS and i mean LOTS of meat, if you butcher 5 blueblade you get around 50 something fillets, and by having 1 fisher, i have more meat than if i was to hunt all of the map's wildlife combined >_<

I'm gonna agree with this and suggest you reduce how much food a single fisher can produce.  Even one fisher with minimum skill, no special work speed backgrounds or anything, makes way more food than it probably should.  Maybe you could make the fishing job take more work per fish pulled or something?
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: LittleGreenStone on January 23, 2016, 08:45:07 AM
Rikiki,
I've tried fiddling with the FishIndustry's defs (tried to balance it out to fit my taste) when I ran into this line
<breedQuantity>
Unfortunately, it seem to have no impact on the aquaponics (orwut) basin's output at all, as the amount of fishies those produce is based on
<catchQuantity>
instead.
Are you planning on making it work in the future?
Also, I've tried to increase the time it takes to to catch them fishies, unfortunately I couldn't find anything regarding that time.
Could you tell me if/how I can change that?

Thank you!

------------------------------------------------------------------------------------------------------------

Edit:
Also, I've solved your oyster problem. I think.
I mean, I haven't noticed the colonists eating oysters, nor my oyster stocks decreasing, in hours of gameplay, so I think they ain't eating it on their own.
Anyway, thought something has to give the order for pawns to eat choco, so I looked through the defs, and found it:
Core\Defs\JoyGiverDefs\JoyGivers.xml

Copied the chocolate entry then renamed it, and see wonders it works(!), now colonists eat them oysters on their own.
Code: [Select]
  <JoyGiverDef>
    <defName>EatOyster</defName>
    <giverClass>JoyGiver_Ingest</giverClass>
    <baseChance>2.5</baseChance>
    <thingDef>Oyster</thingDef>
    <joyKind>Gluttonous</joyKind>
  </JoyGiverDef>

Thank me! ;D
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on January 24, 2016, 03:02:25 PM
Hi LittleGreenStone!
Thanks for your feedback.
1) There is effectively a mistake in the last release version. The GetProduction function should use breedQuantity instead of catchQuantity.
2) I cannot make this job's duration variable as it is not a recipe. However, you can modify the hardcoded value "fishingDuration" (currently set to 600) in the JobDriver_FishAtFishingPier.MakeNewToils function.
3) Wouhou! That's great news. You found the XML step I missed while I was looking deep into the core source code! ;D

It is soon time for an update I think! :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Vas on January 25, 2016, 01:08:11 AM
I like the cave world looks, I just don't want to rewrite my hydroponics mod for compatibility and such so I'll skip it for now.  :P
Also like the Terraformer, but I'd prefer it's super weapon have a limited number of uses.  I haven't tried it, as I have already too many mods to count installed.  I try to keep the balance really.  :P

"But I'm so hungry!" xP
Should add some poison mushrooms in too though, make it hard to tel what's good or bad until after some research is done or enough people have died on shrooms.  xP
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: LittleGreenStone on January 25, 2016, 01:39:26 AM
Hi LittleGreenStone!
Thanks for your feedback.
1) There is effectively a mistake in the last release version. The GetProduction function should use breedQuantity instead of catchQuantity.
2) I cannot make this job's duration variable as it is not a recipe. However, you can modify the hardcoded value "fishingDuration" (currently set to 600) in the JobDriver_FishAtFishingPier.MakeNewToils function.
3) Wouhou! That's great news. You found the XML step I missed while I was looking deep into the core source code! ;D

It is soon time for an update I think! :)

Eh, I think I'll just skip the hardcoded part, I haven't the slightest idea how to open the .dll files to begin with. :-[
Not really a problem though, since you said there's a mistake and you'll update it in the future (is it going to be for A12 still, or for A13?).
With breedQuantity in the game, I'll be easily able to reduce the amount caught from piers, as well as the yield/fish without reducing the amount fish farms produce (my current obstacle), to balance it according to my taste.
Also, I think I've run into lines about manipulation/sight/consciousness affecting something,
it'll be good.  ;D
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: LittleGreenStone on January 25, 2016, 01:47:13 AM
I like the cave world looks, I just don't want to rewrite my hydroponics mod for compatibility and such so I'll skip it for now.  :P

Not sure what you're talking about, although I had to make a small change (the sowtag of shrooms), I am able to grow them in your hydroponics, seemingly without issues.
I couldn't find anything regarding the growth speed of shrooms (other plants clearly state how fast they're going) so I do not know if fertility actually affects their growing speed or not, I'll have to test that.

Side note;
Do you know how freakin' cool it is to have your base lit up by shrooms?
Very cool.

-------------------------------------
Edit:
My mistake, I think I know your issue.

Rikiki, you may (or may not?) wish to make a change; growing shrooms works great (in your shroom farm, or anywhere else given the change mentioned above), but as soon as the floor tiles under it are changed, shrooms cease to grow.
Either rough stone, or no shrooms.  :-\
Title: Re: [A12d] Caveworld flora (V12.1 04-09-2015)
Post by: Kaballah on January 25, 2016, 06:51:03 PM
Caveworld flora

A small bug with this: your custom plants can be marked for deconstruction, and when this is done it throws exceptions.  Not a really big deal but you should probably restrict the types of designators that can be used on your plants (however that is done).
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on January 25, 2016, 06:52:45 PM
Rikiki, you may (or may not?) wish to make a change; growing shrooms works great (in your shroom farm, or anywhere else given the change mentioned above), but as soon as the floor tiles under it are changed, shrooms cease to grow.
Either rough stone, or no shrooms.  :-\

I'm certain this is intended, if you're going to get the benefit of sterile tile (e.g.) for walk speed and cleanliness then it shouldn't also have a bunch of fungus growing out of it.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: LittleGreenStone on January 26, 2016, 01:50:03 AM

I'm certain this is intended, if you're going to get the benefit of sterile tile (e.g.) for walk speed and cleanliness then it shouldn't also have a bunch of fungus growing out of it.

No, you misunderstood me.

I'm not expecting fungi to grow on sterile tiles of course,
I'm expecting fungi to grow in hydroponics (or fungiponics) with sterile tiles beneath it.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on January 26, 2016, 02:09:44 AM
Oh, oops, yeah I'm sure that's a bug then.
Title: Re: [A12d] Caveworld flora (V12.1 04-09-2015)
Post by: Rikiki on January 26, 2016, 05:36:25 PM
A small bug with this: your custom plants can be marked for deconstruction, and when this is done it throws exceptions.  Not a really big deal but you should probably restrict the types of designators that can be used on your plants (however that is done).
Mmh, I need to check that too then.
You guys really have a gift to find corner cases I never thought of! ;D

For the fungiponics, I force it to be built on rough stone. I see this building as a simple wooden square pot like this (http://images.google.fr/imgres?imgurl=http%3A%2F%2Fwww.outdoorlivinguk.co.uk%2Fproduct_images%2Fw%2F573%2F36_x_36_sq._planter__80026_zoom.jpg&imgrefurl=http%3A%2F%2Fwww.outdoorlivinguk.co.uk%2Fproducts%2FLarge-Square-Shaped-Timber-Planter.html&h=850&w=1074&tbnid=xmaN7c2w6FdvbM%3A&docid=oK-GEO64iEdBQM&ei=uPOnVpHjFYO6Ube0ivAF&tbm=isch&iact=rc&uact=3&dur=471&page=1&start=0&ndsp=62&ved=0ahUKEwiRn__0w8jKAhUDXRQKHTeaAl4QrQMIvwEwMw) so... I need to think about it but don't expect too much.  :P
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on January 26, 2016, 06:27:48 PM
Hey also I see you have code in the fishing industry mod for "water source is frozen" but that isn't actually enforced, do you have it commented out or just not called or something?
Title: Re: [A12d] Caveworld flora (V12.1 04-09-2015)
Post by: LittleGreenStone on January 27, 2016, 04:47:26 AM

For the fungiponics, I force it to be built on rough stone.
...
I need to think about it but don't expect too much.  :P

Hm, so it's intentional then? Interesting.
Well, you know.
It's not that problematic, although in my opinion, having to have "overhead mountain" above for them to grow is enough of a restriction.

Shrooms have positive beauty, and now that I know of it, it's only an inconvenience when I forget about it and accidentally build floors underneath them, essentially halting shroom production.

Side note: Fertility doesn't affect shroom growth rate. Might be a good thing though, they grow relatively fast anyway, any faster and it'd be OP.
Title: Re: [A12d] Caveworld flora (V12.1 04-09-2015)
Post by: Rikiki on January 27, 2016, 03:14:12 PM
Hm, so it's intentional then? Interesting.
Well, you know.
It's not that problematic, although in my opinion, having to have "overhead mountain" above for them to grow is enough of a restriction.

Shrooms have positive beauty, and now that I know of it, it's only an inconvenience when I forget about it and accidentally build floors underneath them, essentially halting shroom production.

Side note: Fertility doesn't affect shroom growth rate. Might be a good thing though, they grow relatively fast anyway, any faster and it'd be OP.
Well it is a bit historical:
1) First, there were only mushrooms growing on rough stone floors. I wanted it to be natural plants so not growing on artificial floors.
2) Thus no fertility is taken into account as stone floors have a 0 fertility (to prevent vanilla plants to grow on it, logical!).
3) Then some people asked for the fungiponics so I added it but had to use some tricks so the mushroom could grow away from a wall if it is in a basin.
I hope my decisions are clearer. :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on January 28, 2016, 10:48:14 PM
FYI, Rikiki's custom plants just require a roof of any kind overhead, even constructed roof will do, it doesn't have to be overhead mountain.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: LittleGreenStone on January 29, 2016, 05:39:13 AM
FYI, Rikiki's custom plants just require a roof of any kind overhead, even constructed roof will do, it doesn't have to be overhead mountain.

That's odd, I remember trying that, and I remember the plants being stuck at 5% for days.

I'll check it again, don't want to spread false information.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Kaballah on January 29, 2016, 11:55:53 AM
There are other requirements: temperature, nearness to un-mined solid rock, something else I don't remember.
e: Poking around in the code I see:
Temperature must be above 0C and below 58C, optimally between 10C and 30C
Terrain must be "rough", whether naturally barren rock or rough-hewn
Must be within 2(?) tiles of natural rock block, constructions do not count
Must be covered by a roof (no type is specified); the tile does not have to be enclosed in a room
Cluster sizes have a maximum radius of 2(?)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Zeta Omega on January 29, 2016, 09:06:45 PM
Question, is the sky-thing a one time use or multi
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on January 30, 2016, 03:01:35 PM
Question, is the sky-thing a one time use or multi
You can use it multiple times :) but it needs to charge up between each use and it draws a lot of power during charge (10k IIRC).
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: viktoria.s on February 18, 2016, 01:17:34 PM
Hi,

I love your mods. I played with the caveworld flora mod and I also used T's more floors mod (http://ludeon.com/forums/index.php?topic=4373.0). And unfortunately the cave plants grow on the rough paving floor. But it was easy to fix: if the CavePlant class's IsTerrainConditionOk is something like this:
Code: [Select]
public static bool IsTerrainConditionOk(IntVec3 cavePlantPosition)
        {
            TerrainDef terrain =  find.TerrainGrid.TerrainAt(cavePlantPosition);
    if (!terrain.layerable && terrain.defName.Contains("Rough"))

            {
                return true;
            }
            return false;
        }

then the problem does not occur.
And one other thing could you make the caveworld plant s growth depend on the biomes definition? I have played on the Ice sheet biome and there are no plants in the biome definition. IMHO it would be great if the cave plants wouldn't grow either.
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on February 18, 2016, 03:56:04 PM
Hi viktoria.s!
I am glad you like my mods, thanks!

About the rough floor:
1) T's rough paved floor is... rough! ;D So why couldn't the shroom growth on it?
2) I try to be as compatible as I can but my main goal is to fit with vanilla game. I am aware that my mods are not perfect but keep in mind I cannot take into account all the cases created by other mods (I was not aware of the existence of this floor for example ;))!
3) Your modification seems perfect, it is already integrated in my code for the next release. Thank you! :D

About the biome:
1) Shroom's growth depends on several factors including temperature.
2) I did not tested it on ice sheet but shrooms should not spawn if temperature is too low (< 0°C).
3) For the growing ones, you could imagine spores were in cryostasis and started their growth when you warm up the atmosphere! :)
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: angrybold on February 27, 2016, 04:48:25 PM
hey peeps
i can into trouble with the fish industrie mod
i cant get any meat out of processing the fish on the butcher table
the fish just disappears
whats wrong? :((
Lennard
Title: Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
Post by: Rikiki on February 29, 2016, 02:50:26 PM
hey peeps
i can into trouble with the fish industrie mod
i cant get any meat out of processing the fish on the butcher table
the fish just disappears
whats wrong? :((
Lennard
There seems to be some incompatibility with another mod or a wrong mod order.
Do you have any mod modifying the butcher table? Or interface mod like EdB?
Please post your output_log.txt and your mods list so I can help you further. :)
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty V13.0 (08-04-2016)
Post by: Rikiki on April 08, 2016, 05:04:42 PM
Update CampfireParty for A13. :)
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty V13.0 (08-04-2016)
Post by: pktongrimworld on April 08, 2016, 09:06:38 PM
Fish and Fungus please... :D


*hmm sounds like a rimworld dish.... like fish and chips,
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty V13.0 (08-04-2016)
Post by: Rikiki on April 09, 2016, 05:37:26 PM
Fish and Fungus please... :D


*hmm sounds like a rimworld dish.... like fish and chips,
All in time buddy! ;)

Updated Hydroponic room to A13.
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Topper on April 10, 2016, 12:57:56 AM
Thx Rikiki good to know your still around . Any hope the mushrooms could be added to the main game?
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Buruldai on April 14, 2016, 05:24:17 PM
I positively can't play my favorite ice sheet maps without the mushrooms! ._.
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: harpo99999 on April 14, 2016, 08:18:55 PM
rikiki, any idea when you will fishie?
and aslo want the mush rooms.
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Rikiki on April 17, 2016, 04:15:45 PM
Both will be updated, don't worry! ;D
Mmh, ETA of ONE of them is about 1 week. Mushy or fishy? ::)
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: mo0504 on April 17, 2016, 04:23:55 PM
Fishy first pls :)
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Buruldai on April 18, 2016, 03:02:19 PM
Mushy please! Glowy, cooly!
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: nomedable on April 23, 2016, 11:27:52 AM
Mushy please! Glowy, cooly!

I've been missing my mushroom farms. Really helps during winters before hydroponics get set up.
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Rikiki on April 24, 2016, 04:18:31 PM
Mushy please! Glowy, cooly!

I've been missing my mushroom farms. Really helps during winters before hydroponics get set up.
Good news for the mushies fans, I am finalizing the update and will most probably release the A13 version tomorrow or tuesday. :D
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: pktongrimworld on April 24, 2016, 08:12:03 PM
woooooooooosssshhhhhuuuum!
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: carpediembr on April 26, 2016, 09:28:56 PM
Mushy please! Glowy, cooly!

I've been missing my mushroom farms. Really helps during winters before hydroponics get set up.
Good news for the mushies fans, I am finalizing the update and will most probably release the A13 version tomorrow or tuesday. :D
Any news on the fishing stuff?
Title: Re: [A12-A13] Rikiki's Miscellaneous => CampfireParty, HydroRoom V13.0 (09-04-2016)
Post by: Rikiki on April 28, 2016, 05:34:51 PM
Caveworld flora V13.0 is finally here! :D
Enjoy the new brightbells! ;)

I am awaiting your feedback on the new balance adjustements.


Fish industry will follow. I can't give a release date yet. Probably in one week.
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (28-04-2016)
Post by: pktongrimworld on April 28, 2016, 06:07:38 PM
YAY!!!!!!!!!!!!! :D <3
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (28-04-2016)
Post by: Kaballah on April 28, 2016, 07:02:27 PM
Happy to hear this is updated, looking forward to fish industry as well :)
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: Rikiki on April 29, 2016, 03:20:42 PM
Updated Hydroponic room to V13.1 and Campfire party to V13.1 to resolve compatibility issues (re-added base abstract parent def).
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: Kaballah on April 30, 2016, 10:32:25 PM
I just noticed that your custom plants seem to be immune to being killed by the poison ship part.  Maybe you meant for this, maybe not  ???

e: Also I am still holding out for cave ponds of some sort.
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: lance789 on May 02, 2016, 08:39:09 AM
Any ETA for Fish Industry for  A13?
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: Rikiki on May 02, 2016, 03:11:14 PM
I just noticed that your custom plants seem to be immune to being killed by the poison ship part.  Maybe you meant for this, maybe not  ???

e: Also I am still holding out for cave ponds of some sort.
I just checked it, the poison ships destroy mushies as well as any other plants. :) Just keep in mind that there is no 'leafless mushroom' so the visual effect will be slower.

Adding some cave ponds is possible. I might however maybe implement it with fish industry instead. But not so soon. I still have an other project in (slow) progress. ;)

Any ETA for Fish Industry for  A13?
Approximately 1 week. I hope not later! :D
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: bewby on May 05, 2016, 07:39:19 AM
I just noticed that your custom plants seem to be immune to being killed by the poison ship part.  Maybe you meant for this, maybe not  ???

e: Also I am still holding out for cave ponds of some sort.
I just checked it, the poison ships destroy mushies as well as any other plants. :) Just keep in mind that there is no 'leafless mushroom' so the visual effect will be slower.

Adding some cave ponds is possible. I might however maybe implement it with fish industry instead. But not so soon. I still have an other project in (slow) progress. ;)

Any ETA for Fish Industry for  A13?
Approximately 1 week. I hope not later! :D

fuck yeah I cant wait for Fishing Industry
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: Kaballah on May 06, 2016, 01:11:04 PM
Hungry for tailteeth steak over here :-*
Title: Re: [A12-A13] Rikiki's Miscellaneous => Caveworld flora V13.0 (29-04-2016)
Post by: Rikiki on May 09, 2016, 04:26:38 PM
Hungry for tailteeth steak over here :-*
So go fish it right now, bro! ;D
Updated Fish industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) to A13!

I am still looking for your balance reports guys! :)
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Grynnreaper on May 09, 2016, 07:07:16 PM
Wooo fishing! Some nice fish will go well with the cave mushrooms
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Kaballah on May 09, 2016, 07:20:15 PM
Fantastic, thanks a lot for updating this!  :)
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: pktongrimworld on May 09, 2016, 07:27:53 PM
:D


*by any chance we can get Rikki to make a refrigerator ? :D
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: crusader2010 on May 10, 2016, 01:37:28 PM
Hi! I'm getting the attached errors when using the CaveworldFlora mod (with the pack from here (https://ludeon.com/forums/index.php?topic=19800.0)). Does this prevent it from working? (I can add the plants in god mode just fine).

[attachment deleted by admin - too old]
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Rikiki on May 10, 2016, 05:08:17 PM
Hi! I'm getting the attached errors when using the CaveworldFlora mod (with the pack from here (https://ludeon.com/forums/index.php?topic=19800.0)). Does this prevent it from working? (I can add the plants in god mode just fine).
There seem to be another error raised by CCL first. What is the root cause of this error?
Does it appear only when activating Caveworld flora?
Could you post the output_log.txt file please?

I have CCL activated in my mod list to check my mods are compatible and it works just fine. ???
If the map component cannot get the caveplant list, you will never see them appear in your caves. :(
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Kaballah on May 15, 2016, 06:36:43 PM
I like the balance changes you made quite a lot, this version of fishing industry mod doesn't feel so game-breaking in terms of how productive it used to be.  It looks like you prevent placement of fishing piers within 15 tiles of each other? 
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: seadderkrupp on May 16, 2016, 02:11:07 PM
Do you get the eggs for the basin from traders or from fishing?
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Rikiki on May 17, 2016, 03:37:21 PM
I like the balance changes you made quite a lot, this version of fishing industry mod doesn't feel so game-breaking in terms of how productive it used to be.  It looks like you prevent placement of fishing piers within 15 tiles of each other?
[/quotes]
Thanks buddy!
Yep, the distance between piers it to prevent spamming them in only one place and for some (basic) realism.

Do you get the eggs for the basin from traders or from fishing?
You just need a fresh fish, eggs are inside! :)
Look at the recipe details if you need some help.
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: HolyWinter on May 18, 2016, 03:19:47 AM
-Sigh-
This saddens me but after diligently seeking out what was causing my Rimworld to not save anymore, I eventually pinpointed it to the CaveworldFlora Mod. I'm really not sure why but with it active upon attempting to save it does so very quickly and there is no save file created afterwards.

Any ideas?

Another member, Kreuzberger I believe was having the same issue. He was using Caveworld Flora as well.
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Rikiki on May 18, 2016, 12:32:29 PM
Could you please post your output_log.txt file please?
Are you using a modpack?
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: HolyWinter on May 18, 2016, 04:13:18 PM
Alright, where to begin?
I decided to give your Caveflora another attempt to find the source of the mod conflicting with it.
The problem went from being unable to save to being able to save but unable to load the save.

After messing around with the mod orders, adding, removing etc.
I came across 2 "Jakubs cat mods" or "catmod" in the unloaded mods side, your Caveflora was working fine. Upon activating one of them, I save and can't load, upon activating both while on top on each other, I can save and load with Caveflora active.
Upon separating them both still activated, unable to load but able to save, upon removing Caveflora and leaving the two catmods active and separate, I'm able to save and load again.

In the end the second catmod was actually in his Fakelawn mod "lawnmod". For some reason opening up the "about.xml" file gave me this:
<?xml version="1.0" encoding="UTF-8"?>

-<ModMetaData>

<name>Jakub's Cat mod</name>

<author>Jakub k.</author>

<targetVersion>Alpha 13</targetVersion>

<description> This mod allows cats to be trainable </description>

</ModMetaData>

I don't know if it is corrupt but I just deleted them both and I'm using your Caveflora just fine now.
Not even going to bother with the catmod/lawnmod oddity, just for some reason in particular conditions they did not run well will Caveflora.
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Exende on May 20, 2016, 06:48:51 PM
I'm getting nullreference exceptions every time the gleamcap sprays it's mist, it still works as intended I guess (pawns still get the positive thought) so technically it isn't a problem, but pops up every time it does that
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Rikiki on May 23, 2016, 02:32:01 AM
I'm getting nullreference exceptions every time the gleamcap sprays it's mist, it still works as intended I guess (pawns still get the positive thought) so technically it isn't a problem, but pops up every time it does that
Could you please post your output_log.txt file? It will help me to find out what is happening. :)
Title: Re: [A13] Rikiki's Miscellaneous => Fish industry V13.0 (09-05-2016)
Post by: Exende on May 23, 2016, 04:48:38 PM

Exception ticking GleamcapSporeSpawner2728824: System.NullReferenceException: Object reference not set to an instance of an object

  at CaveworldFlora.GleamcapSporeSpawner.Tick () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0

could just be a pointer thing
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: Rikiki on May 25, 2016, 12:01:32 PM
I just updated Caveworld flora to V13.1.

@Exende: I am unable to reproduce the bug but I supose it may be due to a mod adding pawns without mood.
Please tell me if it is OK now. :)
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: Ghizmo on May 26, 2016, 08:04:31 AM
Could you possibly add an ice-fishing option to the fishing mod?
I would love to see that, cos I'm trying to keep an ice-sheet colony working and this would definatly be a great addition to the early game or whenever there is an annoying solar flare.
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: Rikiki on May 26, 2016, 02:49:19 PM
You can already fish on a coastal ice sheet map. ;)

I think that an ice sheet is too thick to be drilled. This should not be an early game option in my opinion. ???
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: silentbob981988 on June 03, 2016, 08:25:22 AM
Great mod btw
BUT!!!11111oneoneeleven  ;D ,
i have the save error too.

My modlist is attached too as the output_log

Tested it out a bit,
first i thought it was glittertech and Genetic engineering&expanded prosthetics and organd engineering&compability patch....
but now i just get the error message and it still saves \o/
must be a load order thing.
Caveworld flora is now near the top, just blow all core parts and edb mod order, need to check if shrooms spawn as intended.
*Shrooms pops up* :)

[attachment deleted by admin - too old]
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: Rikiki on June 04, 2016, 11:46:40 AM
All right! I was investigating in my source code but it will save me some time! :D

Do you still get an error message like this?
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

I have updated Caveworld flora to V13.2 to improve robustness.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: silentbob981988 on June 04, 2016, 01:29:17 PM
yes its still there and
 ... well while is can save now, i cant load the save, something with a asynchronus event 13.1 has that too

[attachment deleted by admin - too old]
Title: Re: [A13] Rikiki's Miscellaneous (25-05-2016)
Post by: Raufgar on June 05, 2016, 11:10:42 AM
All right! I was investigating in my source code but it will save me some time! :D

Do you still get an error message like this?
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

I have updated Caveworld flora to V13.2 to improve robustness.

Hi Rikiki,

I'm seeing this exact error. After moving this mod near the top, the exception error stopped showing up on start, but still shows up after loading or starting a colony.

[attachment deleted by admin - too old]
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on June 06, 2016, 04:51:36 AM
Could you please check with the last version?
I added some debug info to debug this.
Start a new colony to ensure the map component is well initialized. :)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: magik20 on June 15, 2016, 04:53:49 PM
Hi Rikiki, some users of the ModPack by Crusader are experiencing conflicts that might be related to Caveworld Flora

https://ludeon.com/forums/index.php?topic=20669.75
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on June 15, 2016, 06:17:02 PM
Hi Rikiki, some users of the ModPack by Crusader are experiencing conflicts that might be related to Caveworld Flora

https://ludeon.com/forums/index.php?topic=20669.75
Hi magik20! A few questions to help me understand:
1) Do you experience any Caveworld flora-related bug yourself with this modpack?
2) Did you grabbed the latest modpack version? (with caveworld flora V13.2).
3) Are you on Windows/Linux/Mac?
Thanks for your answers! :)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Warforyou on June 16, 2016, 05:39:31 AM
My colonists keep starting social fights with hauling bots... I wonder if they can actually speak.

UPD Damn it, this is really stupid. They have wrecked all hauling bots in one month.  I REQUEST A HOTFIX TO MAKE HAULING BOTS MORE POLITE AND STOP THEM INSULTING COLONISTS
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on June 16, 2016, 12:27:31 PM
My colonists keep starting social fights with hauling bots... I wonder if they can actually speak.

UPD Damn it, this is really stupid. They have wrecked all hauling bots in one month.  I REQUEST A HOTFIX TO MAKE HAULING BOTS MORE POLITE AND STOP THEM INSULTING COLONISTS
Wrong thread buddy! Post it in Haplo's Miscellaneous.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Warforyou on June 16, 2016, 12:34:32 PM
Wrong thread buddy! Post it in Haplo's Miscellaneous.

Damn it! My bad :)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Hecter94 on July 08, 2016, 10:28:24 PM
Hey all, been playing for a while but my first post here. :P
I see this thread hasn't had a ton of activity but was hoping someone could perhaps answer a question of mine.

I recently started using the mod Ocean Biome Ecosystem (https://ludeon.com/forums/index.php?topic=20169.0) by bigmap, (Very neat little mod by the way, I heartily recommend) and was hoping to use the Fish Industry mod alongside it, as farming on an island is impossible early-game and an island-community sustaining themselves on fishing only makes sense.

Unfortunately the water in the mod is "Seawater" which is technically not "Water" and isn't a valid placement location for the fishing pier. :(
I checked the debug action menu but didn't see any way of manually editing the tile-type and also didn't see any way to add to the list of allowed tiles in the building def.

Is there a way to edit the list of allowed tiles or will I simply have to beg someone for a patch to get these two mods that were clearly meant for each other living harmoniously together?

Thanks in advance!

ps. I also love your Caveworld Flora mod! Awesome work with that.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on July 15, 2016, 03:03:02 PM
will these be on steam workshop?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on July 16, 2016, 09:25:17 PM
Unfortunately the water in the mod is "Seawater" which is technically not "Water" and isn't a valid placement location for the fishing pier. :(
I checked the debug action menu but didn't see any way of manually editing the tile-type and also didn't see any way to add to the list of allowed tiles in the building def.

Is there a way to edit the list of allowed tiles or will I simply have to beg someone for a patch to get these two mods that were clearly meant for each other living harmoniously together?

I check your little problem there (just trying to help) and to me terrain is defined in TerrainDefs folder in both mods.
But wait there is no need to edit any files !
I was able to make them work together just by ordering them correctly with in mod order.

By putting Fish_Industry after Ocean-Biome, you'll have map with seawater (from Ocean-Biome) and modified DeepWater/Shallow Water from Fish_Industry

(http://i.imgur.com/CJN6VEEl.png?2) (https://imgur.com/CJN6VEE)

And ... Voila

(http://i.imgur.com/AwOSMynl.png) (https://imgur.com/AwOSMyn)

Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on July 17, 2016, 02:42:30 PM
Thanks for the answer kaptain! :)
By the way, fish industry does NOT modify the vanilla terrain defs, it just adds some terrain defs so the pawns are not slow down when walking on a fishing pier.

I will check compatibility when I will get enough free time to update my mods for A14.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 17, 2016, 05:29:21 PM
I await A14 fishing with anticipation and delight.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: 123nick on July 18, 2016, 09:23:54 AM
hey Rikki, will you be updating your forcefield mod too A14? its a bit old.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on July 18, 2016, 06:52:08 PM
hey Rikki, will you be updating your forcefield mod too A14? its a bit old.
Hey mate, A14 is only out for 4 days! ::)
All my mods will be updated (most probably on Steam) when I get some time.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: lance789 on July 18, 2016, 07:24:05 PM
I would be very happy to have fish industry and cave flora for A14 nonSteam :3
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 18, 2016, 11:51:09 PM
Oh man thats what i forgot the cave flora, i can't wait to start next to the ocean with the rich man scene an do some fishing! i hope you have free time soon...
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 23, 2016, 07:09:30 AM
Any news on ETA Rikki? I am eager for da fishing!
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on July 23, 2016, 06:40:18 PM
I am getting the shakes from lack of shrooms..you dont want me to suffer doya?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 26, 2016, 09:14:58 PM
Tried the mod anyway, just changed the target version but i can't place the pier, i think maybe terrains changed at some point. However the fishing skill shows up, i can spawn harpoons and fishing rods, just can't use em without the pier.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 27, 2016, 04:11:49 PM
Hey Rikki, sorry to bother you again but might you have any news? I tried jiggering with it to make it work but i have no skills. Here's all the info i have gathered if it helps. all i did was change the target version

-errors aside for now
i use prepare carefully, and the skill showed up in that and i could change it, give meself harpoons and spears can't place pier and aquaculture basin pops up an error window when i click it. i could not find the net in the spawn menu for items. attached is a new log of me loading the prepare carefully mod, CCL and your mod. i even successfully crafted a harpoon but can't find how to craft fishing rod even after giving myself all the research. Hope maybe this helps because i very much miss this mod.

[attachment deleted by admin - too old]
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on July 27, 2016, 08:51:23 PM
Sorry buddy, I am i holiday with no access to my PC.
This mod requires a dll so updating the xml files will not be enough.

I will update it as soon as possible, I promise! :D
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 28, 2016, 04:21:42 PM
Balls. Enjoy your holiday! i should maybe let rimworld cool down anyway, already played it 96 hours and i stopped playing 2 days ago when i became fixated on the fishing lol. Had dayz for like 2 years now and only made it a bit higher than that.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Epson on July 28, 2016, 07:07:08 PM
Hey I've used your mods via the Hardcore SK modpack. I didn't realise you'd made a bunch, just thought it was the aquaculture. Big fan of the caveworld flora.

Question: How would I go about changing the production values of the Aquaculture basin. I'm not sure if it's the SK team nerfing it to hell but I'm finding the power & food costs per fish produced insanely high. Thanks :).
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on July 30, 2016, 07:01:18 PM
Hey I've used your mods via the Hardcore SK modpack. I didn't realise you'd made a bunch, just thought it was the aquaculture. Big fan of the caveworld flora.

Question: How would I go about changing the production values of the Aquaculture basin. I'm not sure if it's the SK team nerfing it to hell but I'm finding the power & food costs per fish produced insanely high. Thanks :).
If I remember correctly, there are two properties in the fish def:
- quantityPerCatch: the number of fishes per successful catch on a fishing pier.
- quantityPerBreed: the amount of fishes produced by aquaculture basins.
You will have to modify these properties.

The amount of necessary input food is hardcoded though.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on July 30, 2016, 07:07:53 PM
Sorry buddy, I am i holiday with no access to my PC.
This mod requires a dll so updating the xml files will not be enough.

I will update it as soon as possible, I promise! :D
You shouldn't even connect to here man. Have holidays!!!
That's not like if say everybody is waiting for you :p

Joking aside, Enjoy, take care of yourself and try to fish irl actually. Virtual fishes and mushrooms can wait ;)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on July 30, 2016, 08:08:11 PM
mushroom mushroom mushroom.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on July 31, 2016, 02:51:55 AM
Badger Badger Badger Badger Badger Badger Badger Badger SNAKE!
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 01, 2016, 05:27:31 AM
Badger Badger Badger Badger Badger Badger Badger Badger SNAKE!
I cant help but be reminded of when commander ivonova had to have sex "human style" with the alien ambassador to close a deal and she danced around him saying Badger Badger Badger Badger Badger Badger Badger Badger SNAKE! .. well she didnt say that but we were all thinking it!
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: lance789 on August 02, 2016, 06:11:39 PM
waiting for that Fish Industry A14 update
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: mo0504 on August 02, 2016, 10:02:00 PM
wait for fishing as well. i cant work w/o it, i need fishes for feed my grizzlys :)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Grynnreaper on August 05, 2016, 08:21:20 PM
I need dis, you back from vacay yet (twitch, fidget)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 10, 2016, 02:37:33 PM
Can someone else update these as it seems rikki is too busy?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on August 11, 2016, 12:21:12 AM
*rocks back and forth*
*Rikki will be back right? right?*
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Hatti on August 12, 2016, 11:08:58 AM
Here you have FishIndustry. Sadly, you need CCL now for it. Had to detour something to get the pier working.
Have fun.

https://www.dropbox.com/s/p6nqs86m918j1ce/FishIndustry.rar (https://www.dropbox.com/s/p6nqs86m918j1ce/FishIndustry.rar)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: mo0504 on August 12, 2016, 11:19:28 AM
Only with CCL? oh lord fishy died for me...very sad
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Hatti on August 12, 2016, 11:23:25 AM
dunno if its possible without CCL. They removed the "Any" terrain and therefore the check if a object can be placed will deny it if its mud or something near the water. Had to detour this check and dont know if any other, non ccl based, way is possible.

But tell me, whats so bad about CCL?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on August 12, 2016, 12:25:44 PM
GASP FISHIES WORK?

*just need fungus now.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: mo0504 on August 12, 2016, 02:30:30 PM
dunno if its possible without CCL. They removed the "Any" terrain and therefore the check if a object can be placed will deny it if its mud or something near the water. Had to detour this check and dont know if any other, non ccl based, way is possible.

But tell me, whats so bad about CCL?

I'm playing the vanilla, the only mod i've used is the fishy mod, i dont wanna have too much modifications in the game and i guess CCL modifies many things. BTW i've tested it with CCL and the pier dont work, the whole floor is to unstable for building the pier... sorry for the bad english its not my native language
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Exende on August 12, 2016, 04:02:39 PM
I need my shiny shrooms :o
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Hatti on August 12, 2016, 04:23:46 PM
dunno if its possible without CCL. They removed the "Any" terrain and therefore the check if a object can be placed will deny it if its mud or something near the water. Had to detour this check and dont know if any other, non ccl based, way is possible.

But tell me, whats so bad about CCL?

I'm playing the vanilla, the only mod i've used is the fishy mod, i dont wanna have too much modifications in the game and i guess CCL modifies many things. BTW i've tested it with CCL and the pier dont work, the whole floor is to unstable for building the pier... sorry for the bad english its not my native language

tried placing it like this? and also made sure, CCL is the first mod after core, and restarted game after loading mods?
normaly, CCL dont modify very much (correct me if im wrong). only adds few things u dont need to use. The Vanilla additions from it change gamemechanics

(https://s10.postimg.org/k3fzip66h/pier.jpg)
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: 1000101 on August 13, 2016, 05:55:59 AM
Here you have FishIndustry. Sadly, you need CCL now for it. Had to detour something to get the pier working.

Actually, you didn't need to detour anything and you are doing it dangerously.

Firstly, all detours should be done in the confines of a SpecialInjector to insure load-order injections.

Secondly, CCL already handles the issue of building on terrain with it's detour of GenConstruct.CanBuildOnTerrain.  All you had to do was add the place worker PlaceWorker_OnlyOnTerrain with the proper terrain types in addition to the fishing piers own place worker to further make sure it's correctly placed.

As to the "sadly", the whole point of CCL is so that modders don't have to reproduce functionality or core fixes for this type of thing.

normaly, CCL dont modify very much (correct me if im wrong). only adds few things u dont need to use. The Vanilla additions from it change gamemechanics

CCL is actually do a lot including but not limited to adding functionality, unlocking hard-coding and fixing core bugs.  Perhaps you should check the sources on github?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Lightzy on August 15, 2016, 08:16:27 AM
WTFFFFFFFFFF!!!!!!!!!!!!!!!!!!!!!!!!!!

ALL THESE MODS MUST BE CORE!
ASSIMILATE! ASSIMILATE!
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 15, 2016, 10:06:21 PM
Anyone working on mushrooms? I've never tried the fish one but mushrooms add a lot of character to the map
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on August 16, 2016, 02:11:18 PM
Anyone working on mushrooms? I've never tried the fish one but mushrooms add a lot of character to the map
I am! ;D
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on August 16, 2016, 02:53:24 PM
About time... :p
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on August 17, 2016, 11:26:41 PM
yay Rikki <3
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on August 17, 2016, 11:54:01 PM
https://www.youtube.com/watch?v=o5ofuXWyeqo  ^^
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: drakemasta on August 18, 2016, 07:01:22 AM
i would love to see these mods on steam. downloaded the mushroom mod myself.

also please update to a14

it would be sweet if you made a cave world map type or biome you could play that was a large network of caves you build your base in (meaning no or few points of viewing the surface) to go along with the mushroom mod.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 23, 2016, 01:37:15 AM
any hope for a 14 mushroom release?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on August 23, 2016, 03:20:17 PM
*rocks back and forth for fish and swooms.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 27, 2016, 03:55:19 AM
Could someone please take this one over and update it for 14? Thanks
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on August 27, 2016, 09:59:29 AM
No because Rikiki clearly stated that he will came back
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: lorebot on August 27, 2016, 01:25:20 PM
Could someone please take this one over and update it for 14? Thanks

Anyone working on mushrooms? I've never tried the fish one but mushrooms add a lot of character to the map
I am! ;D
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: lance789 on August 27, 2016, 04:35:00 PM
thank you for the fish industry a14 update! :D
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 27, 2016, 06:38:49 PM
No because Rikiki clearly stated that he will came back

Hence the asking for SOMEONE ELSE to finish it. The guy is busy so why not someone else? why hold other people hostage to his schedule?. If he wants to come back and work on it great but until his mysterious future return it would be nice to have this working in 14. 
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on August 27, 2016, 06:52:29 PM
Because it's his mod and he may have his particular vision for it and his way of how it must be updated.

That is something that is called etiquette and/or respect between modders if you want.

The guy never have sold something to you that he must update, it's not what is called been taken hostage.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 28, 2016, 05:26:17 AM
Because it's his mod and he may have his particular vision for it and his way of how it must be updated.

That is something that is called etiquette and/or respect between modders if you want.

The guy never have sold something to you that he must update, it's not what is called been taken hostage.
I'm asking someone else make it work not change it fundamentally. Its courtesy police like you who are taking the mod hostage. As if making the thing work is blood libel and copyright infringement. If the original author cant fix it for whatever reason you are going to guilt everyone else into not helping?  What a bunch of PC BS.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: kaptain_kavern on August 28, 2016, 05:52:03 AM
Now I am the courtesy police... It's kinda nice of you calling me this because most of the time I've been accused of quite the contrary for updating mods too quickly and called thief. Me it's not because of copyright it's because I know Rikiki will do it.
Plus idk C# coding.

You're here insulting peoples that have bring you more features for free in a game you paid for. Am I the only one finding this is BS?
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Rikiki on August 28, 2016, 07:31:08 AM
Wow, wow, calm down gentlemen! ;)

A few reasons of why all my mods are not yet updated:


Side note: did you remember this mod from A6 (https://ludeon.com/forums/index.php?topic=5930.0)? 8) It finally made its way into vanilla! ;D

Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: pktongrimworld on August 28, 2016, 01:17:54 PM
:)

yay

*funny though, I refrained from playing rimworld since founding out A15 already on steam unstable*

Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Topper on August 28, 2016, 08:44:01 PM
Wow, wow, calm down gentlemen! ;)

A few reasons of why all my mods are not yet updated:
  • Spending time with my family and my friends is more important to ME than a video game. ::)
  • Any of my mod is is just a little addon to this awesome game, you can still play without it and enjoy the vanilla game!
  • These mods are a FREE PRESENT from me to the community and I am pleased that some of you are fond of it! :D
  • I am not paid for it and I do not owe anything to anybody. >:( Encouraging me is the right way to get me motivated! Stressing me, no way... I have already a real job for that! ;)
  • The game is still in alpha and many things change every update. Each update requires me to think about the pertinence and balance of my mods. A deep scanner is added to the game, so should the MMS be available? Party have been implemented in A14, so should the pyre mod be updated?
  • I am updating the rest of my mods for A15. Why waste some time for A14 as it will be obsolete in a few days/weeks?


Side note: did you remember this mod from A6 (https://ludeon.com/forums/index.php?topic=5930.0)? 8) It finally made its way into vanilla! ;D

Thats great about the mining drill. Hopefully mushrooms are next.

I need mushrooms for 14 because it takes ~2 months for all the mods I use to be updated for a given release. I have nearly every one  I want working for 14. Why would I want to wait another few months for the mods to be updated to 15? Rikki, You have no obligation to do it yourself but there is no reason why someone else cant do it if you arnt willing/able.  You've said twice now you are too busy so open the door here please.
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Mese on August 28, 2016, 09:46:29 PM
I gave up on the alert system which I used to love having in my game ... it was never enabled for V14 , I doubt it will be enabled for V15 either :(
Title: Re: [A13] Rikiki's Miscellaneous (04-06-2016)
Post by: Nemo1985 on August 29, 2016, 01:15:53 AM
Wow, wow, calm down gentlemen! ;)

A few reasons of why all my mods are not yet updated:
  • Spending time with my family and my friends is more important to ME than a video game. ::)
  • Any of my mod is is just a little addon to this awesome game, you can still play without it and enjoy the vanilla game!
  • These mods are a FREE PRESENT from me to the community and I am pleased that some of you are fond of it! :D
  • I am not paid for it and I do not owe anything to anybody. >:( Encouraging me is the right way to get me motivated! Stressing me, no way... I have already a real job for that! ;)
  • The game is still in alpha and many things change every update. Each update requires me to think about the pertinence and balance of my mods. A deep scanner is added to the game, so should the MMS be available? Party have been implemented in A14, so should the pyre mod be updated?
  • I am updating the rest of my mods for A15. Why waste some time for A14 as it will be obsolete in a few days/weeks?


Side note: did you remember this mod from A6 (https://ludeon.com/forums/index.php?topic=5930.0)? 8) It finally made its way into vanilla! ;D

Thats great about the mining drill. Hopefully mushrooms are next.

I need mushrooms for 14 because it takes ~2 months for all the mods I use to be updated for a given release. I have nearly every one  I want working for 14. Why would I want to wait another few months for the mods to be updated to 15? Rikki, You have no obligation to do it yourself but there is no reason why someone else cant do it if you arnt willing/able.  You've said twice now you are too busy so open the door here please.

I fully agree with you... Caveworld flora is the only mod I miss for 14, I checked on daily basis if it was updated...
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 05, 2016, 06:10:12 PM
Updated Caveworld flora and Fish industry on steam. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: kaptain_kavern on September 05, 2016, 06:26:02 PM
Updated Caveworld flora and Fish industry on steam. :)
!!! OMG yes !!!

At least !  8)

Sankyu!!!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: RazorHed on September 05, 2016, 06:40:04 PM
How do you download the files from GitHub
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: kaptain_kavern on September 05, 2016, 07:34:10 PM
The green 'Clone or Download' button top right of the screen.

The way it's packed you'll end up with a zip archives containing all Rikiki's mods.  Pay attention to not just extract everything to your mod folder
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 05, 2016, 08:44:32 PM
Yeah, it's a bit clunky for newcomers.
I will add a zip folder soon. Maybe even before A18!!! ;)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: pktongrimworld on September 05, 2016, 09:01:32 PM
OMG YES.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: mo0504 on September 06, 2016, 09:22:33 AM
Is it possible to upload the Fish industry for non-steam users? The github files are not updated, it says wrong version. Thanks in advance.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SpaceDorf on September 06, 2016, 03:15:52 PM
Yes .. finallly shroooms again .. :)
Me Happy Dorf.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: 2much41 on September 06, 2016, 04:01:21 PM
The glowing fungi are awesome! Thank you Rikiki!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SpaceDorf on September 07, 2016, 05:41:05 PM
Me Sad Dorf.

I can't save my game, when I install the Caveworld Flora.
A big errorlog pops up about how many errors there are with it ..
I made a new game and made a screenshot of the errors and included the logfile ..
I would look deeper into the error myself but I got a splitting headache today.

[attachment deleted by admin - too old]
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: fukjipikaa on September 08, 2016, 06:37:01 AM
I installed this mod and it says "Mod CaveworldFlora has incorrectly formatted target version 'Unknown'. For the current version, write :<targetVersion>0.15.1284</targetVersion>" the same applies to the fish industry mod, does anyone know how to solve this? thanks :D
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: harpo99999 on September 08, 2016, 07:07:50 AM
the acutal mods are inside the folders of the mod name, just drag the inner folder that has the about, etc... folders up to the games mods folder, then delete the folders that were not 'moved to the mods' folder that are wanted by the git repository only and not wanted by rimworld
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 08, 2016, 10:33:57 AM
the acutal mods are inside the folders of the mod name, just drag the inner folder that has the about, etc... folders up to the games mods folder, then delete the folders that were not 'moved to the mods' folder that are wanted by the git repository only and not wanted by rimworld

This worked for the cave flora mod, but does not seem to fix error associated with the fishing industry.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: mo0504 on September 08, 2016, 10:47:28 AM
the acutal mods are inside the folders of the mod name, just drag the inner folder that has the about, etc... folders up to the games mods folder, then delete the folders that were not 'moved to the mods' folder that are wanted by the git repository only and not wanted by rimworld

This worked for the cave flora mod, but does not seem to fix error associated with the fishing industry.



I agree!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 08, 2016, 12:59:47 PM
Also can't get Fish Industry to work. It's missing its About.xml file. I created that myself.

But then I get lots of red errors about "can't resolve cross references" with "NoRimworld.ThoughtDef named AteRawFish". And that it can't load the pier texture.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: animagus_kitty on September 08, 2016, 03:27:16 PM
Does the Sushi! mod work with a15? My error log says it  targets a10, so probably not? idk much about modding, but I think the game may have changed too much since 10 for it to work...but i really have no idea.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 08, 2016, 03:45:33 PM
Good news! :D My mods are finally available on GitHub (for non-Steam users!).
Grab the .zip files here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release).

I corrected some errors of FishIndustry versionning.

@animagus_kitty: nope, I do not maintain this part. This was a nice contribution from dismar but I have not enough time for it. :-\
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 08, 2016, 04:01:41 PM
Didn't manage to download this from that site. Right-click save-as only ended up as a corrupt archive. But the download from the main page works now :)

Not sure about fishing being its own skill. That certainly allows finer control over tasks, but it's also pretty situational. It's something that could fall under the animal skill maybe.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 08, 2016, 04:03:53 PM
Good news! :D My mods are finally available on GitHub (for non-Steam users!).
Grab the .zip files here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release).

I corrected some errors of FishIndustry versionning.

@animagus_kitty: nope, I do not maintain this part. This was a nice contribution from dismar but I have not enough time for it. :-\

Awesome!  Downloaded!  Playing!

...still doesn't allow for saving!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 08, 2016, 05:32:35 PM
The saving issue seems linked to the cave flora mod.  Fishing industry allows it just fine.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SpaceDorf on September 08, 2016, 06:33:36 PM
It is for me,
I am reliefed that I am not the only one with this problem
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: PaoLorenz on September 09, 2016, 02:42:31 AM
Added Fish and Flora to the mod list yesterday, on my linux machine, but
1) they still look "red" in the mod list (it loads anyway, though
2) They don't seem to activate, and I have no fish options in the game

Anyone witht he same problem ?
Is it an issue with the mod orders or such ?
I have loaded a few (say 35/40) and Fish is one of the last ones...
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 09, 2016, 02:57:34 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: pktongrimworld on September 09, 2016, 03:00:05 PM
No problem with caveworld flora *I dont use RT mad skills*

Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SpaceDorf on September 09, 2016, 03:59:00 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.

The game puts nothing in the logfile... I checked a few times
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 09, 2016, 06:11:33 PM
Try running the game with administrator rights. ;)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 09, 2016, 08:00:02 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.

I was using the Mad Skills mod and then removed it from my mod folder after seeing this, to run a test.

Even with it completely removed, Cave Flora still messes up the ability to save.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: kaptain_kavern on September 09, 2016, 08:15:32 PM
Even with a complete new world ?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 09, 2016, 10:14:45 PM
Even with a complete new world ?

Affirmative.  Has to be a new world, if it does not allow saving.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Topper on September 09, 2016, 10:27:51 PM
how do I download caveworld flora? I see a bunch of folders on github but clicking on them jsut takes me deeper into the tree. When I "clone or download" the whole thing rimworld gets a version "unknown" error for caveflora. The folder structure seems really differnt from other mods.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 10, 2016, 09:08:58 AM
Here is a list of my active mods (http://imgur.com/a/qh9qU): works well with PC for example.

Please post your output_log.txt file to look for the root cause. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 10, 2016, 09:12:37 AM
@Topper: go here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release) then click on the zip file you want. A Download button will appear then. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Ashnal on September 10, 2016, 03:05:04 PM
I was confused about the download part too.

Usually you find releases in the "Releases" tab on top of the file list for a github. But you seem to have not made use of that feature. I saw 0 Releases and thought that you might have expected us to compile the mod from source.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 10, 2016, 05:26:51 PM
Oh you're right. I did not saw this... :o
I am still a bit noob with GitHub! :D
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: jakub.wojciech on September 10, 2016, 11:04:08 PM
Hi all,
I have a problem with Fish Industry mod. I have got some mods already and everything works perfect until I load the game. When I load the game it looks like the mountains are disappearing from my map. When I disable Fish Industry loading works without any problems. I have checked output_log file and there is nothing. Any ideas? Any known problems with other mods? 
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 11, 2016, 05:50:55 AM
Hi all,
I have a problem with Fish Industry mod. I have got some mods already and everything works perfect until I load the game. When I load the game it looks like the mountains are disappearing from my map. When I disable Fish Industry loading works without any problems. I have checked output_log file and there is nothing. Any ideas? Any known problems with other mods?
Have you started a new game? after activating Fish industry? It is necessary.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: jakub.wojciech on September 11, 2016, 11:50:36 AM
Yes, I started a new game, turn off and on the game and completely new game. I have the latest version from ludeon website, I am not using steam version.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 11, 2016, 02:47:03 PM
I have the latest version from ludeon website, I am not using steam version.
Where did you grabbed it? Dropbox link is outdated (for A13-A14).
You must get it from Github release section (https://github.com/Rikiki123456789/Rimworld/tree/master/Release).
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Topper on September 11, 2016, 07:42:57 PM
CAveworld Flora seems to be working great for me now that I've got it download..any chance you shrunk the mushrooms a bit..I havnt played in a while but for some reason they look slightly smaller to me. Anyhoo thanks for the update..one of my fav mods..tree and bushes grow everywhere i guess but you notice the mushrooms and it makes the maps feel more live..not to mention more colorful.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: 2much41 on September 11, 2016, 08:55:30 PM
Lol! I put a fungiponic basin in every room and roof all the rocky ground. Just wish there were more spawns. Thank you Rikiki!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SpaceDorf on September 12, 2016, 06:51:42 AM
Hey Rikiki, the adding to an existing file either does not work anymore, or works differently now :(

Now I have to start a new world, because I want the mushrooms so bad. Why does this have to be my favorite mod ?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 12, 2016, 12:16:01 PM
Rikki,

In an effort to assist in bug tracking in relation to the error some are experiencing with the Cave Fauna mod not allowing saves, I went through the list of mods I have and starting from blank version of the game, loaded up Cave Fauna and started testing saving a game with a new mod added, one at a time.

I found some curious errors but nothing that stopped me from saving once I had removed all mods and loaded them one at a time (starting with Cave Fauna).  Once I had "flushed" the game and started again, the error seemed to leave.

HOWEVER, I found that I could no longer load any games.  A file labled "Dynchair" seemed to be the culprit.  I found it in the Glitter tech mod.  Once I took out Glitter tech, all errors relating to Cave Fauna and saving/loading were gone.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: HisRotundity on September 12, 2016, 01:00:27 PM
I'm here to make a bug report regarding the Aquaculture basin. To confirm, I disabled all mods except "Core" and "Aquaculture". Essentially, if you place an Aquaculture basin and a hopper next to one another, with the hopper facing the basin and everything powered up, your pawns will haul any vegetable matter to the hopper, where it will rest atop it. The food is not counted as refrigerated, and the basin doesn't register as having access to food. Furthermore, when you click on the aquaculture basin, it always lists the three bills at "0 left" meaning that your pawns will not interact with it, and if I try to manually change the bills it automatically reverts. Essentially, the basin/hopper combo is not working at all, even on an unmodified game.

Fungiculture works really well, though!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 12, 2016, 01:49:48 PM
I'm here to make a bug report regarding the Aquaculture basin. To confirm, I disabled all mods except "Core" and "Aquaculture". Essentially, if you place an Aquaculture basin and a hopper next to one another, with the hopper facing the basin and everything powered up, your pawns will haul any vegetable matter to the hopper, where it will rest atop it. The food is not counted as refrigerated, and the basin doesn't register as having access to food. Furthermore, when you click on the aquaculture basin, it always lists the three bills at "0 left" meaning that your pawns will not interact with it, and if I try to manually change the bills it automatically reverts. Essentially, the basin/hopper combo is not working at all, even on an unmodified game.

Fungiculture works really well, though!

I, too, have found that the food placed into the Aquaponics hoppers is not refrigerated, despite what the description says.  I've gotten around it by filling it with food that doesn't spoil for a long time.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 12, 2016, 04:03:02 PM
@Treason5240: that's really good to know! A big thank you for your effort! :D

About the aquaculture basin recipes: it is explained in their description that you need to supply fish eggs ONLY ONCE to start breeding the next batch.
The recipes will automatically be reset to 0 if player messes with it (to avoid starting new breed cycles in loop! ;)).
The food in the hopper is not showing as refrigerated but it is! :) Black magic? 8) No, I just use the "reset the rot counter to 0" trick. Look at the source code if you are interrested.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: SyClap on September 14, 2016, 12:53:00 PM
 Awesome mod! :D
 Everything is great so far, the only feedback that comes to mid is that the fungiponics research does not have hydroponics as it's prerequisite.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: wo1f on September 17, 2016, 06:00:01 PM
Hello, I'm having a problem with FishIndustry. When I downloaded it, all crafting recipes became the same as the first item I choose to craft. I noticed that when I deactivate the mod, all crafting recipes are the same as they would be normally. I do have other mods activated but I don't know what could be causing it. Hopefully you or anyone else does?

EDIT: ITS WORKING YAYAYAYAYAYAYAYAYAYAY IDK WTF HAPPENED BUT IT WORKS!!!!!!!!!!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 17, 2016, 06:11:03 PM
I think now I get it. You need a raw fish to supply an egg. And then it grows and eats food :)

Then I just hope traders sell some when you don't live in coastal areas. I think I've only seen them carry the butchered fish meat
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 20, 2016, 02:04:25 AM
I am not the cleverest of men when it comes to computers, but how am I supposed to download this from the github? I feel as if I'm missing something glaringly obvious because when I downloaded it and moved the files to the mod folder it says they're the wrong versions (for fish and caveworld flora) however I'm using A15 and it says they're updated for A15.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: PaoLorenz on September 20, 2016, 01:16:38 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.

Guess the problem is this. I have it for some mods, and all appear in RED when selecting them.
Same for CaveworldFlora, it seems.

Mod FishIndustry has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.15.1284</targetVersion>
 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Any clue about how to fix this ?
 :-*
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 20, 2016, 01:37:52 PM
I've been playing with a mod that increases the frequency of orbital traders and I've still never saw them selling unbutchered fish. Might be a good idea to add that to bulk good traders. Then you can use the aqua culture basins even in non coastal areas.

Also is there something to do against fungus or algae blooms? Seems like all you can do is wait them out.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Exende on September 20, 2016, 04:28:21 PM
I've been playing with a mod that increases the frequency of orbital traders and I've still never saw them selling unbutchered fish. Might be a good to add that to bulk good traders. Then you can use the aqua culture basins even in non coastal areas.

Also is there something to do against fungus or algae blooms? Seems like all you can do is wait them out.

Iirc they only grow on natural floors
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 20, 2016, 05:36:25 PM
About the saving issue, I suspect the mod RTMadSkills may break the Caveworld flora MapComponent.
Please send me your output_log.txt file so I can look for the root cause. :)

@PaoLorenz: I don't see what it could be. ??? Please post a screenshot and your output_log.txt file.

Guess the problem is this. I have it for some mods, and all appear in RED when selecting them.
Same for CaveworldFlora, it seems.

Mod FishIndustry has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.15.1284</targetVersion>
 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Any clue about how to fix this ?
 :-*
This is the exact problem I'm having as well. The bit about MadSkills breaking caveworld makes sense too since I run that mod as well. However I can't find where to add this line of text.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: BlackSmokeDMax on September 21, 2016, 12:48:22 PM
I've been playing with a mod that increases the frequency of orbital traders and I've still never saw them selling unbutchered fish. Might be a good to add that to bulk good traders. Then you can use the aqua culture basins even in non coastal areas.

Also is there something to do against fungus or algae blooms? Seems like all you can do is wait them out.

Iirc they only grow on natural floors

Didn't know about the floors, but that makes sense. Believe they need to be within a certain number of tiles of a natural wall as well.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 21, 2016, 01:15:24 PM
There might be some confusion. I wasn't speaking about CavaFlora but FishIndustry. There is an event where you have a fungus growing in the tanks that kills your fish.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 21, 2016, 04:03:50 PM
Wouhou, so much to answer! ;D

So:
1) About aquafungus: no, just wait and it will get away. I have plans to set its duration according to the room cleanliness in the future.

2) About the mods versions: all my mods are up-to-date (0.15.1284) on Steam. You can also manually download them from Github here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release). I re-added the link in the first post.

3) About the traders and fishes: I will check it, in the past alphas they did carry some. It may have changed, I did not noticed it yet.

4) About errors:
   a) Ensure the mod you are trying to activate is up-to-date (0.15.1284 for Alpha15).
   b) If there are errors:
       - try the mod alone with Core to determine if errors really come from it. I like QUALITY mods >:( so when I find an error in my mods, I correct it as soon as possible!
       - try to modify its load order (load it n°2 directly after Core for example)
       - Treason5240 found a compatibility issue with Glitter tech:
Quote
A file labled "Dynchair" seemed to be the culprit.  I found it in the Glitter tech mod.  Once I took out Glitter tech, all errors relating to Cave Fauna and saving/loading were gone.

Also it would really help me a lot if you could post the output_log.txt file and a savegame when a save/load error happen. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 21, 2016, 04:09:09 PM
To be clear: I'm talking about unbutchered fish to seed the tanks. They do sell butchered fish.

Otherwise I think it's a nice mod and not overpowered. Both fishing at the pier and the basins take quite a long time. So you get some meat for fine meals, but you aren't swimming in it.
I'm growing rice in hydroponics and feeding it to the fish (in the arctic). Together with some bought meat now and then I'm getting by.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 21, 2016, 04:32:30 PM
I'll try redownloading it then. Thanks!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: EldVarg on September 24, 2016, 07:24:11 AM
Cool fish mod. Though, would it not be better if the Aquaculture basin where larger and take up more space. Maybe a less tech version at least.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 24, 2016, 07:19:50 PM
Hello, I'm having a problem with FishIndustry. When I downloaded it, all crafting recipes became the same as the first item I choose to craft. I noticed that when I deactivate the mod, all crafting recipes are the same as they would be normally. I do have other mods activated but I don't know what could be causing it. Hopefully you or anyone else does?

EDIT: ITS WORKING YAYAYAYAYAYAYAYAYAYAY IDK WTF HAPPENED BUT IT WORKS!!!!!!!!!!
Okay now everything else works but I'm having this issue instead if you have any idea how you fixed it I would appreciate the help, or any hints therein. I can try a few things to see what the problem is, but I doubt it has to do with fishindustry and likely stems from something else entirely.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 25, 2016, 02:30:20 AM
You are maybe using recipes hysteresis? I did not tried it myself yet to test compatibility.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on September 25, 2016, 06:41:23 AM
You are maybe using recipes hysteresis? I did not tried it myself yet to test compatibility.
Works fine for me
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 25, 2016, 10:26:52 PM
No, I'm not using the hysteresis mod. I can't find what would be causing this at all.

EDIT: And upon loading the save all the mountains disappeared and were replaced with undiscovered fog areas that the characters can apparently just walk through.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Etherdreamer on September 25, 2016, 11:01:33 PM
You tried to use a fresh start? I am using Crafting hysteresis, no problems at all.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on September 25, 2016, 11:38:36 PM
No, I'm not using the hysteresis mod. I can't find what would be causing this at all.

EDIT: And upon loading the save all the mountains disappeared and were replaced with undiscovered fog areas that the characters can apparently just walk through.

I had this exact problem.

Glitter tech was the culprit, for me.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on September 26, 2016, 03:49:42 PM
This seems to be the "short hash" bug (https://ludeon.com/forums/index.php?topic=25249.0). It was a vanilla bug related to custom thingDef inheritance in 0.15.1280.
It is corrected in latest version (0.15.1284).
=> Check that your mods are all compiled for the lastest version.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Trigon on September 26, 2016, 08:39:39 PM
The only one that wasn't compiled for the latest version was apperello, but the mod author said it should work fine, and when I unloaded the mod I still had the issues. I'm running test versions of CuproPanda's A15 mods. Could that be the culprit?

Also I apologize to everyone for my general ineptitude. I'm grateful for the help.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Etherdreamer on September 27, 2016, 09:38:00 PM
After I load a world the save got corrupted and the error log pop  up this
http://imgur.com/a/dOfh9
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: chumbaba on September 28, 2016, 09:36:51 AM
Maybe your Git-versions are corrupt?
Fish and Cave works when they come from the Steam-Workshop. If I try it myself I get:

http://steamcommunity.com/sharedfiles/filedetails/?id=771330941

edit: have the same messages with all others: force field/laserfence/mininghelmet/mms
at least mininghelmet I can confirm it works over workshop
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: animagus_kitty on September 30, 2016, 09:37:08 PM
Running FishingIndustry, BulkMeals, and EdB Prepare Carefully. I'm getting the crafting error where everything says it takes the same exact thing to make, which it obviously shouldn't.
I know for a fact it's FishingIndustry doing it. the Misc series of mods may also have the problem, but FishingIndustry causes it when all by its lonesome. (Also had an error the other day where deconstructing walls dropped 75 wood and 25 steel...any wall)

Looked at my mod folder, date modified was the 2nd. Has there been an update to this mod since then?

Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on October 06, 2016, 12:15:17 AM
I think Fish Industry is pretty well balanced and not overpowered (except tailteeth maybe). However, there is something I just realized:

You can get unbutchered fish in drop pods. I only got the sea snakes in drop pods so far but that may be random. And when you butcher them you get tons of sea snake fillet. I'm sitting on over 2000 sea snake fillets in the extreme desert. And have been eating from it for a while already. All from a single drop! That's not at all consistent with the vanilla drops where you can get maybe 200 or so raw meat. But you don't get animals to butcher, resulting in thousands of meat.

This makes obtaining meat too trivial. I don't know if mods can control if they and how much of their items can be in supply drops, but if yes, then raw fish should be replaced by the butchered end products.


Another small thing: you can't build anything on marsh terrain, which makes fishing in boreal forest a bit hard. You first have to create some soil with a moisture pump. Which isn't a big issue but a bit illogical.


EDIT:
Just happened again. Got a about 150 unbutchered blueblade
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: masaykh on October 10, 2016, 06:24:06 AM
Quote
you can't build anything on marsh terrain

please tell us it is bug that will be fixed :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: jmababa on October 10, 2016, 06:41:20 AM
Like your caveworld flora very useful in arid desert don't have to build funny shaped farms anymore on soils near hills or mountains. Very balanced for arid desert
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Canute on October 10, 2016, 08:33:19 AM
Quote
you can't build anything on marsh terrain

please tell us it is bug that will be fixed :)
Not a bug just a logical solution.
If you build on marsh, the structure just would be go into the marsh below surface, depend on the weight.
Maybe you want build on deep water too ? :-)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Serenity on October 10, 2016, 09:58:01 AM
But it's a pier. You'd think they'd just sink the posts in deep enough.

I know it's that way in vanilla and for most buildings it makes sense. Here it's not just illogical, but also bad for gameplay as in boreal forest all lakes are surrounded my a strip of marsh
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on October 10, 2016, 03:16:53 PM
It is possible to change this by modifying the vanilla marsh def.
However, I am quite reluctant to directly override vanilla def for compatibility reasons.
Maybe in next alpha... Keep hope! ;)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Old Marm on October 11, 2016, 09:51:08 AM
Your mods are wonderful, essential.  I particularly like your fishing industry.  I have a question about the crafting of fishing rods and harpoons.  Is there a way to tie this crafting to the tribal crafting spot in the vanilla game?  This type of fishing tech is not all that advanced. A pronged fishing spear could be (as in reality) crafted from wood.  Fishing adds so much to the game possibilities.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: chumbaba on October 12, 2016, 05:09:50 PM
But it's a pier. You'd think they'd just sink the posts in deep enough.

I know it's that way in vanilla and for most buildings it makes sense. Here it's not just illogical, but also bad for gameplay as in boreal forest all lakes are surrounded my a strip of marsh

vegetable garden mod offers a solution for changing mud into soil and therfore useable with the pier
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: animagus_kitty on October 13, 2016, 02:46:37 PM
Wouldn't swear to it, but I think moisture pumps are in vanilla--they're just awfully slow. But they do work.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: jmababa on October 14, 2016, 07:31:58 AM
wow just fished up a 10 plastasteel and 30 gold just today. This fishing mod is amazing
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on October 14, 2016, 04:27:00 PM
wow just fished up a 10 plastasteel and 30 gold just today. This fishing mod is amazing
And you can catch other fun treasures! ;)

@Old Marm: crafting fishing rod at crafting spot is already added for next alpha. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: kaptain_kavern on October 14, 2016, 06:28:33 PM
Modding talk :
Have you seen we can now add recipes defs directly in items code now?

Keep up the good work buddy
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Jcewazhere on October 14, 2016, 09:50:05 PM
I searched through many pages of this thread and couldn't find the answer so here's the question: Is there any way to cure the microfungus or is it just like the blight event? I had two basins with 2 full hoppers each, 2 well trained fisher-people, one with a master fishing pole and all my little fishies died anyway when the fungus event hit.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Treason5240 on October 14, 2016, 10:39:57 PM
I searched through many pages of this thread and couldn't find the answer so here's the question: Is there any way to cure the microfungus or is it just like the blight event? I had two basins with 2 full hoppers each, 2 well trained fisher-people, one with a master fishing pole and all my little fishies died anyway when the fungus event hit.

There is no way to cure it.

Your fish are hosed, when that event hits.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Old Marm on October 15, 2016, 01:36:39 PM
Wait a minute, wait a minute... if your fishing rods are going to be in the next alpha that must mean that fishing is going to be in the next alpha?  This is wonderful news!  I hope that it is as satisfying as your mod has always been.  Thank you!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on October 15, 2016, 04:09:42 PM
Wait a minute, wait a minute... if your fishing rods are going to be in the next alpha that must mean that fishing is going to be in the next alpha?  This is wonderful news!  I hope that it is as satisfying as your mod has always been.  Thank you!
Do not run too fast! It will be in the next alpha version of THIS mod! Not in the vanilla game... ;D

There is no way to cure the microfungus for now. All fishes may not die of it. Each basin has a small chance to recover before the fishes are dead.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Nathan1852 on October 22, 2016, 12:45:14 PM
I still have the problem that I can't load a saved map with Caveworld Flora, even without Glitter World (removed it before starting the game and creating the world).

Log: http://hastebin.com/otukuqukos.tex
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Hydromancerx on October 26, 2016, 09:14:41 PM
Here are some Backstory ideas for the Fish Industry mod.

- Fisherman
- Pearl Diver
- Whaler
- Aquarium Shop Owner
- Sports Fisherman
- Deep Water Fisherman
- Marine Biologist
- Marine Park Employee
- Fish Farmer
- Deep Ocean Miner
- Waterworld Survivor
- Glitterworld Sewer Surfer
- Skywhaler

Note these would give fishing skill plus whatever else seems appropriate.
Title: ISSUE WITH CAVEWORLD FLORA
Post by: Cynsity702 on November 14, 2016, 12:25:46 AM
I'm getting an error in the debug log about the mod caveworlflora:
"exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="CaveworldFlora.MapComponent_CavePlant" />
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadData () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.<Start>m__5FD () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0 "
[/size]

The plants still grow but i don't know why the error message is popping up. Attached will be my player log.

[attachment deleted by admin due to age]
Title: Re: ISSUE WITH CAVEWORLD FLORA
Post by: jmababa on November 14, 2016, 06:32:26 AM
I'm getting an error in the debug log about the mod caveworlflora:
"exception from asynchronous event: System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="CaveworldFlora.MapComponent_CavePlant" />
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.LoadData () [0x00000] in <filename unknown>:0
  at Verse.SavedGameLoader.LoadGameFromSaveFile (System.String fileName) [0x00000] in <filename unknown>:0
  at Verse.RootMap.<Start>m__5FD () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0 "
[/size]

The plants still grow but i don't know why the error message is popping up. Attached will be my player log.

Do you have a mod that adds new event cause that's what I can think off causing the error
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: kaptain_kavern on November 14, 2016, 10:35:36 AM
Reading the log I see :
- errors with Ancestral spirit
- some animal with miscoded body def but no clue from which mod
- a refinery building throwing bad error also
- Achtung mod throw one minor error also

The last error seems to be related to some Caveworld plants indeed but with a mod list that big, there is nearly no way to do a proper investigation
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on November 14, 2016, 03:48:55 PM
Thanks for the helping hands mates! :)

I completely rewrote the Caveworld Flora mod (I especially avoided saving anything to get rid of this report) so this bug should soon not happen anymore. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on November 14, 2016, 03:51:39 PM
Here are some Backstory ideas for the Fish Industry mod.

- Fisherman
- Pearl Diver
- Whaler
- Aquarium Shop Owner
- Sports Fisherman
- Deep Water Fisherman
- Marine Biologist
- Marine Park Employee
- Fish Farmer
- Deep Ocean Miner
- Waterworld Survivor
- Glitterworld Sewer Surfer
- Skywhaler

Note these would give fishing skill plus whatever else seems appropriate.
Very interresting ideas! :) However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...) so adding backstory is not really in my scope. Maybe later... ::)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on November 15, 2016, 05:21:39 PM
I posted the WIP CaveBiome mod here (https://ludeon.com/forums/index.php?topic=27440.0).
If anyone is interrested to beta-test it. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Hydromancerx on November 15, 2016, 08:03:23 PM
Very interresting ideas! :) However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...) so adding backstory is not really in my scope. Maybe later... ::)

What would it fall under instead? Hunting?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on November 29, 2016, 03:20:39 AM
I really like the FishIndustry mod. It's already one of my must-haves! Ran across a few... issues, though:

I wanted to clear some shallow water on the ocean shore, so I set down a moisture pump. Oddly enough, the pier is still working, despite no longer being connected to water. http://i.imgur.com/QJgznAW.png

A slightly more annoying one: Was having a problem with the aquaculture hoppers not feeding into the basins. I tried both berries and rice, moving the hoppers to different spots, flipping them in different directions -- every time, they'd work for a while, then just stop feeding the fishes. I eventually just gave up and stuck with regular fishing -- I've got enough fishers that the basins weren't *necessary*, but would have been nice to have.

Another bug, though this one's caused by something else: I put in the Increased Stack and Improved Increased Stack mods. Normally, it's great for compacting storage, but the haulers won't stop at just a few resources in the aquaculture hopper. Despite it saying 'it's full enough' if I try to tell someone to add more, other colonists (haulers that don't have fishing enabled) keep bringing more resources over, until it ends up with hundreds - if not thousands - of rice sitting there. Unless the basins can be built in a freezer (which I really doubt), then these two mods will end up causing a *lot* of resource waste, as people will keep trying to add more, and the food will go bad before the  basins uses it all.  (This may be related to the previous problem, with hoppers not feeding the basins, but not sure.)

I have no idea how to code mods, but would it be possible to add some sort of interface to decide the type and quantity of food allowed in the hoppers?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on December 14, 2016, 04:41:27 PM
The FishIndustry mod is one of my must-haves! Something I've been wondering, though:

What the heck is up with people picking up tailteeth and hoarding them in their inventory, like they would with meals? I found someone with *four* Tailteeth fish in their inventory once. Every so often, I have to scroll through 30-something colonists and check their gear to make sure nobody's holding out on my tasty meatfish, and it's guaranteed I'll find two or three hanging about.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on December 14, 2016, 05:47:19 PM
The FishIndustry mod is one of my must-haves! Something I've been wondering, though:

What the heck is up with people picking up tailteeth and hoarding them in their inventory, like they would with meals? I found someone with *four* Tailteeth fish in their inventory once. Every so often, I have to scroll through 30-something colonists and check their gear to make sure nobody's holding out on my tasty meatfish, and it's guaranteed I'll find two or three hanging about.
As fishes are considered meat, I believe that colonist can carry some fishes when training animals.
A grizzly would surely appreciate a fine tailteeth before being tamed. :D
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on December 15, 2016, 01:33:28 AM
As fishes are considered meat, I believe that colonist can carry some fishes when training animals.
A grizzly would surely appreciate a fine tailteeth before being tamed. :D

That can't be it, because both fishers and non-fishers do it, and I've only got one animal handler. They don't take it to feed to animals, they just like stuffing alien alligators (aliengators?) in their pockets for some reason. A pawn will wander into the freezer to drop off something they're hauling, swing down to the fish stockpile, steal a tailteeth, and go back to work. They do it whether or not they're carrying meals, they don't seem to have a limit to how many tailteeth they'll pick up, and they don't do it with any other fish, not even oysters.

Something else I've been meaning to ask: What is the skill used to determine the quality of fishing poles? It can't be the Fishing skill, because even people with level 20 fishing end up making Awful fishing rods. I figure it might be like shutting down mechs *says* it needs repair skill, but actually uses the medicine skill, but I don't know if it'd be Crafting, or what.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: carpediembr on December 15, 2016, 04:01:34 PM
Any idea why no one is eating Oyster at their own will?

Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on December 15, 2016, 09:51:04 PM
Any idea why no one is eating Oyster at their own will?

Oysters are a joy food, like chocolate. People won't eat it on their own, but you can tell them to eat it through an order. It doesn't have as much nutrition, so it's best to do it soon after they eat an actual meal, and it'll give them a bit of a mood boost.

Not sure if it stacks through eating multiple oysters in one sitting or not. Might be worth experimenting.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on December 16, 2016, 05:30:23 PM
It does stack like chocolate. :)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: carpediembr on December 16, 2016, 06:46:38 PM
Thank you very much. I thought joy food acted like beer, once in a while they would eat it.

Btw Rikiki, your fishIndustry mod is amazing and is always my number one choice. Just one question, the fish "harvested" from the Aquaculture Basin is related to the pawn's fishing skill level? 2 times one of my pawn harvested it and yielded only 3 fish, which in my opinion is too low for it's investment.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: lance789 on December 17, 2016, 12:43:32 PM
For whatever reason, i cannot place the Fishing Pier, I either get a message stating "Fishing Pier must be placed in water" or "The terrain here cannot support this". What do i do to allow building this object?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Grishnerf on December 17, 2016, 02:11:11 PM
For whatever reason, i cannot place the Fishing Pier, I either get a message stating "Fishing Pier must be placed in water" or "The terrain here cannot support this". What do i do to allow building this object?

it only works on stone ground next to water atm. normal lakes always have mud on the broder.
and on sand it also workls i thnk, only on beach maps.
so best spot on a normal map is a waterlake with a mountain that goes into the lake.
dig up some space at the water border there you can place the fishing Pier on the stone tile into the water.

i also tried a long time, until i found that out.


Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: lance789 on December 17, 2016, 03:59:04 PM
i hope this is altered so the peir can be built on any flooring next to water... unless there's a way to remove mod, and if so, could the peir then be built?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: carpediembr on December 17, 2016, 04:10:29 PM
I normally play with mods that can alter the soil, so I can just make the mud into regular soil.

Btw Rik, could we expect a A16 update for your mods?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: joaonunes on December 17, 2016, 05:09:14 PM
Man I forgot Caveworld Flora still existed!! If I install this mod into an existing save will it work just like if I started a new save or does it have some limitations if installed that way?

And does this mod generate larger caves?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: carpediembr on December 17, 2016, 06:16:48 PM
Man I forgot Caveworld Flora still existed!! If I install this mod into an existing save will it work just like if I started a new save or does it have some limitations if installed that way?

And does this mod generate larger caves?
I think you need to start a few new game:

Caveworld flora


Download
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)
Starting a new colony is mandatory or please read carefully the installation section here bellow!

Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: joaonunes on December 17, 2016, 08:41:49 PM
I think you need to start a few new game:

Caveworld flora


Download
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)
Starting a new colony is mandatory or please read carefully the installation section here bellow!


"... or please read carefully the installation section here bellow!"
I have not read the txt file describing the steps to install the mod on an existing save, but if they exist then it is possible (although not recommended). The two questions I made were if there's some penalty or lack of content by installing on an existing save and if the mod alters the world in any way, i.e. does this mod make caves bigger?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on December 18, 2016, 01:21:09 AM
Still hoping on a reply as to which skill improves fishing rod quality.

Right now I'm stuck giving people either good+ quality gear across the board and having no fishers, or settling for as low as 'awful' quality everything because even my level 20 fisher is making awful fishing rods.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: harpo99999 on December 18, 2016, 01:56:10 AM
soemonesneaky, did you try a high crafting pawn to craft the fishing rods?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: lance789 on December 18, 2016, 09:07:09 AM
I normally play with mods that can alter the soil, so I can just make the mud into regular soil.

Btw Rik, could we expect a A16 update for your mods?
Would you recommend these soil mods so i can use the fishing pier?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: joaonunes on December 18, 2016, 10:17:31 AM
Would you recommend these soil mods so i can use the fishing pier?

Vegetable Garden is one if I'm correct. It adds so much more content besides soil placement I can't almost play without it. The food variety it adds is staggering too
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: carpediembr on December 18, 2016, 10:40:37 AM
Would you recommend these soil mods so i can use the fishing pier?

Vegetable Garden is one if I'm correct. It adds so much more content besides soil placement I can't almost play without it. The food variety it adds is staggering too
Exactly this one. It's pretty amazing as it adds advanced hydroponics, that have their own light system as well (at a balanced cost, ofc)

and adds an option to change the soil, so I remove the mud around and most of the time I'm able to place the pier.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: joaonunes on December 19, 2016, 11:11:23 AM
(http://i1107.photobucket.com/albums/h384/JOHNFIRE/CaveworldFlora.png)

This looks awesome :D
The cave is that big because I manually expanded it ;)
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: someonesneaky on December 21, 2016, 12:21:49 AM
soemonesneaky, did you try a high crafting pawn to craft the fishing rods?

Belated: 0I did, and it finally gave me a nice Superior one -- though it takes some adjusting to get the task assigned to him before someone else jumps in, since the 'minimum skill level' applies to fishing, not to crafting. :c

Now to wait for the A16 update to one of my favorite mods :D
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Topper on December 21, 2016, 05:24:46 AM
did cave flora get a A16 update?
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Scythah on December 23, 2016, 02:35:05 PM
Definitely looking forward to an update on this as well. It's fun making little fishing villages.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Buruldai on December 26, 2016, 11:48:17 AM
Cave world is one of my favorite mods. It makes surviving ice sheets so much easier. Rikiki is the hero Rimworld needs!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Hydromancerx on December 28, 2016, 03:27:49 AM
However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...)

So is that a confirmation that alpha 16 will no longer use the Fishing skill but instead another skill such as Hunting? The reason I ask is this is one of the last mods I have been waiting on. And before with the fishing skill i would have to make a new game to use the mod. But if there will no longer need a fishing skill then I can just add back this mod later to an existing save. Because of no new skill messing up the existing save.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Warforyou on December 28, 2016, 02:13:54 PM
However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...)

So is that a confirmation that alpha 16 will no longer use the Fishing skill but instead another skill such as Hunting? The reason I ask is this is one of the last mods I have been waiting on. And before with the fishing skill i would have to make a new game to use the mod. But if there will no longer need a fishing skill then I can just add back this mod later to an existing save. Because of no new skill messing up the existing save.

There is no "hunting" skill. It just takes either "shooting" or "melee" in account.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Hydromancerx on December 28, 2016, 09:09:56 PM
However, I am considering to simplify the Fish Industry mod (remove the fisher job, the need of wearing a fishing tool, ...)

So is that a confirmation that alpha 16 will no longer use the Fishing skill but instead another skill such as Hunting? The reason I ask is this is one of the last mods I have been waiting on. And before with the fishing skill i would have to make a new game to use the mod. But if there will no longer need a fishing skill then I can just add back this mod later to an existing save. Because of no new skill messing up the existing save.

There is no "hunting" skill. It just takes either "shooting" or "melee" in account.

Hunting job then. So if i assign someone to be a hunter then they will either hunt or fish.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on December 30, 2016, 07:55:10 AM
Yep, I confirm fishing skill is removed for simplicity sake :) (and too much "This mod crashes my game! >:(" when users do not read instructions ;) )
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: pktongrimworld on December 30, 2016, 09:49:00 PM
oooo!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Rikiki on January 01, 2017, 03:49:31 PM
Fish industry is released for A16 on Steam. :)
I will upload it here tomorrow.
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: dismar on January 01, 2017, 06:15:38 PM
Fish industry is released for A16 on Steam. :)
I will upload it here tomorrow.

HAVE MY BABIES!
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: Hydromancerx on January 01, 2017, 06:35:16 PM
Huzzah! Seafood is back on the menu!  ;D
Title: Re: [A15] Rikiki's Miscellaneous (05-09-2016)
Post by: etoire on January 01, 2017, 10:07:34 PM
I was super excited to see the mod updated on steam! Thanks a lot for your hard work Rikiki!

Wow, Polar Sea Ice challenge isn't so bad anymore.
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Rikiki on January 02, 2017, 02:52:04 PM
Fish industry can now be downloaded on Github (https://github.com/Rikiki123456789/Rimworld/tree/master/Release) as usual!

Beware, fish stock now depends on the pier placements and biome. No more fishing in a frozen puddle! ;D
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Old Marm on January 02, 2017, 08:23:11 PM
Thank you!
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Topper on January 03, 2017, 04:58:12 AM
Has Cave mushrooms entered a16 yet?
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Tenshi~Akari on January 04, 2017, 08:12:59 PM
I love the fishing mod! It really brings a good use of the surrounding biome, especially ones where animals spawn few and far between.

However, it's got a kind of strange quirk to it. I had a bulk goods trader come on my map with a bunch of flying fish... I guess that's because fish are classified as animals now?  ;D

[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: joaonunes on January 04, 2017, 09:08:28 PM
Has Cave mushrooms entered a16 yet?

Don't think so :(
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Treason5240 on January 05, 2017, 03:27:37 PM
I love the fishing mod! It really brings a good use of the surrounding biome, especially ones where animals spawn few and far between.

However, it's got a kind of strange quirk to it. I had a bulk goods trader come on my map with a bunch of flying fish... I guess that's because fish are classified as animals now?  ;D

I just had 10 sduiggles join my colony.

Cthulu would be pleased.
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Rikiki on January 05, 2017, 04:19:05 PM
All strange fishes travelling with caravans are corrected in last version. :) Please redownload the mod on Github.
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Tenshi~Akari on January 05, 2017, 05:33:23 PM
Thanks! Downloading now.
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Trigon on January 05, 2017, 06:25:48 PM
Does fish stock still resupply over time?
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Rikiki on January 06, 2017, 02:02:14 AM
Does fish stock still resupply over time?
Fish stock is resupplied to full stock every day. Max fish stock however now depends on biome and water quantity around the pier.
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Nomsayinbrah on January 07, 2017, 04:56:05 AM
Love this!!!! Just noticed the date too, it's from back in 2015!

Love that you're with us for this long rikiki :D :D
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Topper on January 07, 2017, 05:01:12 PM
are mushrooms a problem for a16?
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Rikiki on January 07, 2017, 05:44:28 PM
are mushrooms a problem for a16?
Not a problem, you even get a new mod along with it: Cave Biome (https://ludeon.com/forums/index.php?topic=13172.msg133446#msg133449)! ;)
Title: Re: [A16] Rikiki's Miscellaneous (02-01-2017)
Post by: Rikiki on January 07, 2017, 07:05:43 PM
Release Cave biome mod. :D
Feedback is welcome!
Title: Re: [A16] Cave biome V16.0 (08-01-2017)
Post by: 123nick on January 07, 2017, 07:08:38 PM
Cave biome

  This mod adds a new biome: caves! Explore and settle a new colony into the deep and labyrinthic tunnels deep underground.

(http://i.imgur.com/WTjDwqj.png)
(http://i.imgur.com/7mLvs46.jpg)

Download
Starting a new world is necessary.
See first message please. (https://ludeon.com/forums/index.php?topic=13172.0)

Features
  • Adds a new biome with custom caveworld flora.
  • Permanent darkness so growing will be hard.
  • Plants can serve different purposes: food, wood, ...
  • Most events can still happen (you will get raided!).

Technical support
Known issue: multi-colonies is not well managed yet (mortars will be not be buildable for example).

Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V16.0
* Initial release.

Modders note
You may be interrested in the following features:
  • Map generation (GenStep)

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).

did you know theres already a indevelopment cave mod? https://ludeon.com/forums/index.php?topic=28140.0

not that theres anything bad with 2 cave mods, just want too let you know.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on January 08, 2017, 01:17:48 PM
Hey Rikki for whatever reason I tried to spawn in on a cave biome and it didn't work, none of the pawns or stuff spawned in. I have no idea why.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: asquirrel on January 08, 2017, 02:45:37 PM
Hey dude, thanks for the mods!  Can I use the mushroom mod if I don't use the cave mod as well, or I do need both?  Do mushrooms spawn in cavern areas if you're not using the cavern world?  Thanks for the info! :)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: MarcTheMerc on January 08, 2017, 02:49:33 PM
I keep getting errors when building things.  if i had to take a guess I would say its failing to spawn 'Stone Grass'

Exception ticking StoneGrass69920: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: ShaggySquirrel on January 09, 2017, 11:58:48 AM
Hey Rikiki, loving your Cave Flora and Biome. Just a quick question, I noticed both in your example screenshot and in my own experiences playing through a caveworld scenario, it doesn't seem to spawn any ore, is this intentional or something your still working on? haven't seen any metals, or minerals from the other mods I am using. Confusing!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: sidfu on January 10, 2017, 07:39:40 AM
besides these 2 errors when the cave plants bug and spawn in groups hey can sap your fps. right now seems to be just the devil plant thats acting up thou
2 errors

this one comes first. usualy it happens a few days after u start a game.


Code: [Select]
Exception ticking DevilTongue396648: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.CellFinder.TryFindRandomCellNear (IntVec3 root, Verse.Map map, Int32 squareRadius, System.Predicate`1 validator, Verse.IntVec3& result) [0x00000] in :0
at CaveworldFlora.GenClusterPlantReproduction.TryGetRandomSpawnCellNearCluster (CaveworldFlora.Cluster cluster, Verse.IntVec3& spawnCell) [0x00000] in :0
at CaveworldFlora.GenClusterPlantReproduction.TryGrowCluster (CaveworldFlora.Cluster cluster) [0x00000] in :0
at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in :0
at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in :0
at CaveworldFlora.ClusterPlant_DevilTongue.Tick () [0x00000] in :0
at Verse.TickList.Tick () [0x00000] in :0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


once u get that your fps tanks for a while. now if u try to destory the plants with debug u get


Code: [Select]
Tried to destroy already-destroyed thing DevilTongueGlower476482
Verse.Log:Error(String)
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.Building:Destroy(DestroyMode)
Verse.Dialog_DebugActionsMenu:<DoListingItems_MapTools>m__8DB()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: megatech2795 on January 10, 2017, 03:01:55 PM
Hello. I thought your cave biome mod looked very interesting so I tried it out and had some conflicts with basic stuff. The bug report seemed to say it conflicted with things crashing into caves. Even basic vanilla stuff like physic drones and space parts. I will put the bug report below. Capture is the first half of the report Capture 2 the second the half. Thank you for your time and I do hope this will be resolved. I would love to play this mod with my A16. Again thank you and have a great day! P.S. Other mods work fantasic! Very happy with them!  :)

[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: fall on January 10, 2017, 04:33:26 PM
sowing growing zones removes the natural light spots and there is no ore , great idea but i guess it needs more work, il be keeping a eye on it
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 10, 2017, 09:47:34 PM
sowing growing zones removes the natural light spots and there is no ore , great idea but i guess it needs more work, il be keeping a eye on it

There's ore..just very, very little of it.

I've sown growing zones in the natural light spots without said light disappearing, as well.  Not to say that this is not happening in your game, though.  First releases are typically buggy, all the more so for ambitious and wonderful projects like this one.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: faltonico on January 11, 2017, 01:07:04 PM
Hello!
I'm getting
Code: [Select]
Exception ticking CaveLace278389: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Edit: And a really, really effed bug that makes my pawns and all that moves in my map (animals and everything), to make increasingly wider and rapid zigzag movements all over the map and then "dissapear" or "undraw", i really don't know it it has to do with your mod though:
Code: [Select]
Exception drawing Relm: System.IndexOutOfRangeException: Array index is out of range.
  at Verse.RoofGrid.Roofed (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.Graphic_Shadow.DrawWorker (Vector3 loc, Rot4 rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Graphic.Draw (Vector3 loc, Rot4 rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.PawnRenderer.RenderPawnAt (Vector3 drawLoc, RotDrawMode bodyDrawType) [0x00000] in <filename unknown>:0
  at Verse.Pawn_DrawTracker.DrawAt (Vector3 loc) [0x00000] in <filename unknown>:0
  at Verse.Pawn.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 11, 2017, 03:42:23 PM
@megatech2795: I believe you did not activated Caveworld flora mod BEFORE Cave biome mod. ;)

@fall: I am able to sow in growing zones without making light disappear. Are you sure it was not just the night? Cave well just let sun light goes through during day time (about 6h-22h).

@Treason5240: ore pockets use the vanilla behavior. I will look into it.

@faltonico: about the pawns disappearing, you seem to be using a mod to change head textures and it displays an error "Getting random element from empty collection.". I think this is the culprit.
Otherwise, I am investigating the "GenClusterPlantReproduction.TryToReproduce" error. ??? It is hard as I did not reproduced it myself yet.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 11, 2017, 04:13:12 PM
@Trigon: I did encounter this bug too but was not able to find the exact root cause yet. This is an error thrown by the vanilla initialpawns spawning code.

@MarcTheMerc: I am looking into this bug.

@ShaggySquirrel: cave biome does not change ore pockets generation. I always get some myself. What mods adding other ores are you using? There may be a genStep conflict.

@sidfu: thanks for the bug report. The second error is "normal" as the glower is destroyed during plant despawning.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: faltonico on January 11, 2017, 04:27:12 PM
Well, i have to scrap that save.
It might be an error on my side anyway, I have enabled a lot of mods, so i have a lot of testing to do.
I did modify the textures of a mod, but it was working well by itself... means, more testing to do -_-'
Thanks for your reply!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 11, 2017, 07:15:43 PM
Something fairly odd I've encountered while playing on a cave biome.

My frame rate all of a sudden tanked at any speed above normal, with the images of pathing pawns jumping randomly across the screen.  It eventually settled and things proceeded as normal, but would continually come back.  I brought up development mode to check the error log but nothing new was displaying until a sudden complete game freeze due to a forever spawning debug menu spewing the following error.

(http://i.imgur.com/g2Rriln.png)

I've encountered this sudden fps death only while embarked in a cave biome.  Eventually, and everytime, I have to call it quits because this same error repeats.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Morlok on January 11, 2017, 08:00:24 PM
Strange behavior when using Cave mod.

Game setup
400x400 desert map.
game run fine for hours, then out of nowhere lag.
Did a few tests using dev mode.
Problem was solved when destroying all the plants from Cave mod (I suspect its related to the devil tongue plant).

There are no information in the error log indicating what the problem is related to.
Is experiencing the same issue when playing on the cave maps, just faster.

I suspect the issue may be related to the glow effect of the fauna. tough I never experienced the issues with the Caveworld flora mod. (that the issue is due to lighting is pure intuition and due to have experienced same kind of issues elsewhere).
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 12, 2017, 01:07:33 AM
Going to have to agree with Morlok about the Devil's Eye plants.

I'm experiencing my previous FPS death on an above ground, extreme desert colony that reaches temperatures cool enough to let them grow.  Once they come out in any large number, game over.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nachtfalter on January 12, 2017, 10:21:32 AM
Yes... the Devils Tongue.
The flavor text sais they are the messenger of calamity.
Perhaps this ancient evil danger they are warning us about is the evil god of all the frame drops and lags... °^°
Beware... bewa~re

In all seriousness though, I love their design, they look awesome but when they appear my game becomes unplayable.
Is there a line in the files where I can remove them until the issue gets solved?

edit:
Nvm I think I found the line.
Gonna keep the game running to be totally sure.
But I guess changing the value to "0.0" should do the trick in
<wildPlants>
      <DevilTongue>0.0</DevilTongue>

Found in CaveBiome\Defs\BiomeDefs\Biomes_Cave.xml
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Old Marm on January 12, 2017, 11:58:43 AM
I agree that the devil's tongue seems to be the problem.
I love this mod, and all of Rikiki's work.  The plants are alien and wonderful.  Please fix this if possible.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Arigitine on January 12, 2017, 01:42:39 PM
Is there a way to get rid or turn off sound of someone getting a fish at fishing pier?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Zebukin on January 12, 2017, 02:57:26 PM
Is it ok, that caravans coming with walking fishes? Mind blowing.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nachtfalter on January 12, 2017, 03:05:03 PM
Okay so I kept playing and changing or removing the line I previously mentioned doesn't appear to remove Devils Tongue from spawning.
I even disabled the mod, restarted the game.
Reenabled the mod after changing the line, restarted the game.
But it still kept popping up :|
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Fafn1r on January 12, 2017, 04:19:13 PM
Okay so I kept playing and changing or removing the line I previously mentioned doesn't appear to remove Devils Tongue from spawning.
I even disabled the mod, restarted the game.
Reenabled the mod after changing the line, restarted the game.
But it still kept popping up :|

If you want to disable it without blowing up any code, just set minimal temperature and fertility to something ridiculous.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nachtfalter on January 12, 2017, 04:52:25 PM
Alright, so it seems I was just looking in the wrong place.
I assumed the Devils Tongue was part of the Cave Biome mod but it really is part of the Cave Flora mod.

CaveworldFlora\Defs\ThingDefs
Plants_Wild_CavePlants.xml

I changed the "cluster" values to 0 and tested it for a good number of days and it seems Devils Tongue doesnt spawn anymore.
(clusterSpawnRadius)
(clusterSizeRange)
No more crippling frame drop \o/

  <ThingDef ParentName="CavePlantBase" Class="CaveworldFlora.ThingDef_ClusterPlant">
    <defName>DevilTongue</defName>
    <label>devil's tongue</label>
    <description>Local tribesmen call these plants "devil's tongue" because of their color. They also know that when their

light goes down, something is approaching... threat or foe?</description>
    <thingClass>CaveworldFlora.ClusterPlant_DevilTongue</thingClass>
    <tickerType>Normal</tickerType>
    <statBases>
      <MaxHitPoints>120</MaxHitPoints>
      <Beauty>25</Beauty>
    </statBases>
    <drawerType>MapMeshAndRealTime</drawerType>
    <graphicData>
      <texPath>Things/Plant/DevilTongue/Body</texPath>
      <graphicClass>Graphic_Random</graphicClass>
      <shadowData>
        <volume>(0.6, 0.2, 0.6)</volume>
      </shadowData>
    </graphicData>
    <selectable>true</selectable>
    <fillPercent>0.0</fillPercent>
    <pathCost>30</pathCost>
    <ingestible>
      <preferability>NeverForNutrition</preferability>
      <nutrition>0.0</nutrition>
    </ingestible>
    <plant>
      <harvestWork>400</harvestWork>
      <harvestDestroys>false</harvestDestroys>
      <harvestedThingDef>Cloth</harvestedThingDef>
      <harvestYield>10</harvestYield>
      <harvestTag>Standard</harvestTag>
      <visualSizeRange>
        <min>0.8</min>
        <max>1.0</max>
      </visualSizeRange>
      <growDays>0</growDays>
      <reproduceMtbDays>0</reproduceMtbDays>
      <topWindExposure>0</topWindExposure>
    </plant>

    <minGrowTemperature>0</minGrowTemperature>
    <minOptimalGrowTemperature>15</minOptimalGrowTemperature>
    <maxOptimalGrowTemperature>40</maxOptimalGrowTemperature>
    <maxGrowTemperature>55</maxGrowTemperature>
    <hasStaticGlower>false</hasStaticGlower>
    <hasDynamicGlower>false</hasDynamicGlower>
    <growOnlyOnRoughRock>false</growOnlyOnRoughRock>
    <growOnlyUndeRoof>false</growOnlyUndeRoof>
    <growOnlyNearNaturalRock>false</growOnlyNearNaturalRock>
    <minFertility>0.05</minFertility>
    <maxFertility>999.0</maxFertility>
    <minLight>0.0</minLight>
    <maxLight>0.6</maxLight>
    <clusterSizeRange>
      <min>0</min>
      <max>0</max>
    </clusterSizeRange>
    <clusterSpawnRadius>0</clusterSpawnRadius>
    <clusterExclusivityRadiusOffset>0</clusterExclusivityRadiusOffset>
    <clusterExclusivityRadiusFactor>3</clusterExclusivityRadiusFactor>
    <isSymbiosisPlant>false</isSymbiosisPlant>
    <symbiosisPlantDefEvolution>BlackLotus</symbiosisPlantDefEvolution>
  </ThingDef>
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Dreadfullsoul on January 12, 2017, 08:02:18 PM
Alright, so it seems I was just looking in the wrong place.
I assumed the Devils Tongue was part of the Cave Biome mod but it really is part of the Cave Flora mod.

CaveworldFlora\Defs\ThingDefs
Plants_Wild_CavePlants.xml

I changed the "cluster" values to 0 and tested it for a good number of days and it seems Devils Tongue doesnt spawn anymore.
(clusterSpawnRadius)
(clusterSizeRange)
No more crippling frame drop \o/

Thank you. Just what i came here looking for.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 12, 2017, 08:50:11 PM
No more FPS death, yay!

Now, however, I've discovered that the save I had with the devil's eye growing on it?  The whole map is now covered in the stuff after 5 minutes.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nachtfalter on January 13, 2017, 04:39:57 PM
No more FPS death, yay!

Now, however, I've discovered that the save I had with the devil's eye growing on it?  The whole map is now covered in the stuff after 5 minutes.
Shouldn't happen if you saved at a moment when there were no Devils Tongue on the map.
(which, if you have no other way at all, you could force in dev mode)
Remove the mod Cave Flora from the loaded mods list in the main menu, end the game.
Change the lines in the files.
Activate the mod again and put it in the same position it was in before, restart the game again.

After that there should be no conflict even if you load a save file in which you had the mod active with Devils Tongue before.
I have played over two seasons now with the change that removed Devils Tongue and everything is A-OKAY
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 13, 2017, 07:57:26 PM
Hi guys!
I made a lot of improvements in Caveworld Flora and Cave biome mod.
Please get last update (https://github.com/Rikiki123456789/Rimworld/tree/master/Release) and tell me if it is better (I did not reproduced "plant reproduction" errors with this version ::)).

About Devil's tongue, I believe that what is causing troubles to a lot of you is the glowers being spawned/despawned.
I put a second commented version of "static" Devil's tongue ThingDef. Look in Plants_Wild_CavePlants.xml, you must remove the original ThingDef and just uncomment the second one. :)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 14, 2017, 12:22:29 AM
First impressions of the changes:

Rain storm inside a cave system?  Interesting!

New cave colony: A river!  Awesome!

Devil Eye seems under control.  Need to keep an eye on it, longer.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 15, 2017, 04:50:58 PM
Getting an issue where sunlight from cave wells seems to be either "on" or "off," instead of the gradual growing brightness and diminishing brightness as the day passes.

Also seems like the day and night cycle is reversed.  I get sunlight starting at 16 hours that lasts throughout the night but shuts off come morning.  This isn't consistent, though, and I'll have times when the mechanic seems to work as intended, and then the next day things are out of kilter, again.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on January 15, 2017, 11:56:38 PM
Yeah I got some FPS death on my last colony. So how exactly do I remove/get that static devil's tongue?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: vlad_1492 on January 17, 2017, 08:50:57 PM
Love the cave biome ambience.

One quibble- if there is enough light in the wells for corn, there is enough for solar power.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: sirgzu on January 18, 2017, 06:39:04 AM
I can't seem able to design build roof zones, is this intended?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: danielee on January 18, 2017, 05:45:24 PM
Great mod!Do you mind create a keyed folder and an English language file in it so that I can translate it into my language? I've finished translating all defs but I can't get to alerts because they are in the assemblies. Thanks!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 19, 2017, 02:55:31 PM
Yeah I got some FPS death on my last colony. So how exactly do I remove/get that static devil's tongue?
Look into the Plants_Wild_CavePlants.xml file. Remove the devil's tongue current def and uncomment the other one (remove the "<!--" and "-->" tags).

I can't seem able to design build roof zones, is this intended?
Nope, this mod does not changes this.

One quibble- if there is enough light in the wells for corn, there is enough for solar power.
This would require a lot of code for only at most 4 panels per cave well. ;)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Darkmark8910 on January 19, 2017, 10:16:47 PM
So uh, noob question... I'm planning to start a cave colony at work tomorrow. Do I need to enable both cave mushrooms and cave biome to get the new fungi? Or are the fungi already in the cave biome file? Thanks a lot!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rambus200 on January 20, 2017, 12:07:56 AM
One of the first things i tried with the cave mod was to put solar panels down, and found out i couldn't :( .

+1 solar panels, even if you can fit only four in a small patch. Maybe next feature/challenge for coding it in?

Thanks for the really great mod! It's very cool and impressive.

Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 20, 2017, 02:26:12 AM
So uh, noob question... I'm planning to start a cave colony at work tomorrow. Do I need to enable both cave mushrooms and cave biome to get the new fungi? Or are the fungi already in the cave biome file? Thanks a lot!
It is not well indicated but you NEED Caveworld flora to be activated BEFORE Cave biome. :)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Darkmark8910 on January 21, 2017, 11:15:54 AM
Phew, glad I asked. Thanks!! :)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on January 21, 2017, 11:02:30 PM
Finding a lot of pathing errors with the cave biome.  Pawns are looking for items that are hidden by the many caves but finding no paths so they're just standing around.

Also, visitors, caravans and raids sometimes spawn from points that aren't revealed.  Not sure if this is a behavior from vanilla Rimworld or the mod.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 22, 2017, 04:55:20 PM
Finding a lot of pathing errors with the cave biome.  Pawns are looking for items that are hidden by the many caves but finding no paths so they're just standing around.

Also, visitors, caravans and raids sometimes spawn from points that aren't revealed.  Not sure if this is a behavior from vanilla Rimworld or the mod.
Are you using the last version (is a river crossing the map)?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: carpediembr on January 22, 2017, 08:14:19 PM
I really like the change on the aquaculture basin. they better balanced now.

Any chance we could have a "check for food" more often? recently one of the hopped went out of food, was replaced shortly afterwards, but for the one check it had, it starved the fishes:

(http://i.imgur.com/H8on7H8.png)

And secondly, can we have a more expensive, refrigerated hopper?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 23, 2017, 03:07:09 PM
1) The "food check" is performed quite often but it needs 20 food at once per day.
In you case, there is not enough rice in the left hopper to supply to fishes.
You can order a hunter to resupply it before the fishes starve to death. :)

2) Your food won't spoil in the aquaculture hopper (even if the label does not say so). The RotProgress value is periodically reset to 0.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Shifted on January 23, 2017, 06:24:43 PM
First of all, thank you for all the effort you've put into this. The cave biome looks spectacular and I really want to play it. However, for some reason it seems the cave biome reduces my FPS to 25-30 when playing on speed 4 and 50-55 on speed 3 while every other biome is a constant 60 FPS on any speed (GTX1080, i7, 4K). I've gotten the same results testing it without any other mods except these two, and also tried using the commented out devil's tongue, which seems to make no difference for me. If you want me to do any tests let me know. 
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: vlad_1492 on January 24, 2017, 05:48:05 AM
Seems that fish brought to my freezer get flagged 'forbidden' automatically. Odd.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: sirgzu on January 24, 2017, 06:03:27 AM
Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on January 24, 2017, 02:59:47 PM
Seems that fish brought to my freezer get flagged 'forbidden' automatically. Odd.
Check your zone settings. I do not see anything else. ???

Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Fish resplenishment rate has been halved in last update (yesterday)! :)
Giant leaves will respawn when the stonegrass cluster is mature. Always keep 1 when harvesting it to let it regrow faster. ;)

First of all, thank you for all the effort you've put into this. The cave biome looks spectacular and I really want to play it. However, for some reason it seems the cave biome reduces my FPS to 25-30 when playing on speed 4 and 50-55 on speed 3 while every other biome is a constant 60 FPS on any speed (GTX1080, i7, 4K). I've gotten the same results testing it without any other mods except these two, and also tried using the commented out devil's tongue, which seems to make no difference for me. If you want me to do any tests let me know. 
Thanks! :D
I am still working on optimization. This is not easy to do as my PC is quite powerful... 8) but I have an idea to reduce CPU usage.
By the way, how do you get the FPS rate?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: harpo99999 on January 24, 2017, 05:01:53 PM
Seems that fish brought to my freezer get flagged 'forbidden' automatically. Odd.
I have seen this also , but when the first pier(out of home zone) was destroyed and another pier built(in home zone), the problem disappeared
Title: Re: [A13] Campfire party V13.1 (29-04-2016)
Post by: forestfey on January 24, 2017, 08:01:10 PM
Campfire party

  This mod adds a pyre to organize campfire parties.

Todo
  • Maybe add a tribal-style ritual?


oh wow a party-pire! greeaaat! :D I had a similar idea for tribal ritual stuff, but rather related to a totempole and idols... Mhh...maybe we could collaborate?

And please feel free to add my Smilodon to your cave-biome as a default animal... i'm workin on refining that, too. Of course!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Gregton on January 29, 2017, 10:14:16 AM
Hey, quick question. I've noticed that you cannot put the fungiponics basins in close proximity to each other, is there a way to alter that? I've got a cave embark and would really appreciate the ability to switch to mushroom production for food.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nefarian11 on January 29, 2017, 02:57:43 PM
Hey, i tried your Cave Biome mod, and i really like it but the fps in there is killing me and i don't know why. i can run  big maps with many colonists but can't run a medium size cave biome without playing with 15 fps all the time.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Darkmark8910 on February 01, 2017, 03:17:55 PM
I love this mod. No issues with it.

It's also surprisingly-cruel yet quite surreal in its natural beauty. On the one hand, I love having rooms lit and decorated with nothing but natural nature; cave lace, brightbloom, and so on. But the cruelty?

Oh, this cruelty. First, malaria hits 4/6 colonists. Then, while  still barely surviving from it, three (THREE!) wild wargs hunt a colonist to death at once. Then, while recupping from THAT, an infestation spawns. And then after THAT, a poison ship lies in the middle of my base, in the home zone, within the base's walls, through the cave well.

GREAT. At this point, I'm hoping more of my colonists keel over, if only so the raids become weaker. LOL

Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: sirgzu on February 02, 2017, 02:19:51 PM
Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Fish resplenishment rate has been halved in last update (yesterday)! :)
Giant leaves will respawn when the stonegrass cluster is mature. Always keep 1 when harvesting it to let it regrow faster. ;)
Ha this is great and thanks for answering so quickly :)
I noticed that gleamcap are only administered when pawns are set to glitterworld medecine, is that normal?
I thought gleamcaps were a replacement for herbal medecine. Where do they lie in terms of effectiveness? Could they be made available as ingredients to craft medecine?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Treason5240 on February 02, 2017, 11:22:11 PM
Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Fish resplenishment rate has been halved in last update (yesterday)! :)
Giant leaves will respawn when the stonegrass cluster is mature. Always keep 1 when harvesting it to let it regrow faster. ;)
Ha this is great and thanks for answering so quickly :)
I noticed that gleamcap are only administered when pawns are set to glitterworld medecine, is that normal?
I thought gleamcaps were a replacement for herbal medecine. Where do they lie in terms of effectiveness? Could they be made available as ingredients to craft medecine?

You can check the effectiveness of medicines by clicking on the "I" for information image on the item when selected.

If I remember right, gleamcaps are actually more effective than standard medicine.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: sirgzu on February 03, 2017, 04:53:04 AM
Fishing pier is OP. Perhaps fish shouldn't yield leather? Seems odd.
I'm half way through my second summer and most giant leaves haven't grown back, don't know if this is normal either.
Fish resplenishment rate has been halved in last update (yesterday)! :)
Giant leaves will respawn when the stonegrass cluster is mature. Always keep 1 when harvesting it to let it regrow faster. ;)
Ha this is great and thanks for answering so quickly :)
I noticed that gleamcap are only administered when pawns are set to glitterworld medecine, is that normal?
I thought gleamcaps were a replacement for herbal medecine. Where do they lie in terms of effectiveness? Could they be made available as ingredients to craft medecine?

You can check the effectiveness of medicines by clicking on the "I" for information image on the item when selected.

If I remember right, gleamcaps are actually more effective than standard medicine.
Wow again if that's right, OP

It's hard enough to get medicine, gleamcaps on the other hand aren't hard to mass produce...
This mod [A16] Chemicals extraction & Neutroamine crafting (R1) (https://ludeon.com/forums/index.php?topic=26108.0) has a really balanced approach to crafting medecine for example, you need to:

I like how this is hard to scale up, gleamcap should either be a lot harder to get (more like devilstrand) or their effectiveness should be on par with herbal medicine. Growing mushrooms is slow but easy since you can grow indoors therefor you don't need to worry about light or temperature. Another option could be to make it so that the fungiponics basins need to be topped up with potatoes/organics on a regular basis, perhaps using it as a source of fuel. The problem is that could make other mushrooms (especially gleamcaps) irrelevant...

One last thing, I noticed mushrooms don't seem to have a weight defined so they have the default 1kg/unit weight which is a lot compared to similar food/medicine and makes them impractical for trading.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: jmababa on February 03, 2017, 09:08:33 PM
Goodnight mod (Bed mod) can balance out the leather issue of this mod. Takes more leather than you can imagine to build a bed especially hammock. Its better to have leather in this fishing mod. Caveworld biome is not compatible with misc. Map Generator. Make it compatible with that so we can use cave biome. About what sirgzu sait about gleamcap is not entirely true try making gleamcap on flatland it's next to impossible + it's a great alternative to boomrat and boomalope on cave biome
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on February 03, 2017, 09:19:19 PM
Medicine potency was changed in A16. Gleamcap just did not follow as I cannot see all changes.
Thanks for the report. This will be balanced.

What's wrong with Misc. MapGenerator? Do you have an error log?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: forestfey on February 04, 2017, 04:31:51 AM
..I would be curious about such an error-log, too? (even though I'm not completely sure why... :P)

pls don't nerf Gleamcap too much. At least not yet? I think it might be worthwhile to play around with its value, given how "broken" the whole surgery and medicine stuff feels at the moment... (no offense! *looks around, then ducks*)
Even if I have set up a good neutro-milking routine with the boom-rats and got the meds production going steadily... I always have this sense of it just not being sufficient >.<  Gleamcap is a very good addition there!!!


*random (?) snippet of history: In the museum of Heraklion, Crete, you can find an interesting exhibit from the Minoan- oder Protominoan culture, about 4k yrs old. It is a necklace made from a banded, marble-like stone with a light blue(!!!) hue. The beads become slightly bigger to the "gravity-center" of the "chain" and where it touches your chest, some of those beads were exchanged with...yeah, looked like upside down mushrooms. Yes, a blue mushroom necklace, 4k yrs old. Perhaps from the maze of the Minotaur or something... People there worshipped booby-naked ladies holding snakes in their outstretched hands, y'know? Snakes being the harbinger of earthquakes, much? Like the one that destroyed the maze... Or so the story goes. It's too much to always remember it all. At least for only one person... %D
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: jmababa on February 04, 2017, 06:55:41 AM
Medicine potency was changed in A16. Gleamcap just did not follow as I cannot see all changes.
Thanks for the report. This will be balanced.

What's wrong with Misc. MapGenerator? Do you have an error log?

When you start new game it exits the game when i turn of 1 off the 2 the game works fine
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on February 08, 2017, 11:12:44 AM
Yeah I play with the more beds mod. So many blueblade hammocks. So many...

As for the medicine deal I actually like how effective gleamcaps are since I play with vegetable garden and making medicine isn't actually very difficult. Compared to gleamcaps which take a long while to grow.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: faltonico on February 19, 2017, 06:03:35 PM
Medicine potency was changed in A16. Gleamcap just did not follow as I cannot see all changes.
Thanks for the report. This will be balanced.
Just wait for A17... Tynan might really get things right then. Meanwhile, it is better to have something better that industrial medicine, that behaves like industrial medicine used to. I found both herbal and industrial medicines plain useless now, i don't even bother to craft them anymore, even when i am using vegetable garden.

On another matter, i had this error while trying to oven a bug hive, and now i having it regularly from time to time, seemingly at random:
Code: [Select]
Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
Verse.GridsUtility:GetTemperature(IntVec3, Map)
CaveworldFlora.ClusterPlant:get_isInCryostasis()
CaveworldFlora.ClusterPlant:get_Dying()
CaveworldFlora.ClusterPlant_Gleamcap:TrySpawnSporeSpawner()
CaveworldFlora.ClusterPlant_Gleamcap:TickLong()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

It is sometimes followed by (not always):
Code: [Select]
Exception ticking Gleamcap864053: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.ClusterPlant.get_lightGrowthRateFactor () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.get_isLightConditionOk () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.get_Dying () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant_Gleamcap.TrySpawnSporeSpawner () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant_Gleamcap.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: onerous1 on February 22, 2017, 09:32:14 AM
I can't get brightbells to grow in plant pots anymore. It says it's too far from natural rock which I understand, but how else are we supposed to use them. Was this intentional? Before I could use them in hallways, bedrooms, and pantry for light. Now I don't see any way to cultivate them. I've built a mountain base.

Edit: It's a conflict with the plant pots from the More Furniture mod and RIMkea. Vanilla plant pot works as intended.

Any idea why modded planters don't work?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on February 22, 2017, 10:41:21 AM
I just find that so long as they're within a couple of tiles of natural stone it's fine.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: onerous1 on February 22, 2017, 10:47:44 AM
I just found out that the plant pots from the More Furniture mod are causing the brightbells to die prematurely. The vanilla round plant pots work fine.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on February 22, 2017, 03:14:56 PM
Indeed. Same with Rimkea.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Gohihioh on February 23, 2017, 01:09:46 PM
Does alpha 16 version has fishing rod? Cos I'm only able to make harpoon at fishing pier and I was thinking if that's some sort of bug for me or it was removed.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: faltonico on February 23, 2017, 01:25:05 PM
Does alpha 16 version has fishing rod? Cos I'm only able to make harpoon at fishing pier and I was thinking if that's some sort of bug for me or it was removed.
I think it was removed, my pawns fish but i have never made a fishing pole.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: marvin__ on February 24, 2017, 04:12:48 PM
I have no idea where to place a fishing spot
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Trigon on February 24, 2017, 07:16:52 PM
Generally speaking I've found Marsh<Shallow<Deep water to be the best way to approach for maximum yields, and then fish stock seems to be determined by how much water there is.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: AngleWyrm on February 24, 2017, 08:20:37 PM
How many colonists will an aquaculture basin feed?
That is to say, how much nutrition do you get in a year from running one?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: danielee on February 24, 2017, 08:37:54 PM
What happened to the sushi mod?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: tospeed on February 28, 2017, 12:52:07 PM
Is UnderwaterPowerConduit work?
Mud tile can build it.
Can't build water tile and deep water tile.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: ts.vassilev on March 05, 2017, 10:03:21 AM
sowing growing zones removes the natural light spots and there is no ore , great idea but i guess it needs more work, il be keeping a eye on it
Are you using mod providing skylights? Could these be modyfing how roofs/sowing works? Are you cutting the glowing grass?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on March 14, 2017, 02:55:20 PM
Is UnderwaterPowerConduit work?
Mud tile can build it.
Can't build water tile and deep water tile.
Not for now. This is a test that I forgot to remove in last version. Sorry. :-\

This is just the old remains of a fan contribution.
What happened to the sushi mod?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: henk on March 17, 2017, 11:17:39 AM
Hi, I'm having problems with the Devi's tongue giving off a pink texture. It seems to be a missing texture file but I can't find anything in the downloaded files that hints at that, I don't think another mod could be interfering with it unless it's using a vanilla texture?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Elzephor on March 21, 2017, 02:35:43 AM
Hey Rikiki, I'm looking to try modding in a biome myself, and I'm looking for resources to help me get started. Do you think you can help me out? Any info would be much appreciated.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on March 23, 2017, 03:55:06 PM
Hey Rikiki, I'm looking to try modding in a biome myself, and I'm looking for resources to help me get started. Do you think you can help me out? Any info would be much appreciated.
That's a vast subject! I would be happy to help you if you have more precise questions. :)
1) You can first have a look at my source code on Github (https://github.com/Rikiki123456789/Rimworld). You will be mainly interrested by the CaveBiome mod.
2) Then please create a thread in the mod help page (https://ludeon.com/forums/index.php?board=14.20) and PM me with a link.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Nitneuk on April 16, 2017, 02:45:38 PM
Hey ! I started to use Fish Industry and I had no problem, but since this afternoon I cannot do anything to solve my problem : I have a hopper next to the bassin, with food, with electricity but the bassin tells me "(No food)"
What can I do ??
(http://img15.hostingpics.net/pics/698178Sanstitre.png)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: SpaceDorf on April 17, 2017, 08:30:11 AM
Hey Rikiki ..

I love your caveworld flora to pieces .. the glowing shrooms are one thing, that made the rim for me other-worldly ..

but with the addition of clusters and that onholy devilstongue I started to get real performance Issues after ingame year one.

At the moment I run between 180-190 mods, most of them QoL some of them additional buildings, items and the ferals.

In my second year the game started lagging at night, betwen 18h and 6h .. then ran normal again.
After I removed the Caveworld Flora Midgame ( quite the savegame cleaning )
the issue stopped.

I thought I let you know ..
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: JT on April 19, 2017, 11:50:19 AM
Is there a way to convert the fishing task to a manually-added job, similar to butchering?  The auto-added job tends to choke out other lower-priority jobs -- which, although it doesn't interfere with hunting directly, does interfere with so many other essential tasks like Construction and the like.  (Truth in videogaming, I suppose, since a substantial number of real life people would rather fish than work, too. =))


After I removed the Caveworld Flora Midgame ( quite the savegame cleaning ) the issue stopped.

Huh.  I was wondering what was causing my nighttime slowdowns and thought it was Enlighten's fault, since I installed that right around the same time.  It's not terrible enough for me to remove CaveworldFlora entirely, though.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Dr_Zhivago on April 19, 2017, 12:26:48 PM
Is there a way to convert the fishing task to a manually-added job, similar to butchering?

Check out Fluffy's "Work Tab" mod. There is a setting on the worktab that gives MANY more manual work options. In there you can change the priority of fishing. Just be careful with the other priorities that you alter. Some need to be in order, but fishing does not.

https://ludeon.com/forums/index.php?topic=16120.0
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on April 19, 2017, 02:43:06 PM
@Nitneuk: you need 30 vegetables per day for the aquaculture basin so it seems to be OK.
You are currently not breeding any fish. Just use the preset bills to select the desired species to breed.

@SpaceDorf: I just updated the cave biome and caveworld mods here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release). It should improve the performances. Let me know how it goes for you! :)

@JT: you can just forbid the piers if you want to stop fishing.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Lethe on April 19, 2017, 03:02:13 PM
Fish Industry:

Am I suppose to occasionally fish up gold? 'cos occasionally my pawns fishes up gold. Not much, maybe 3-4 pieces. Probably never more than 8. It's not mentioned in the mod's post, so figured I'd ask. I certainly don't mind it, it's a neat feature, I'm just not certain if it's intentional or not. There's also pearls that aren't mentioned in your post, which I assume your mod added in. I guess I'm just supposed to sell those.

http://imgur.com/a/FkYxK

In the changelog you said you removed the harpoon, but it's still there. o.o

Edit: It seems that you have updated cave biome and flora, perhaps update the thread title to reflect such?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: SpaceDorf on April 19, 2017, 03:39:19 PM
@SpaceDorf: I just updated the cave biome and caveworld mods here (https://github.com/Rikiki123456789/Rimworld/tree/master/Release). It should improve the performances. Let me know how it goes for you! :)


Thank you, what an amazing coincidence :)

Feedback will come swiftly.

And for the LuLz ..
I think the will reach my base the day after tomorrow :


[attachment deleted by admin due to age]
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: JT on April 19, 2017, 09:05:05 PM
Quote from: Rikiki
@JT: you can just forbid the piers if you want to stop fishing.

True, but stopping fishing isn't my goal -- finer control over the fishing counts and the quotas is. =)

Check out Fluffy's "Work Tab" mod.

Already using it.  But having to open up the Work tab and click anywhere from one to a half-dozen times on each and every fisherman to play with priorities or scheduling is far less convenient than being able to automate the process with the extra options like repetitions and stockpile quotas, and a manual job would still support current status quo with "do forever" jobs.  Aside from the development time, the only disadvantage to a manual job system would be existing users having to adapt and remember that piers are no longer fire-and-forget. =)

Actually, come to think of it, manual fishing would also be neat for allowing specific fish goals -- in addition to the generic "fish" job, if we also had catch squiggles, catch seasnake, etc. jobs then it could easily simply correspond to double the work required for the specific jobs compared to the generic job, to represent a catch-and-release policy on other fish types.

Since I also note that cave biomes actually specifically produce seasnakes, squiggles, and tailteeth in pools, filtering on jobs to prevent invalid ones from appearing would not only aid the user, but it would also provide emergent feedback on what sorts of species would be expected when fishing there -- if it doesn't prompt you for bluefins (or whatever they are, it's been a while since I played a surface colony), you can build elsewhere.

This would realise benefits by way that the large piles of fish leather that can crop up in stockpiles could be specifically targetted by species, so that enough leather to fulfill crafting jobs can be collected without needing to collect every type of leather, and/or to bolster stockpiles of a specific leather type to push it over the threshold necessary to complete a job.

What's more, a manual job would also let us specify automatic jobs via Colony Manager as well as allow other job-related mods like Crafting Quality to work their magic.

[edit] Hmm... one thing occurs to me.  The fishing job can fail (by intention) sometimes -- I'm not positive the existing system can handle failed jobs without increasing the job-completed count.  So that might need some hacking.  Hm.  Fairly big disadvantage, come to think of it.  For all the other benefits above I think it'd still be worth it to try, but this was never a must, only a could. ;-)
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: JT on April 23, 2017, 09:41:58 PM
So I hacked in a little tweak for Cave Biome that pulls the cave colours out of the skyColorsDay in the Weathers.xml rather than using a hard-coded variant, but I notice now that the source code up on Github is older than the updated version.  Any chance we could get the new code pushed so I can build against the new version? =)

All I did in the code, incidentally, was the following in MapCondition_Cave.cs:
Code: [Select]
        public override SkyTarget? SkyTarget()
        {
+           WeatherDef weather = WeatherDef.Named("CaveCalm");
+           caveSkyColors.sky = weather.skyColorsDay.sky;
+           caveSkyColors.shadow = weather.skyColorsDay.shadow;
+           caveSkyColors.saturation = weather.skyColorsDay.saturation;
+           caveSkyColors.overlay = weather.skyColorsDay.overlay;
            return new SkyTarget?(new SkyTarget(this.caveSkyColors));
        }

This is useful, e.g., for better compatibility with Realistic Darkness -- the colours I'm using for such a compatibility tweak on my end are:
Code: [Select]
    <skyColorsDay>
      <sky>(0.16,0.16,0.16)</sky>
      <shadow>(0.85, 0.85, 0.85)</shadow>
      <overlay>(0.3,0.3,0.6)</overlay>
      <saturation>1.25</saturation>
    </skyColorsDay>
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: JT on April 25, 2017, 12:50:52 PM
I've been playing a lot with Cave Biome recently, and it's a bloody awesome mod, but one thing I notice is the perfusion of Filth objects that accumulate rapidly in caves over time.  I'm only in my second year and pretty much every accessible area of the cave is literally coated with blood, sourced from animals and raiders and spread about by animals, raiders, visitors, and my own colonists of course.

Obviously, there's no rain in caves, so the conventional methods of cleaning filth globally don't work.

Here's a couple of ideas to help mitigate the problem:
1) Filth deleter.  As part of the cave biome map component, check a random tile per X ticks.  If that tile is under a cave roof or outdoors (i.e., not in a built-up player area), and if that tile contains filth, then delete the filth.  This represents the natural action of maggots and insects too small to see.

2) Sapotrophic flora.  Cave flora will automatically (but slowly) delete filth within range, and will periodically sprout in outdoor/cave tiles containing filth.  Suddenly those cave mushrooms aren't so palatable anymore... =)

3) Cave remora.  This would be a new "fishlike" insect that periodically hunts down filth and cleans it, receiving some nutrition.  If the map contains a large count of filth using AllThings<>, a scenario event might trigger bringing in a bunch of cave remorae to feed.  They are generally passive but will attack creatures that are profusely bleeding, seeking out the "filth" directly from the source...

Megascarabs could also automatically eat filth, since that's pretty much what scarab beetles do in reality, building up a big ol' ball of filth to carry their offspring and as food... just so happens that the filth is normally poop and not blood, but when in RimWorld do as the rimworlders do. ;-)

-----

Currently in addition to pulling my hair out over my own mod*, I'm putting on the finishing touches on a bugfix for the cave biome's cave wells, which never worked reliably on my end.  I moved to floating point and adjusted the system to work from DayPercent instead.  In addition, I've changed the "glow radius" adjuster to a "glow color" adjuster, which is more realistic -- the cave well is just as wide at night as it is during the day, but now shifts gradually in apparent brightness -- until after sunset when it is set to zero radius.  (This does mean that plants will start to grow even during dawn when the light radius is minimal, but that's an acceptable loss for me.)

I'll see about putting in a pull request on Github when I've polished up the code a smidgeon.

* Re: My mod, I evidently have to reinvent the wheel; it boggles the mind how difficult it is to reuse core code in JobDrivers and WorkGivers and the Ludeon-provided source code samples are too basic to accomplish anything of note. =P
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: SpaceDorf on April 26, 2017, 03:45:36 PM
@SpaceDorf: I just updated the cave biome and caveworld mods


Thank you, what an amazing coincidence :)

Feedback will come swiftly.


I am Sorry to report, that I forgot to Include the World Object at first.
After I finally reinserted Caveworld Flora in my Savegame today.
The Game did not slow down to a crawl at night.
But I observed a stutter every few seconds.
Normal Play for 3-5 Seconds than a one second stop .. even before any shrooms were growing.

Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nrish666 on April 27, 2017, 04:54:55 PM
I have been loving your cave biome mod. However I have noticed that a blight kills most of the cluster roots on the map denuding the map of foliage afterwards.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: AlphaMason on April 28, 2017, 01:31:47 PM
I don't know if it's a bug with my list of mods, but when I started in a cave biome the game failed to unhide the map.

Also, here's a list of all the mods a use:
HugsLib
Edb Prepare Carefully
Spoons Hair
FashionRIMsta
No Raid Storyteller
Fluffy's Breakdowns
More Mental Breaks
Psychology
Relations Tab
Blueprints
Animals Tab
Medical Tab
Work Tab
Follow Me
More Trade Ships
Clutter Hands
Colony Manager
Quality Builder
I Can Fix It!
Look At Me, I'm The Worker Now
Crafting Hysteresis
Step Away From The Medicine
Neutrainer and AI Persona Core Crafting
Luciferium Production
Glitter Tech
Improved Surgery
EPOE
De Surgeries (GE version)
A dog Said... No Crafting
A dog Said...EOPE patch
Medical Training
Silly Builder, Surgery is for Doctors
Misc Core
Misc Bees n' Honey
Fish Industry
Vegetable Garden
T's Extended Crops
Synthmeat
T's Raw Crops Thoughts
T's Extended Cloth
T's More Beds Cloth
T's More Beds Cloth - More Furniture patch
Goodnight - More Furniture and Medicaddons version
T's More Floors
Door Mats
Chicken Nest
Clutter Furniture
More Furniture
Medicaddons - More Furniture version
Pillows and Beanbags
Modular Tables
Misc Objects
MiningCo. MMS
Extended Storage
MiningCo. LaserFence
Clutter Structures
Bridges
Prepare for Fishing
T's Misc Stuff
MiningCo. Alert Speaker
MiningCo. ForceField
Misc Training
Practise Target
MIRV Artillery
Ocean Biome (Sd's version)
Caveworld Flora
Cave Biome
Misc Map Generator
Misc Map Generator Faction Base
Spaceship
Misc Robots
Misc Robots++
Misc MAI
Adv Pwr Gen
RTGs
Efficient Light
Temp Control
MiningCo. Power Fist
MiningCo. Mining Helmet
Hositality
Medieval Times
Research List  <---This mod I only use because the research tree doesn't fit very well on my screen with all my mods.  I'm hoping to fix that so I can stop using this mod.  I like the alpha-16 research tab better.
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Rikiki on May 01, 2017, 03:30:48 PM
@Lethe: yep, this is one little flavor of the mod. You may encounter more fun rare events! ;)

@AlphaMason: it can happen when a caravan starts a new settlement (as it enters from a side, not the center of the map) and in some rare cases when starting a new colony. I'm sorry about that. :-\ You may try the dev tool to find your pawns or restart the colony.

@SpaceDorf: does it also happen on a new colony?

@JT: very good ideas mate! I'll pull your work soon. Thank you very much for the help on improving these mods! ;D
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: SpaceDorf on May 01, 2017, 07:05:32 PM
Sorry, I don't know ..

I will retry sometimes, but my current colony is running fine.
Usually it takes until year 2 until the problems start
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: nefarian11 on May 03, 2017, 07:19:33 PM
Recently tried Caveworld Biome and it appears that the opening to the surface are causing random fires, and the plants are overlit which causes them to die and (i think) make the fires happen. The fps are also terrible for some reason, especially at night.

A really great mod but sadly the fps drop in there makes the game unplayable =(

i've been using only these following mods: (only QoL or aesthetics stuff, i don't think it has anything to do with the horrible fps)

Floor Lights - Deadmans Clothing - Prepare Carefully - More Floors - More BedsVanilla - Mending - Conduit Deconstruct
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Dr_Zhivago on May 09, 2017, 11:48:33 AM
Can you include a "Build fishing pier" option, when you click on the fishing pier?
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: Topper on May 26, 2017, 09:10:47 PM
bump for a17 mushrooms!
Title: Re: [A16] Rikiki's Miscellaneous => Cave biome (08-01-2017)
Post by: PH-Kennedy on May 30, 2017, 08:51:02 AM
Please update to a17. I can't play Rimworld without these mods.
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: Rikiki on June 03, 2017, 04:35:09 PM
FishIndustry updated to A17! :)
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: kaptain_kavern on June 03, 2017, 04:40:14 PM
YaY!

Nice to see you back  8)
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: pktongrimworld on June 03, 2017, 06:13:32 PM
OH F*** YES A17 RDY!
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: dismar on June 03, 2017, 07:16:52 PM
Rikki! I rewrote your patch file to work with others better :)

[attachment deleted by admin due to age]
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: Rikiki on June 04, 2017, 07:02:01 AM
Rikki! I rewrote your patch file to work with others better :)
Thanks dismar! This is indeed more elegant. :D
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: Darkmark8910 on June 04, 2017, 11:55:07 AM
Hilarious bug report: fish can spawn in as manhunter pack on temperate biomes. My first hostile attack was to a single lone Sduggle attacking my colony. The tooltip telling my colonists they were monsters for fishing them was quite on-point, given the two fishing piers and the vengeful Sduggle attacking over land....

TBH I'm keeping this bug in my version even if you update b/c it's hilarious :D
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: Canute on June 04, 2017, 01:00:57 PM
Rimworld evolution, walking seafood ! :-)
Just wait until the whales can fly !
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: Rikiki on June 10, 2017, 12:00:51 PM
No more frenzied walking fishes in last version! :) But I do not force you ro update... ;)
Title: Re: [A17] Rikiki's Miscellaneous (03-06-2017)
Post by: wwWraith on June 18, 2017, 02:48:24 PM
Voting up for making a Fishing pier based on bills. Mostly because I want to be able to allow my pawns to use them only for joy activities when I have no need in meat/leather.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on June 18, 2017, 04:28:20 PM
Updated Caveworld flora and Cave biome mods. :D
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: kaptain_kavern on June 18, 2017, 05:17:43 PM
Thank you !
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on June 18, 2017, 05:33:15 PM
Thank you !
Your cavern is ready, my captain! ;D
Yes! that's some cave humor! ;)
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on June 18, 2017, 06:14:17 PM
Ohh no... I liked these caves so much in A16, but my current colony in the heart of the jungle (thanks kaptain_kavern ;) ) is far from complete, and I like it no less... Poor me, what should I do...

To be serious: thanks for the update :)

Btw, as I remember, boomrats in the caves are often dying from Black lotus toxin, then exploding and starting fire. May be you should make them resistant to toxicity? On the other hand, without thunderstorms it's the only source of natural fire. But those Black lotuses also dying in fire, it makes this source limited - so may be it'd better to let them to regrow?
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on June 19, 2017, 06:47:10 PM
Tried a new cave colony. I'm afraid there are a problem: there are no light in the cave wells. This error may be related to it:
Code: [Select]
Accessing player start spot before setting it.
Verse.Log:Error(String)
Verse.MapGenerator:get_PlayerStartSpot()
CaveBiome.MapComponent_CaveWellLight:MapComponentTick()
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
But may be not, because it was first time when I started with my not-really-well-working scenario that changed the race of my pawns when they arrives, so initial pawns disappears. Second time I started without it, there were no errors, but still no light.

Meanwhile... challenge accepted :D
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on June 19, 2017, 07:29:44 PM
@wwWraith: There will probably be an error if you use a mod that overrides the FindPlayerStartSpot GenStep. Your race mod seems to do so.

What do you mean by "there is no light"? It's a cave, there is in fact no sun above your head! :D
What is the temperature of your cave? Is the flora glowing?

Boomrats should indeed be resistant to black lotus toxins. I will change it. Thanks for the idea. :)

Black lotus should regrow when its symbiotic devil's tongue cluster is mature.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on June 19, 2017, 09:36:24 PM
As I remember in A16, there were simulated sunlight in the cave wells - a few mostly circular spots with water or rich soil and often animal corpses. There still are even notification telling about it shortly after arrival. I put a screenshot in the attachment.

The temperature is normal, the flora is glowing and growing, the fauna is crawling and growling, as well as our people's stomaches, the corpses are laying still, all seems to be well except those cave wells :)

Upd: after several ingame days passed, the light in the cave wells miraculously turned back on, with its radius changing according to daytime as intended. Still can't figure out what was the cause, it doesn't seem like I changed something with lighting, terrain, buildings, biome properties or whatever could be related.

[attachment deleted by admin due to age]
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: 1 Kiwi on June 23, 2017, 01:50:24 AM
What is the reason behind having campfires on the map and killing the animals which spawn?
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on June 23, 2017, 02:01:12 AM
What is the reason behind having campfires on the map and killing the animals which spawn?
Those animals have fallen in a cave well from the surface.
There is a small chance to discover a sacrificial stone.
All that is just to enliven the caves, add some fun details. :)

@wwWraith: an eclipse should shut down the light. But I doubt it triggered the first day of a new colony. Or were you using a scenario to activate it?
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on June 23, 2017, 04:37:59 AM
@wwWraith: an eclipse should shut down the light. But I doubt it triggered the first day of a new colony. Or were you using a scenario to activate it?

There was no eclipse or any other "abnormalities", there were no problems with light in other biomes, and this situation reproduced in several other new cave colonies. A little detail: after loading a previously saved game, there was light (even at night), but it turned off when unpaused.

But today I finally decided to make an investigation. I made a copy of ModsConfig.xml and started a new game with only your mods. Cave wells became normal (lit). Then I copied that old modsconfig back going to remove its portions to find the mod which caused conflict (I have 140+ of them, so it would take forever to do it one by one ;D). I started a new game again (still with full modlist, no changes in order or options), and... The cave wells are again lit as normal! :o I still don't know what it was and why it was fixed, but now it seems that the problem is gone. Probably it's the presence effect. Or may be some dark cave magic. So I'm sorry if it was a false alarm. Good luck in keeping up your great work :)
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Canute on June 23, 2017, 06:16:11 AM
wwWraith,
at the last colony, did you add some mods during gameplay?
If not the new colony may suffer these conflicts maybe too.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on June 23, 2017, 12:36:55 PM
wwWraith,
at the last colony, did you add some mods during gameplay?
If not the new colony may suffer these conflicts maybe too.

No, it was the same setup that I used in the previous colony. The only thing I can think is some changes that I've made even earlier but didn't noticed when light was fixed.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: PixelBitZombie on June 27, 2017, 04:53:49 AM
The performance for cave biomes at least for me is, it runs fast then slows doan then fast and slow again. I'm not sure if its the plants or not. Could be other added mods doing it too. Other than that the cave books looks legit man!
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on July 01, 2017, 03:41:37 AM
Hmm, once again I have a strange thing with the cave wells. Now it looks like volcanic winter (and probably eclipse) have no impact on them...

Upd: Oh my, how did you do it? :o Just as I've made this post, the lighting there became as intended again (I mean now there are no light whilst for a several days before winter they were brightly lit during a volcanic). I can swear I didn't anything, even didn't close the game, just once again reloaded the current save file after using dev tools for some tests.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on July 01, 2017, 09:41:21 AM
That's good to see you are a dedicated tester of my mods! :D
Please continue reporting strange things you encounter. :)
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: wwWraith on July 01, 2017, 12:10:48 PM
Heh... You knew that?.. :D Now after some more time volcanic winter still there, but the cave wells are brightly lit once again. Again, it's the same game, no changes in mods or options or whatever, no unusual things in console. I'm going to rename my colony to something like "The Cave of Thousand Mysteries"...
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: lorebot on July 06, 2017, 09:14:22 AM
@Rikki, any chance you'd move the research that Fish Industry and Cave Flora add into the same tab as your MiningCo. mods or find them a tab of their own? I know they only add 2 research topics, but clutter is bad :(
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Loki88 on July 15, 2017, 11:27:02 AM
Just wanted to ask if "Grilled fish" can become a thing in fish industry. It threw me off at first when my tribal derps were making simple meals when I told them to grill fish. I was hoping it was something that gaave a positive mood buff based on the tool tip (like a stackable +2) since I'm trying to do a tribal colony and them having fine / lavish meals doesn't seem quite right. I can do the xml coding for it just fine but my arting = crap... I love the mod either way though! cheers
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: antiwesley on July 16, 2017, 07:49:41 PM
Newbie poster here  8)
First, thanks for the fishing industry mod. I've been scratching my head how to get proteins for my pawns, so it's been a godsend.
BUT... I have no clue how to use them. When I set up the bills for the upscale meals, there's not an option to use any of the fish I've caught. :(

Should the FI mod be placed at a certain point in the mod loading list, or is something just not loading right?

Thanks.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: AngleWyrm on July 17, 2017, 07:15:44 AM
(http://cliparts.co/cliparts/riL/npE/riLnpExgT.gif)
I have no clue how to use them. When I set up the bills for the upscale meals, there's not an option to use any of the fish I've caught.

Here's a clue for ya, Shirlock: What do those upscale meal bills accept for ingredients?
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on July 18, 2017, 05:00:07 AM
@antiwesley: solution if Mickey's hint is not enough ;)

@Loki88: smoking fishes has been on the TODO list for a long time. I may add grilled fishes at the same time... when I get the time! :D
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Oblitus on July 18, 2017, 11:17:08 AM
@Loki88: smoking fishes has been on the TODO list for a long time. I may add grilled fishes at the same time... when I get the time! :D
Tribal Essentials already has smoked meat, which accepts fish meat as well.
Title: Re: [A17] Rikiki's Miscellaneous (18-06-2017)
Post by: Rikiki on July 18, 2017, 11:59:46 AM
@Loki88: smoking fishes has been on the TODO list for a long time. I may add grilled fishes at the same time... when I get the time! :D
Tribal Essentials already has smoked meat, which accepts fish meat as well.
So:
* add smoked meat. DONE! ;D
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on August 02, 2017, 04:39:40 PM
Added Chinese translation thanks to duduluu! Great thanks mate! :)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Nameless on August 10, 2017, 07:49:38 PM
Would really like to try this mod but im getting a bunch of error messages when i start up the game:

What am I missing?

[attachment deleted by admin: too old]
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: LiteEmUp on August 11, 2017, 02:36:44 AM
is there a chance campfire party gets an a17 treatment???
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Canute on August 11, 2017, 02:44:23 AM
Would really like to try this mod but im getting a bunch of error messages when i start up the game:

What am I missing?
You missed that the Mechanoid terraformer mod is an A12 mod, and you are playing A17 maybe A16.
There is no chance that this mod easyly works for A17, the author need to overwork it.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Nameless on August 11, 2017, 09:40:58 AM
I figure that one out so i removed it from the folder. I still can't start up caveworld and caveflora mod. Fishing Industry works though.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on August 13, 2017, 04:23:22 PM
I figure that one out so i removed it from the folder. I still can't start up caveworld and caveflora mod. Fishing Industry works though.
You must load "Caveworld flora" mod BEFORE "Cave biome" mod. ;)

@Canute: I am thinking about updating the Mechanoid terraformer mod to simplify it a bit. I think that the invasion part is a bit too hard (too much like the planet-killer weapon).

@LiteEmUp: I thought it was obsolete since parties have been added in the vanilla game. I may reconsider it as I really enjoyed seeing my pawns playing the guitar. :)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Canute on August 14, 2017, 03:08:32 AM
Ahh yeah invasion, bad thing !! :-)
I allways disabled or extract the core before to prevent it. Played it at last at A16 with the Hardcore-sk.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Onasaki on August 15, 2017, 06:38:49 AM
Is the cave world biome compatible with Jec's Arachnophobia mod?

A sprawling underground labyrinth seems like an awful nice place for a family of giant man-eating spiders to take up residence. (I have yet to see them spawn when I manage to get a game going. Though I've also had to reset a lot due to wrong choices in picking starting equipment.)

That said, is it also compatible with Rainbeau's Map Configure mod?
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on August 15, 2017, 08:00:32 AM
Is the cave world biome compatible with Jec's Arachnophobia mod?
That said, is it also compatible with Rainbeau's Map Configure mod?
It should be compatible with Arachnophobia (this prison pit seems really scary!).
I did not found Rainbeau's source code but this is surely NOT compatible with this as it also alters the map generation.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: SpaceDorf on August 15, 2017, 08:51:41 AM
That said, is it also compatible with Rainbeau's Map Configure mod?

It still could be, since Configurable Maps only alters local map generation multipliers
( number of geysirs, ressource density, animal and plant density )
without considering biomes.

Have you tried MapReroll ? Which does something similiar with reducing the amount of ressources on the map with each reroll.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: DiamondBorne on September 18, 2017, 02:14:43 AM
A17 Fishing Industry. Fishes seems to no longer drop their leathers when butchered, is this intentional or there's something wrong with my mod load order?
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on September 18, 2017, 04:30:13 PM
A17 Fishing Industry. Fishes seems to no longer drop their leathers when butchered, is this intentional or there's something wrong with my mod load order?
This is intended for balancing. Only tailteeth still give leather.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: faltonico on September 22, 2017, 12:21:59 AM
From caveworld flora A17, out of nowhere:
First>
Code: [Select]
Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
Verse.GridsUtility:GetTemperature(IntVec3, Map)
CaveworldFlora.ClusterPlant:get_isInCryostasis()
CaveworldFlora.ClusterPlant:get_Dying()
CaveworldFlora.ClusterPlant_Gleamcap:TrySpawnSporeSpawner()
CaveworldFlora.ClusterPlant_Gleamcap:TickLong()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Followed immediately by>
Code: [Select]
Exception ticking Gleamcap1527778: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.get_isOnCavePlantGrower () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant.get_Dying () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant_Gleamcap.TrySpawnSporeSpawner () [0x00000] in <filename unknown>:0
  at CaveworldFlora.ClusterPlant_Gleamcap.TickLong () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This also happened in A16.
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Canute on October 15, 2017, 03:43:24 AM
caveworld flora,
the fungiponic need to be build on rough rock, but after it is build i can build floors below it. And it is still working.

Suggestion to create a 1x1 plantpot to plant brightbells.

Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on October 16, 2017, 02:41:09 PM
Quote
caveworld flora,
the fungiponic need to be build on rough rock, but after it is build i can build floors below it. And it is still working.
Mmh, I don't know if I can prevent it. I will see. Thanks for finding that! :)

Quote
Suggestion to create a 1x1 plantpot to plant brightbells.
When fungiponics is researched, you can plant brightbells in vanilla plant pots. ;)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Canute on October 16, 2017, 03:28:15 PM
Good to know, maybe put that info at the description ! :-)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Kori on October 17, 2017, 03:58:11 PM
Any chance for an A17 Campfire party? :)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Theobod on November 22, 2017, 08:58:48 PM
Any chance of a B18 release? I crave me some Fish Industry in the new swamps :)
Title: Re: [A17] Rikiki's Miscellaneous (02-08-2017)
Post by: Rikiki on December 04, 2017, 04:43:42 PM
Any chance for an A17 Campfire party? :)
I doubt it since it is now part of vanilla. Maybe one day?

Any chance of a B18 release? I crave me some Fish Industry in the new swamps :)
I am working on it. Try the new MiningCo. Spaceship mod instead! ;)
Title: Re: [B18] Rikiki's Miscellaneous (09-02-2018)
Post by: Rikiki on February 09, 2018, 11:02:53 AM
I just updated Fish Industry to B18. :)
==> you can now use fishing zones. Just be patient for fishes to appear! ;)
==> fishing pier needs a research under the "Fish industry" research tab.
This is an early version so balance may be off.

Have no time to update the description right now... Read inspect panels until I do.
Title: Re: [B18] Rikiki's Miscellaneous (09-02-2018)
Post by: Harry_Dicks on February 09, 2018, 05:41:03 PM
Yes! Woohooo! Thanks Mister Rikiki ;D I've been wanting to try Fish Industry for awhile! I also had to make a personal mod for myself with the pyre from campfire party. That texture is just too beautiful!
Title: Re: [B18] Rikiki's Miscellaneous (09-02-2018)
Post by: s44yuritch on February 10, 2018, 09:03:32 AM
Fishing Industry works in B18, I only have one thing to report so far: every time a fish is caught, there is an 'animal revenge' event, as if the fish is going to fight back... only it's already dead. The constant alert sounds are a bit annoying.
Title: Re: [B18] Rikiki's Miscellaneous (17-02-2018)
Post by: Rikiki on February 17, 2018, 11:05:21 AM
FishIndustry is finally updated for B18. :D

Fishing Industry works in B18, I only have one thing to report so far: every time a fish is caught, there is an 'animal revenge' event, as if the fish is going to fight back... only it's already dead. The constant alert sounds are a bit annoying.
That has been improved in last version. Thanks for the report! ;)
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: dismar on February 25, 2018, 03:34:05 PM
Hey Rikki,

I am getting the following error on the steam version of the Fishing mod :

(https://i.imgur.com/l3qKCHP.png)

I was able to fix it on my end by changing the Texture folder "Ui" to "UI".

I don't know if its a steam download issue but I thought you'd like to know.

dismar
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Yck on March 01, 2018, 03:04:00 PM
I just found out your mods. Can't wait to see Cave Biomes updated to B18!
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Harry_Dicks on March 01, 2018, 04:35:55 PM
I just found out your mods. Can't wait to see Cave Biomes updated to B18!

Not the same author, but this should hold you over until then. Biomes! first release is a cavern biome, and it's ready for you to try right now! https://ludeon.com/forums/index.php?topic=33530.0
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: CrazyMalk on March 21, 2018, 12:48:29 PM
The game is telling me that both the Fish and Squid bodies have more or equal coverage than 0... I tried to fix it myself, but i get really lost when i have to fiddle with body part coverage :p
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Rikiki on March 25, 2018, 02:53:26 PM
The game is telling me that both the Fish and Squid bodies have more or equal coverage than 0... I tried to fix it myself, but i get really lost when i have to fiddle with body part coverage :p
Strange, I do not get these warnings.
Are you sure you're using the latest version (V18.1 (https://github.com/Rikiki123456789/Rimworld/blob/master/Release/FishIndustry%20V18.1.zip))?

@dismar: I think it is Steam-related (otherwise I would get soooo many reports on the mod's Steam page! ;)).
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: DiamondBorne on March 25, 2018, 10:52:48 PM
I would kill for Cave biome and Caveworld flora right now. Cold Crystal is the central of my gameplan in A17 and now I can't live without them.  :'(
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: CrazyMalk on March 27, 2018, 12:31:32 PM
Quote
Strange, I do not get these warnings.
Are you sure you're using the latest version (V18.1)?

I am, but the errors disappeared, out of nowhere. Weird.
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Father on April 16, 2018, 09:41:55 AM
i'm having the same warnings, for fish and squid, appeared during first initial loading of the game.
see below:
BodyDef Fish has BodyPartRecord of Body whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

BodyDef Squid has BodyPartRecord of SquidBody whose children have more or equal total coverage than 1. This means parent can't be hit independently at all.
Verse.Log:Warning(String)
Verse.BodyDef:CacheDataRecursive(BodyPartRecord)
Verse.BodyDef:ResolveReferences()
Verse.DefDatabase`1:ResolveAllReferences(Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


edit :
already use the version 18.2
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Jan2607 on June 15, 2018, 09:41:29 AM
Is there any way that the fishes can survive a micro fungus?
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Rikiki on June 16, 2018, 03:55:21 AM
@Father: quite strange. I have no such errors. Do you  have a mod modifying races?

@Jan2607: yes. If the room cleanliness is high enough, it should pass quite fast.
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Crow_T on June 16, 2018, 02:22:37 PM
Hello, is there a way to adjust the rate at which fish get caught? I wouldn't mind seeing it be a bit harder.
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: jmababa on July 27, 2018, 08:28:30 PM
Is caveworld flora gonna be updated to A18 anytime soon. I really like it without having to get caveworld biome
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: MonkeyD.Ruffy on August 05, 2018, 06:55:28 PM
Hello,
If I deconstruct a fishing pier it leaves two water tiles called "fishing pier floor".
This floor can't be removed or build on, bc it's too unstable. Anyone else has this issue?

greetings Ruffy
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: thisbloke on August 06, 2018, 02:10:22 AM
Rikiki,

How dare you teased us with fresh grilled fishes...and not have it available for 1.0?!  :o
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: dkurage on August 09, 2018, 02:45:07 AM
I really hope the cave biome/flora mods get updated too. I miss how technicolor all those little glowing mushrooms made my mountain bases. And cold crystals! I really miss cold crystals, especially for my primitive playthrus
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: agentbad on August 09, 2018, 06:36:53 AM
Can't seem to get my colonist to fish. I added the mod after already starting a new colony but I can build peers no problem. I'm in a frozen tundra biome but there's water.
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: Rikiki on August 14, 2018, 02:28:54 AM
Hello,
If I deconstruct a fishing pier it leaves two water tiles called "fishing pier floor".
This floor can't be removed or build on, bc it's too unstable. Anyone else has this issue?

greetings Ruffy
That is strange. Do you have mods modifying the terrain like bridges or terraformation?

Rikiki,
How dare you teased us with fresh grilled fishes...and not have it available for 1.0?!  :o
1.0 is not out yet I think, this is still B19 balancing. ;)
It will be updated in good time.

I really hope the cave biome/flora mods get updated too. I miss how technicolor all those little glowing mushrooms made my mountain bases. And cold crystals! I really miss cold crystals, especially for my primitive playthrus
Since vanilla added small grotos and glowing mushrooms, I am affraid that Caveworld Flora mod is a bit outdated now.
I have not decided yet if I will update it.
Be assured that cold crystals will be for sure in a tiny mod. I really like it too with tribal colonies! :D

Can't seem to get my colonist to fish. I added the mod after already starting a new colony but I can build peers no problem. I'm in a frozen tundra biome but there's water.
Fish resplenishment rate is really low in cold biomes. Just be patient I think! :)
When selecting the pier, it will give you more info (like "bad temperature").
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: dkurage on August 17, 2018, 02:26:59 AM
Good to hear that the cold crystals will get an update, love those things. Shame your on the fence about the mushrooms though. I think your's are different enough from the vanilla mushrooms that they don't feel redundant. If anything they'd add some nice variety. I only ever see the vanilla mushrooms off in same natural cave, if the map has one. But yours would sprout all over my mountain bases lol. But I get that not everything makes the cut sometimes.
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: jmababa on August 29, 2018, 10:07:00 AM
Fish industry plz update this to b19 I miss fishing on rivers or puddles or beach also update caveworld flora to b19 I miss the bright colors
Title: Re: [B18][MODLIST] Rikiki's Miscellaneous (17-02-2018)
Post by: lance789 on September 25, 2018, 11:09:18 AM
Fish industry plz update this to b19 I miss fishing on rivers or puddles or beach also update caveworld flora to b19 I miss the bright colors
i 2nd this
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: Rikiki on November 06, 2018, 03:52:02 PM
FishIndustry has been updated to V1.0!
Enjoy and your feedback is welcome! :)
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: publicuser on November 09, 2018, 08:44:54 PM
Add and modify some Simplified Chinese translations of Fishing Industry which untranslated based on existing translation, by master_wu. In attachment
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: JT on November 12, 2018, 05:14:08 PM
Thanks for the Fish Industry update!  AFAIK there are now three competing fishing spot mods (plus one fishing net mod!), and Fish Industry remains my favourite.

So, so eagerly looking forward to CaveWorld Flora and Cave Biome. ;-)
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: Rikiki on November 24, 2018, 07:40:56 AM
Add and modify some Simplified Chinese translations of Fishing Industry which untranslated based on existing translation, by master_wu. In attachment
Thank you! :) I will update the translation as soon as possible.

So, so eagerly looking forward to CaveWorld Flora and Cave Biome. ;-)
Spaceship will come first then I will see what I decide about those mods.
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: Rikiki on November 28, 2018, 04:47:30 AM
@publicuser: can you check your translation? It is throwing a lot of errors on my side (about 200).
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (06-11-2018)
Post by: publicuser on November 28, 2018, 06:13:00 AM
@publicuser: can you check your translation? It is throwing a lot of errors on my side (about 200).

What kind of errors?
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Asmith on February 27, 2019, 01:46:44 PM
Hello, just started using fish industry, and have a question.  It seems like I can't feed the aquaculture tanks anything but meat, and the meat spoils before it is all used by the tank.  So without a lot of micromanagement several stacks of meat have to be spoiled to raise one batch of fish.  Is this intended behavior?
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Exende on March 29, 2019, 01:46:24 PM
Doesn't the mod come with a refrigerated hopper so that this doesn't happen?
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Vehicular_Zombicide on July 19, 2019, 03:51:25 PM
How do I get pearls and oysters besides trading for them? Is there any way I can produce them myself?
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Rikiki on August 16, 2019, 02:12:30 AM
@Asmith: you should only put vegetables in vanilla hoppers to feed your aquaculture basins.
You can regulate the temperature in the room with an A/C.

@Exende: it was removed a while ago fr simplicity.

@Vehicular_Zombicide: you can only get oyster by fishing. It is random and you cannot grow oyster by yourself.
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: forestfey on October 02, 2019, 01:52:55 PM
with almost a year passed I'd like to raise the question again, if caveworld flora and -biome mod will get updated?  :D
Title: Re: [1.0][MODLIST] Rikiki's Miscellaneous (28-11-2018)
Post by: Alundra on November 02, 2019, 11:18:12 PM
Why no steam downloads? I dunno what I'm doing on github but I'd really love the party campfire :)