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RimWorld => Mods => Releases => Topic started by: kaptain_kavern on June 04, 2017, 09:16:02 PM

Title: [1.0] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 04, 2017, 09:16:02 PM

(https://steamuserimages-a.akamaihd.net/ugc/856101343600336418/4A1989AAFA6C515E5AB1B4DC4A82F449576DB119/)

(http://i.imgur.com/ub7FZzA.png?1)
This mod alter both tropical biomes : it add a significant amount of new animals and plants to the game and increase fauna and flora diversity.
* Prisoner Tynan and Modder Colonists not included

Description


The new tropical biomes are challenging biomes with deadly diseases, strong animals, intense rainstorms and a thick jungle canopy that makes movement and expansion a challenge.

Added Animals :

Jaguar, Panda Bear, Tiger, White Tiger, Tapir, Junglefowl, Peafowl, Okapi, Snow Leopard, Arctic Hare

Added Plants :

Ferns, Palm Tree, Mahogany Tree, Strangler Fig, Bromeliad, Wild Rice, Bamboo, Taro, Stump Tree, Banana, Lemongrass, Coconut Palm, DreamVine, Heliconia, Jitter-Weed, Wild Smokeleaf, Wild Psychoid, Wild Cotton, Rafflesia, Hive in a tree

Added Consumables :

Taro Root, Coconuts, Bananas, Jitter Berries (drug), Lemongrass, Dream Root (drug and can be used to craft Neutroamine), Honeycomb

Some tips for surviving in tropical environment:

- Download Link - (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/releases/latest)
- Steam WS Link - (https://steamcommunity.com/sharedfiles/filedetails/?id=1110093272)


All new arts were done by Coercion

(http://i.imgur.com/Ex58Eis.png?1)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 04, 2017, 09:16:24 PM
(http://i.imgur.com/BIlTqVb.png)
Same spot on the, same seed. With and without the mod
(http://i.imgur.com/DpOqCiF.png)

(http://i.imgur.com/TEyklTp.png?1)

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

(http://i.imgur.com/qkIJLd6.png)

(http://i.imgur.com/0sy8Q5P.png?1)

(http://i.imgur.com/dSVzcQz.png?1)

(http://i.imgur.com/LtQe92H.png?1)

(http://i.imgur.com/vgdUT4C.png?1)

(http://i.imgur.com/qicdPLo.png?1)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 04, 2017, 09:16:44 PM
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Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 04, 2017, 09:17:03 PM
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Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: PureReject on June 04, 2017, 11:10:53 PM
Looks like a great mod to liven up the jungle. Will be using it on my next colony
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: br1zz on June 04, 2017, 11:40:16 PM
wow this looks awesome, a dense jungle is a great addition to the biomes !
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Dryerlint on June 04, 2017, 11:59:34 PM
Holy fuck dude this is great!
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kcirdor on June 05, 2017, 02:22:40 AM
This mod is awesome.  I did encounter the Harvest problem again, after a good 5 hours into a game. But I just deleted my grow zones, kept one for heal root, and decided to live off the meat provided by the jungle cats constantly hunting wild life.  Every day I use the Allow tool mod to allow all, and I get a good 5 to 11 dead animals to butcher. 

Just keep in mind the cats will attack you so you need to bring your animals along for back up.  Not bad when you tame a few cats either.  I currently have a stable with a White tiger, a Panther, a Jaguar to go with my Elephant and Panda. That's not even including the cattle and huskies that joined.  They all live off the land, except the huskies.

This biome is difficult to traverse, so I suggest settling on a road. I also suggest building your own road to get to the other side of the map.  A wooden road is best, because as you clear out trees, you just have 1000's of materials already close by to place down before the ground is quickly reseeded.

I am not sure what is causing the Harvest bug.  Seems when there are more than one grow zone it happens sometimes.  But I am not sure.  Of course I like that the little picture has me harvesting in the OP.

tip for everyone... you can make plenty of money selling the wood. Just collect it before it deteriorates, cause it rains pretty steady and most things deteriorate within a few days.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Hydromancerx on June 05, 2017, 02:50:34 AM
So will this mod focus just on the jungle now? Or will it try to expand to other areas like the original animal and plant mod was planning?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: christianmc1101 on June 05, 2017, 03:03:41 AM
You monster! You catched Tynan!
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Moonsong on June 05, 2017, 03:53:32 AM
Tapir is tougher than a warg? Quite a surprise. How will it work with Vegetable Garden mod? Also for some reason Hospitality-enhanced visitors got exausted and entered into the loop of leaving attempts making it pretty much unplayable. I'm not sure if this mod is the reason though.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Dryerlint on June 05, 2017, 05:28:53 PM
I have encountered some clearing problems where as soon as I clear a tiles a new plant will grow up in its place.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kcirdor on June 05, 2017, 07:13:17 PM
I have encountered some clearing problems where as soon as I clear a tiles a new plant will grow up in its place.

That is exactly what I am referring too in placing wood down for paths because the reseeding is almost instantaneous. That isn't a "problem" but a feature of the mod.  Its supposed to be extremely difficult to clear the rain forest.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 05, 2017, 08:17:35 PM
I did encounter the Harvest problem again, after a good 5 hours into a game.
[...]
I am not sure what is causing the Harvest bug.  Seems when there are more than one grow zone it happens sometimes.  But I am not sure.

I made a "silent" update at the very last time, just a couple hours after the release (I was thinking nobody already downloaded it, sorry). This update erased files that were "duplicate", concerning "wild" version of vanilla plants. And I suspect the "harvest bug" was related to that. If you can do a complete/clean update (erase the whole mod folder before re-installing the last up-to-date one) I'm pretty sure it will be gone (but I'm also pretty sure it will bug with an existing colony :( really sorry)

So will this mod focus just on the jungle now? Or will it try to expand to other areas like the original animal and plant mod was planning?
Yes indeed. From now on the mod is only focused on this biome. Mostly because the artist is gone for now, so I can't add more art myself. I made a post with a bit more explanation (https://ludeon.com/forums/index.php?topic=26265.msg335191#msg335191)

It also mean that I will be able to put my time and effort in other projects (I just reached the Animal Collab team and i'm actually helping them to polish the last bit of the mod - most of the work was already done before I jump in)

Tapir is tougher than a warg? Quite a surprise. How will it work with Vegetable Garden mod? Also for some reason Hospitality-enhanced visitors got exausted and entered into the loop of leaving attempts making it pretty much unplayable. I'm not sure if this mod is the reason though.
This bug doesn't seem related to anything the mod involved, indeed. But we keep in touch (here is a good place), in case it happened again, I will look into it (if you can keep trace of the precise error msg or even better the log file)
Regarding animal stats, I already have a note in my to-do list for look up and balancing all animals (and even plants *sigh*). In fact I have just done a quick update for the A17 and the whole thing needs more balancing, IMHO.

And after all of that (understand it's planned for tomorrow), I'll look into making the compatible with VG (but without stripping this mod of everything for those who doesn't play with it)

I have encountered some clearing problems where as soon as I clear a tiles a new plant will grow up in its place.
Like kcirdor said, it is indeed the way we originally want the mod to be. The jungle is supposed to be quite "aggressive". But I will look into balancing that a bit as the mod was originally balanced for A15 and A17 have changed the skill impact on plantworks.

A feature that I will try to implement ASAP is some special flooring, with low or no cost and low work amount; in order to clear the vegetation out.

(https://camo.githubusercontent.com/e138f422261fe91d5e85b94557ba57c5267a67f0/687474703a2f2f692e696d6775722e636f6d2f34484b473146712e706e673f31)

On a side note, I used to put a row of flower all around places I want the vegetation out. Not ideal but it can help, provided enough


Thank you all for your kind words and/or feedbacks.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: cuproPanda on June 05, 2017, 08:25:39 PM
Looks good! The jungles look like an actual forest now :)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: effervescent on June 05, 2017, 08:35:43 PM
I'm not the person who first reported the Hospitality issue, but I'm also having that bug, so here is my dump log: https://pastebin.com/0QKRBX8E
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 05, 2017, 09:56:33 PM
Thank you. This will help in theory. I also will download it for test.

I heard it causes bug with other mod as well but I haven't look into it myself. Now I will :-D


Argh, effervescent do you still have the complete log please? I need to see all informations, especially at the game start lile modlist and order , and things like that.

Because for now, all errors your send me aren't from this mod at all
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Plasmatic on June 06, 2017, 04:51:49 AM
This looks very interesting, I'll def give this a go on my next colony, I like that I HAVE to build floors or I get run over by vegetation :)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: effervescent on June 06, 2017, 05:38:21 PM
Yes, here, I'm dumb and I didn't notice the "share logs" button before. https://gist.github.com/HugsLibRecordKeeper/5a7dbd8d38e52cb3182ff47644a83e2f (https://gist.github.com/HugsLibRecordKeeper/5a7dbd8d38e52cb3182ff47644a83e2f)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: 2Ton21 on June 07, 2017, 05:54:20 AM
My feedback having played this mod.

Too many super thick tree clusters make beginnings quite the slog, Trees like mahogany are way to abundant and take forever to cut down, This would be fine if they where more sparse instead of one being practically every 2-5th tile or closer.

The biggest issue I have is the spawn rate of the dam trees, the small plants I could get but having a new full 300 health tree pop up where I just cut down a tree makes no sense and with the increase in cut down time means I practically lose the whole day getting rid of it AGAIN. The trees need more growth stages with separate cut down times. It should take more time for a cleared section to recover then from being Cut planted down. I cant even cut paths it grows back so quick, I waste time sending pawns to cut a section for my builder to build walls and rooms in when the dam trees and plants are back within the dam hour it seems, ugh its silly. If this was Indiana Jones vines would be growing back right behind the ones he was cutting as he moved forward. Really ruins it but overdoing it. Cant even feel like I am making a dent. Maybe add a dam chainsaw?

I pray for alpha beavers. But I don't even believe they could make a dent. They would probably give up and go home.

It looks really nice though and other parts feel really good, I wish the there was more variance in the plant sprites and more shades of green and other colors used for vegetation, seems to all blend together right now into a noisy mess of the same shade of green. Also the trees seem to be so big they hide my stuff.

Also some of the big trees should provide far far more cover during firefights.

I don't know how to change the tree spawn rate myself, but i did figure out where to change the time it takes to cut down a tree, so ill probably end up just self editing and halfing the current values on all trees.
I can take down stone walls and mine metal faster then I can cut down allot of these trees, and the Rock does not grow back.

I do like the mod though.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 07, 2017, 08:40:11 AM
Thank you so much for the precise and detailed feedback.

I do taking notes and I will do better in the next release :D

It's definitely needing way more balance.
I do want the plants and trees to be a challenge but not to the point where it become ridiculous. It's kinda hard to achieve balance.  I wasn't 100% happy with balancing in A15 but it was better than now IMHO. And the changes with plant cutting in A17 haven't help either. But hey it's why we shouldn't mod an early access game ^^

So i'm back to :  playing, taking notes, balancing stats a bit, rinse and repeat

Again thx for sharing your thoughts

If you are into editing : Look in plant def, <growDays> is pretty self explanatory and <reproduceMtbDays> is the time they spawn "sapling" by day (not 100% sure)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kcirdor on June 07, 2017, 09:26:17 AM
My feedback having played this mod.

The biggest issue I have is the spawn rate of the dam trees, the small plants I could get but having a new full 300 health tree pop up where I just cut down a tree makes no sense and with the increase in cut down time means I practically lose the whole day getting rid of it AGAIN. The trees need more growth stages with separate cut down times. It should take more time for a cleared section to recover then from being Cut planted down. I cant even cut paths it grows back so quick, I waste time sending pawns to cut a section for my builder to build walls and rooms in when the dam trees and plants are back within the dam hour it seems, ugh its silly. If this was Indiana Jones vines would be growing back right behind the ones he was cutting as he moved forward. Really ruins it but overdoing it. Cant even feel like I am making a dent. Maybe add a dam chainsaw?


For pathing set it to build wooden floors and you have wood immediately next to you as you clear. Place walls on top of wood pathing, bam no worries about reseeding.   OR , place wood walls, and use the mod JT replace walls to put down stone walls in place of the wood. You are welcome.  Source: Over a couple hundred hours with this mod.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: khearn on June 07, 2017, 01:55:43 PM
I started playing a "rich explorer" game  in a tropical rainforest with this mod, and it certainly makes things harder. I've finally got a freezer and kitchen/bedroom set up after 10 days. It didn't help to get an escape pod when I only had one room set up, and I made the mistake of capturing the survivor, leaving my colonist with noplace to sleep. Then a couple of raids came in, and the pod survivor escaped during one of them.

Raids that would be easy to deal with normally (charge rifle vs. clubs) are much harder because of the heavy cover. You just can't shoot them down before they close to melee range.

All movement is really slowed down by the vegetation. Slogging through the jungle to collect the starting steel/wood took a while. Setting up a network of paths made of wood floors helps a lot, and is worth the time investment. At least now movement between fields, buildings, and mining area is easy.

I got stuck with a Yorkie as my starting pet, which is a bit of a liability. :-P I've confined it to stay indoors at all times, for fear of the multiple large cats roaming the area. Can't afford the mood hit if it gets eaten. Only having one pawn, I'm pretty hesitant to try and kill the predators. Heck, I was afraid to kill off the panda that was raiding my survival meals before I got my freezer completely walled up.

The various trees are kind of hard to tell apart. I noticed my pawn cutting down coconut palms a couple of times while building walls/paths, when I hadn't noticed they were there. It would be nice to be able to spot them a little easier for harvesting purposes. But maybe I'll get better at spotting the various plants as I get more experience with this mod.

So far this mod seems pretty good. Thanks for making it, and I'm looking forward to seeing what else you do with it.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: FifthRom on June 11, 2017, 07:07:02 AM
Hi! Thanks for the awesome mod. I have downloaded it yesterday and had quite some fun. However, I have encountered the problem where my growers do not harvest anything, but just stand there. You have written that you made an update to fix that problem, but it does not look to be gone. I do use other mods, so...can't say whether it has to do something with that or not. Just a heads up.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: BlueWinds on June 12, 2017, 03:22:59 PM
I've seen a couple people reporting the issue, but here's an error log for the harvest zone bug: https://gist.github.com/HugsLibRecordKeeper/f3397b3f5f8e85b70ecc4201252cda62

Unfortunately I was unable to reproduce the bug in a simpler setup. If I start a fresh colony using the same mods and immediately set up two growers zones, they work as expected - makes it rather hard to track down if it's mod incompatibility somehow. But I hope the log will at least be a little helpful. :)

Edit: The same thing occurs if I clone the master branch, rather than use your download link from the first post (the release is 7 commits behind master).

Edit2: Oh, and of course someone else has already tracked down the cause. https://www.reddit.com/r/RimWorld/comments/6fiiqn/a17_tropical_rainforest_mod/dio25cc/
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kcirdor on June 12, 2017, 03:59:08 PM
Thank god they figured out it.  For the life of me I couldn't figure out the cause and I didn't want to keep bringing it up if I was the only one experiencing the problem.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Pheanox on June 13, 2017, 10:42:46 PM
I also have had issues with Hospitality, might just have to not play with Hospitality while using this Biome.  The problem occurs because the map is so dense and hard to move through, which is a feature of the mod.  Visitor AI is notoriously bad about pathfinding and walking in to raids or through carnivorous animals, etc.  Always been a problem with visitors in general and the Hospitality mod, you get blamed for their stupid AI and inability to properly defend themselves from the hazards on your map.

Why people notice it so much with this mod is because it takes so long for visitors to leave, so a loop will start up about visitors leaving over and over, and it takes forever for them to leave, and it spams your log until the game chugs down to about 5 fps.  I honestly don't know if there is anything kaptain_kavern can do to mitigate it.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Ashardalon411 on June 14, 2017, 05:25:59 AM
but you can do something ! you can make relatively safe roads of stone or wood from the middle and the corners of the map who pass in the range zone of your turrets (raids, captain obvious). For more safety you can make intermediary roads who joins corners and the middle for drain the flux of the visitors.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 14, 2017, 08:58:23 AM
Be happy thats just tropical forest and not tiberium.
Once i played that the whole map beside my base area was covered with tiberium. Visitors and caravans arrived my base, but barley made it off the map again since the tiberium infection killed them before.

Some roads should be your first priority after you build your basic needs. This is the difficult of this biome.

Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 16, 2017, 10:28:18 AM
Thank you all for your patience and for helping each other out.

The "harvest" bug will be fixed today (I will make a quick update). Thanks to some pretty precise bug reports and some help from other modders. 

This bug is only concerning fully-grown "Strangler Figs" and "Mahagonny trees", and only if they are in a growing zone. To solve the problem you can just designate the concerned tree to be cut down and force a pawn to do it. (If it's a direct order then no bugs)



For today I will only add that bug correction/fix (will be done in a couple of hours)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Pheanox on June 16, 2017, 12:49:15 PM
@kaptain_kavern  not sure if this is helpful or insightful but I just saw this on the Hospitality mod thread. "Yeah... Mods that add animals to guests break hospitality and there is a chance that you can't recover from this bug now." That was posted by Orion in response to someone having the Hospitality bug mentioned. It's on page 114.

Look forward to the harvest bug fix! I was wondering why one day my pawns were harvesting fine and the next they weren't.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Umbreon117 on June 16, 2017, 03:04:49 PM
REALLY fun mod. I have a few other mods installed, but in the 4ish hours I have played with the mod, I have only one real problem...No the heat wave doesn't count...WHY DID YOU GIVE ME A HEAT WAVE ON DAY 2 RANDY!?

The problem I have is that the instant I chop a plant, a tree will sometimes grow right in that spot. I have no problem with the growing back quickly part, but having a TREE do that is irritating. I currently have 2 colonists that I am willing to let build, but building is slowed massively by this problem. (For reference, I had 4 tiles left to build around my building. It took two days purely because of the stuff growing back as a tree)

Other than this, everything I have currently dealt with relating to this mod is working as I believe is intended.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 17, 2017, 04:34:53 PM
(http://i.imgur.com/0Jvfbq5.jpg)
New Update


What changed?

- Fixing the harvest bug by vastly reducing (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/commit/631fb99ca5a57f581652949a8c307d6f04a3a5ee) the time for harvest Mahagonny Tree & Fig Strangler

- Added Pith Helmet (A big thank you for Thirite (https://ludeon.com/forums/index.php?topic=26265.msg268260#msg268260) who donated textures)

Protect from the Sun (as the cowboy hat) and give a little bonus in plant harvesting/cutting
(https://raw.githubusercontent.com/kaptain-kavern/CK_AnimalPlant_Pack/master/Textures/Things/Pawn/Humanlike/Apparel/SafariHat/SafariHat_front.png)

- Added 2 modded floors. Intended to be used as path/track in the forest (Or to prepare an area for future construction)
Both have no cost in material but can only be constructed on vegetation or diggable soil, respectively

(http://i.imgur.com/F30MMuT.jpg)


Download link updated in main post (https://ludeon.com/forums/index.php?topic=33296)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: BlueWinds on June 17, 2017, 04:44:14 PM
Thanks for the fix. It's a shame that you had to reduce it though, I really liked the 'takes forever to clear' aspect of those trees. :) Will be trying out the new version right now.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: naschkokthe3rd on June 17, 2017, 07:49:44 PM
Looking forward to trying this out. What's the status regarding compatibility with Vegetable Garden?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 17, 2017, 09:36:44 PM
Regarding VG compatibility, the only effort I've really made for now is not to use similar plants. But that's really all.
Tbh I haven't use VG since a long time. So I'm really open to suggestions regarding this. What is acting/looking weird when having both mods activated, or things like that.

@bluewinds : Mahagonny Tree will still take ages to cut but the value I originally set was what causing the said "harvest bug". They are now using the maximum value permitted by the game ;-)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: br1zz on June 17, 2017, 09:41:38 PM
Looking forward to trying this out. What's the status regarding compatibility with Vegetable Garden?

yea same here, i cant play without vegetable garden + seedsplease anymore  :'(
but this mod looks so great.................
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 17, 2017, 10:33:21 PM
Please elaborate. Could you all give me some hints on what could be needed regarding VG compatibility?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on June 18, 2017, 12:40:56 PM
Thanks for the update, now it's really playable without that constant masochist feeling ;) Btw, why you didn't make this Pitch Helmet craftable?

And a little suggestion: what about adding an incident when several cobras spawn somewhere inside your buildings? Like modified Manhunter Pack or Infestation, but not as manhunters initially. They will try to find food and may hunt colonists and animals. If attacked, they will become manhunters as usual, but player will have a choice to get rid of them "peacefully", just making them to find a way out. And of course, there may be other animals that seems appropriate to this behavior, cobras are just a first examle that came to my mind. May be some swarms of venomous spiders or flies, with high armor rating for sharp damage? ;)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 19, 2017, 04:17:02 AM
Hey kaptain,
your boat is sinking or your forest is burning. No just a little bug.

With this mod enabled (serveral other mods too) i get a repeating error message, and that don't happen with disabled mod.
I tryed to start a new colony as lost tribe and use the scenario editor. Once i click at the "edit mode" the error pops up.
That only happen as lost tribe, not with the other 2 default scenarios.
Since the debug log didn't appear at full size i can't use hugslib to share the log, output_log as attachment.



[attachment deleted by admin due to age]
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: khearn on June 19, 2017, 06:08:57 PM
Thanks for the update, now it's really playable without that constant masochist feeling ;) Btw, why you didn't make this Pitch Helmet craftable?

And a little suggestion: what about adding an incident when several cobras spawn somewhere inside your buildings? Like modified Manhunter Pack or Infestation, but not as manhunters initially. They will try to find food and may hunt colonists and animals. If attacked, they will become manhunters as usual, but player will have a choice to get rid of them "peacefully", just making them to find a way out. And of course, there may be other animals that seems appropriate to this behavior, cobras are just a first examle that came to my mind. May be some swarms of venomous spiders or flies, with high armor rating for sharp damage? ;)

If I'm going to have cobras infesting my houses, I want mongooses (mongeese?) to keep as pets to deal with them.

"This (https://ebooks.adelaide.edu.au/k/kipling/rudyard/jungle/chapter9.html) is the story of the great war that Rikki-tikki-tavi fought single-handed, through the bath-rooms of the big bungalow in Segowlee cantonment. Darzee, the Tailorbird, helped him, and Chuchundra, the musk-rat, who never comes out into the middle of the floor, but always creeps round by the wall, gave him advice, but Rikki-tikki did the real fighting."
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on June 19, 2017, 06:29:07 PM
"This (https://ebooks.adelaide.edu.au/k/kipling/rudyard/jungle/chapter9.html) is the story of the great war that Rikki-tikki-tavi fought"

Yeah, it's what I was thinking about :)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Meatbomb on June 21, 2017, 06:10:20 AM
I love your mod.

I did a retexture of the plant work to make it better match the original game art, I hope that is ok?  Please check it out:

https://ludeon.com/forums/index.php?topic=33902.0
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: 2Ton21 on June 21, 2017, 11:13:14 AM
Thank you for the update/fix, Still have the issue of trees instantly replacing themselves and having to be cut down over and over in the same spot. Can you put in some kind of cool down timer? so if x tile is cleared of a tree a tree cant spawn there for x amount of time?

Would really help with this.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on June 21, 2017, 11:45:26 AM
2Ton21, you can designate this new Trampled vegetation track or Packed dirt prior to building, this way pawns will automatically cut down plants and instantly lay floors so no more regrowing. It's even seems to be logical. But there still may be some situations when this workaround won't work, probably with terraforming like in Rainbeau's Fertile Fields.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 21, 2017, 11:56:53 AM
Yep, the new floor works great, special when you want to build walls.
If you want to build floors, you should build a roof first.
The "grass" don't grow under a roof, but trees and other plants still appear but thats not that much like "grass".
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: 2Ton21 on June 22, 2017, 05:13:15 AM
Something I have noticed with the work to build of the trampled and packed dirt floor is that their work to build is 5 and 12. Building the vanilla wood floor is only 2 work to build? that intentional? I have been using the more floors mod and just building barn floors because it is quicker and then i have a construction/haul stopper that keeps plants and trees from regrowing as well with the hauler mod.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Wilponderroci on June 22, 2017, 08:33:59 AM
I would love to see some compatibility patches with hospitality and this mod as they are both true works of art
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 22, 2017, 08:41:51 AM
Something I have noticed with the work to build of the trampled and packed dirt floor is that their work to build is 5 and 12. Building the vanilla wood floor is only 2 work to build? that intentional? I have been using the more floors mod and just building barn floors because it is quicker and then i have a construction/haul stopper that keeps plants and trees from regrowing as well with the hauler mod.
Yes that was intented. Both floors don't need resources to be build.
when you build wood floors you need to have wood closeby or the tile could regroup while the builder haul wood.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on June 22, 2017, 11:09:58 AM
Something I have noticed with the work to build of the trampled and packed dirt floor is that their work to build is 5 and 12. Building the vanilla wood floor is only 2 work to build? that intentional? I have been using the more floors mod and just building barn floors because it is quicker and then i have a construction/haul stopper that keeps plants and trees from regrowing as well with the hauler mod.

Earlier I used the floors from the More Floors mod, too, but now the Trampled paths are quicker. The hauling and accidental cutting regrowed plants often take a lot more work.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Pheanox on June 22, 2017, 12:39:36 PM
I would love to see some compatibility patches with hospitality and this mod as they are both true works of art

What is the issue you are having with Hospitality?  There used to be a conflict but I haven't seen any issues after a recent update to TropiCKAPP.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 22, 2017, 01:20:27 PM
Me either, no conflicts.
Visitors just have sometimes a hard time to move to your base because of the slow movement and predators.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Wilponderroci on June 23, 2017, 12:35:53 AM
there was a weird bug where when a group was leaving the map it would just keep dinging and messaging to infinitude.

could be another mod no question. I think the map was actually desert.

I had read there were some incompatibilities due to faction adds and animals, I assumed that it may have an issue even if it wasnt on tropical.

nonetheless the dinging and spamming of the screen was rather unnerving. 

removing hospitality stopped it.

I will post the mods Im using in hospitality thread in the next 24hrs.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 23, 2017, 12:49:16 AM
Yep, the last (and only) update should have solved compatibility issue with Hospitality.

Sorry folks I keep post-poning replying in this thread but I'm reading everything. Will make a proper post later. Hope you're enjoying the mod
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Hydromancerx on June 23, 2017, 04:07:19 PM
Can you release a stand alone version with just the animals?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Wilponderroci on June 27, 2017, 04:06:38 PM
So yeah this is the mod list attached if this is helpful. Not sure if its this mod specifically thats conflicting with hospitality.

Again the issue is that if a visitor trys to exit the map under certain conditions it will trigger an infinite loop of beeps and notifications.

i.e. blah faction is leaving.

I have also posted this in hospitality.

[attachment deleted by admin due to age]
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on June 27, 2017, 04:34:02 PM
Wilponderroci, Hospitality conflicts with RefugeeStats.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Pheanox on June 27, 2017, 11:29:38 PM
So I've been using TropiCKAPP Rainforests for a while now and thought I would weigh in on my thoughts on the balance.

My biggest issue every time I play is that jungle-cats eventually all start hunting solely my animals and pawns.  I thought this was just part of the challenge but I started looking around the map.  I noticed that almost all other animals had been eaten other than elephants.  I think there are either too many jungle-cats spawned on the map, or they get hungry too quickly.  They seem to be eating the entire map of animals before they can repopulate or re-spawn, which forces about 15-20 panthers, tigers, and jaguars to circle my base until I draft a bunch of pawns and wipe them out.

Other than that, the new paths are an excellent addition, way less ugly than putting wood down everywhere but still take a significant amount of time to cut paths for your base.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on June 30, 2017, 08:46:49 AM
kaptain_kavern,
could you maybe rename the packed dirt floor into smooth dirt/terrain ?
Because at [A17] Rainbeau's Fertile Fields exist a terraform tile "packed dirt". Some player could be confused when they want terraform your packed dirt floor into something else and that didn't work. You don't see a different if it is packed dirt floor or packed dirt tile.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on June 30, 2017, 12:25:14 PM
So I've been using TropiCKAPP Rainforests for a while now and thought I would weigh in on my thoughts on the balance.

My biggest issue every time I play is that jungle-cats eventually all start hunting solely my animals and pawns.  I thought this was just part of the challenge but I started looking around the map.  I noticed that almost all other animals had been eaten other than elephants.  I think there are either too many jungle-cats spawned on the map, or they get hungry too quickly.  They seem to be eating the entire map of animals before they can repopulate or re-spawn, which forces about 15-20 panthers, tigers, and jaguars to circle my base until I draft a bunch of pawns and wipe them out.

Other than that, the new paths are an excellent addition, way less ugly than putting wood down everywhere but still take a significant amount of time to cut paths for your base.
Thank you so much for your feedbacks!
That is what modders need to make precise balancing. I will definitively look at decreasing a bit (or more ^^) jungle-cats occurrence.


Can you release a stand alone version with just the animals?
I haven't forget about you neither ;) - It is planned. Promise


I would love to see some compatibility patches with hospitality and this mod as they are both true works of art
With the last up to date version of both mods you should not have problems, normally (not this one at least  :o). The old bug is now fixed.

kaptain_kavern,
could you maybe rename the packed dirt floor into smooth dirt/terrain?
Because at [A17] Rainbeau's Fertile Fields exist a terraform tile "packed dirt". Some player could be confused when they want to terraform your packed dirt floor into something else and that didn't work. You don't see a difference if it is packed dirt floor or packed dirt tile.
Thank you too for reporting this one.
I have replied in R-FF's thread, I will definitively address this little problem.
In fact, I even asked for some help from R-FF's author for making it more compatible. If it's possible I would prefer for my modded floor to be deactivated if R-FF is present.



Thank you all for your interrest and feedbacks and for just being generally awesome, clever and polite :p

Next update will be minor update/fix with all of what I just talked  ;D
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Sp0nge on June 30, 2017, 06:57:31 PM
Ever plan on putting this on Steam Workshop? And whats the policy on usage in modpacks?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Someone64 on July 01, 2017, 01:58:46 PM
This has compatibility issues with the cave biome mod as it crashes on world gen when loaded together.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: wwWraith on July 01, 2017, 02:12:56 PM
Someone64 - no, I'm currently playing with both TropiCKAPP and Cave Biome without crashes.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: dburgdorf on July 01, 2017, 04:08:17 PM
In fact, I even asked for some help from R-FF's author for making it more compatible. If it's possible I would prefer for my modded floor to be deactivated if R-FF is present.

I took a look at what you've got, and making them compatible will be a piece of cake.  And I'm working on a "Fertile Fields" update, anyway, so it shouldn't be long before it's done. ;) The next version of my mod will make sure that any attempt to turn packed dirt to soil will work on either type of packed dirt, and will also patch your packed dirt so it can't be directly constructed, so that packed dirt floors/paths/whatever will have to be constructed via my mod's terraform soil to packed dirt option.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: BlueWinds on July 03, 2017, 12:06:37 AM
Just wanted to second the report of "too many jungle cats" - the number starts out looking fine, but over the course of a year or two, they eat everything else and seem to become more common.

Thanks again for continuing to work on this, I really enjoy the unique challenge of the new jungle. Keeping the farm clear of weeds is almost a full-time job for one of my pawns!
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Meatbomb on July 03, 2017, 04:09:36 AM
I have been using this mod a lot last couple of weeks.  I love it!

Of course I also have feedback, keep in mind that key message is "I love it" and would not be complaining if I didn't care  :)

1) Yes, there are too many cats.  Tigers panthers jaguars it becomes a swarm, need to kill 1 or 2 every night and still they are everywhere.

2) Tree size scaling.  Because it seems many of the trees have their drawsize increased, it is very unclear where usable lumber is.  Huge tree... nope,  no wood there, that is a brand new junior mahogany sprout...

3) Related to above, because of the scaling and because the graphics of the trees include a lot of "underbrush", it gets way too packed and very unclear what is where.  The extra bushes / ferns at the bottom of trees end up in adjacent tiles.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on July 03, 2017, 04:57:31 AM
2) Tree size scaling.  Because it seems many of the trees have their drawsize increased, it is very unclear where usable lumber is.  Huge tree... nope,  no wood there, that is a brand new junior mahogany sprout...
You should just made a big growing zone around your base, but disable sowing. Your people will auto. cut down trees when they are mature.

Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: faltonico on July 03, 2017, 06:30:29 PM
2) Tree size scaling.  Because it seems many of the trees have their drawsize increased, it is very unclear where usable lumber is.  Huge tree... nope,  no wood there, that is a brand new junior mahogany sprout...
You should just made a big growing zone around your base, but disable sowing. Your people will auto. cut down trees when they are mature.
Or view the growth percentage before designating to cut.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Meatbomb on July 03, 2017, 11:03:31 PM
It is not so much that I need suggestions on how to find usable wood.  I can figure that out  :)  It is that the decisions made about the way graphics display in this mod means that the relation between what you see (many many huge trees) and the actual gamestate (baby trees with no wood but look huge) is broken.  Looking at the game should provide useful information and by making most jungle trees (especially mahogany) way bigger than initial game design would dictate means you cannot look and see this information in a simple and natural way.

If there was a mod that was "goth" and had all pawn clothes always bloodied, this would be a design flaw... yes you can still go to health tab to see injury status, but at a glance it would look like all pawns are always injured.  Game data being obscured by a design / display change. Same idea here, but with the trees looking too big  :) 
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: faltonico on July 03, 2017, 11:45:03 PM
Interestingly, I on the other side see the base game sizes of trees as a design flaw.

There are big mahogany and bigger ones. Pick the bigger ones.
(https://www.mediafire.com/convkey/c192/4bj48pwh2vhg1tk4g.jpg) (http://www.mediafire.com/view/4bj48pwh2vhg1tk/TropiCKAPP.jpg)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: 2Ton21 on July 04, 2017, 07:55:36 AM
Biggest problem I have with the trees and growth states is that it seems they take the same amount of time to cut down a full grown mahogany as it does a 1% sprout :P. Work to cut down trees should be relative to their growth and how much wood you get.

Yeah too many cats... I constantly have to have my turrets shooting them as they walk into my base every morning, and hope they don't try to attack a colonist or that dude is gone for good.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: hoaxdream on July 06, 2017, 09:12:40 AM
any ideas

CE returning BodyType Undefined for pawn CK_Python116867
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
CombatExtended.CE_Utility:GetCollisionBodyFactors(Pawn)
CombatExtended.CollisionVertical:CalculateHeightRange(Thing, FloatRange&, Single&)
CombatExtended.CollisionVertical:.ctor(Thing)
CombatExtended.CE_Utility:GetBoundsFor(Thing)
CombatExtended.<>c__DisplayClass59_0:<CanHitCellFromCellIgnoringRange>b__0(IntVec3)
Verse.GenSight:LineOfSight(IntVec3, IntVec3, Map, Boolean, Func`2, Int32, Int32)
CombatExtended.Verb_LaunchProjectileCE:CanHitCellFromCellIgnoringRange(IntVec3, IntVec3, Thing, Boolean)
CombatExtended.Verb_LaunchProjectileCE:CanHitFromCellIgnoringRange(IntVec3, LocalTargetInfo, IntVec3&)
CombatExtended.Verb_LaunchProjectileCE:TryFindCEShootLineFromTo(IntVec3, LocalTargetInfo, ShootLine&)
CombatExtended.Verb_LaunchProjectileCE:CanHitTargetFrom(IntVec3, LocalTargetInfo, String&)
CombatExtended.Verb_LaunchProjectileCE:CanHitTarget(LocalTargetInfo, String&)
CombatExtended.Harmony.Harmony_TooltipUtility_ShotCalculationTipString_Patch:Postfix(String&, Thing)
Verse.TooltipUtility:ShotCalculationTipString_Patch1(Thing)
Verse.TooltipGiverList:DispenseAllThingTooltips()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on July 06, 2017, 09:20:55 AM
Hi hoaxdream,

From all I gathered, CE needs "special" animals (coded in a specific way) to be compatible. And tbh I haven't even started to look in that direction as I'm not using CE at all. I will have to make a patch I guess

It's something I may look into later, but for now, I have too many things to do. Updating and splitting the mod, making other mods, compatibility patches, Steam release, etc ...
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: hoaxdream on July 06, 2017, 09:54:35 AM
Hi hoaxdream,

From all I gathered, CE needs "special" animals (coded in a specific way) to be compatible. And tbh I haven't even started to look in that direction as I'm not using CE at all. I will have to make a patch I guess

It's something I may look into later, but for now, I have too many things to do. Updating and splitting the mod, making other mods, compatibility patches, Steam release, etc ...

yea my bad i didn't read that CE incompatible with adding new animals. thanks
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: MCreeper on July 07, 2017, 01:15:33 PM
From which mod  is this cool water on 4 and 5 comparing screens and is it saw to downloading if i a bit lagging on high speeds after a while?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on July 07, 2017, 06:28:27 PM
The water in vanilla was like that for a moment in the first A17 beta. It was reverted for the real A17 release.

Yes this mod will make things more laggish because of the added plants and animals (for each the game as to compute more) but in the end even on my old computer I can play. Also the more mods you add the more it became laggy.

Some things you can do to gain a bit of fps is playing on smaller maps (this is the best option for gaining fps), removing plants swaying in Options and using the "cleaning-savefile" mod
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: MCreeper on July 08, 2017, 02:59:28 AM
Oh ok. I meant lags with nonexistent mod on water, not with this  :)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Napple on July 08, 2017, 03:32:29 AM
A few questions:
1. are the jitter berries supposed to have the raw food debuff from eating them and is there some way to counteract this

2. are you considering some tropical meals to take advantage of the new crops you added

Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: lllMWNlll on July 23, 2017, 11:30:28 AM
It's been long since i did posted something at Ludeons Forums. It's good to be back...

I use this mod since 11A (i thing), really adds the "essential" for the Tropical biome in my opinion...
I got a suggestion: it's a quite dense rain forest. But i'm missing moss on the rock floor and on the natural rock walls. Google it "Tropical Moss" and see pictures. You get the idea.

You know the green moss grows in very humid regions like tropical rain forest and they can grow over the rocks, asphalt, wood, everywhere that it's constantly humid but not submerged, they look nice but are annoying. They make wood, metal material to deteriorate faster due to their humidity. They can cause in very rare occasions an short circuits in damaged and exposed cables (personal experience, was not fun!). Also they can help develop sickness if leaved alone for too long.

Would be a good addition to this mod, it increases the difficult to live in rainforest and content - adding moss to the sculptures which leave them even more beautifull.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Wilponderroci on July 31, 2017, 09:35:18 PM
seems to be throwing a few duplicate errors from your animal overhaul??

Should I be using only one of these?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on August 01, 2017, 08:37:28 PM
Alas my friend, yes.   :-\

For the time being.

You see I use some parts of TropiCKAPP to make some features for Animals Overhaul, so I have to update TropiCKAPP to get rid of the things that doubles.

I promise to make it quick :D Sorry for the inconvenience
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: faltonico on August 01, 2017, 09:36:54 PM
Alas my friend, yes.   :-\

For the time being.

You see I use some parts of TropiCKAPP to make some features for Animals Overhaul, so I have to update TropiCKAPP to get rid of the things that doubles.

I promise to make it quick :D Sorry for the inconvenience
The moment you update that, ill go back to the jungle.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on August 13, 2017, 11:55:44 PM
Update time and Steam release

This update will be save-breaking!

  !!! Do not update on an existing play/game !!!
      Be sure to completely remove the previous mod folder


This update removes all vanilla animals modifications.
You can have them back (and more) in the Vanilla Animals Overhaul (https://ludeon.com/forums/index.php?topic=34173.msg348838#msg348838) mod.

What was removed?
- Elephant eating trees and pack-Elephant
- Rhino, Gazelle, Ibex, Deer, Elk, and Caribou dropping tusks/horns/antlers
- Milkable Alpaca, Deer and Ibex

What has changed?
- Animal density changes - Less big cats and more prey :
        Chinchilla (from 2 to 1)
        Capybara (from 2.2 to 1.5)
        Tapir (from 1.5 to 1.6)
        Okapi (from 1.5 to 1.3)
        Elephant (from 0.6 to 0.7)
        Tiger (from 0.4 to 0.15)
        Jaguar (from 0.4 to 0.15)
        Peafowl (from 0.2 to 0.5)
        Panther (from .2 to 0.15)
        Alpaca (from 0.25 to 0.2)
        Cassowary (from 0.15 to 0.35)
- Plant density changes :
        Mahogany (from 0.6 to 0.3)
        Cecropia (from 0.3 to 0.2)
        Bromeliad (from 0.3 to 0.4)
        Coconut Palm (from 0.25 to 0.35)
- Reduced mahogany minimum and maximum size a bit (For visual coherence)
- Reduce Strangler Fig minimum size (So we see a bigger difference between the young ones and the mature ones)
Minor changes
- Removed lots of useless code (abstract bases from Core) that was not needed now. Could even improve compatibility a bit
- Fixing Rafflesias and Wild LemonGrass not being selectable and make the wild Bromelia un-selectable (like in vanilla where most "useless" wild plants aren't)
- Added ModSyncNinja (http://www.modsync.ninja) support

As always OP as been updated and download link is good to go.

EDIT: SteamWorkshop link will follow as soon as I've finished  ;D
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on August 14, 2017, 01:17:23 PM
Steam Workshop is setup ;p

Link added in OP    8)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Fisty on August 15, 2017, 09:34:06 AM
Moving over here to talk about Vegi Garden.. The only things I can see as being a problem is VG already adds bananas, coconuts, bamboo, figs, and neutro flower petals to craft neutroamine, not sure how they will work together.  Don't see the neutro being an issue having two options to make it and the result will be the default game item, but the others might cause problems.  Fruit trees, bamboo, healroot, mushrooms, extra decorative flowers, extra decorative trees, etc spawn wild on the map as well.  I don't know if your map generation/spawning will overwrite that or if they'll both contribute?  (I don't know how that part works, not a huge deal if yours just overwrites as long as it doesn't break the game)
Attaching a pic of all the options for planting with VG fully researched - I haven't played on a jungle map in quite a while, I might have missed something.

[attachment deleted by admin: too old]
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Canute on August 15, 2017, 10:10:08 AM
VG and this works together.
But tropical fruits arn't the same fruits you need for VG recipes even.
You will see 2 storage filter entries.
But this is only for the wild growing fruits. Fruits you can plant are VG only.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on August 18, 2017, 02:28:07 PM
Since last VG updates, Dismar (the author) added a compatibility patch.
It will detect "automagically" if you have TropiCKAPP activated and then adds my modded fruits to the right category, include them in VG recipes and all of that.

So all praise for him :p

____________________________

I just released on Steam (and added to github release) a version with only the animals
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Spino on August 21, 2017, 01:52:03 PM
The way this mod makes the jungles look is just marvelous, you can almost feel all the exoticity, humidity and diseases in the air, haha
I would totally use it if not for the fact that the animals collab project thingy already has pandas, tigers, etc. in it (though I may remove those from that mod just to use your rendition of those animals) + I'm using a mod, one of the functions of which is to increase the density of forests. In addition to TropiCKAPP doing the same... do you think the thickness of the jungle would become just a tad ridiculous?  Should I not be using those two together? :D
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Oblitus on August 21, 2017, 04:59:21 PM
+1 to no animals version.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on August 22, 2017, 11:52:52 AM
Hi guys, thanks for your feedbacks.

So yes, Oblitus had had the simpler (so the better, IMO) idea. I will release a version without animals (already made one without plants ^^). Did the animals in ACP are now better-balanced (I tried it once only), btw?

About plants density, I really have to have a look at this other one mod that change plant density, could you please give me it's name? (It was asked a couple of time on Steam as well).
I'm not that sure without real test; (it also depends on how the other mod is coded) but I think that if you launch mine after in mod order, you should be OK. I used patchOperationReplace in my patch file so I guess it should overwrite any other changes (for Rainforest biome o lay) if launched last
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Oblitus on August 22, 2017, 12:08:21 PM
Did the animals in ACP are now better-balanced (I tried it once only), btw?
Well, not really. ACP animals got some rebalancing, but not nearly enough to recommend it as vanilla friendly. But they are still fun as is. Spirit wolves FTW.
About plants density, I really have to have a look at this other one mod that change plant density, could you please give me it's name? (It was asked a couple of time on Steam as well).
http://steamcommunity.com/workshop/browse/?appid=294100&searchtext=density
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Spino on August 22, 2017, 12:26:09 PM
Hi guys, thanks for your feedbacks.

So yes, Oblitus had had the simpler (so the better, IMO) idea. I will release a version without animals (already made one without plants ^^). Did the animals in ACP are now better-balanced (I tried it once only), btw?

About plants density, I really have to have a look at this other one mod that change plant density, could you please give me it's name? (It was asked a couple of time on Steam as well).
I'm not that sure without real test; (it also depends on how the other mod is coded) but I think that if you launch mine after in mod order, you should be OK. I used patchOperationReplace in my patch file so I guess it should overwrite any other changes (for Rainforest biome o lay) if launched last

Since the first question (and most of the second, for that matter) has already been answered, I'll just add one more mod to the list, that allows you to change the density of forests, which is Configurable Maps (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375). I was talking about it specifically :]
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: laokangz2 on September 01, 2017, 04:23:20 AM
hi  nice to see this mod, like its a lot of animals,  i also like A DOG said  mod, this mod update recently.
could you  update a patch to work with ADS, below are ADS 's new update
add
new Heal old injuries/scars new 
new A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing new 
new scytherblade as tail replacement and powerclaw as leg replacement, prosthetic nose   new
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on September 01, 2017, 09:53:52 AM
Hi laokangz2

Thank you for asking this! The thing is I already updated it and release but it looks like I uploaded the wrong version on Github. And without you I had not realized it.

It's a shame as I'm one of the maintainer of ADS too |x_x]

I will corect this ASAP (in a couple of hours max)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: laokangz2 on September 03, 2017, 11:11:25 AM
thanks, but from Github, it also the old one, could you check  it, very thanks
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Luckspeare on September 15, 2017, 01:27:35 AM
Just wanted to say I'm really enjoying playing a rainforest tile with this mod.  Really makes it a lively biome with its own play dynamic.  Thank you!
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: RequiemFang on September 21, 2017, 09:33:28 PM
Curious is there a way to lower the amount of tree spawning? it's somewhat of a pain to have trees sprouting the very instant any crops are harvested. It's making tending crop fields very tedious.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: DiamondBorne on September 22, 2017, 04:36:09 AM
One of the best mod. Turns any jungle biome into Catachan deathworld due to how fast the weeds can grow. Never underestimate it or your pawn will spend entire day clearing weeds only to see them again in the morning.  :)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: GrimTrigger on October 02, 2017, 09:35:07 PM
Loving the mod so far, but I too am wondering what field I will need to change to slightly reduce the regrowth rate for the plants.  The numbers associated with "growdays" and "reproducemtbdays" is not necessarily intuitive. Most have a number in-between 3 to 7 days(?) but its very clear that this is not the case when clearing a field the plants regrow within an hour or so.  I just want the plants to stay 'cut' about a day or so and any assistance you can provide me so I can make the changes myself is appreciated!

EDIT:  Also... how do I go about reducing the amount of rain I get a little bit as well... while I get the whole rain-forest aspect, I dont know of any place that rains this often...
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: caesius on October 02, 2017, 10:52:18 PM
it looks greeeeeeeat!
so realistic!
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: DiamondBorne on October 03, 2017, 02:27:51 AM
Does this mod compatible/works with GeneticRim?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: GrimTrigger on October 05, 2017, 07:42:59 PM
I've seen no issues with GeneticRim, but the new animals are not included in the list of animals to be modified or used. 

No one has an answer to the regrowth/rain rate?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Harry_Dicks on February 01, 2018, 11:38:52 AM
Holy moly! This mod is freaking BEAUTIFUL! Could we ever expect a B18 release? Is something like that even on the horizon, even if it is a long ways away? Can't believe I haven't seen this before now. I guess it helps to stalk people's signatures, past posts, and github repositories. ;)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Harry_Dicks on February 04, 2018, 12:18:56 AM
There's a chance I may or may not have this working on B18! The non-stop rain from Cold Desert Nights (also B18!) is pretty freaking awesome, too! Gives it a real rainforest vibe, top not immersion! ;D

And I may or may not have asked Captain Kavern's permission to upload the B18 version ;)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Kori on February 12, 2018, 05:58:30 PM
Harry, do you think it is possible to deactivate the new animals  :(  for CE without breaking the mod?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Harry_Dicks on February 12, 2018, 06:23:48 PM
Harry, do you think it is possible to deactivate the new animals  :(  for CE without breaking the mod?

Absolutely. You can only have the plant changes if you like. I think CE has special plants that are required to make special ingredients. If it has any new plants that are added to the jungle, then I can make a version for CE that has them included if you need.

I guess I can have a few versions if you guys want, and this is all assuming that Captain Kavern would be okay with this, as he has been MiA for a little bit, and I would think he would want other people to enjoy his beautiful work :)

Also a disclaimer: I don't have any modding experience with CE. This is all from just sort of assuming how a lot of it works. With this mod being xml only, I think I should be able to get it to work with CE, but no promises.

Vanilla Versions
Regular
Without animals (some people may want this anyway for other reasons. For example Genetic Rim does not have cool variants for these)

Combat Extended Versions
Regular (including any plants added by CE, if it has them)
Without animals (again including plants if it needs them)
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Kori on February 12, 2018, 08:12:08 PM
That's very ambitious!
Even if I knew there aren't any links in your post yet I still tried to click them, just to be sure. :D

CE doesn't add any plants, only the animals would require a patch to make them compatible. This is from the CE thread:

Compatibility
Since CE makes sweeping changes to the combat system it is unfortunately incompatible with any mod adding new weapons and requires a compatibility patch. Mods adding new animals also require a patch to add new CE melee verbs and body shapes to animals. Trying to shoot at an unpatched animal will produce a log error to warn you about it using the default body shape.

For instructions on how to make a mod compatible with CE, see the CE Wiki (https://github.com/NoImageAvailable/CombatExtended/wiki) on GitHub.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: beeeboop on February 13, 2018, 05:58:06 PM
I played with this mod on A17. It was INCREDIBLE! Really, really well done. It's the most engaging biome mod that I've played. I'm super bummed not to see an A18 version. Is there any chance of an update?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Harry_Dicks on February 13, 2018, 06:04:33 PM
I played with this mod on A17. It was INCREDIBLE! Really, really well done. It's the most engaging biome mod that I've played. I'm super bummed not to see an A18 version. Is there any chance of an update?

If you read just a few posts previous, you will see that it is working. I have updated the mod to B18, I just haven't posted it. I was hoping to get a response back from Captain Kavern, but he seems to be not on here much lately :-\ So I might do it soon, because I don't recall seeing any license information anywhere for this. If anyone has, please, let me know.
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Hydromancerx on March 08, 2018, 03:29:47 PM
Has the animal only mod been updated?
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: The Real Soviet on May 11, 2018, 09:40:11 AM
This mod is really the beautiest mod, that I've ever seen  ;D
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: KevinHann on September 05, 2018, 11:31:50 PM
Please tell me this mod isn't dead  :'(
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: Paznoz on November 26, 2018, 05:57:47 PM
He is currently updating it!!!!  8)
All hail KK !
Title: Re: [A17] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on April 01, 2019, 02:34:37 PM
Hi fellas, guess who's back ?  8)

Thanks to the help of some user from Github who took over my previous failed attempt at updating the mod and finished the work, I have now a playable version on Github. Just meaning it starts and I can play a bit without errors.

I'm now in the process of polishing things before a proper release. (Bugtracker (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/milestone/3) is here)

The more adventurous of you can download the prototype from the main page of the Github repository (https://github.com/kaptain-kavern/CK_AnimalPlant_Pack) (but you are full aware of this being prone to be filled with bugs).
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: kaptain_kavern on April 07, 2019, 07:21:17 PM
Et Bam !

1.0 update baby!  8)

Code: [Select]
Update to 1.0

    - The mod now adds the new plants and animals to Tropical Swamp as well
    - The mod also add 2 new arctic animals to cold Biomes : Arctic Hares and Snow Leopards
    - The mod is now compatible with A Dog Said mod and will patch animals automagically
    - Modded crop Plants have more coherent growing size on screen - They start smaller and gets bigger visually as they grow
    - The mod is using ModCheck now to detect A Dog Said and displays hints in the console
    - Removing old unused textures
    - Better wrote patches that make the mod starting quicker
    - Adding Manifest.xml files for working with ModManager mod
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: ivanovic77 on April 08, 2019, 05:07:48 AM
Et Bam !

1.0 update baby!  8)

Code: [Select]
Update to 1.0

    - The mod now adds the new plants and animals to Tropical Swamp as well
    - The mod also add 2 new arctic animals to cold Biomes : Arctic Hares and Snow Leopards
    - The mod is now compatible with A Dog Said mod and will patch animals automagically
    - Modded crop Plants have more coherent growing size on screen - They start smaller and gets bigger visually as they grow
    - The mod is using ModCheck now to detect A Dog Said and displays hints in the console
    - Removing old unused textures
    - Better wrote patches that make the mod starting quicker
    - Adding Manifest.xml files for working with ModManager mod

Hey kaptain_kavern, thanks for the update... I've been missing this mod in the last Rimworld updates.
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: Canute on April 18, 2019, 06:36:56 AM
kaptain_kavern,
did you maybe made a mistake with the texture path of the safari hat ?
Code: [Select]
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/SafariHat/SafariHat, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel_Patch0(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics_Patch1(Object)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch2(Object)
Verse.PawnRenderer:RenderPawnAt_Patch1(Object, Vector3, RotDrawMode, Boolean)
Verse.PawnRenderer:RenderPawnAt(Vector3)
Verse.Pawn_DrawTracker:DrawAt_Patch1(Object, Vector3)
Verse.Pawn:DrawAt(Vector3, Boolean)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south. fix the problem.
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: Austupaio on May 10, 2019, 04:19:12 PM
Cool mod, never happened upon it before, but I practically always start out in the jungle so this looks great.
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: Meatbomb on July 07, 2019, 08:32:20 AM
Anyone else confused about the apiary?

I research beekeeping but it does not appear on my build list.  Even though I have seen it at enemy bases!  Any advice?
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: CrazyMalk on August 18, 2019, 07:21:57 PM
This mod seems to have an outdaded ModCheck.dll, would copying it over from the ModCheck.dll assemblies fix the issue?
Title: Re: [1.0] TropiCKAPP Rainforest Mod
Post by: Canute on August 19, 2019, 03:19:42 AM
CrazyMalk,
you can either replace the modcheck.dll with the new at the mod assemblies folder, or since this is a problem for some other mods too. Add Modcheck as mod too, and place it below Core.
So the newest modcheck.dll got loaded first and anything is fine.