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RimWorld => Releases => Mods => Outdated => Topic started by: tkkntkkn on November 25, 2017, 06:15:29 PM

Title: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 25, 2017, 06:15:29 PM
Hi! This is my first mod and I'm hoping to get some feedback. The mod is...

(https://staticdelivery.nexusmods.com/mods/424/images/228-0-1511650592.png)

Nature's Pretty Sweet!

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919 (http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919)
Nexus: https://www.nexusmods.com/rimworld/mods/229/? (https://www.nexusmods.com/rimworld/mods/229/?)
Dropbox: https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0 (https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0)

I camp a lot and Rimworld runs on my laptop (thanks!). Buuut the game's world doesn't really feel like an environment, so here's my attempt to make Rimworld more alive. Colonists already face off against other pawns, animals and mechanoids... but now they can face off against lava and floods and stuff!

TKKNTKKN's Nature's Pretty Sweet adds additional terrain elements, weather and biomes. It also updates the map in response to weather, giving a more wild, untamed and alive feeling to the world.

Requires a new save. Some of the weather affects might cause a little bit of lag (at high speeds or if you're really zoomed out) but you can turn them off in the options.

Most new elements will generate in the standard biomes, but there are some biomes that guarantee new features, and a few elements are ONLY available in some biomes. Most of the elements were directly inspired by places I've camped in the US.

There are also new resources, items, dangers, natural protection from raids and other effects. Resources can be harvested to get items, which can be sold or consumed.

Added:

Weather:
New Biomes:
Reworked Terrains:
New elements:
New minerals:
New sculptures:
New plants:
If you like this mod, consider visiting the actual National and State Parks. Visitor numbers are really important, and these features all look waaaay better in real life :)

Future Plans: (in no particular order)
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919 (http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919)
Nexus: https://www.nexusmods.com/rimworld/mods/229/? (https://www.nexusmods.com/rimworld/mods/229/?)
Dropbox: https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0 (https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Moasseman on November 25, 2017, 06:29:28 PM
Any chance for a non-nexus direct link?


(https://i.imgur.com/rE0xhu6.jpg)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 25, 2017, 06:40:43 PM
Updated the post :) Thanks!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: kamuii on November 25, 2017, 07:07:13 PM
This sounds like a really cool mod. Gonna give it a try. :)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Pilz on November 25, 2017, 07:18:59 PM
Wow, this is a handful!

Pretty impressive work, gonna try it tommorow, I think the redwood forest is particularly cool, though the ne textures clash a bit with the vanillar artstyle.

Is this incompatible with other mods? Will modded animals still spawn in new biomes?


Anyway, damn fine work!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 25, 2017, 07:26:55 PM
Quote from: Pilz on November 25, 2017, 07:18:59 PM
Is this incompatible with other mods? Will modded animals still spawn in new biomes?

It probably wouldn't be compatible with anything that changed world generation on the biome level. But most of the stuff is actually loaded into biomes after the map is generated (for example... flooding and tides just check if there's an area where water hits not-water and then makes that a tidal area or bank) so I think it'll be pretty compatible. I don't think that any animals will spawn in other biomes, although I do think they can be purchased.

Quote from: Pilz on November 25, 2017, 07:18:59 PM
Anyway, damn fine work!

Hahaha hopefully it works out. I've played it alone for about a week but there's always things you don't find.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: RanDumSocks on November 25, 2017, 08:37:28 PM
Great mod! Just one thing I noticed right off of the bat when I was testing and such to see if it was right for me. Whenever it rains for awhile, the oceans and rivers turn into soil!

Anyway, I'll still be playing it and try to keep up on my thoughts here.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Dingo on November 25, 2017, 10:30:46 PM
This looks like a really ambitious passion project, it's cool to see how you combined your IRL hobby with the game.

Two very minor nitpicks:
- It would be cool if you included a Source in the mod folder and/or GitHub, but obviously that's your call.
- I think you might've built the DLL in Debug mode and with one or two minor code segments that you could omit.

But again, I must say I'm impressed. Welcome to the community.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Umbreon117 on November 26, 2017, 12:34:02 AM
Very nice, very cool, and very wanted...Just have one little problem.


I refuse to start a save after spending forever just getting the foundations in my swamp base set so bloody plants don't grow into where I am building.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: AlyfoxLP on November 26, 2017, 12:52:08 AM
I posted on Steam about this issue, but I'm reposting it here cause I have some video of it.. it might help, or it might not.

So, I was watching a friend live-stream Rimworld with this mod.. he embarked on a Desert Oasis, no lava on it to start. Then a message came up indicating a sandstorm, and then lava started appearing all over the place.

Here some video clips
->   https://clips.twitch.tv/ObeseShakingLadiesMcaT
->  https://clips.twitch.tv/SmallBlushingCocoaStinkyCheese

This is a list of the mods he's using -> https://pastebin.com/nekJh6H1

Possibly related, I embarked on a Salt Flats map, and out of the blue I started having random rich soil and regular soil appear on the map. There was no weather going on at the time, and the soil appeared in such a way that it looks like it might have generated normally in that shape, but.. it appeared out of nowhere.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on November 26, 2017, 04:03:45 AM
Very impressive work,
i think this could be one of the must have mod in the future.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Bozzarr on November 26, 2017, 04:12:45 AM
How does one mine salt out of the flats?

Dust storm in salt flats started raining lava all over my newly formed colony.
(https://i.imgur.com/w79tSlL.jpg)
Dust storm on every map causes lava eruption.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 26, 2017, 07:26:41 AM
Quote from: Umbreon117 on November 26, 2017, 12:34:02 AM
I refuse to start a save after spending forever just getting the foundations in my swamp base set so bloody plants don't grow into where I am building.

Aww </3. You can try it on an old save. The rain and events should work, but most of the other stuff happens on the map generation.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 26, 2017, 07:27:05 AM
Quote from: RanDumSocks on November 25, 2017, 08:37:28 PM
Great mod! Just one thing I noticed right off of the bat when I was testing and such to see if it was right for me. Whenever it rains for awhile, the oceans and rivers turn into soil!

Working on this right now
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 26, 2017, 07:27:55 AM
Quote from: Dingo on November 25, 2017, 10:30:46 PM
I think you might've built the DLL in Debug mode and with one or two minor code segments that you could omit.

I'm such a noob I'm not sure how to build it in any other way... but I'll look into it! Thanks :D
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 26, 2017, 07:29:54 AM
Quote from: Bozzarr on November 26, 2017, 04:12:45 AM
How does one mine salt out of the flats?
Currently via the plants that grow there. Working on having other methods, too.

Quote from: Bozzarr on November 26, 2017, 04:12:45 AM
Dust storm in salt flats started raining lava all over my newly formed colony.
Dust storm on every map causes lava eruption.

Quote from: AlyfoxLP on November 26, 2017, 12:52:08 AM

So, I was watching a friend live-stream Rimworld with this mod.. he embarked on a Desert Oasis, no lava on it to start. Then a message came up indicating a sandstorm, and then lava started appearing all over the place.

Possibly related, I embarked on a Salt Flats map, and out of the blue I started having random rich soil and regular soil appear on the map. There was no weather going on at the time, and the soil appeared in such a way that it looks like it might have generated normally in that shape, but.. it appeared out of nowhere.

I think this is fixed if you're up for re-downloading. I'm checking again to confirm.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: PGMP1979 on November 26, 2017, 09:52:38 AM
Thank you for all the work you put on this mod.
It looks very very cool :D
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: SpaceDorf on November 26, 2017, 09:55:38 AM
Holy Fracking Hell on the Rim .. you made me start a new game..


===== EDIT =====

I found something.

It may be an interaction with fertile fields, but it started to rain and my river turned into soil.
I am curious if it turns back into water again, when the rain stops and will tell you.

[attachment deleted by admin: too old]
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: AlyfoxLP on November 26, 2017, 01:41:06 PM
Quote from: tkkntkkn on November 26, 2017, 07:29:54 AM
I think this is fixed if you're up for re-downloading. I'm checking again to confirm.

are you going to push the fix to steam workshop?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: TeflonJim on November 26, 2017, 01:55:01 PM
Please may I suggest that you change the stuffProps/stuffAdjective property of the RedWoodLog def to "Redwood" (from wooden)? This will give a clear name to items or structures created using your def.

All the best!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: voodoo6358 on November 26, 2017, 07:50:06 PM
Love the frost, but it causes my game to come to a screeching halt whenever weather is flipping back to thawing. It runs fine at 4x speed when freezing - but thawing hits the brakes and causes it to run at less than 1x speed. No log messages, either... I AM running with a lot of mods, but I'd like to know if this is something other people encounter before I do any more testing
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Calistyn on November 26, 2017, 11:00:09 PM
I'm having the same problem with the frost, but running a fairly small number of mods. I attached the list, in case that might prove to be helpful.

I'll try to play more tomorrow evening and see if this mod is interacting with the others weirdly, or if it's just Nature's Pretty Sweet causing the issue.

[attachment deleted by admin: too old]
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: voodoo6358 on November 27, 2017, 03:53:44 AM
Okay, it does happen when it is the ONLY mod installed. Once a map has been completely covered in frost, thawing causes a massive amount of lag even on smaller map sizes. This is especially bad for locations that freeze/thaw daily. Freezing isn't a problem at all - almost unnoticeable lag, but thawing makes the game grind to a halt until all or almost all of it is gone.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on November 27, 2017, 05:07:06 AM
Weather simulation need alot of CPU power, there is a reason why the weather guru's use super-mainframes and not regular desktop PCs :-)

tkkntkkn need to optimize the weather calculation.
Do you know
Tick MultiThread
Currently it runs the plants tick event in a different thread. Nice addition to the swamp maps. Not compatible with "fast ecology" dev option, and mods that load asset with the TickLong method.
https://ludeon.com/forums/index.php?topic=31646.0
Maybe you can create an own thread for the weather to lower the lag.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: voodoo6358 on November 27, 2017, 06:01:33 AM
Well, since frost generates perfectly fine at 4x speed, but makes the game chug when melting at 1x speed, methinks something is borked. Wouldn't imagine it should be too different from snows effect on performance, so something is going wrong.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: shark510 on November 27, 2017, 09:39:08 AM
looked for this for along time, great work!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: WalkingProblem on November 27, 2017, 01:00:05 PM
FWOAH!!!!!!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 27, 2017, 03:20:18 PM
Quote from: voodoo6358 on November 27, 2017, 03:53:44 AM
Once a map has been completely covered in frost, thawing causes a massive amount of lag even on smaller map sizes. This is especially bad for locations that freeze/thaw daily. Freezing isn't a problem at all - almost unnoticeable lag, but thawing makes the game grind to a halt until all or almost all of it is gone.

I'm working on this right now
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 27, 2017, 03:25:47 PM
Thank you so much to everyone who's posted! I'm incredibly thankful for your feedback and patience. I've made a lot of changes and all of them are live.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919 (http://steamcommunity.com/sharedfiles/filedetails/?id=1211694919)
Nexus: https://www.nexusmods.com/rimworld/mods/229/? (https://www.nexusmods.com/rimworld/mods/229/?)
Dropbox: https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0 (https://www.dropbox.com/s/ixrtdvftjp5izm5/rimworld_tkkn_nps.zip?dl=0)

I'm currently working on the raining lava, rain going to dirt, and the frost issue.

One of the first to report lava raining has told me they haven't experienced it with newer updates, so I'm going to tentatively consider it fixed. I'll keep an eye out as I continue to play. I also haven't experienced the rain to dirt issue, but I'm still working on it. Please let me know if (after using a newer file) you still have it.

Here is a list of changes so far:

Fixed bug where moving water might turn to ice in the rain
Pathing fix for lava pools (NOT LAVA ERUPTIONS). Lava that's not on the border is no longer walkable, so pawns will hopefully not path through the middle of lava anymore.
Tweaked soil fertility
Made springs smaller (only applies to new springs) so you can wall them in to build a sauna or something.
Tweak Volcanic fields so there is less lava rock and more soil.
Added "rain spawns" - lava will spawn lava rock in the rain, sand will spawn crabs
Fixed missing image for roe
Added setting so an old save can be used with this mod and get some of the benefits. Use at your own risk.
Tweaked some patches so custom animals spawn in standard biomes
Made it so frost doesn't show over ice, snow and water
Tweaked Oasis Biome to make more animals spawn and make more soil around the oasis
Removed bad bubbling effect from spring and added rain hitting was effect to water in the rain.
Made springs rarer
Made washed up treasure rarer
Renamed lava rock to basalt
Changed stuffAdjective of Redwood from wooden to redwood
Redwoods take less work to cut down but give less wood

Added a patch for Vegetable garden.
Salt plants will drop VGP's Salt for use in VGP's recipes. Removed my salt and salted meat.
VGP soils will darken in rain.

Thank you all again.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: SpaceDorf on November 27, 2017, 04:33:31 PM
Thats a pretty nice changelist.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tkkntkkn on November 27, 2017, 07:00:15 PM
Just finished redoing how frost is handled. Looks like that issue is much better.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: voodoo6358 on November 27, 2017, 11:42:28 PM
Great! This mod is quickly becoming a must-have for me, it really makes things more alive.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sniper Pilot on November 28, 2017, 01:52:02 AM
Thanks for your hard work Tkkntkkn!!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: kamuii on November 28, 2017, 08:53:35 AM
This mod is so awesome! Playing with it adds a whole new aspect to the game. Putting this on my must have list.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: GrimTrigger on November 28, 2017, 08:37:33 PM
Does anyone know if the anomaly where water turns to mud has been sorted out?  Had a swamp play through where all of the random swamp water turned to mud / sand.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Heni on November 29, 2017, 01:58:58 PM
Man, i am near the fall, when start to rain and the soil get a 200% bonus i think " i need to kiss that guy" hahahaha (kidding). Nice work man, i am still searching for bugs, the only i have saw is that rain for 2 days here and have parts of the soil that dont get wet, i dont know why.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Mzxs on November 29, 2017, 05:35:44 PM
So a few things about this mod(i really love it) can we get hings to cluster a bit more having these weird dots across the world makes little sense and could we get some volcanic and thermal activity more towards the poles?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sniper Pilot on November 30, 2017, 03:45:08 AM
A couple of bugs I think, after reloading a save wet sand doesn't go back to dry sand, and ice doesn't melt ie a frozen lake when it's 150 degrees out. It seems to only happen after a reload of the save.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sefiriot on November 30, 2017, 12:32:03 PM
Hey, spun up a quick test map and embarked on a boreal forest map. As soon as the map loads, soil, rich soil and rough slate terrain starts disappearing to be replaced by sand. No weather conditions such as rain were active. Here's a link to a videograb of my screen at the time: https://www.dropbox.com/s/osbyvltpp5z3lvz/RimWorld%20by%20Ludeon%20Studios%2012_1_2017%201_19_41%20AM.mp4?dl=0

Active modlist in play, with 226 mods active: https://www.dropbox.com/s/pj38xiznlx7by6i/modlist_01122017.txt?dl=0

Did another test spin, these errors are popping up in the output:
XML Verse.TerrainDef defines the same field twice: affordances.

Field contents: UndefinedUndefined.

Whole XML:

<TerrainDef><defName>Mud</defName><label>mud</label><texturePath>Terrain/Surfaces/Mud</texturePath><edgeType>FadeRough</edgeType><renderPrecedence>330</renderPrecedence><pathCost>12</pathCost><statBases><Beauty>-2</Beauty><Cleanliness>-2</Cleanliness></statBases><terrainFilthDef>FilthDirt</terrainFilthDef><fertility>0</fertility><takeFootprints>True</takeFootprints><acceptFilth>false</acceptFilth><avoidWander>true</avoidWander><driesTo>Soil</driesTo><modExtensions><li Class="TKKN_NPS.TerrainWeatherReactions"><alertOnLoad>False</alertOnLoad><tideTerrain /><floodTerrain /><wetTerrain>WaterShallow</wetTerrain><freezeTerrain>TKKN_MuddyIce</freezeTerrain><freezeAt /><wetAt>1</wetAt><isSalty>False</isSalty><holdFrost>True</holdFrost></li></modExtensions><affordances><li>Light</li><li>Undefined</li></affordances><affordances><li>Undefined</li><li>Undefined</li></affordances></TerrainDef>
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: TatiannaWS on December 03, 2017, 11:53:44 AM
I started a game in the Redwood biome, very exciting. When it rained parts of my creek and a TON of the map tuned to wet sand. Then when it stopped raining, the sand dried, killing off a lot of the plant life, including the massive redwoods. I'm assuming that's a bug?

Screenshot: https://steamuserimages-a.akamaihd.net/ugc/859489146940412176/748C5C8BD0D03C8926B32D240C966327520F92C4/
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: GrimTrigger on December 03, 2017, 12:38:22 PM
Current game is throwing one error every tick... here is the error


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea what the cause is?  Fix?
Edit:  Turns out when I turn off weather effects (essentially turning the mod off) it stops. 
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: kamuii on December 04, 2017, 12:14:57 AM
Mod is awesome. Now all we need is a build-able piece of furniture called a sprinkler which when connected with a water source does the opposite of the moisture pump to create the wet terrain you made with this mod for farming. :)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on December 04, 2017, 02:03:34 AM
Sprinkler from Project RimFactory
https://ludeon.com/forums/index.php?topic=30813.msg378562#msg378562
But they even work without this mod.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: blizzardwolf420 on December 05, 2017, 12:12:25 PM
Quote from: TatiannaWS on December 03, 2017, 11:53:44 AM
I started a game in the Redwood biome, very exciting. When it rained parts of my creek and a TON of the map tuned to wet sand. Then when it stopped raining, the sand dried, killing off a lot of the plant life, including the massive redwoods. I'm assuming that's a bug?

Screenshot: https://steamuserimages-a.akamaihd.net/ugc/859489146940412176/748C5C8BD0D03C8926B32D240C966327520F92C4/

Im getting this too, makes growing nearly impossible without constant rain
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Warforyou on December 05, 2017, 05:11:50 PM
Everything getting "wet" stays "wet" forever if I reload that save...
Not that I mind much but you can't build anything on "wet sand". Sure it spams errors every tick ever since...
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Ozymandias on December 05, 2017, 07:40:11 PM
May I add another potential bug/balance issue?

I'm playing a permanent summer map. There was a cold snap in Winter and, naturally, every lake froze over. That's fine ... but now it's the 8th of Aprimay and it's 18 C outside .... yet the lakes are still frozen over.


The most recent update seems to have taken care of the problem. Never mind.

Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: browniedog on December 07, 2017, 02:12:54 PM
Excuse me, I may be missing something obvious. I cannot figure out how to preserve my meat with salt. Have both a butcher table and fueled stove, stacks of salt and meat in my stockpile as well. Some help would be greatly appreciated.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: SpaceDorf on December 08, 2017, 03:58:04 AM
I made Caravans just to visit some of your new Biomes.
It's just so fracking beautiful.

Some thing I would wish for :

Riverbanks should be darker, more like mud or rich soil, instead of dry ground.

The WorldMap Tiles look a bit out of place.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sliderpro on December 08, 2017, 04:31:15 PM
Holy actual ballz. Lava in minecr..in Rimworld! I will be REALLY trying that one. + tiberiumrim.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: GlutenFreeAIDS on December 08, 2017, 06:26:01 PM
Can someone tell me how to disable frost in the mod files? I'm no good with code and don't want to fuck everything up
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: SpaceDorf on December 11, 2017, 01:12:54 PM
Thank you :)

the steam vents have done more to increase the difficulty of mountain bases than everything else I met so far.

The overheating is a really interesting problem to solve.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Ozymandias on December 11, 2017, 09:05:20 PM
Why is the mod on Steam ~290 MB but about ~30 mb on dropbox?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Hydromancerx on December 12, 2017, 02:23:20 AM
This mod is EPIC!

Can you add Tar Pits to the mod in a similar fashion as you did the lava pools?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: kamuii on December 14, 2017, 09:48:46 PM
I am running into an issue where whenever it rains it changes indoor tiles into wet versions of the base tile the floor was placed on. Happens to vanilla floors and modded floors. Tested it on a base game with this mod only and it still happens with vanilla floors. It isn't placing any errors in the debug logs.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: blizzardwolf420 on December 22, 2017, 12:46:36 AM
can't wait till new things are added, as for the people having issues with things getting wet and staying wet changing my load order helped fix that. and as for one possible bug with wet sand , I can't seem to build on it but that may be intended and also when the sand drys it tends to kill my crops before they can grow  enough, even with the help of tmagic and its rain spell its hard to keep it wet long enough.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: netherous on January 07, 2018, 09:51:16 PM
Quote from: GrimTrigger on December 03, 2017, 12:38:22 PM
Current game is throwing one error every tick... here is the error


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea what the cause is?  Fix?
Edit:  Turns out when I turn off weather effects (essentially turning the mod off) it stops.

I have the same sort of thing and can't figure out what is causing it. Usually the game starts out fine, and then this error develops at some point several hours in. It's weird to look at - NPS can't index some terrain? What could cause that? I'm wondering if the temporary maps from Setup Camp are causing an issue. Maybe it's trying to manipulate those maps but they aren't there anymore? Just speculating. My stack trace is different though. This time it's happening in doFloods(). My map had seasonal expanding sources of water but I paved over them.


System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doFloods () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: romanrez13 on January 11, 2018, 09:27:42 PM
Hi , have a problem , i have every tick this error, any ideas ? I think reason of my problem of this mod "Trading economy 2.2" , but i am not sure. How can delete this error or what need change in mode ?

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.IntVec3,TKKN_NPS.cellData].get_Item (IntVec3 key) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: carpediembr on January 19, 2018, 04:48:24 PM
is it just me or there's a massive FPS drop when using this mod?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: ajaviide on January 20, 2018, 02:26:22 AM
@carpediembr it does, i downloaded it yesterday and got massive fps drops esp.
On a side note, tho it looks stunning, really tempted to still try it out :) !!!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Exende on January 20, 2018, 08:48:54 PM
Hey, I'm getting this repeating error whenver I generate a second map (like aon a quest, etc.), and this persists even after I return to my own map.

System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: sidfu on January 25, 2018, 10:36:46 AM
found a pretty major issue that needs fixing.

look at the screen shot. see that white line thats the normal river bank. the water on the side is tterrain your mod change when its loaded. before u say its normal for terrain to flood with mod. thats not the issue tthe issue is the it changes that terrain the when u load into the tile even on a new world gen. this saves that terrain like that into the save making those tiles flooded FOREVER. this also bugs the flooding of the river meaning it will keep flooding and flooding till map covered since it can never go fully down. the same applies to lakes and oceans.

u need to add a timer so it dont flood/ice or tide changes till a day or so passes. this will keep it from modifing terrain before game is fully loaded on world gen.

and also your frost system is replaceing snow system so ground gets covered with layers of frost texture not snow.

[attachment deleted by admin: too old]
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: keks1990 on January 25, 2018, 05:17:43 PM
Sadly I have to agree to the mentioned bugs...

It`s such an awesome mod but with the current flooding/rain it`s almost unplayable. Started with a colony that landed on a rainforest tile. Everything was pretty fine until it started to rain...

On the left side of my base a small puddle formed and on the right sight the river flooded. I coped with it and changed a few structures but now I think I must abandon that save. There is no way I can recover or fix this. The puddle turned into a huge lake that is still growing and killing off everything on the left side of the map and the river is almost an ocean by now that wrecked half my base and crops.

Rainforest turned into waterworld. Not even pumps or terraforming in godmode keeps the water away. It just plops back up in a few seconds. There is just a small strip of land left in the middle...
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Ashnal on January 26, 2018, 12:31:31 PM
Quote from: keks1990 on January 25, 2018, 05:17:43 PM
Sadly I have to agree to the mentioned bugs...

It`s such an awesome mod but with the current flooding/rain it`s almost unplayable. Started with a colony that landed on a rainforest tile. Everything was pretty fine until it started to rain...

On the left side of my base a small puddle formed and on the right sight the river flooded. I coped with it and changed a few structures but now I think I must abandon that save. There is no way I can recover or fix this. The puddle turned into a huge lake that is still growing and killing off everything on the left side of the map and the river is almost an ocean by now that wrecked half my base and crops.

Rainforest turned into waterworld. Not even pumps or terraforming in godmode keeps the water away. It just plops back up in a few seconds. There is just a small strip of land left in the middle...

I think you just got an unlucky map. I'm living in a tropical swamp and I definitely have seen flooding like you mentioned, however it only floods into already unbuildable areas, so it never really disrupted my base. The water always shrinks back to normal over a couple days after the rain stops. I'd recommend giving it another go on another map :) Try a tropical swamp, it's rather interesting. I will say that a lot of the map does flood, but it's in a way that can be planned for.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: sidfu on January 26, 2018, 06:51:51 PM
no its a bug. if u change the terrain after a map is generated but before game is loaded that terrain gets saved and causes bugs. its why in my tests ocean tides would nevver go down and rivers would flood covering whole map.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: NemesisN on January 31, 2018, 09:53:17 AM
Are pawns supposed to walk on lava or is this a bug or mod conflict ?

I am using Biomes! mod with this mod
https://ludeon.com/forums/index.php?topic=38312.msg393008#msg393008
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Ambius on February 06, 2018, 11:24:17 PM
Quote from: NemesisN on January 31, 2018, 09:53:17 AM
Are pawns supposed to walk on lava or is this a bug or mod conflict ?

I am using Biomes! mod with this mod
https://ludeon.com/forums/index.php?topic=38312.msg393008#msg393008

I'm having the same annoyance, and I tested the mod by itself and it appears the pathing makes them go over Lava if there are no other ways around it... even when I'm using a manual pathing mod. I think it'd be a simple fix right? Make the lava tiles similar to deep water where you can't cross them?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: The_Spare_Ace on February 07, 2018, 01:05:39 AM
I'm having problems with thick snow appearing as frost only,  and if I delete the textures that I thought were causing the problems, it only made the thick snow look like it's only a thin layer.

On another hand, I tried filling up a mud puddle with dirt to make soil with RF Fertile Fields, and it just keeps shifting between mud, ice, and shallow water...
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Lethe on February 18, 2018, 04:04:56 PM
Is it okay to remove this mod from existing game? Will it cause problems if I do?

I suppose the terrain corruption, flooding, and walking on lava are still not fixed yet?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on February 18, 2018, 05:25:46 PM
I don't think you can remove it.
There are alot of new terrain types they still at the map and would prevent your map from loading.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Harry_Dicks on February 18, 2018, 06:04:00 PM
Quote from: Lethe on February 18, 2018, 04:04:56 PM
Is it okay to remove this mod from existing game? Will it cause problems if I do?

I suppose the terrain corruption, flooding, and walking on lava are still not fixed yet?

I think Canute is right that you will probably have issues. You can always try new things though with backups of your configs and saves! I would also recommend using ModSwitch if anyone is using any decent number of mods. It caused me to have to use a good bit of time rebuilding my mod list after I lost it due to crash, when I was first getting into modding.

Anyway, I hope that the author does come back to help this mod. There really is so much great potential. Personally, I would rather have just one or two biomes working 100% first, before expanding into more.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Lethe on February 19, 2018, 06:45:17 PM
Canute: Yeah, I feared that'd be the case. Mod authors usually put a warning about that sort of thing in the main post though.

Harry: I didn't know about modswitch before, thank you for mentioning it! Looks useful. Well, if the author doesn't come back I hope he puts up the source so someone else could potentially pick it up.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sleeeper on February 20, 2018, 05:12:10 AM
I just make modlist xml read-only so the game cannot reset it.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tarabe on February 20, 2018, 10:23:48 PM
Do the puddles (aka shallow water) formed during the rain disappear afterward? Can I turn the feature off? It messes up my farm land and turns my map into a freaking lake :))
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Harry_Dicks on February 20, 2018, 10:59:59 PM
Quote from: tarabe on February 20, 2018, 10:23:48 PM
Do the puddles (aka shallow water) formed during the rain disappear afterward? Can I turn the feature off? It messes up my farm land and turns my map into a freaking lake :))

I believe they are supposed to, but there seems to be an issue with rain and/or changing terrain types that may not be working as intended.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: zippy223 on February 23, 2018, 04:25:35 PM
My pet lava rock keeps getting "incapacitated" by existing, do I need to shove it into a super hot room or something
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Harry_Dicks on February 23, 2018, 05:35:52 PM
Quote from: zippy223 on February 23, 2018, 04:25:35 PM
My pet lava rock keeps getting "incapacitated" by existing, do I need to shove it into a super hot room or something

You can see an animal's comfortable temperature range in the information pane at the bottom left or by clicking on the additional info button to bring up the window that should have it in there.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: dogui on February 25, 2018, 05:08:04 AM
Hi everyone.
I found a bug related with the mod.

When order to grow, the pawn plant the seeds and after 2/3 seeds, plant and re-plant the same seed in a infinite loop, till go to rest. This happens always and only when the pawn is oriented "back", I mean when you see his back. During the loop, the software considers the job as "everything is ok": coloumns of joy may rise, food/fatigue go down and all works except the loop on that tile the pawn is seeding.

Here the error, from cr3wkilla user
8422951 Chase: JobDriver_PlantSow ends current job Sow (Job_3217713) A=Thing_PlantStrawberry424215 because of toils[1].endConditions[0]
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

8422951 Chase: EndCurrentJob Sow (Job_3217713) A=Thing_PlantStrawberry424215 condition=Incompletable curToil=1
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate_Patch0(Object)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Hope can fix it because the mod is great!! :-/
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Harry_Dicks on February 25, 2018, 09:08:34 AM
Total shot in the dark guess: something to do with planting on a sowable terrain type that has somehow changed because of the changing terrain types introduced by this mod is causing the issue.

You are mentioning seeds, are you talking about Seeds Please, or just the regular sowing action of a pawn?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: dogui on February 25, 2018, 09:53:01 AM
Quote from: Harry_Dicks on February 25, 2018, 09:08:34 AM
Total shot in the dark guess: something to do with planting on a sowable terrain type that has somehow changed because of the changing terrain types introduced by this mod is causing the issue.

You are mentioning seeds, are you talking about Seeds Please, or just the regular sowing action of a pawn?
The regular sowing action
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Harry_Dicks on February 25, 2018, 05:45:08 PM
Well there appears to be some updated versions floating about the internets. Looks like some of them are worth checking out!
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: snarlarf on March 04, 2018, 11:43:08 AM
Quote from: dogui on February 25, 2018, 05:08:04 AM
Hi everyone.
I found a bug related with the mod.

It's happening because the pawn is standing on the tile they're planting.  Walking over crops in any state of growth, even extremely briefly, can cause them to disappear.  I have no idea why.  Kind of a big problem.  Really fun trying to plant with highly fragile plants and infinite planting loops.  It's not a conflict with any other mod.  This one alone causes it.

It was a known bug in the mod and was supposed to have been fixed but it doesn't seem to work.  Novice opinion: the change was made in the source and not compiled.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Fatsack on March 06, 2018, 01:19:06 AM
Getting this error when trying to build a bridge from Basic Bridges by Rainbeau over a Hot Spring source square, not the surrounding hot spring terrain tiles, just the source square.  It is trying to deconstruct the Hot Spring Source before laying the bridge, maybe put them on a different layer so they can overlap. 

JobDriver threw exception in initAction. Pawn=Tony, Job=Deconstruct (Job_2980522) A=Thing_TKKN_HotSpring70244, Exception: System.InvalidCastException: Cannot cast from source type to destination type.
  at RimWorld.JobDriver_RemoveBuilding.get_Building () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Deconstruct.get_TotalNeededWork () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=Verse.AI.ThinkNode_QueuedJob, curJob.def=Deconstruct, curDriver=RimWorld.JobDriver_Deconstruct
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath_Patch1(Object, LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJobPrioritizedWork(Job, WorkGiver, IntVec3)
RimWorld.<AddUndraftedOrders>c__AnonStorey14:<>m__0()
Verse.FloatMenuOption:Chosen(Boolean)
Verse.FloatMenuOption:DoGUI(Rect, Boolean)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.FloatMenuMap:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Hydromancerx on March 08, 2018, 01:49:15 AM
I think this mod broke my game in the last 24 hours.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tjeulink on March 08, 2018, 12:50:45 PM
I've encountered an game breaking bug, its impossible to let pawns manage growing fields themselves since after planting 3 or so crops they just stand around and errors appear. This happens no matter what i do, no matter what save i use. Below the error message:

Donger started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_437)) , (Sow (Job_442) A=(38, 0, 45)) , (Sow (Job_447) A=(38, 0, 45)) , (Sow (Job_452) A=(38, 0, 45)) , (Sow (Job_457) A=(38, 0, 45)) , (Sow (Job_462) A=(38, 0, 45)) , (Sow (Job_467) A=(38, 0, 45)) , (Sow (Job_472) A=(38, 0, 45)) , (Sow (Job_477) A=(38, 0, 45)) , and (Sow (Job_482) A=(38, 0, 45))  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=Sow, curDriver=RimWorld.JobDriver_PlantSow
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: dogui on March 08, 2018, 03:41:20 PM
My saves are broken too.
=[
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Lethe on March 09, 2018, 02:37:43 PM
The github master no longer has the folder Assemblies in it and it causes a bunch of errors without the TKKN_NPS.dll file it depends on.

Also, for your Nexus release did you intend for 1.2.2 to be the "old" version while the older 1.2.1 is the main version? You uploaded 1.2.2 five mins after the main version. 
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Azaakx on March 13, 2018, 10:06:43 PM
Good night for all, hmm im very noobish in the terms of coding , and even speaking another language, okay straight to the point,i was tracking the same issue related to the plants "disappearing " , and verify that they disappear whenever a creature step on the plants looking hmm "up"? to the north , and west , so... this could be the problem?

https://imgur.com/a/qNjX0 (https://imgur.com/a/qNjX0)

sorry for bad english

[attachment deleted due to age]
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Lethe on March 14, 2018, 01:31:57 PM
Quote from: Azaakx on March 13, 2018, 10:06:43 PM
Good night for all, hmm im very noobish in the terms of coding , and even speaking another language, okay straight to the point,i was tracking the same issue related to the plants "disappearing " , and verify that they disappear whenever a creature step on the plants looking hmm "up"? to the north , and west , so... this could be the problem?

https://imgur.com/a/qNjX0 (https://imgur.com/a/qNjX0)

sorry for bad english

Yeah, that section deals with pawns ruining plants by walking through it.

Here's a link to a version where I implemented some her current changes in. While the author did not officially release a usable non-steam version with her March updates yet, I did wade through her broken March source she released and added some of the fixes she made to the last working non-steam version she released. (Such as not having animals or your colonists ruin crops by walking through them.)

https://www.dropbox.com/s/shrbovkk55xpbn4/rimworld_tkkn_nps.rar?dl=1

The primary purpose of those walking paths seems to be intended for snow paths.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Jerry The Hellbound on March 15, 2018, 11:34:46 PM
Hello, Im just going to get to the point because the amounts of errors the mod is putting out per second is... amazing.
System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Its putting out this, over and over again, by the thousands per minute.
If someone can explain to me why this is happening or how to fix it that would be highly appreciated. It doesnt seem to bother me (nor my framerate thanks to potatotop) but I always do worry myself.
Thank you.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: twisted067 on March 16, 2018, 12:07:31 AM
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: quakerpuss on March 17, 2018, 04:19:48 PM
Quote from: Lethe on March 14, 2018, 01:31:57 PM
Quote from: Azaakx on March 13, 2018, 10:06:43 PM
Good night for all, hmm im very noobish in the terms of coding , and even speaking another language, okay straight to the point,i was tracking the same issue related to the plants "disappearing " , and verify that they disappear whenever a creature step on the plants looking hmm "up"? to the north , and west , so... this could be the problem?

https://imgur.com/a/qNjX0 (https://imgur.com/a/qNjX0)

sorry for bad english

Yeah, that section deals with pawns ruining plants by walking through it.

Here's a link to a version where I implemented some her current changes in. While the author did not officially release a usable non-steam version with her March updates yet, I did wade through her broken March source she released and added some of the fixes she made to the last working non-steam version she released. (Such as not having animals or your colonists ruin crops by walking through them.)

https://www.dropbox.com/s/shrbovkk55xpbn4/rimworld_tkkn_nps.rar?dl=1

The primary purpose of those walking paths seems to be intended for snow paths.

Thank you for the fix! I was tearing my hair out trying to figure out why my sowing wasn't working.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Windsilk on March 17, 2018, 11:22:53 PM
Hey just got this mod today and I've been loving the redwood forest biome. Unfortunately I'm suffering from the sowing bug as well. I tried the patch on the previous page and it hasn't fixed it. Not sure if it helps but it's effecting my main grower who has 11 growing as soon as she starts the job. I took growing off her work permissions and gave it to another random colonist with only 4 growing and she can sow just fine. So maybe it's got something to do with the speed? Either way it might be a temporary fix for others having trouble until the problem is found.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on March 18, 2018, 03:53:06 AM
Windsilk,
which version did you download and use ?
Dropbox and Nexus don't got updated for a long time.
Only steam got updates, and then you should use the steam discussion since i don't saw the mod auther here for a long time.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Windsilk on March 18, 2018, 07:19:36 AM
Quote from: Canute on March 18, 2018, 03:53:06 AM
Windsilk,
which version did you download and use ?
Dropbox and Nexus don't got updated for a long time.
Only steam got updates, and then you should use the steam discussion since i don't saw the mod auther here for a long time.

I'm referring to the fixes Lethe posted on the 14th that tried to add in some of the fixes from the steam update
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Hydromancerx on March 18, 2018, 03:12:28 PM
Quote from: twisted067 on March 16, 2018, 12:07:31 AM
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?

Yeah I got this too as well as my hot and cold springs have turned into normal shallow water. :(
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Lethe on March 18, 2018, 08:03:38 PM
Quote from: Windsilk on March 17, 2018, 11:22:53 PM
Hey just got this mod today and I've been loving the redwood forest biome. Unfortunately I'm suffering from the sowing bug as well. I tried the patch on the previous page and it hasn't fixed it. Not sure if it helps but it's effecting my main grower who has 11 growing as soon as she starts the job. I took growing off her work permissions and gave it to another random colonist with only 4 growing and she can sow just fine. So maybe it's got something to do with the speed? Either way it might be a temporary fix for others having trouble until the problem is found.

Azaakx's issue seemed to be humans and/or animals walking through their fields and destroying their planted crops. Is that the issue you're still seeing present? It sounds like you're having a different issue with one colonist having issues sowing. Can all of your other colonists sow? If you spawn in a new pawn in dev mode, can they sow?

If you're still seeing destroyed crops due to them being trampled: Are you currently experiencing your sowing issue in a redwood forest biome? If you have another colony in a vanilla/core biome, could you load that colony and let me know if you're still seeing the issue present there. Are you running any other mods that affect harvests or crops or biomes? Including any that merely adds additional ones.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Windsilk on March 18, 2018, 08:21:29 PM
Quote from: Lethe on March 18, 2018, 08:03:38 PM
Just to verify some stuff to try and help you, are you currently experiencing your sowing issue in a redwood forest biome? If you have another colony in a vanilla/core biome could you load that colony and let me know if you're still seeing the issue present there?

Azaakx's issue seemed to be human and/or animals walking through their fields and destroying their planted crops. Is that the issue you're still seeing present?

Are you running any other mods that affect harvests or crops or biomes? Including any that merely adds additional ones.

I haven't noticed if it's occurring when people walk through the fields but it doesn't seem to be, when I had the lower skilled grower sowing the fields seemed like they worked just fine.  The issue is when my better grower was sowing the progress bar for the tile would get 3/4ths of the way full and then start over in a endless loop, eventually this started happening to my worse grower once she hit 5 skill in growing as well.

My current game is in the redwood forest biome, when I first started having the issue I tested a few things.  I loaded a older save from before I had the mod where I was living in a temperature forest and it was happening there too.  I also have vegetable garden installed so I tried taking that out of my mod list and it didn't help the issue in either biome.  The issue seems to occur regardless of crop type, tried with grass, rice, and cotton.  When I take this mod out of my list the problem goes away altogether on the older save.  After that I tried your patch and it didn't seem to change.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Runelea on March 19, 2018, 03:54:06 AM
I was wondering, could someone who is a bit better with tweaking mods dummy out the weather components of the mod? Would like to use it for just the extra biomes, expecially due to some of the bugs getting reported. Please and thankie.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: twisted067 on March 19, 2018, 05:14:49 AM
Quote from: Hydromancerx on March 18, 2018, 03:12:28 PM
Quote from: twisted067 on March 16, 2018, 12:07:31 AM
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?

Yeah I got this too as well as my hot and cold springs have turned into normal shallow water. :(

Yeah, it sucks. I'm a few years in and now that save is pretty much ruined...
Any ideas for fixing this? I tried several things from the dev console
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Jernfalk on March 19, 2018, 12:50:58 PM
Quote from: twisted067 on March 19, 2018, 05:14:49 AM
Quote from: Hydromancerx on March 18, 2018, 03:12:28 PM
Quote from: twisted067 on March 16, 2018, 12:07:31 AM
Is there a way in dev mode to reset the water freezing in cold weather? All my water has frozen over last winter and will not unfreeze, no matter how warm it gets, and it gets really hot. Any ideas?

Yeah I got this too as well as my hot and cold springs have turned into normal shallow water. :(

Yeah, it sucks. I'm a few years in and now that save is pretty much ruined...
Any ideas for fixing this? I tried several things from the dev console

Rainbeau's Fertile fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) allows terraforming. This could be used to remove the ice.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: LizardsOnCrack on March 19, 2018, 01:48:37 PM
Quote from: Jernfalk
Rainbeau's Fertile fields (https://ludeon.com/forums/index.php?topic=36687.msg377660#msg377660) allows terraforming. This could be used to remove the ice.
Didn't work when I tried it, the "ice" was a custom type of tile that FF didn't recognize as something to terraform. I uninstalled this because I wasn't able to build things properly without going in and changing every tile manually with dev tools whenever something broke. That and the weird tree branch snow texture, would be great to know what all has been changed if anything since the A17 release. Been using Biomes! to get some similar stuff but I'd love to use this mod again without all the problems I had before.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on March 19, 2018, 02:20:50 PM
FF only can change plain vanilla terrains (and a few others), so it is pretty useless with this mod.

Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: quakerpuss on March 24, 2018, 03:28:30 AM
So I'm playing on a lava biome and steam vents keep appearing indoors and cooking my colonists before I can even notice, all of a sudden a room will just go 120 degrees Fahrenheit and there's nothing I can really do but just abandon that room until the steam vent disappears.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Jernfalk on March 24, 2018, 12:40:25 PM
Quote from: quakerpuss on March 24, 2018, 03:28:30 AM
So I'm playing on a lava biome and steam vents keep appearing indoors and cooking my colonists before I can even notice, all of a sudden a room will just go 120 degrees Fahrenheit and there's nothing I can really do but just abandon that room until the steam vent disappears.

Is that even a bug? I mean, I'd expect that if I lived in a volcano.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Modo44 on April 01, 2018, 01:17:07 PM
Have you considered adding snow on plant textures to this mod (similar to Snowy Trees, which doesn't seem to fully work anymore)?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Tomasdav on April 11, 2018, 04:18:12 PM
Quote from: Windsilk on March 17, 2018, 11:22:53 PM
Hey just got this mod today and I've been loving the redwood forest biome. Unfortunately I'm suffering from the sowing bug as well. I tried the patch on the previous page and it hasn't fixed it. Not sure if it helps but it's effecting my main grower who has 11 growing as soon as she starts the job. I took growing off her work permissions and gave it to another random colonist with only 4 growing and she can sow just fine. So maybe it's got something to do with the speed? Either way it might be a temporary fix for others having trouble until the problem is found.
Well I have this problem aswell it has nothing to do with colonist growing skill its about their body size, smaller colonist just dont step on the plants so often so they don´t trigger this bug
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Jerry The Hellbound on April 12, 2018, 06:54:34 PM
Is anyone having the problem where frost is literally everywhere no matter if the whole place is 28 C°?
(Also still having the problem of hundreds of hundreds of errors popping up per minute that I posted earlier)
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Bradley_ on May 05, 2018, 08:23:03 PM
Any chance for a biome-animal-saltmeat free version of the mod? Just weather stuff
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Jernfalk on May 05, 2018, 11:14:38 PM
Quote from: Bradley_ on May 05, 2018, 08:23:03 PM
Any chance for a biome-animal-saltmeat free version of the mod? Just weather stuff

Yeah, separating the mod in parts would be nice. Like terraforming, weather, animals. As long as they don't "need" each other to run in the game, of course
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: temple_wing on May 06, 2018, 11:13:01 PM
Many animals of this mod does not compatible well with combat extended, especially the snail. It's very powerful.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Vivalas on May 16, 2018, 09:36:44 PM
(https://i.gyazo.com/bce52d607d924138f804b06a62a53249.png)

Have an issue where little red Xs appear everywhere for grass. Is this a known bug or a conflict with another mod?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: CruelBanana on May 17, 2018, 11:42:50 AM
I also have an issue with frost effect being everywhere all the time. It is quite annoying and I would like to get rid of it, any advice on it?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on May 17, 2018, 01:42:55 PM
Honestly,
remove it, the mod didn't get develop for a long time now and cause many problems.
Maybe the author will repeat to develop it again, it is a fantastic project.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Umbreon117 on May 17, 2018, 02:03:32 PM
Quote from: Canute on May 17, 2018, 01:42:55 PM
Honestly,
remove it, the mod didn't get develop for a long time now and cause many problems.
Maybe the author will repeat to develop it again, it is a fantastic project.
Bit hard for me to remove it since I have a base smack dab in the middle of a Redwood Forest.  :P
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: CruelBanana on May 18, 2018, 12:27:05 PM
I probably will remove it when I start my next playthrough. Don't think it's safe to do in the middle of one.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: turret001 on May 19, 2018, 07:19:23 PM
Quote from: CruelBanana on May 17, 2018, 11:42:50 AM
I also have an issue with frost effect being everywhere all the time. It is quite annoying and I would like to get rid of it, any advice on it?

I -KIND OF- fixed it. edited some files and frost doesn't appear for me anymore. here's a workshop link

https://steamcommunity.com/sharedfiles/filedetails/?id=1389987640&searchtext=Nature%27s+Pretty
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: shark510 on May 25, 2018, 11:49:18 AM
Ugh, got this (bug?)
In swamp biome when rain has started for first time, it have transformed all dirt land into wet sand, and after rain all biome becomed sand covered  :'(  :o Is there some fix or we must wait for fix?

[attachment deleted due to age]
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: shark510 on May 27, 2018, 11:39:43 AM
Quote from: shark510 on May 25, 2018, 11:49:18 AM
Ugh, got this (bug?)
In swamp biome when rain has started for first time, it have transformed all dirt land into wet sand, and after rain all biome becomed sand covered  :'(  :o Is there some fix or we must wait for fix?
So i resolved it by moving Nature is pretty sweet up to
Core
Huglibs
NatureIPS

BUT! There is another bug and found on redit, people had the same problem:

My Pawns are Getting stuck Sowing
So yeah, my pawns are constantly trying to sow the same spot over and over and doing nothing


I had this before the weekend. It was nature's pretty sweet. The weekend update fixed it, but it may have broken again

Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: shark510 on May 27, 2018, 11:45:45 AM
So i resolved infinity sowing by downloading mod from here
http://lttlword.ru/rimworld-mod-nature-s-pretty-sweet
I dont know what difference is, but it solved problem :/
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Umbreon117 on May 27, 2018, 11:50:47 AM
Quote from: shark510 on May 27, 2018, 11:45:45 AM
So i resolved infinity sowing by downloading mod from here
http://lttlword.ru/rimworld-mod-nature-s-pretty-sweet
I dont know what difference is, but it solved problem :/
I just deleted my saves 5 minutes ago. ;_;

Well at least someone else can find it useful.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Karllawrenz on September 13, 2018, 10:15:31 PM
the mod has been updated
http://www.kamicomics.com/mods/tkkn-natures-pretty-sweet/
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Sleeeper on September 26, 2018, 07:01:40 AM
It resets config every game launch and pops up a message that it's updated.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Kramoliun on December 19, 2018, 06:08:31 PM
Quote from: Karllawrenz on September 13, 2018, 10:15:31 PM
the mod has been updated
http://www.kamicomics.com/mods/tkkn-natures-pretty-sweet/
Im having a small problem involving the mod Advanced biomes, it doesnt match by the look, there will be any patches for it?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Vehicular_Zombicide on January 01, 2019, 05:07:57 PM
This mod causes an error whenever I try to start a new game. Instead of generating a world map, it simply throws an error and returns to the "Create World" menu. The only mods I'm running are HugsLibs, JecsTools, and Nature's Pretty Sweet in that order, so it can't be due to a conflict with any other mods. I'm playing Rimworld 1.0 with the updated version of this mod.

Here's the log files from the error it returns every time I try to generate a map.

https://gist.github.com/HugsLibRecordKeeper/0798e1888d53d997c7cd6e6cc4af8f08

I really want to play with this mod, but this error makes it completely impossible to play at all with this mod installed. Do you have any clue what's going on here?
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: tsmt1001 on April 02, 2019, 11:20:42 AM
Looks like with this mod it fails to generate a map every now and then. It seems to be related to desert environments and weather.

I uploaded debug log here, maybe someone can figure it out. But basically, as that tile is generated, this message is logged multiple times:

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ExitMapGrid.GetCellBool (int) <0x0005f>
at Verse.CellBoolDrawer.RegenerateMesh () <0x00272>
at Verse.CellBoolDrawer.ActuallyDraw () <0x00028>
at Verse.CellBoolDrawer.CellBoolDrawerUpdate () <0x00027>
at Verse.ExitMapGrid.ExitMapGridUpdate () <0x00079>
at (wrapper dynamic-method) RimWorld.MapInterface.MapInterfaceUpdate_Patch2 (object) <0x00120>
at RimWorld.UIRoot_Play.UIRootUpdate () <0x0007a>

NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.WeatherManager.DrawAllWeather () [0x00000] in <filename unknown>:0
  at Verse.CameraDriver.OnPreCull () [0x00000] in <filename unknown>:0

https://gist.github.com/HugsLibRecordKeeper/d6c821e91750a981f38e70c5aba5ae5d

Adding: this may have something to do with desert environment. When I had a colony in a forest, most of my quest destinations were in a forest of some type, and I have not encountered this issue at all. But when I had a colony in a desert or on the edge of it, and my quests were also mostly in the desert, I've seen this bug over and over.

I really love this mod and I hope this will get fixed.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Kaelen Mosar on September 03, 2019, 02:46:31 PM
Hello there World,

i know this mod is kinda dead.

Anyone planning to take it over? :D
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: Canute on September 03, 2019, 03:20:43 PM
Because the modauthor never used the the forum much anyway.
But you can find his steam releases at some other websites like
https://rimworldbase.com/natures-pretty-sweet-mod/
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: MZ on April 26, 2020, 04:41:41 PM
Im wondering if its a bug that all the grass and bushes stay alive in the winter? I feel like this never happened in vanilla game, and its a huge change in mechanics, since animals are able to graze even through the cold days.
Title: Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
Post by: LWM on April 27, 2020, 02:03:53 AM
No, in vanilla game, you can still harvest berries from wild berry bushes.  I think plants just stick around in vanilla, dormant?