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Title: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: SargBjornson on November 06, 2018, 06:12:02 AM
RimBees
(https://i.imgur.com/2Rd273B.png)

Welcome to RimBees! One day I was thinking, "what does RimWorld need?" It needs bees, of course! Not just a simple mod where you can get some bees, and they produce some honey, and that's it. No, I mean a full fledged mod in the spirit of modded Minecraft, where you can crossbreed different species of bees to get all sorts of bizarre creations (I'm seeing a trend in my mods, uh...) that produce all kinds of resources so that, with a certain amount of work, you can run a colony entirely on bees.

This mod draws inspiration from the Forestry mod for Minecraft, as well as from the Frackin Universe mod for Starbound, but tries to be also adapted to the characteristics of RimWorld.

Features
- Beekeeping: find wild bees in all biomes, build beehouses to put them to work! A single beehouse won't do much, so prepare to build a few. Are you in an extreme biome? There are low-efficiency climatized beehouses available for you until you can get bees that modify allowed temperatures!

- Bee breeding: Mix two breeds of bees in a beehouse, and use a brood chamber to multiply them, and an hybridization chamber to get new species (more than 30)!

- Honey making: Centrifuge the combs produced by the bees to get honey and wax.

- Cooking and building: honey can be used as an ingredient in cooking, and wax can be used as a building material.

- Mead brewing: turn honey into mead to make your colonists happy (and drunk)

- Wax lighting: candles are a quaint and cheap way to light your base

- Resource gathering: many of the bees produce combs with more things than honey and wax. Will you find the Luciferium-producing bees?

- Research: discover new exciting bee combinations

- Pollination: plan your growing zones around your beehives and increase your crop production

(https://i.imgur.com/86Sffzb.gif)
Awesome animation by Chicken Plucker

Wiki
All mod info available at https://rimworld-bestiary.fandom.com/wiki/RimBees

Issues
Balance is always a work in progress!

Notes
Most of the mod is pretty well explained in the item and research project descriptions. I have also created a simple crossbreeding chart to help you get started!

(https://i.imgur.com/7Jy5WGh.jpg)

Plans for the future
More bees!

License
I honestly don't care, use this as you wish. I even included the source for the c# part.

Download
Current release, updated for Rimworld Release version, can be downloaded at:
GitHub (https://github.com/juanosarg/RimBees/releases)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1558161673)

Compatibility
Right now, the mod shouldn't give problems. In the future, I'll add patches to make new bee species that give modded materials

Credit

Fancy Food Items by KanaX: https://forums.rpgmakerweb.com/index.php?threads/fancy-food-items.44398/
Wax floor textures from the Apini Mod: https://ludeon.com/forums/index.php?topic=31076.0
Thanks to TheSevenSins for helping on the 2.0 update

Changelog
v4.0: Complete retexture of the mod from the gound up (30/07/20)
v3.0: Updated to RimWorld 1.1 (19/02/20)
v2.032: Added mushroom tree hives for the Mycotic Forest in Alpha Biomes (10/11/19)
v2.031: Fixed bug with mead fermenting barrels (4/11/19)
v2.01: Added properties to honeys so they transfer their special stats to meads and other food. Fixed adding chambers to beehouse blueprints. Added an option to automatically add a growing zone around beehouses (29/09/19)
v2.0: Updated everything. Beekeeping work type, queueing of bee jobs, externalization of most code on XML files, "extract from any comb" recipe, added 8 new bees, new combs, new honeys, new waxes. Seriously, check the changelog on GitHub because I almost rewrote the entire mod (26/09/19)
v1.01: Bugfixes. Added rotatable workbenches (12/11/18)
v1.0: Release version (06/11/18)
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: Ruisuki on November 06, 2018, 07:00:06 PM
Hey sargi saw you liked @Canute's idea

Quote from: canuteHi sarg,
do you want expand the bee story so it affect the production/growing of plants too ?
You know without insect's the most plant's wouldn't get fruits.
So i think without you bee's around, the harvest yield should be reduced to 80%.
With your bee's it could be raised to 120%.
His plan was for bees to modify the harvest not the soil fertility what do you think?
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: Mosser on November 06, 2018, 07:21:08 PM
Hey sarg, great mod, I really love it, but... could you please add a way to get honey without electricity? I started a tribal game and noticed that there is no way to process honeycombs
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: publicuser on November 07, 2018, 05:56:42 AM
Can you add some ingame pictures?
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: Naji on November 07, 2018, 10:09:41 AM
Thanks for the awesome mod.
Quote from: publicuser on November 07, 2018, 05:56:42 AM
Can you add some ingame pictures?

There is a steam link up there, click on it, it will take you to a steam page. There, one can find photos, which are take ingame from the mod.
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: TacataX on November 08, 2018, 06:06:33 PM
How do I get Bio interface components?
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: Prismaa on November 09, 2018, 12:55:50 AM
Quote from: TacataX on November 08, 2018, 06:06:33 PM
How do I get Bio interface components?
Technological Bees makes combs that gives them
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: DiamondBorne on November 10, 2018, 01:17:19 AM
Please resurrect the Apini and integrate with this mod too, I missed all the beeings in Rimworld.  :'(
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: sidfu on November 11, 2018, 10:07:22 PM
hopely u make them need flowers around them like the other honey mod.
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: SargBjornson on November 12, 2018, 02:29:28 PM
Update available!

v1.01:

Added rotatable graphics for Beekeeping workbench, Honey Centrifuge and Advanced Centrifuge
Added a 30% penalty to the Honey Centrifuge if electricity is not present, so basic bees can be used in tribal starts (hybridization will still need electricity)
Fixed advanced beehive short circuits in rain
Fixed adaptive honey label mistakenly calling it blue honey
Fixed wild beehives so they get destroyed if ruined by temperature, just like bees are

Quote from: sidfu on November 11, 2018, 10:07:22 PM
hopely u make them need flowers around them like the other honey mod.

Some of them need specific flowers or materials, but most have enough with wild flowers that are in the map

Quote from: DiamondBorne on November 10, 2018, 01:17:19 AM
Please resurrect the Apini and integrate with this mod too, I missed all the beeings in Rimworld.  :'(

AFAIK they are working on it, else I would have offered to help

Quote from: Ruisuki on November 06, 2018, 07:00:06 PM
His plan was for bees to modify the harvest not the soil fertility what do you think?

I looked into Canute's idea, but it would require Harmony transpilers to do it OK, and I just... ugh...
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: sidfu on November 12, 2018, 02:59:56 PM
what u probaly want to modify is fertilty senstivity. u can probay look how dubswise modifies soil fertily in his mod to see how to set it up easily
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: Mosser on November 13, 2018, 05:20:35 PM
So... it seems like to make the honey meals the pawn needs to be assigned to crafting... should it be like that or is it a mod conflict?
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: sidfu on November 13, 2018, 07:36:23 PM
not conflict its cause he put them on a bench. u cant have 2 differnt job types on 1 bench. if a bench say has cooking and crafting jobs then a crafter can cook and a cook can craft even if those jobs disabled.

u need to nerf tfhe meal values they way to op. .9 food for a normal meal is way to much.
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: sophiasong on November 18, 2018, 05:59:03 PM
Love the mod! As soon as we found it, my gf and I set out to make an entirely bee-based colony.

A QoL thing: none of the structures in the "Bees" architect menu can be uninstalled/reinstalled. I just modified buildings.xml to make everything minifiable and I vastly prefer it.

Bug report:
"Insert drone" and "insert queen" jobs (beehouse structure)

Expected behavior:
Job assigned to a pawn based on a list of pawns that have permission to do the job (insert drone, insert queen).

Observed behavior:
Job is assigned to the first first pawn on the list of colonists. The job assignment cancels that pawn's current task and prioritizes the "insert drone" or "insert queen" job.

Steps to reproduce:
1. Build a beehouse
2. Have at least one of any type of drone or queen bee
3. Select beehouse
4. Click "insert drone" and select an available drone; click "insert queen" and select an available queen

Comments:
It seems like the code looks for the first pawn that can use manipulation and assigns the job to that pawn. Also, it seems there is no associated permission for the "insert drone" and "insert queen" jobs (e.g., "haul general" or "cut stone blocks from chunks"), so there is no interaction with pawn settings on the "work" tab.
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: Rambus200 on November 25, 2018, 06:12:39 PM
Quote from: sophiasong on November 18, 2018, 05:59:03 PM
Love the mod! As soon as we found it, my gf and I set out to make an entirely bee-based colony.

A QoL thing: none of the structures in the "Bees" architect menu can be uninstalled/reinstalled. I just modified buildings.xml to make everything minifiable and I vastly prefer it.

Bug report:
"Insert drone" and "insert queen" jobs (beehouse structure)

Expected behavior:
Job assigned to a pawn based on a list of pawns that have permission to do the job (insert drone, insert queen).

Observed behavior:
Job is assigned to the first first pawn on the list of colonists. The job assignment cancels that pawn's current task and prioritizes the "insert drone" or "insert queen" job.

Steps to reproduce:
1. Build a beehouse
2. Have at least one of any type of drone or queen bee
3. Select beehouse
4. Click "insert drone" and select an available drone; click "insert queen" and select an available queen

Comments:
It seems like the code looks for the first pawn that can use manipulation and assigns the job to that pawn. Also, it seems there is no associated permission for the "insert drone" and "insert queen" jobs (e.g., "haul general" or "cut stone blocks from chunks"), so there is no interaction with pawn settings on the "work" tab.

I am having the same issue as above. Especially when you have multiple bee houses and you are trying to insert multiple bees into each house. It just ignores the last insert bee( which becomes really annoying when you got 20 houses to insert bees into) and the first colonist only inserts bees from the house that had the latest request for bee insertion.
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: Rambus200 on December 01, 2018, 12:11:14 PM
I also haven't seen any trader's in-game that will trade for bee items either(ie bees, honey combs)? Maybe this can be added?
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: crusader2010 on December 01, 2018, 02:47:11 PM
First question that comes to mind is:  is the mod compatible with Genetic Rim?
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: CrimsonPhalanx on December 26, 2018, 06:01:40 AM
Not a major issue or anything, but I think the centrifuge really needs a "process any comb" option, looking for the correct comb to process is kinda annoying, I mean its manageable for now, but in the future when you add more bees, it'll be really messy.

and as most people already mentioned, its impossible to queue up different orders on different hives, so everything needs to be done one by one, it gets pretty tedious when more hives come into play.

So far I have not seen any major issues, (although a warning that the bees left outside will get ruined by temperature would be good, i panicked when I lost half my queen population waiting for drones during a cold snap)

This is just a suggestion, but I think there should be an advanced hive that allows multiple combs to accumulate if colonists don't extract it in time, or some sort of automated system that spits out completed combs, the work needed for colonists to interact with them gets pretty high since they are ordered to stockpile the stuff they took out, it kinda wastes a lot of the pawns time, I would get a specialized pawn to beekeep but I have no idea what Job its assigned to.


Sorry for the long post, as always I look forward to your work

EDIT: okay, so regarding the first issue I mentioned, there are more recipes to process the different combs than the max amount of work orders on the centrifuge, so its either micromanagement or multiple centrifuges (If anyone is wondering why I have that many different hives, you'll understand once you reach a certain stage of producing hybrids. Drones are really rare considering the only method to produce them can also produce queens)
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: Exende on March 08, 2019, 08:51:04 PM
Hi, any idea why this pops up?  I'm trying to narrow this down as I have a silly amount of mods in my game.  Thanks.

QuoteException ticking RB_HybridizationChamber1342816 (at (203, 0, 119)): System.NullReferenceException: Object reference not set to an instance of an object
at RimBees.Building_HybridizationChamber.TickRare () <0x00039>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x004d3>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Edit: nvm, it's because the chamber has to be adjacent to the LEFT of the Beehouse
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: SargBjornson on March 09, 2019, 01:28:24 AM
The game shouldn't have even let you build it unless it was to the left!
Title: Re: [1.0] RimBees - 1.01 (12/11/18)
Post by: RiseKnight on March 25, 2019, 12:27:45 PM
My base is in ice sheet mountain and we have 85% snow weather. My bee workshop become useless because of this. May i suggest anti weather beehouse on late stage?

EDIT: it took me 2 - 3 years to get swamp bee, it helped alot. but dang, 3 years, only summer time i have time to crossbred some bees.
Title: Re: [1.0] RimBees - 1.0 (06/11/18)
Post by: InfinityKage on April 18, 2019, 02:26:46 PM
Quote from: DiamondBorne on November 10, 2018, 01:17:19 AM
Please resurrect the Apini and integrate with this mod too, I missed all the beeings in Rimworld.  :'(

Someone has done this already. Sorry I can't remember exactly where I got it. I think it's in the Alien Race Mod discord.
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: SargBjornson on September 26, 2019, 09:55:00 AM
v2.0: HUGE update, almost all the mod has been rewritten and remade:

Major changes:

    New Beekeeping work type, separate from Hauling and Crafting, and asigned to all Beehouses and Workbenches.
    Bee insertion jobs can now be queued using RimWorld's job system. Queens and Drones can also be queued separately. The mod no longer forces a colonist to abandon its job to insert bees. That was rude.
    Bee research workbench: this new building allows you to expend bee honeys and waxes to discover new bee combinations of the highest bee tiers.
    Added a "extract from any comb" recipe to the honey centrifuge (the advanced centrifuge is still manual to balance the op-ness of bulk recipes)
    Pollination: with this new mechanic every crop in a 6 tiles radius of a working beehouse has a 25% chance to be instantly replanted with bonus growth when harvested. This requires the beehouse to be working at the time of the harvest (I did this instead of a bonus to growth to avoid lagging the game).
    8 new bees providing vanilla resources that the original mod hadn't covered.

Minor changes:

    Almost nothing is hardcoded anymore, allowing anyone to change XMLs to create new bees, combs and even beehouses! It works, it just works!
    Added compatibility with Alpha Biomes, Nature is Pretty Sweet, Advanced Biomes and the LOTR Mallorn Forest
    New Advanced Climatized Beehouse, which works in any biome without a speed penalty.
    New Advanced Climatization research
    Most merchants now sell Mild and Temperate drones and queens, to kickstart your bee adventures if your biome sucks!
    Colonists are now eating the Honey pop normally
    Brood chamber now produces around 5 times more Drones than Queens
    Comb centrifuge recipes no longer need Animals skill, but Crafting
    Electric beehouses now properly stop if not powered
    Advanced beehouse provides a 25% speed boost, up from 10%
    Climatized beehouse works at 40% of base speed, up from 30%
    Added new categories for Honeys and Waxes
    Added white honey, tasty honey and psychotropic honey
    Added Heavywax, Steelwax and Blue beeswax
    Added floors for these new waxes
    Added refinery recipe to turn excess wax into chemfuel
    Many buildings in the mod are now stuffed, so you can build a beehouse out of Mycotic Jungle mushroom stalks!
    Properly rotated the workbench and the centrifuges' graphics
    Fixed the error where brood and hybridization chambers would pop errors if their beehouse was destroyed
    Removed waxes from always beeing shown at the reseource readout
    Chef bees now produce fine honey meals instead of regular ones
    Typos in waxes fixed

Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: platipuss on September 27, 2019, 07:13:37 PM
hello Sarg

one issue;
in early version if you place the hive to indoors and adjust the temperature to 20degree if the out side temperature is too hot or cold hive does not produce honey.

did you get the chance to fix this?

I always make greenhouses with vagetable garden project and I want to use the bees at the same location

it can also be a good thing to give small extra bonus on plant grow ratio with the hive near to crop field if possible...
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: SargBjornson on September 28, 2019, 03:13:00 AM
It's not a bug, it's a feature!

No, really :) The bees HAVE to go outside, so they need the map temperature to be adequate. This is to force you to use the climatized (and with the update, advanced climatized) beehouses to progress in "hard" biomes. Also, as far as I know, you can't have honey bees easily pollinate in a greenhouse!

As for plant pollination, bonus to plant growth would be laggy with many beehouses, so the way I coded it is that any crop harvested in a 6 tiles radius of a working beehouse has a 25% chance to be automatically replanted at 0.25 growth, thus increasing total crop yield in the medium term. Much more CPU friendly!
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Canute on September 28, 2019, 03:46:30 AM
Ofocuse bee and bumblebee's can and be used at greenhouses.
https://ask.extension.org/questions/416201
https://homeguides.sfgate.com/greenhouses-bees-24955.html

That was one thing that disturb my at my rimbee used too.
You allready add some check's for resources for some kind of bee's.
Maybe add a check for plant's then the bee's stay at the room and have the temp. check for the room. Otherwhile they try to fly outside with the outdoor temp. check.
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: platipuss on September 28, 2019, 05:25:00 AM
Hi Sarg

as Canute offers you can make this kind of checks also you can add a certain amount of active bees inside a specific area of indoors this feature can also balance the game. if player place more hives than it should be than there can be some kind of penalty or slowing down the production.

I dont know if you fix it (I will try the new version today) if your biome is harsh like ice sheet or very hot desert you cant start production with temperate or mild bees. you cant cross breed the advance bee types and you cant make a climatized hives since you dont have the advanced ingredients.

you cant use the beekeeping in early stages and if you survive long enough to make those types you already build up the food and shelter problems.

offcourse I`m just giving recomendations. in my opinion after this updat you alreadu solved the other miner issues if you can solve this early game harsh environment problems this mode can be placed into top 10 must have mods...
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: SargBjornson on September 28, 2019, 07:01:25 AM
Bee greenhouse pollination can be done, but it is not the norm. On the other hand I removed the specific material cost from climatized beehouses, they only cost wood and steel now so they can be used from the beginning until you get Desert or Arctic bees! They also now work at 40% speed instead of 30%.

What I absolutely need to fix is beehives deteriorating so quickly on VERY low climates, since that makes starting with the mod impossible.

Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Beardlongo on September 30, 2019, 06:48:15 PM
Love the mod, but getting researched done, while getting pummelled by Centipedes isn't easy, so i made a Spreadsheet!

https://docs.google.com/spreadsheets/d/1kVvrtpN9PLu02FgKLwyT86HMfA_5Dx_bIGh4kD7_mAY/edit?usp=sharing
Spoiler Warning and its Google Sheet, you might want to open in Private Tab.

I have added all Bee Breeding Combinations and what each Bee Needs and Produces.


Though i added some notes to where i am not sure how it works. Mainly Product amounts, are they divided by 10? And what Counts as "Tier 4" and "Tier 5" Bee, though not a necessary thing to know.

Feel free to Copy and Modify the Sheet :)
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: MintyFr3sh on September 30, 2019, 10:24:06 PM
This mod is great, thank you.
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Maryannae on November 12, 2019, 08:07:29 AM
Hej Sarg,
awesome mod, it has become a must for me!
Just one thing, would it be possible to make the selection of bees in hives last longer? ...it gets quite annoying to have to go through all the empty hives every ½ day...
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: SargBjornson on November 12, 2019, 08:33:44 AM
I'm not sure I follow!
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Maryannae on November 12, 2019, 08:55:15 AM
Than, maybe, it is some conflict I have with other mods...
...what's happening is that when I select the Drone and Queen to be put in the Hive, and the icon change to the one with the hourglass, it stays for around ½ a day and than it resets and I have to re-select the Drone and Queen that I want installed...
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Canute on November 12, 2019, 09:02:05 AM
Maryannae,
maybe you did something wrong or there is a conflict with some other mod.
Normaly the queen and drone stay at the hive until you manualy take them out.
Queen and drones outside a hive will deteroite slowly and affected by temp. so you should keep them safe.

What is the temp at the area of the hive ? Are some special enviroments at the map like toxic fallout ?
Is the hive indoor or outdoor.
What is your modlist, maybe use the green button "Share log" for a modlist if you used hugslib too.
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: platipuss on November 12, 2019, 11:08:04 AM
thats not what he tries to say

when you want to insert a drone or queen to the empty hive you hit the button to insert,
than interface turn to hourglass and the order goes to job queue. lets say all your pawns are sleeping or they are busy with higher priorty jobs, after half day if no one carries the drones to hive, order cancels...

he is asking if its possible to increase the active time of the job,,,
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Canute on November 12, 2019, 11:30:33 AM
Doh, misunderstanding at my side.
Does he maybe use an old version, because the beekeeping job got a very low priority at the hauling area.
When he use the new version (2.0)
New Beekeeping work type, separate from Hauling and Crafting, and asigned to all Beehouses and Workbenches.
Does he enable this worktype for some pawns ?
Alternative i can suggest to use Fluffy's WorkTab mod, so he manualey put these job types for some pawn's at a higher priority.

I think a half day should be enough time, but i don't see the point why there is a time limit.
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Maryannae on November 12, 2019, 11:39:26 AM
Quote from: platipuss on November 12, 2019, 11:08:04 AM
thats not what he tries to say

when you want to insert a drone or queen to the empty hive you hit the button to insert,
than interface turn to hourglass and the order goes to job queue. lets say all your pawns are sleeping or they are busy with higher priorty jobs, after half day if no one carries the drones to hive, order cancels...

he is asking if its possible to increase the active time of the job,,,

Exactly! ...I'm trying to have a dedicated beekeeper, but, especially until the colony grows a bit, it's very hard!
...I don't know if "active time of the job" is the correct definition, but I think we understood each other! It's the time the selection stays on in the Hive...
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: SargBjornson on November 13, 2019, 05:58:26 AM
Even if the hourglass goes away, the jobs are not cancelled, iirc, they are still queued. The hourglass goes away as a protection against unforeseen circumstances in which the job gets cancelled for some reason. If there wasn't a time limit, it would stay hourglassed forever. If you leave it alone the pawn should eventually get to it and insert the bees.

Or get more beekeepers ;)

EDIT: actually, I'm wrong, it DOES reset the jobs, so if no pawns get around to it in some time it does stop them :) I think I'll make this configurable via options or something
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: sidfu on November 13, 2019, 08:37:46 PM
the mod has come from the future Re: [1.0] RimBees - 2.0 (26/29/19)
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: SargBjornson on November 14, 2019, 02:18:17 AM
Whooops
Title: Re: [1.0] RimBees - 2.0 (26/29/19)
Post by: Maryannae on November 14, 2019, 07:45:25 AM
Quote from: SargBjornson on November 13, 2019, 05:58:26 AM[...] actually, I'm wrong, it DOES reset the jobs, so if no pawns get around to it in some time it does stop them :) I think I'll make this configurable via options or something

Oh, that would be great!
And, actually, I've noticed that if the hourglass disappear but a beekeeper has already taken the job, the insertion will be performed, so that's something!

Also, I was thinking about the bees in a greenhouse argument, and you could make a tier 3 bee type that produces almost nothing and that has drones that can be added to other types of bees in order to make the hive work 'indoor', maybe with a reduced efficiency?
- by 'indoor' I mean: regardless of weather and temperature -

Thanks again for the great mods!
Keep up the good work!
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: platipuss on November 14, 2019, 08:08:55 AM
hello Sarg

did you get the chance to make some adjustments to use the bees in extreme environments?
-green houses
-hives & bees endurance time in extreme temperatures
-more frequent traders with bees

Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: SargBjornson on November 16, 2019, 05:08:07 AM
Just updated!

v2.04:

Added mod options to ignore rain, night-time, temperature and presence of nearby plants / materials
Added mod option for greenhouse bees, allowing bees to adjust to indoors temperatures, instead of outdoors
Adjusted bee insertion job timeout to be three times previous (120 rare ticks, which is half a day)
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: Maryannae on November 16, 2019, 11:38:56 AM
Wow, that was fast!
Thanks a lot Sarg!
I'll try it immediately!
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: platipuss on November 17, 2019, 02:17:41 PM
many thanks!!
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: platipuss on December 17, 2019, 05:13:09 AM
Hello Sarg

I tested the new options on the extreme hot planet (min rainfall & max temp.) in the desert biome. at the beginning game starts in winter time and biome has mild and temperate hives to start with and if you manage to built your green house before summer. bees can be the main source for the colony.

then I tested this in the extreme cold planet (max rainfall & min temp.) sea ice biome.

since there are no wild bees existed in this biome at the start, I have to rely on the traders to buy the first bees. it took too long (almost 1 year) for me to wait for a trade ship to come with bees to be sold (this is the first problem) and after I made the silver transaction bees are landing on an open area and there is no way to get the bees inside any building on time because they are just destroyed as soon as they landed on the ground in temperatures of -32celcius.

instead of selling the bees without cover maybe traders can sell them as you find them on the wildlife with the hives and maybe you can increase the time destroying the hive little bit longer in the case of exposure of extreme weather conditions...

so desert biome is OK but ice biome is NOK for the bees so there is no way to reach the arctic bees in the game...

in my opinion, the remaining features are great. bees are giving growth boost to plants, bee production is balanced...
you may leave the mod as this way
or
you can add other features in the game if you want to upgrade the mod like
(some ideas)

-some bees can give a greatly increased boost to plants growth instead of giving honey
-weaponizing the bees
-poisoned honey can be used to produce poisoned gas canisters for the raiders
-some other glitter world products can be made out from level 5-6 bee products

just giving you some feed back...
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: Valikdu on March 07, 2020, 08:56:32 AM
Is there a container that would be good for storing bees? I've tried the ones from DeepStorage, but only the tall shelf seems to have the bee tab.
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: Canute on March 07, 2020, 10:31:14 AM
Tall shelfs can store 8 stacks, so build 2 shelfs, one for queen one for drones, that should cover all need for the beginning. Later you can build 2 more shelfs.
And once you got more then 50 of a stack you can made kibble out of them.
Title: Re: [1.0] RimBees - 2.032 (10/11/19)
Post by: Nomalastor on March 07, 2020, 12:51:11 PM
I am surprised nobody has yet requested an 1.1 update. So I do :)
Title: Re: [1.0-1.1] RimBees - 3.03 (16/03/20)
Post by: Fl@sh on July 19, 2020, 12:44:12 PM
Hi SargBjornson. You have created a good mod. But I have a problem with it. I can't get Adaptive and Alloy bees. With breeding (amalgam+hydrid) firstly I had nutritious bee. After I had technological and neutro respectively. Next time it was neutro too. What should I do? What`s wrong?
Title: Re: [1.0-1.1] RimBees - 3.03 (16/03/20)
Post by: Canute on July 19, 2020, 03:55:03 PM
Fl@sh,
i don't think you did anything wrong. You just got bad luck.
With the picture from the 1. page you can see you can get all 5 tier2 bee's from the same combination, you just need to let them breed more and you will get the wanted bee after some time.
Title: Re: [1.0-1.1] RimBees - 3.03 (16/03/20)
Post by: Fl@sh on July 19, 2020, 04:09:11 PM
I tried a lot of times. Such problem with Bittersweet Bee. Agricultural have, lactic and egglaying have, insectoid, insectoid, insectoid, insectoid... Bad luck? I try again and again ;D
Title: Re: [1.0-1.1] RimBees - 3.03 (16/03/20)
Post by: SargBjornson on July 26, 2020, 09:18:06 AM
Yep, bad luck. If there are 5 combinations, each of them has a 20% chance on each cycle of the hybridization chamber
Title: Re: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: SargBjornson on July 30, 2020, 04:16:49 AM
Huge, and I mean it, update:

v4.0:

Complete retexture of the mod from the ground up. All graphics of the mod have been updated to look more vanilla
Small changes to code work scanner handling to reduce lag
Rain check now just looks for rainfall amount in the current weather, to support modded weathers and biomes
Added compatibility for Tar Pits and Pyroclastic Conflagration in Alpha Biomes
Moved the wax candles a bit up so they can be placed on top of furniture
Preserved meat is now Graphic_StackCount
Fixed Advanced Biomes patch
Title: Re: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: platipuss on August 25, 2020, 07:05:14 AM
Hello Sarg

I played after the new revision in an extreme hot planet (summer 80-90 celsius) with a tribal colony. I made the base running on rimbees.
with the additional options I started with the option of greenhouse bees.
at the beginning it was very difficult to make the first bee houses because it demands 50 woods and in extreme biomes its very difficult to obtain wood. I go for hibrit bees and finally go to desert bees. after that point it became more easy to run the base.

it looks you made a very good mod. its smooth and balanced. for making the mod more easy or difficult you can add more mod option such as limiting the wax usage. you can use the wax on almost in everything (from contruction to complex furnatures)
to make the mod easy you can allow stone materials to make the bee houses etc...

For the future if you care about some ideas I kindly suggest maybe you can add poison bees and poison can be milked from them and poisoned weapons can be added (like poisonous bullets, poisoned gas etc..) even bees can be used as weaponized and can thow them with a mortar and crowded enemies can be damaged by time.

cool mod and thanks for the effort...





Title: Re: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: SargBjornson on August 25, 2020, 12:46:43 PM
Thanks!

Military bees are planned, yeah :)

Selecting things such as those with options is not easy, though. Those values are fixed on the XMLs, and to change it I'd need to transpile base game methods with Harmony, which is something I try to avoid unless strictly neccessary
Title: Re: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: platipuss on August 27, 2020, 09:04:12 AM
one other thing

if its possible can it be arranged that the bee house and surrounding equipment available to be rotated?
Title: Re: [1.0-1.1] RimBees - 4.0 (30/07/20)
Post by: SargBjornson on August 28, 2020, 02:44:28 AM
No, sorry