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RimWorld => Releases => Mods => Outdated => Topic started by: Rikiki on January 13, 2015, 05:27:34 AM

Title: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Rikiki on January 13, 2015, 05:27:34 AM
Caveworld flora

    Are you tired of those void caves?
You ever wanted to crash on a caveworld?

Then this mod is for you!

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


Features

Adds 3 kinds of cave plant that will enliven your dark caves.
Each plant can be harvested once mature.
Note: these plants will only growth on natural floors. You can get rid of them by constructing a floor or smoothing it.

Planned features

No more for now, but I am open for suggestions! :D

Technical support

Balancing a mod is difficult, especially with plants. Please leave me your feedback if you think there are too much of them.

Changelog

Code: [Select]
V1.0
* Alpha 8 initial release.

V1.1
* Small typo correction in plant def (harvestMinGrowth).

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

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

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

V10.0
* Alpha 10 update.

Compatibility notes

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

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

Modders note

You may be interrested in the following features:

License

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

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

Caveworld flora V10.0 (https://www.sendspace.com/file/t81lof)
Caveworld flora V10.0 source (https://www.sendspace.com/file/oy2zrd) => for modders
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Orion on January 13, 2015, 05:28:35 AM
Love it already!
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Avtomatik on January 13, 2015, 05:48:16 AM
Waiting for a cave troll  :D
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: eatKenny on January 13, 2015, 06:08:41 AM
must...

not...

touch...
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: JuliaEllie on January 13, 2015, 06:19:47 AM
wow those look great - cant wait to look at the code :)

Also dont eat the glowing mushrooms they might have funny side effects
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: caspian on January 13, 2015, 07:54:22 AM
I really like the idea :D
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Epyk on January 13, 2015, 09:32:48 AM
Aww lawdy. Do want.
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: denu on January 13, 2015, 10:26:05 AM
WOW love the idea but, whats about raids or airdrops?? how did you manage this?? or is this mod built just as basebuildingmod??
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Rikiki on January 13, 2015, 10:50:41 AM
OKAY, I am gonna break the myth as you are expecting too much of it! ;D

This mod just adds some caveworld flora into the caves, you don't actually crash in a cave but you can recreate a caveworld community by digging your base into the deep mountains.
For now the mod is pretty simple (from the user point of view at least. Ouch! a plant generation algorithm :P):
- 3 different kind of plants.
- some you can eat, another which has healing properties
- a funny effect that occurs once in a while with the gleamcap ::)

I may extend it based on your suggestions but I doubt I will go the troll way. AI is too hard for me for now. :P
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Romi on January 13, 2015, 11:49:31 AM
I don't see any download link, is just me?
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: Timber on January 13, 2015, 12:07:02 PM
So wait are these farmable? Or do you just find x amount and that's it?
Title: Re: [MOD] (Alpha8) Caveworld flora TEASER
Post by: denu on January 13, 2015, 01:05:52 PM
ok not what i expectet but these version it also very nice so go on i will give it a try.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: Rikiki on January 15, 2015, 02:10:30 AM
Released V1.0!
Enjoy and give me your feedback! ;D
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: JuliaEllie on January 15, 2015, 02:12:36 AM
Released V1.0!
Enjoy and give me your feedback! ;D

Code Digging engaged!

Aw yiss dis public bool TrySpawnNewClusterAtRandomPosition() (https://gp4.googleusercontent.com/-9-2q3wwZ8Mk/AAAAAAAAAAI/AAAAAAAAAEw/qVZv93Lzobc/s48-c-k-no/photo.jpg)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: Lightbulb500 on January 15, 2015, 10:29:55 AM
Love the new flora!  8)

I am having an issue that they all spawn and grow correctly but never provide anything when harvested.
In fact, even when fully grown they only show the option to cut (rather than cut or harvest) and this doesn't provide any resources  :-\
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: Rikiki on January 15, 2015, 11:29:38 AM
Oups, typo bug. :-[
Steps to correct it:

I will upload a correction tonight.
Thanks for the report! :)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: Lightbulb500 on January 15, 2015, 11:49:47 AM
Thanks for the quick response and fix!
I did have a look myself (by comparing the def file to one of the plant defs in the core game) but missed it!

All working well now :)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.0 15-01-2015)
Post by: Igabod on January 15, 2015, 12:51:30 PM
Thanks for the quick response and fix!
I did have a look myself (by comparing the def file to one of the plant defs in the core game) but missed it!

All working well now :)

Hah! Funny little mistake. I actually don't even care if you can harvest them for anything. I just love the idea of having glowing mushrooms in caves. I'm actually going to dig into a mountain to play with this mod tonight when I play it. I never build underground bases anymore, but this mod is going to lure me back into the dirty stale air of dwarven living.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Rikiki on January 15, 2015, 12:52:44 PM
V1.1 is released.
Only a small typo correction in plant def (harvestMinGrowth).
You can now normally harvest these shiny plants once mature! :D
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Noobshock on January 15, 2015, 01:20:02 PM
I hope we eventually get cave flora AND even some fauna in the final game ;)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Stannis on January 15, 2015, 10:21:44 PM
Awesome!
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: pktongrimworld on January 15, 2015, 11:17:06 PM
dang, yo, your mods = awsome.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Rikiki on January 16, 2015, 04:36:37 PM
Thank you all for your support guys! :)

Oups, forgot someone in the credit section... I added Igabod in the credits (this mod would never be born without his original idea!). :D
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Amalfi on January 16, 2015, 09:56:12 PM
Hey! Your mod is awesome! I'm having an issue that seems to happen mostly when I mark a large batch of fungus to be harvested, but sometimes on its own.

"Tried to destroy already-destroyed thing GleamcapSporeSpawner139366"

Is this potentially a problem on my end? I haven't seen anyone else mention it.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.1 15-01-2015)
Post by: Igabod on January 16, 2015, 11:17:00 PM
Hey! Your mod is awesome! I'm having an issue that seems to happen mostly when I mark a large batch of fungus to be harvested, but sometimes on its own.

"Tried to destroy already-destroyed thing GleamcapSporeSpawner139366"

Is this potentially a problem on my end? I haven't seen anyone else mention it.

That's actually a bug with the core game itself that I have noticed several times since this alpha was released. I haven't been able to track it down and (reliably) replicate the issue so I haven't posted a bug report on it yet though.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Rikiki on January 17, 2015, 03:58:30 AM
Thanks for the report Amalfi.
This is not a core bug, this is just a modder bug! ;D
This means you tried to destroyed something (in this case a gleamcap spore spawner) while it has allready been destroyed. So you try to call sporeSpawner.Destroy() but the sporeSpawner object does no more exist (thus the bug!).

V1.2 with this little correction is released! :)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Igabod on January 17, 2015, 04:08:19 AM
Thanks for the report Amalfi.
This is not a core bug, this is just a modder bug! ;D
This means you tried to destroyed something (in this case a gleamcap spore spawner) while it has allready been destroyed. So you try to call sporeSpawner.Destroy() but the sporeSpawner object does no more exist (thus the bug!).

V1.2 with this little correction is released! :)

I've seen it happen with vanilla items as well. Or at least I thought I had.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Rikiki on January 17, 2015, 05:06:30 AM
Oh yes, I did saw it too when you play with the modders tool like fast ecology or ultra-fast speed. ;)
Apart from that, never happend to me.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Igabod on January 17, 2015, 05:07:55 AM
Oh yes, I did saw it too when you play with the modders tool like fast ecology or ultra-fast speed. ;)
Apart from that, never happend to me.

Ah, it must be the ultra-fast speed thing. I always use that. Never used fast ecology.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Lightbulb500 on January 21, 2015, 11:52:04 AM
I've been getting these errors recently.

They haven't affected gameplay but they are logged a lot.

Edit: Should also say this is on a new world, new colony and with the latest version

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.2 17-01-2015)
Post by: Rikiki on January 21, 2015, 04:29:42 PM
Thanks for the report. :)
V1.3 is released and should correct this bug with another minor one.
I suspect that starting a new colony is mandatory for this correction but this small bug should not force you to abandon your current colony. :D
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Lightbulb500 on January 21, 2015, 06:31:06 PM
Thanks for the quick update!  :)

Will try it out tomorrow
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Delete_Repeat on February 14, 2015, 02:55:24 PM
I am having an issue with the flora. For some reason all the mushrooms look like 4x4 squares. They all have correct colours and glow. But the mushroom its self are squares... I started a new colony, maybe its my load order?
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: BinaryBlackhole on February 14, 2015, 09:54:08 PM
Normal Rim world has a way to make soil make a way to make natural stone floors so you can cultivate these plants.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Rikiki on February 15, 2015, 02:17:29 AM
@Delete_Repeat: you have not restarted your game after activating the mod. ;) Just save, quit the game and reload your save, everything will be allright.

@BinaryBlackhole: when mining, the floor is "rough-hewn" which allows mushrooms to growth. Only smoothed or built floors (wood, metal tile, concrete) cannot support mushies.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: jabbamonkey on February 15, 2015, 11:14:59 PM
Love the mod. I recreated the graphics for the mod. I wasn't a fan of how the "farmed" mushrooms looked too much like the growing mushrooms, so I put the "harvested" mushrooms in a bad (and the healing mushroom on a bandage wrap. 

(http://www.amazingdg.com/clients/rimworld/GleamcapA.png)(http://www.amazingdg.com/clients/rimworld/GleamcapB.png)(http://www.amazingdg.com/clients/rimworld/GleamcapC.png)(http://www.amazingdg.com/clients/rimworld/GleamcapStem.png)

(http://www.amazingdg.com/clients/rimworld/GlowbulbA.png)(http://www.amazingdg.com/clients/rimworld/GlowbulbB.png)(http://www.amazingdg.com/clients/rimworld/GlowbulbC.png)(http://www.amazingdg.com/clients/rimworld/RawGlowbulb.png)

(http://www.amazingdg.com/clients/rimworld/ShimmershroomA.png)(http://www.amazingdg.com/clients/rimworld/ShimmershroomB.png)(http://www.amazingdg.com/clients/rimworld/ShimmershroomC.png) (http://www.amazingdg.com/clients/rimworld/RawShimmershroom.png)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: millenium on February 15, 2015, 11:37:38 PM
i love this mod but it makes the game way too easy. then again i do extensive mining so i may have larger cultivation caves then other people do.
unfortunately i can't think of a good way to balance this as it is a viable food source though.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Rikiki on February 16, 2015, 02:31:30 PM
Thanks jabbamonkey! :)
I will embed you textures in the next version so people can choose which one to use. I like the bag and bandages but I still prefer Shinzy's more "natural" looking mushies.

@millenium: Yep, I noticed this is too easy. I can tweak it for Alpha 9: increased growth duration.
I may also add some hostile plants but this will take more time and I am working on other fun projects. ::)
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Igabod on February 16, 2015, 03:56:26 PM
Thanks jabbamonkey! :)
I will embed you textures in the next version so people can choose which one to use. I like the bag and bandages but I still prefer Shinzy's more "natural" looking mushies.

@millenium: Yep, I noticed this is too easy. I can tweak it for Alpha 9: increased growth duration.
I may also add some hostile plants but this will take more time and I am working on other fun projects. ::)

I've played with this mod active quite a lot now, and I can say that it definitely needs some balancing. The mushrooms pop up a bit too quickly. They grow way too fast (especially the medical use one). And the harvested item definitely needs a different texture than the growing plants.

Aside from those minor critiques there is nothing else to say about this mod except that I'm in love with it. Though you probably already knew that.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Leif on February 17, 2015, 04:57:07 AM
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable. 
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Epyk on February 17, 2015, 09:35:00 AM
To be fair, mushrooms actually do grow quick!
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: olvido on February 21, 2015, 02:49:30 PM
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable.

I suggest you to read first, older posts can help you, and for you final quote this mode its playable and usable dont degrade other peoples works because you dont like the CURRENT VERSION of this mod.

sorry if i misunderstand your post but complains and suggestions are to different things cheers and good luck reading  ;) 
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Dragoon on February 21, 2015, 09:14:36 PM
Yeah.. you have to restart the game when ever you go into mods otherwise it bugs out :p
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Rikiki on February 24, 2015, 07:09:29 PM
Updated for Alpha 9.
I will soon add a link with JabbaMonkey nice alternative textures. Thanks mate! :)
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: lude on February 25, 2015, 08:25:50 AM
Such a beautiful mod.
Also I'm completely okay with it being full of invasive species, would even love to see a hard version where some are dangerous to be near (to varying degree, from positive/bad hallucinations to infections and other things, perhaps mobs spawning from super rare cave plants)

Thanks for this great aesthetic depth adding mod.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Igabod on February 25, 2015, 12:52:28 PM
Such a beautiful mod.
Also I'm completely okay with it being full of invasive species, would even love to see a hard version where some are dangerous to be near (to varying degree, from positive/bad hallucinations to infections and other things, perhaps mobs spawning from super rare cave plants)

Thanks for this great aesthetic depth adding mod.

An exploding shroom that blows up when a pawn comes near it would be neat. One would hurt a little but be no problem, 5 in a cluster might kill you.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Dragoon on February 25, 2015, 03:56:38 PM
An exploding shroom that blows up when a pawn comes near it would be neat. One would hurt a little but be no problem, 5 in a cluster might kill you.

Id prefer spawning mobs or even infection to exploding plants, pawns are so dumb they won't avoid it if they need to get something and just seems like a big troll.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Rikiki on February 25, 2015, 05:36:39 PM
The gleamcap has already a fun effect. Never noticed the spore spawned by mature ones? Look carefully when the next eclipse hits. This adds a small mood bonus to nearby pawns due to hallucinogen gas. :D

Hazardous plants may be interresting. I did not worked on it as Skullywag had his purple ivy mod.
I may go this way in the future but not for now. I am still working on another mod. :P
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: 10001110 on February 25, 2015, 08:14:48 PM
Been impatiently waiting for this to be updated, TYTYTY, its such a cool mod :D
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Leif on February 26, 2015, 01:41:45 AM
Yeah.. you have to restart the game when ever you go into mods otherwise it bugs out :p

As I said in my previous post, it does this regardless of whether you restart.  It has something to do with zoom levels.
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Leif on February 26, 2015, 01:46:18 AM
There are major problems with this mod. The plants spread far too rapidly. Within a month or two they will completely overwhelm any non-lit area.  Far faster than your colonists can handle. Even with five starting colonists, my base becomes a mishmash of brightly colored fungus. Smoothing stone doesn't necessarily work, because they spread to tiles like sand, soil, etc.   Any cave tunnels you mine out immediately are overrun with the fungus. Forget about tweaking growth durations -- you need to fix it from becoming a kudzu-like menace that completely takes over the entire map within a year.  Why does it even spread like that?  Just let it spawn naturally and allow colonists to plant it where they want.

Also, the sprite/tile for the fungus has an annoying glitch -- it gets replaced with several square blocks that seem to be miniature versions of the plasteel bed from vanilla. It does this regardless of whether you clean install, restart your game after loading mods, etc.  It does this after zooming in to a certain level.

Frustrating, because this adds a DF-like element that is nice, and the glow is a nice touch when mixed with the Darkness mod, but in it's current state it's unusable and unplayable.

I suggest you to read first, older posts can help you, and for you final quote this mode its playable and usable dont degrade other peoples works because you dont like the CURRENT VERSION of this mod.

sorry if i misunderstand your post but complains and suggestions are to different things cheers and good luck reading  ;)

Wait, you're going to pull out the "try reading" card when you clearly missed every relevant point I mentioned in my post? LOL. Grow some thicker skin; constructive criticism by pointing out major gameplay problems and unfixed bugs in a mod is not "degrading" it, you're the only person who took it as such, and nobody asked you to white-knight for the mod-maker here.  Now please, go back and point out exactly which "older post" has the solution to my problem? Actually don't waste your time, because none of them do, because had YOU actually read MY post, you would have seen that I'd tried all of those things.

 
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: Igabod on February 26, 2015, 01:53:52 AM
Yeah.. you have to restart the game when ever you go into mods otherwise it bugs out :p

As I said in my previous post, it does this regardless of whether you restart.  It has something to do with zoom levels.

It has nothing to do with zoom levels because I've never seen the problem at any zoom level. However, now that the Alpha 9 update has been released maybe you should try it again and see if it persists. If it does please let Rikiki know (in a nicer manner than you did last time, which was kinda rude) about it and maybe tell him (I assume it's a he) which mods you are running so he can either fix the compatibility issue or make a note of it on the original post.

Also, in the future, when you have criticism about a mod please make it constructive and not destructive. Rikiki put a lot of effort into this mod and I'm sure he is very open to suggestions. But ranting about how "unplayable" it is does nothing to make the mod any better and Rikiki doesn't deserve anybody being rude. I am sure you didn't intend to be rude, but you were. So please try to tone it down a little bit in the future.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Leif on February 26, 2015, 03:20:23 AM
Thanks, but I don't need a lecture.  Just because "I never had a problem at any zoom level" (i.e. anecdotal) doesn't mean that it's not the problem. Clearly something about zoom levels was triggering the bug, because it did it every single time, 100% repro rate, repeatable across multiple instances of the game, upon passing a certain zoom level. Whether the problem lies within the mod itself, or in interaction with the game's mod system as a whole, or something entirely different isn't the point. Saying "it has nothing to do with X" when you actually have no idea what it has to do with because you didn't encounter the same problem, is unhelpful to the extreme.

As for the rest, I'll continue to give whatever kind of criticism that I please, in whatever kind of tone that I please. If Rikiki has a problem, he/she can take it up with me directly. And if you think that's "destructive" criticism, simply because I said that the mod was unplayable in a prior version, you definitely need to grow a thicker skin (not that it was directed at anyone other than the modmaker in the first place). I've got 15 years of game development experience; I can tell you that I've heard far harsher criticisms than "I can't recommend this."

Nobody benefits when you try to shut down criticism with tone arguments (look it up). Feedback is feedback; a good modmaker will take it and do what they want with it.

As for the current version, I'll give it a try now that it's updated and see if the bed glitch persists. Hopefully the invasiveness/speed of spread has been toned down as well (as it makes food a complete non-issue).
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Igabod on February 26, 2015, 12:38:13 PM
Thanks, but I don't need a lecture.  Just because "I never had a problem at any zoom level" (i.e. anecdotal) doesn't mean that it's not the problem. Clearly something about zoom levels was triggering the bug, because it did it every single time, 100% repro rate, repeatable across multiple instances of the game, upon passing a certain zoom level. Whether the problem lies within the mod itself, or in interaction with the game's mod system as a whole, or something entirely different isn't the point. Saying "it has nothing to do with X" when you actually have no idea what it has to do with because you didn't encounter the same problem, is unhelpful to the extreme.

As for the rest, I'll continue to give whatever kind of criticism that I please, in whatever kind of tone that I please. If Rikiki has a problem, he/she can take it up with me directly. And if you think that's "destructive" criticism, simply because I said that the mod was unplayable in a prior version, you definitely need to grow a thicker skin (not that it was directed at anyone other than the modmaker in the first place). I've got 15 years of game development experience; I can tell you that I've heard far harsher criticisms than "I can't recommend this."

Nobody benefits when you try to shut down criticism with tone arguments (look it up). Feedback is feedback; a good modmaker will take it and do what they want with it.

As for the current version, I'll give it a try now that it's updated and see if the bed glitch persists. Hopefully the invasiveness/speed of spread has been toned down as well (as it makes food a complete non-issue).

Sorry that you felt like that was a lecture. I didn't intend on lecturing you. I meant that only to point out to you what you may not have seen. Rudeness is not called for. This is a close community and we try to keep things friendly here. I agree that feedback is a good thing. But rude feedback is uncalled for in any community. Out of 5 posts, you have been rude to 3 different people. This isn't the kind of thing we like in this forum community. Please just try to keep your words friendly. I'm not trying to be unfriendly toward you when I say that.

As for my statement regarding it having nothing to do with zoom levels. That stands true. It has to do with a compatibility issue with another mod more likely. If it had to do with the zoom levels then it would be present in EVERYBODY's game when they zoom past a certain level. That's not the case though, so the cause has to be something else. I say this not to shut down your criticism, because I know that bug reports are important. I say it simply to try and help Rikiki narrow down the causes.

Please try to read this with the tone that was intended. I am not trying to lecture you or be mean or shut you down. I'm merely trying to be helpful here.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Zeta Omega on February 26, 2015, 01:25:00 PM
Idea: Mushroom people? Maybe a neutral faction or a new species of colonist?
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Wastelander on February 26, 2015, 01:55:24 PM
This mod looks super rad. Trying it soon!
Title: Re: [MOD] (Alpha 8) Caveworld flora (V1.3 21-01-2015)
Post by: olvido on March 02, 2015, 12:19:39 AM

Wait, you're going to pull out the "try reading" card when you clearly missed every relevant point I mentioned in my post? LOL. Grow some thicker skin; constructive criticism by pointing out major gameplay problems and unfixed bugs in a mod is not "degrading" it, you're the only person who took it as such, and nobody asked you to white-knight for the mod-maker here.  Now please, go back and point out exactly which "older post" has the solution to my problem? Actually don't waste your time, because none of them do, because had YOU actually read MY post, you would have seen that I'd tried all of those things.

These instructions are on how to download mods.
1. Download it! If you are having trouble, it may be your internet, your computer, or just spamming the download button because it wasn't loading... Maybe not the last one...
2. The file you get will most likely be zipped (compressed), use your decompression tool of choice (winzip, winrar, 7zip) to extract the files. And for macs, use The Unarchiver
3. Move the folder into the mods folder, located in your Rimworld install location, make sure that the mods files are 1 level deep (for example /mods/modname/defs. not /mods/modname/modname/defs as sometimes happens, or /mods/defs/
4. Start Rimworld and select "mods" from the menu, here you can activate and deactivate mods. Some mods are buggy when you open mods folder and exit it without quiting the game. These include Clutter, Animal Rugs (?) and some others. If you're unsure, then quit the game and start it up again. I recommend quiting and restarting the game, as it's always nice to be safe.
5. If you add a mod which adds factions, create a whole new world. Not colony, world. So remember your seeds!
6. If you cannot start your game after enabling a mod, navigate to your user folder (c:/users/username) make sure you have "hidden folders and folders" on and go to "AppData" then "LocalLow". In here you should see a ludeon Studios folder, navigate to Rimworld/config and remove the offending mod from the "modsConfig.xml" file. I hope you understand that last point :P

Good way to make mod downloading easy:Edb Mod Order (https://ludeon.com/forums/index.php?topic=7454.msg74873#msg74873)
Updating Mods:
Simple by just replacing the old folder with the new one, (keep the name of the file)
Some sadly might require new worlds or colonies.  :'(

If you are having trouble, restart your game and restart your computer. Or make new worlds...
If you have any more problems, PM me and if you still have trouble try support (Located in the main menu of the forums).

Alpha 9! *Cue singing* A whole new update!

Available since Alpha 6!

always old saves/worlds cause problems delete them that can work, and the sprite ''bug'' happens in other mods too its a mod/load relate problem
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Juujika on March 12, 2015, 07:50:44 AM
Ill get texture problems and error messages  :-\
(http://i8.aijaa.com/t/00774/13753495.t.jpg) (http://aijaa.com/rBV550)
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Rikiki on March 12, 2015, 04:49:27 PM
Check your mods order. ;)
I see you use the EdB interface. Be sure you use the last version and it is the last mod loaded.
Have you quit the game after activating mods?
Do you use JabbaMonkey textures? If yes, please check their name are correct and they are placed in the right folders

Good luck, I am sure this is just a matter of mod order! :)
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Juujika on March 12, 2015, 06:54:26 PM
Problem solved, for some reason i didnt have the latest version of the game. :/
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Mathenaut on March 16, 2015, 12:05:47 AM
I think that his mod would be ideal for desert and tundra biomes, as an alternative to standard growing. Especially if these can survive in places plants cannot.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Rikiki on March 16, 2015, 09:53:02 AM
In fact, the growing rate and density of mushrooms has been greatly reduced in the last version. Plus, the mushies only grow between [-10; +40] °C.
So I would not recommend starting a colony hoping to eat only mushies... :D
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Mathenaut on March 16, 2015, 11:21:29 PM
At least it looks pretty.
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Rikiki on March 17, 2015, 03:54:44 AM
That was the purpose: render caves more alive! :D
There is also a fun effect if you have a pawn near mature gleamcaps when an eclipse starts... ;)
Title: Re: [MOD] (Alpha 9) Caveworld flora (V9.0 25-02-2015)
Post by: Remorium on April 23, 2015, 01:56:29 AM
Will this be updated to Alpha 10?
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Rikiki on April 28, 2015, 06:24:49 PM
Updated for Alpha 10!
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Kaballah on April 28, 2015, 08:07:38 PM
Cool, I missed having this  :D
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: buder5 on April 28, 2015, 10:25:32 PM
how can i get a world in cave ? i already saw something like this or just how i can spawn in cave ? i dont want to build the whole cave
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: LittleGreenStone on April 29, 2015, 12:27:54 AM
Oh...my...god. I LOVE THEM MUSHIES! They are all glowy and s**t, it's so freakin' cool! I don't know why I love it so much BUT I DO!
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Chaplain on April 29, 2015, 02:22:18 AM
Grabbed the mod thinking it was something you could farm or would find naturally in revealed areas.  Wasn't quite prepared for when a shimmershroom popped up almost a day after I roofed in an area.  I think I'll build a couch across from it just so colonists have something to hide behind from this new home invader.  Or I'll just use it as a place holder for a TV.

Also I noticed this mod doesn't seem to work with the Autohunt beacon's harvest ability.  I have no real clue how that mod is rigged but previous experience makes me believe it only let's you check off things that spawn on the map during generation (I know it loves to ignore beavers)
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Panzer on May 18, 2015, 12:58:10 PM
Soo this is the first mod I grabbed, I noticed the nutritional values for the funghi are off the charts ;D

One mushroom has 1200-2000%, a fine meal offers 89%, yet the colonists always seem to take more than one when eating them, and contrary to expectations they dont prefer them over other meals, maybe because it is raw? The cook treats them like other vegetables when cooking, my colonists will get fat in no time ;D

Btw, is there a reason for the abnormal values?

EDIT: Ok so it seems like they always take the whole stack, but only eat one and leave the rest on the table. That means those things are full-fledged survival meals, if you dig a lot of caves and let the funghi spread, you could support a small sized colony with that for a while, might try that at one point.

Btw, the poisonous funghi idea is great, would love to see some lung infection caused by poisonous spore, or something like a hallucinogen induced state (works like standard disease) that weakens conciousness a lot up to the point where they get unconcious and need to be rescued ;D
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Rikiki on May 18, 2015, 05:43:23 PM
Soo this is the first mod I grabbed,
[...]
 get unconcious and need to be rescued ;D

Thanks for the detailed report Panzer! :)

About the hallucination part, this is already coded! :D In fact, pay attention to the gleamcap when an eclipse begins: you will see this mushy (if mature) will spread some spores. Try to get a colonist fast next to it and he will get a mood bonus for about half a day! ;)
For now, I did not worked on poisonous plants but I may do it if I get some more free time! Fishing Industry (release tonight!) took me some time lately...

For the nutrition stat, this is my mistake. :P I did not changed the value when updating to Alpha 10 and apparently this parameter was converted from percent to decimal value (so 12% should be 0.12 in the Items_Resources.xml file, line 42 and 73).
Colonists still prefer meals to raw vegetables but shimmershrooms give a mood bonus when eaten raw (I may change that to give a small joy bonus like vanilla berries ::)).
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Panzer on May 19, 2015, 04:10:18 AM
Ah alright, thought so, changed it in my files  ;)

In my next mountain colony I ll leave some patches unsmoothed to get some kind of mushroom farm ^^
I noticed the hallucination part, nice to see you dont get it all the time, just sometimes, so it is more like a random buff.

My idea for your maybe poisonous shrooms mod: a quick growing mushroom that poisons the air around him (3x3 tiles), you could use the medical system to do something akin to heatstroke, but maybe with weakened sight and conciousness instead. Run past the cloud too much times and your colonist may need rescue ;D
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Sigan on May 24, 2015, 10:34:40 AM
Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: LittleGreenStone on May 24, 2015, 11:34:26 AM
Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.

Are you sure you're running the right version of both the game and the mod?
What other mods have you installed?
And have you made a new world, and a new colony, after installing this mod?
Because it simply should *not* do that.
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Rikiki on May 24, 2015, 04:42:13 PM
Whenever I use this mod, it makes my game unsavable.  I can play for a while, grow a few shrooms, get up and running but, when I save the game and try to load it again it crashes on load.  Crashing, in this case, means a psychedelic trip that could well have been coded in for this mod.  Either way, that's the only problem I have with it.
That's a common bug (also known as "rainbow screen" :D) when you play with a certain list of mods, make a savegame and then reload this savegame with a different list of mods.
When you have the rainbow screen, can you please post your Output_log.txt file so I can have a look at it please?
It is located in RimWorld785Win\RimWorld785Win_Data.

The new world is not necessary (this mod doeas not add a new faction), only new colony so the map component is automatically added (or see the tutorial to add it manually to an existing colony).
Title: Re: [MOD] (Alpha 10) Caveworld flora (V10.0 29-04-2015)
Post by: Rikiki on June 02, 2015, 04:15:27 PM
Thread moved into Rikiki's miscellaneous thread (http://ludeon.com/forums/index.php?topic=13172).