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Messages - nachtfalter

#1
Releases / Re: [1.0] Snowy Trees v0.21.0
January 12, 2019, 04:50:25 PM
pwittie. thank you!
#2
bump!
thank goodness there is still a modder providing a priority hauling mod.
thank you. thank you very much!
Why isnt this in vanilla?!
#3
Releases / Re: [1.0]New Ratkin race mod
January 12, 2019, 03:43:16 PM
oh my gosh so cewt *-*
I hope this will work with my mod line up, which actually includes orassan too, making it even more hilarious.
#4
Releases / Re: [1.0] Orassans n stuff
January 12, 2019, 03:21:12 PM
https://rim-world.com/orassans-mod/

Should work, didn't try yet, but will soon.
Just about to gather the mods I want for my new set up.
Orassans is always part of my choices.
Big thumbs up to the creatore, I love your kitties.

edit: works, I have to use the first AlienRaces Framework version for RimWorld 1.0 tho.
When trying to use the latest version linked above, it wouldnt let me create a world.

So if you have problems try that I guess.
#5
Outdated / Re: [A16] Use A Freaking Table
May 15, 2017, 02:00:55 PM
Mhh, I agree with your sentiment. But the critique is valid too.
Do you think you could provide variants to choose from determined by varying distances?
25 cells really is a bit low of a distance.
While I am not really interested in a mod that forces the use of a table on the whole map, I would be quite interested trying a mod that raises this value to 50 cells or 75 for example.
#6
Quote from: Treason5240 on January 12, 2017, 08:50:11 PM
No more FPS death, yay!

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

After that there should be no conflict even if you load a save file in which you had the mod active with Devils Tongue before.
I have played over two seasons now with the change that removed Devils Tongue and everything is A-OKAY
#7
Alright, so it seems I was just looking in the wrong place.
I assumed the Devils Tongue was part of the Cave Biome mod but it really is part of the Cave Flora mod.

CaveworldFlora\Defs\ThingDefs
Plants_Wild_CavePlants.xml

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

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

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

    <minGrowTemperature>0</minGrowTemperature>
    <minOptimalGrowTemperature>15</minOptimalGrowTemperature>
    <maxOptimalGrowTemperature>40</maxOptimalGrowTemperature>
    <maxGrowTemperature>55</maxGrowTemperature>
    <hasStaticGlower>false</hasStaticGlower>
    <hasDynamicGlower>false</hasDynamicGlower>
    <growOnlyOnRoughRock>false</growOnlyOnRoughRock>
    <growOnlyUndeRoof>false</growOnlyUndeRoof>
    <growOnlyNearNaturalRock>false</growOnlyNearNaturalRock>
    <minFertility>0.05</minFertility>
    <maxFertility>999.0</maxFertility>
    <minLight>0.0</minLight>
    <maxLight>0.6</maxLight>
    <clusterSizeRange>
      <min>0</min>
      <max>0</max>
    </clusterSizeRange>
    <clusterSpawnRadius>0</clusterSpawnRadius>
    <clusterExclusivityRadiusOffset>0</clusterExclusivityRadiusOffset>
    <clusterExclusivityRadiusFactor>3</clusterExclusivityRadiusFactor>
    <isSymbiosisPlant>false</isSymbiosisPlant>
    <symbiosisPlantDefEvolution>BlackLotus</symbiosisPlantDefEvolution>
  </ThingDef>
#8
Okay so I kept playing and changing or removing the line I previously mentioned doesn't appear to remove Devils Tongue from spawning.
I even disabled the mod, restarted the game.
Reenabled the mod after changing the line, restarted the game.
But it still kept popping up :|
#9
Yes... the Devils Tongue.
The flavor text sais they are the messenger of calamity.
Perhaps this ancient evil danger they are warning us about is the evil god of all the frame drops and lags... °^°
Beware... bewa~re

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

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

Found in CaveBiome\Defs\BiomeDefs\Biomes_Cave.xml
#10
Outdated / Re: [A16] HaulPriority (1.0.5) (28.12.2016)
January 10, 2017, 11:40:33 AM
Yes, it is back!
This makes life sooo much easier, thanks for updating!
#11
Wow this project really keeps getting more and more detailed.
Major respect.
#12
Oh gawd I got a nostalgia boner.
Takes me back to the old days when I was blown away playing Tiberium Conflict in MSDOS X)
#13
Outdated / Re: [A16] DoorMat
January 10, 2017, 10:30:43 AM
Thanks for the update!
Must have mod.
#14
Fits in really well. Good work.
#15
Wooow that all looks like some quality content.
Damn impressive and great sprites.
Love the fact that you actually made preview GIF.
Gotta try that stuff in my next run.