[1.1-1.2][MODLIST] Rikiki's Miscellaneous (05-04-2020)

Started by Rikiki, May 18, 2015, 06:11:43 PM

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nachtfalter

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>

Dreadfullsoul

Quote from: nachtfalter on January 12, 2017, 04:52:25 PM
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/

Thank you. Just what i came here looking for.

Treason5240

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.

nachtfalter

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

Rikiki

Hi guys!
I made a lot of improvements in Caveworld Flora and Cave biome mod.
Please get last update and tell me if it is better (I did not reproduced "plant reproduction" errors with this version ::)).

About Devil's tongue, I believe that what is causing troubles to a lot of you is the glowers being spawned/despawned.
I put a second commented version of "static" Devil's tongue ThingDef. Look in Plants_Wild_CavePlants.xml, you must remove the original ThingDef and just uncomment the second one. :)

Treason5240

First impressions of the changes:

Rain storm inside a cave system?  Interesting!

New cave colony: A river!  Awesome!

Devil Eye seems under control.  Need to keep an eye on it, longer.

Treason5240

Getting an issue where sunlight from cave wells seems to be either "on" or "off," instead of the gradual growing brightness and diminishing brightness as the day passes.

Also seems like the day and night cycle is reversed.  I get sunlight starting at 16 hours that lasts throughout the night but shuts off come morning.  This isn't consistent, though, and I'll have times when the mechanic seems to work as intended, and then the next day things are out of kilter, again.

Trigon

Yeah I got some FPS death on my last colony. So how exactly do I remove/get that static devil's tongue?

vlad_1492

Love the cave biome ambience.

One quibble- if there is enough light in the wells for corn, there is enough for solar power.

sirgzu

I can't seem able to design build roof zones, is this intended?

danielee

Great mod!Do you mind create a keyed folder and an English language file in it so that I can translate it into my language? I've finished translating all defs but I can't get to alerts because they are in the assemblies. Thanks!

Rikiki

Quote from: Trigon on January 15, 2017, 11:56:38 PM
Yeah I got some FPS death on my last colony. So how exactly do I remove/get that static devil's tongue?
Look into the Plants_Wild_CavePlants.xml file. Remove the devil's tongue current def and uncomment the other one (remove the "<!--" and "-->" tags).

Quote from: sirgzu on January 18, 2017, 06:39:04 AM
I can't seem able to design build roof zones, is this intended?
Nope, this mod does not changes this.

Quote from: vlad_1492 on January 17, 2017, 08:50:57 PM
One quibble- if there is enough light in the wells for corn, there is enough for solar power.
This would require a lot of code for only at most 4 panels per cave well. ;)

Darkmark8910

So uh, noob question... I'm planning to start a cave colony at work tomorrow. Do I need to enable both cave mushrooms and cave biome to get the new fungi? Or are the fungi already in the cave biome file? Thanks a lot!

Rambus200

One of the first things i tried with the cave mod was to put solar panels down, and found out i couldn't :( .

+1 solar panels, even if you can fit only four in a small patch. Maybe next feature/challenge for coding it in?

Thanks for the really great mod! It's very cool and impressive.


Rikiki

Quote from: Darkmark8910 on January 19, 2017, 10:16:47 PM
So uh, noob question... I'm planning to start a cave colony at work tomorrow. Do I need to enable both cave mushrooms and cave biome to get the new fungi? Or are the fungi already in the cave biome file? Thanks a lot!
It is not well indicated but you NEED Caveworld flora to be activated BEFORE Cave biome. :)