RimWorld

RimWorld

[RF] Wild Cultivation [b19]
32 Comments
E-Claire  [author] 16 Oct, 2018 @ 11:18am 
Not on *this* thread, they didn't. :)
Sir Doggy Jvla 16 Oct, 2018 @ 11:10am 
well you already did a message about it and no one reported it since sooo x)
E-Claire  [author] 16 Oct, 2018 @ 9:53am 
@JvlaDeYa: The comment wasn't directed to you. It was more a general response to the fact that the bug keeps getting reported, even though it's already been fixed. :D
Sir Doggy Jvla 16 Oct, 2018 @ 9:48am 
yes ik I'm using the 1.0 version now
E-Claire  [author] 16 Oct, 2018 @ 9:17am 
OK, let me be as clear about this as I can be:

THERE IS A BUG IN THIS VERSION OF THE MOD WHEN TRYING TO PLAY IN RAINFOREST BIOMES. THAT BUG IS FIXED IN THE 1.0 UPDATE. YOU NEED TO UPGRADE FROM THIS B19 VERSION OF "WILD CULTIVATION" TO THE 1.0 VERSION! YES, THE 1.0 VERSION CAN BE USED IN B19 GAMES!
E-Claire  [author] 14 Oct, 2018 @ 1:22pm 
Now available for RimWorld 1.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1539315254

(The 1.0 update, which is fully backwards-compatible with b19, fixes the tropical rainforest plant bug.)
Sir Doggy Jvla 14 Oct, 2018 @ 12:42pm 
ah ok I can wait then, I won't be able to play it today tho because it's 10 pm where I am
E-Claire  [author] 14 Oct, 2018 @ 12:27pm 
I just said I'll be releasing my 1.0 updates later today. Probably within the hour.
Sir Doggy Jvla 14 Oct, 2018 @ 12:21pm 
any date when you'll release the update that will fix this bug ?
Sir Doggy Jvla 14 Oct, 2018 @ 12:20pm 
mmh I wanted to play it now ... so that sucks
E-Claire  [author] 14 Oct, 2018 @ 12:13pm 
I'll be releasing 1.0 updates to my mods, including this one, later today. That bug was easy to spot and fix. And the 1.0 version of the mod will still work with b19, so you'll be able to play your tribal rainforest game soon. ;)
Sir Doggy Jvla 14 Oct, 2018 @ 12:10pm 
So this mod was great for my original idea... I wanted to make a tribal play where my pawns would mainly get food from nature and not cultivate, however I wanted to go in a tropical forest and like the guy under said, there's no plants at all in tropical forest so it kinda sucks
notjasonlee 14 Oct, 2018 @ 11:23am 
Just a quick mention of a bug: on a new colony i found that the tropical rainforest biome was stripped of plants, no matter how many times i restarted. No trees, grass, etc. Upon removing this mod, the plants reappeared in rainforest biomes. I don't have any other growing/plant mods. Other biomes seem to work fine (at least the few I've tested).
Hydra 9 Oct, 2018 @ 5:53am 
Nice! Finally I can create grazing zones from grass and make a nice evenly green field around my pathways!
Jaxx - pshoooo 8 Oct, 2018 @ 10:41am 
yesssssssss. thank you.
DeafPoni 8 Oct, 2018 @ 10:17am 
I subscribed to this mod not just because it would be handy in the desert, but mainly because the description was so well laid out. Checked all boxes. Nice work Rainbeau, as always
Nilserrich 7 Oct, 2018 @ 7:32am 
Thanks for your detailed explanation.

I'll see which other mod is responsible for it. I have some ideas.

I can give feedback anyway.
E-Claire  [author] 6 Oct, 2018 @ 7:25pm 
@Nilserich: The error is showing up because you have two different mods adding the same XML tags to vanilla defs. Ideally, any mod that does so should first check to see if the tag already exists, and alter its patch behavior accordingly. That's what "Wild Cultivation" does. (Well, that's what it does now, anyway.) If this mod tries to add a tag that another mod has already added, it'll respond appropriately, and not toss an error message at you. Unfortunately, there's nothing I can do about another mod not bothering to check before trying to add a tag that "Wild Cultivation" has already added, since in that case, it's *that* mod, and not this one, that's causing the error.

The work-around is to make sure whichever other mod is also adding the tags in question is above "Wild Cultivation" in your mod list. The actual fix would be to ask that mod's author to improve its patching. ;)

But even if you do nothing, the error shouldn't cause any trouble once a game is actually running.
Nilserrich 6 Oct, 2018 @ 3:55pm 
So I still have an error message. :cta_emo3: "Nature Pretty Sweet" is not installed. Incompatibility was suspected.

However, I assume that this error does not cause everything to collapse.

Here you can find the log file:
{LINK REMOVED}
Oniwabanshu 6 Oct, 2018 @ 11:27am 
Now to wait for seeds please =D
E-Claire  [author] 5 Oct, 2018 @ 12:24pm 
UPDATE:

- Error messages should no longer be generated if other mods also patch the plant files that "Wild Cultivation" patches. (At the very least, any error messages that *do* show up shouldn't be this mod's fault.)
E_T 4 Oct, 2018 @ 10:16am 
Kewl, although I'm now waiting for the game to reload (after I had taken it out of active mod lineup...just in case), and due to older laptop as well as the number of mods I'm running (over 150 at last count), it takes a while to reload the game.

I'll add it back to the line up this evening (after my days gameplay)
E-Claire  [author] 4 Oct, 2018 @ 10:03am 
@ET: Thanks for the "heads up" on that. It should be simple enough to adjust the patching to allow for other mods trying to patch the same thing. In the meantime, those errors won't keep either mod from working properly once the game's running.
E_T 4 Oct, 2018 @ 9:56am 
And thanks for your work
E_T 4 Oct, 2018 @ 9:54am 
And te 2nd one:
XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilitySensitivity>0.7</fertilitySensitivity><growDays>3</growDays><harvestWork>60</harvestWork><maxMeshCount>9</maxMeshCount><visualSizeRange><min>0.7</min><max>0.85</max></visualSizeRange><topWindExposure>0.4</topWindExposure><wildClusterRadius>4</wildClusterRadius><wildClusterWeight>10</wildClusterWeight><wildOrder>1</wildOrder><sowTags><li>Ground</li></sowTags><sowTags><li>Ground</li></sowTags></plant>

Root node: <ThingDef ParentName="PlantBase"><defName>Plant_TallGrass</defName><label>tall grass</label><description>Wild tall grass. Slows down anyone moving over it.</description><statBases><MaxHitPoints>90</MaxHitPoints><Flammability>1.3</Flammability><Nutrition>0.16</Nutrition></statBases><pathCost>15</pathCost><graphicData>

[SNIP]
E_T 4 Oct, 2018 @ 9:51am 
I just added this to my current modlist and on start up (still haven't loaded the save as of this posting), I'm getting two errors. 1st one:
XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilityMin>0.05</fertilityMin><fertilitySensitivity>0.3</fertilitySensitivity><growDays>2.5</growDays><leaflessGraphicPath>Things/Plant/Grass_Leafless</leaflessGraphicPath><harvestWork>40</harvestWork><maxMeshCount>9</maxMeshCount><visualSizeRange><min>0.4</min><max>0.6</max></visualSizeRange><topWindExposure>0.4</topWindExposure><wildOrder>1</wildOrder><sowTags><li>Ground</li></sowTags><sowTags><li>Ground</li></sowTags></plant>


[SNIP]

Seems to be conflicting with Nature's Pretty Sweet mod that I currently have running
raydarken 4 Oct, 2018 @ 9:18am 
Thanks for your hard work Rainbeau! I offer only words of thanks, not sure what's up with some steam users way of expressing appreciation there.
E-Claire  [author] 4 Oct, 2018 @ 5:44am 
Um, that's OK.... I don't think that'll really be necessary.... :)
Space 4 Oct, 2018 @ 5:12am 
Like honestly, I would do dirty things to you, THANK YOU.
IceMaverick 4 Oct, 2018 @ 12:01am 
Heyyyoooo! Thanks for the update Rainbeau. Only need like 20 more mods to make it to B19 for me, but this is one more off my checklist!
"The" SeanMacLeod 3 Oct, 2018 @ 10:23pm 
:steamhappy: Awesomeness! :steamhappy:
lilairen 3 Oct, 2018 @ 9:45pm 
Thank you, Rainbeau!