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In RW 1.2, there was a difficult to remove red warning generated by bugs eating rotten corpses. It was *not* a thrown exception, just an error-level warning that a bug was eating a item providing 0 nutrition. This looks different, so I'll try to reproduce it and fix it.
Regarding "Some like it rotten" support, I *think* just disabling the bugs-eat-corpses option should might fix that. If it doesn't, I can probably make it fix it after a restart.
https://pasteboard.co/HnzsoccsviLg.jpg
Error log: https://pastebin.com/HFJre8pd
So, it seems clear to me that I'll have to wait for this to get updated. And most of this mod's functionality seems hard to test. For example: I'd rather not run a hundred or so simulations to test that "Diseases Consider Health".
At least, I was able to test and verify that this mod's change to make Infestation target the filthiest spots on the map. This definitely works. I could also tell that the option to make insects target rotten corpses to eat more-or-less works... except it may be part of those red errors above.
[*] Bugs Eat Corpses (default OFF) - Make bugs eat rotten corpses
[*] MTB Multiplier (default 1.0) - Adjusts global event MTB
[*] Insect Spawn Multiplier (default 1.0) - Adjusts global rate of insects spawning from filth
[*] Infestation Filth (default 10000) - Adjusts filth needed on map for an infestation to happen in about a day
[*] Inevitable Infestation (default OFF) - Infestations happen with a fixed MTB, if there is a single valid cell
[*] Infestation Targets Filth (default ON) - Infestations are more likely to spawn at the dirtiest spot on the map
[*] Diseases Consider Health (default ON) - Makes the health of pawns affect how likely they are to get a disease
[*] Shrink Raid Size (default OFF) - Considerably reduces the size of raids, especially for late game
[*] Debug (default OFF) - Spams the log with extra debug messages
at (wrapper dynamic-method) RimWorld.StorytellerComp_RandomMain.RimWorld.StorytellerComp_RandomMain.MakeIntervalIncidents_Patch1(RimWorld.StorytellerComp_RandomMain,RimWorld.IIncidentTarget)
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__23.MoveNext()
at RimWorld.Storyteller+<MakeIncidentsForInterval>d__22.MoveNext()
at RimWorld.Storyteller.StorytellerTick()
at (wrapper dynamic-method) Verse.TickManager.Verse.TickManager.DoSingleTick_Patch0(Verse.TickManager)
I should probably add a raid frequency knob in the settings so you can tell it how many hostile factions should give the base raid frequency. I hadn't considered someone might increase the number of factions so far.
I understand that it might be out of your scope of interest. Just wanted to share.
Thanks for the mod
2/2
I've had a lot of blocked by the rock pockets on the map the insects seems to unluckily spawn inside. They aren't mining and just dying from starvation eventually, adding to the filth. Is it intentional? It feels like spawning the bugs in inaccessible areas doesn't make much sense, as their fate is just dying there. Maybe checking the pathing is enough, or it's an opportunity for adding some AI digging.
1/2
That said, the primary effect is actually the opposite; this mod makes mechanoid raids *more* common relative to other raids, as you cannot simply declare war with everyone to reduce the percentage of *a fixed number* of raids which are mechanoids.
1. You can also adjust the Infestation Filth setting, if you increase it you should get fewer bugs. Bugs show up more with high concentrations of filth rather than total amount on the map, and are more common the warmer it is. On warm maps, I'd expect to see a handful of megascarabs at any time. Right after a major fire, and if there are rotting corpses on the map, I'd expect a few larger ones.
To directly answer your question, ash does not attract bugs, so it's other detritus causing the insects. Corpse Bile is your primary culprit, along with similar biologic debris.
I probably need to apply a curve to the temperature effect; I usually play on fairly cold maps, so don't know how it behaves in the tropics or similar. I'll probably add a tuable parameter for temperature.
I'm day 4th and changed Insect Spawn Multiplier to 0.25, but I still have to kill 5-6 bugs daily, couple spawns inside my buildings, rest are swarming the map, I can see every of them as I play with Real Fog of War, but it feels like there are 25-30 running around. Right now
2. I have already killed about 6-7 megaspiders, are they supposed to be fully passive running meat sources? It's strange they don't attempt to fight back
When clicking at the second MTB-line, it states the following:
MTB Adjusted days: 23.28
Verse.Log:Message(String, Boolean)
lperkins2.BRI.BRI:Patch_CategoryMTB(StorytellerComp_CategoryMTB, IEnumerable`1&, IIncidentTarget)
RimWorld.StorytellerComp_CategoryMTB:RimWorld.StorytellerComp_CategoryMTB.MakeIntervalIncidents_Patch1(StorytellerComp_CategoryMTB, IIncidentTarget)
RimWorld.<MakeIncidentsForInterval>d__21:MoveNext()
RimWorld.<MakeIncidentsForInterval>d__20:MoveNext()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Will have to insert it back into my save and see what it does, and I'll share a log. Might be a day or two.
@Dynamic, I can't skip growing zones since I have no way to know if they're a real garden or not. That said, dirt doesn't count as dirty, in fact it *can't* get dirt on it. If it gets other kinds of "filth" though, that'll attract bugs.
@blechinger See the changelog about having the "inevitable infestation" inverted on the backend. If you had it unchecked, it would use the stock behavior. Oops. Should be fixed now.
As for new functionality, there's a flag to reduce the size of raids marginally, especially in the late game. It also will preferentially choose enemies of your tech level or higher, so tribals are less likely to attack while mechanoids and pirates are more likely to attack. The overall rate of raids should be the same, but this helps reduce the number of raiding pawns. Also, the lower the ratio of wealth per pawn, the less likely you are to be raided.
Which is really sad because honestly, you have the best mechanism for them.