Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3409043551
I asked the same question on FM mod page
Thanks.
There seems to be a problem when you place floors and walls and such over the plants, the kind where before you build, you have to cut the plant.
The pawn attempts to cut the plant, but it takes ages, like sometimes several game days, and you can't cancel it, even by drafting or anything. I also noticed it said there were 4000+ cut-the-plant-jobs queued on the pawn. Then the game crashed. The only way I've found to free the pawn is to use dev-kill on the plant.
This happens every time without fail. No issues with any other plants, just the ones from this mod.
I had the issue back in 1.3 as well, with a quite different set of mods. Is it possible to see about a fix?
ill drop you a donation on your coffee page thingy :D
Turns out that Rimworld does anti-aliasing with nearby pixels, and even if those pixels are fully transparent. So if a transparent pixel is 'white', it makes a black pixel blended with white to be grey, and makes an outline.
I'm gonna test it out, then I'll DM you a link.
"GetInspectString exception on BlackLotus49753:
System.NullReferenceException: Object reference not set to an instance of an object
at CaveworldFlora.ClusterPlant.get_IsSymbiosisOk ()
[0x00018] in <ed2908182c9e46bbba9141143b256fbd>:0
at CaveworldFlora.ClusterPlant.GetInspectString ()"
and so on.
It was working fine on both my laptop and desk PC.
That is nice to see this revived. Thanks for the work!
@yagiou: what was the issue with the DevilTongue?
I would be very grateful if anyone that started playing with it reported back if the lag-issue still exists or if the updatest to the game since it was created has helped in some way.
From Chungouse Fungouse:
"Either way if you guys have problems, go back a few pages and follow the instructions on how to find the plants_wild_caveplants.xml file, do the DevilTongue fix, and also disable <hasStaticGlower>false</hasStaticGlower> AND <hasDynamicGlower>false</hasDynamicGlower> on ALL the plants (don't forget the mushrooms which are in another file in the same folder)."