RimWorld

RimWorld

CaveworldFlora (Continued)
47 Comments
cyanobot 17 Jan @ 4:46am 
A 1.5 update of the version with Fluffysminion's graphics is now available here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3409043551
randomvortex 13 Oct, 2024 @ 1:00am 
Apologies, it seems the error is actually with "Biomes! Caverns" and it looks like they have been made aware and are working on it for the next patch. thank you and sorry for false report!
Mlie  [author] 12 Oct, 2024 @ 11:24pm 
@randomvortex Please see the Reporting Issues section described above
randomvortex 12 Oct, 2024 @ 8:24pm 
Hello, it appears there is an incompatability with either this mod or caveworld(continued) and the new "Pocket Plane" ability added by "Alpha Genes". The ability generates a small cavelike map but there is no flora, and I get an exception ticking error pointing towards this mod as I think it is trying to generate flora there. I have tested with just alpha memes and this mod + dependencies and it always seems to occur, so I suspect its just having issues with the new generated map. I can do a full error report if it would be helpful but I have also let the creator of "alpha genes" know as well :)
Sumatris 13 Aug, 2024 @ 9:18pm 
Can someone please explain to me where/how I can get gleamcap salve? I was trying to produce gleamcap capsules, but all I get from harvesting gleamcaps is their stems.
Mlie  [author] 26 May, 2024 @ 11:04am 
@Vicious Bug No idea, but feel free to if you want. The full source is on the Github repo.
Vicious Bug 26 May, 2024 @ 10:57am 
Hi Mlie, would it be possible to merge this mod with Flyffysminion's version?
I asked the same question on FM mod page
Thanks.
rarewhalerw 22 Mar, 2024 @ 7:24am 
why does the scrooms take so long to cut/havest.( is there a option to make it faster?)
Mlie  [author] 23 Jun, 2023 @ 10:53pm 
@Lady Vykeen Perhaps you can do the steps described under ”Reporting Issues” as they never reported back on that
Lady Vykeen 23 Jun, 2023 @ 5:27pm 
I am having the same issue as Tinda and it's really frustrating. Hopefully it gets resolved at some point, I'd hate to remove this mod as I really like it.
Lekoda 21 Mar, 2023 @ 6:18pm 
Anyone know if the graphics used here is from the updated mod?
GVLT 9 Mar, 2023 @ 6:28am 
GVLT 9 Mar, 2023 @ 6:27am 
Absolutely essential mod for mountain bases. Thank you for updating it.
Mlie  [author] 3 Jan, 2023 @ 9:36am 
@Tinda Please share a HugsLib log of the issue with just this mod loaded to rule out a mod conflict. See ”Reporting Issues” for info
Tinda 3 Jan, 2023 @ 8:29am 
Hi,
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?
Blastmetal 19 Dec, 2022 @ 12:04pm 
Sweet i will embark on new adventures in caves once more much appreciated.
ill drop you a donation on your coffee page thingy :D
Mlie  [author] 19 Dec, 2022 @ 11:47am 
Fixed the toxic buildup from the black lotuses
Blastmetal 23 Nov, 2022 @ 12:26pm 
to qote the same issue that King KeK had some of my colonists get murdered instantly by black lotuses. is there any way besides fixing the spawn rate for this to be fixed, its beyond annoying.
Sapphy 3 Nov, 2022 @ 12:28am 
How delightful to see this mod updated again! :csd3perfect:
King Kek 30 Oct, 2022 @ 9:04pm 
@Mlie Thank you for the mod guidance. :gearthumbsup:
Mlie  [author] 30 Oct, 2022 @ 1:38pm 
@King Kek Seems the changes in Gasses in 1.4 causes these issues, seems to happen in other mods as well. You can use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564446762 to change plant spawn-rates
King Kek 30 Oct, 2022 @ 1:03pm 
I don't know if Black Lotus is working as intended but it instant kills anyone who goes near it. I get entire caravans, my own colonists, wild life, and more just walking into them and suddenly toxic build up, gone. I have to stop my play through short because of this bug/feature. Is there a way that future versions of the mod could allow for pick and choose of which plants are allowed to spawn?
Mlie  [author] 16 Dec, 2021 @ 2:41am 
@Rhodry There should be info at the top of the desctription above
Rhodry 16 Dec, 2021 @ 1:57am 
does "Into the Wild: Caveworld Flora Unleashed" play nice with this mod? cavebiome requires this one so i would have to remove the other one i guess. keep getting some red errors with ccaveworld flora and dunno which.
BladeofSharpness 9 Jul, 2021 @ 9:54pm 
Thanks to the original author and Sensei Mlie for this mod. It allows, among other things, to see gleamcap (the cavern version of herbal medicine) to grow on any map, in the dark corners of some hills, and even if you won't have enough of them, that's really a life saver sometimes.
Mlie  [author] 22 Mar, 2021 @ 1:49pm 
@Fluffysminion Added link in the description, nice work!
Fluffysminion 22 Mar, 2021 @ 1:13pm 
Made an updated version of this with new graphics here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2432710051
ignis 30 Jan, 2021 @ 10:28am 
Light limitation just breaks fungiponics basins and potted brightbells. Their own light causes inteference. Also, I assume that proximity limitation is cased by the same problem - having them close would make this much worse. Moreover, wild mushrooms are much more tolerant to light. I think light up to 50% should not harm cultivated mushrooms.
Petrothian 22 Jan, 2021 @ 10:51am 
omg yes
Evensong 16 Jan, 2021 @ 6:00pm 
Mile is honestly a hero of the rimworld community, so many golden mods are kept alive by him
ignis 11 Jan, 2021 @ 11:02pm 
Are wild growing cave plants supposed to start dying from broken symbiosis, unabapted soil and removed cluster root immediately?
Delta1138 10 Nov, 2020 @ 6:11pm 
@Chrispy I knew it did this but didn't know how to phrase it, well put! Easiest solution though is add a haze to the texture. Most of the Vanilla textures have this and a bunch of modded ones too. If you add it, it 'should' get ride of the silver outline when zooming/panning. Managed it with a few custom tree sprites a while back.
ChrisPikula 2 Nov, 2020 @ 2:20pm 
Okay, I'll work on it.
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.
Mlie  [author] 2 Nov, 2020 @ 1:39pm 
@Chrispy GFX is not really my thing Im afraid. If someone can fix it and send it over Ill update it in the mod.
ChrisPikula 2 Nov, 2020 @ 12:00pm 
So, if it'd be possible would you be able to fix the textures on the cluster root so that they don't have a white outline? It's pretty minor, but it's a hair distracting when you move the camera.
PALE-DRIVER 23 Oct, 2020 @ 2:53pm 
Thanks buddy!
Mlie  [author] 23 Oct, 2020 @ 11:15am 
@Prowler Pangolo Shoud be fixed now
PALE-DRIVER 23 Oct, 2020 @ 10:57am 
Getting an odd error in the descriptor box for the Black Lotus "crop" object, where info on growth percentage would usually be:

"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.
Krausladen 22 Oct, 2020 @ 1:06am 
does eating any particular shroom send pawns into psychosis?
Rikiki 19 Oct, 2020 @ 8:41am 
@Mlie: the lags only appeared for some users. It may be linked to their graphic cards not properly handling dynamic glower changes (when several plants disable their glower due to animal proximity for example).
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?
Mlie  [author] 17 Oct, 2020 @ 11:11am 
@yagiou There are some comments in the def-files about the Devils Tounge, there is a static version commented out "if you are experiencing lag".
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.
Oniwabanshu 17 Oct, 2020 @ 9:33am 
Also the "DevilTongue" was screwed.
Oniwabanshu 17 Oct, 2020 @ 9:32am 
One user related the issue to the glowing mechanic:
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)."
Mlie  [author] 17 Oct, 2020 @ 1:24am 
@yagiou Not sure, I havent tested it with larger maps yet. You remember what kind of performance issues it was?
Oniwabanshu 17 Oct, 2020 @ 12:08am 
There where some really serious performance issues with this one. Did you manage to fix them?
Hydromancerx 16 Oct, 2020 @ 10:21am 
Yay!
Aster 16 Oct, 2020 @ 7:31am 
Yesss! This is one I only discovered after it stopped being updated, I really wanted to give it a try. Thank you so much for updating it! :steamhappy: