RimWorld

RimWorld

Bug Cracks
48 Comments
mkvltra 17 Apr, 2024 @ 5:27pm 
That was it. Thanks for your time and the help. Excellent mod :steamthumbsup:
Everyone  [author] 17 Apr, 2024 @ 12:28pm 
Yeah I could look at the logs even though the steam auto-hid the post (likely because it contained a link to a zip file).
It looks like you have outdated mod version for some reason. I have simply bumped the version to 1.4.2 and uploaded it again. Try to unsubscribe/resubscribe.
mkvltra 17 Apr, 2024 @ 11:59am 
Just started a discussion with my information. Let me know if that works.
mkvltra 17 Apr, 2024 @ 11:15am 
I understand. I'll do some more in-depth testing today and get back to you :steamthumbsup:
Everyone  [author] 17 Apr, 2024 @ 6:57am 
@mkvltra Sorry, I can't reproduce the issue. Enter dev mode and make sure you get no errors in log (that you can open with ~) from other mods. If you do, you will need to sort that out first. Or, try to reproduce this issue with no other mods but this one, and get back to me if the issue still exists.
Everyone  [author] 17 Apr, 2024 @ 3:05am 
@mkvltra obviously I would not have published it if I have noticed such an issue. Can you share a screenshot? Is it completely gray? Which DLCs are you using? Is it a new game or existing save (should work regardless)?
mkvltra 16 Apr, 2024 @ 9:56pm 
Entire screen is gray when using this mod :steamsad:
Everyone  [author] 16 Apr, 2024 @ 11:03am 
@DragonKing lDCCl
You can force-refresh the tiles by toggling any of the mod options.
Everyone  [author] 16 Apr, 2024 @ 11:02am 
1.5
Madlark 15 Apr, 2024 @ 1:48pm 
1.5?
DragonKing 26 Mar, 2024 @ 7:38am 
Nevermind, it seems like it already does this, just slightly delayed? :)
DragonKing 26 Mar, 2024 @ 5:54am 
Could you update the mod to account for removal of overhead mountain, such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012735237&searchtext=fertile+fields?

Right now, the bug cracks wont update until you reload your save, so it would be really cool if the cracks would be removed on tiles that get modified :)
❂Jamie❂ 27 Aug, 2023 @ 10:15am 
Would it be possible to ask for another config option to enable/disable cracks on all flooring except the rough hewn tiles? There's still cracks in fine tiles.
Everyone  [author] 31 Mar, 2023 @ 3:42pm 
I am so sorry.
Vexacuz 28 Mar, 2023 @ 1:41pm 
Tried this with VFE - Ancients start and the whole base is cracked, lol. IM IN DANGER
Narlindir 22 Nov, 2022 @ 3:08pm 
You are the best
I appreciate you ^^
Everyone  [author] 22 Nov, 2022 @ 5:42am 
Updated for 1.4
HIVEMIND 21 Nov, 2022 @ 7:26pm 
atm not
Narlindir 21 Nov, 2022 @ 4:21pm 
You seem to be semi active
So allow me the question: Is this compatible with 1.4?
Should be right?

I hope you get your RW cravings soon ^^
Everyone  [author] 21 Nov, 2022 @ 11:56am 
I am sure this requires a proper recompile at least, please don't use it :)
HIVEMIND 20 Nov, 2022 @ 6:35am 
it works but i recognized in dev mode you can not use fast gen
qc 20 Nov, 2022 @ 6:34am 
Ah, you deleted your message. Well, I'll let my comment stay up for info.
qc 20 Nov, 2022 @ 6:33am 
Not sure if it does work, @HIVEMIND. I get some red errors in the log:
https://gist.github.com/HugsLibRecordKeeper/dbe8e53bc237a8f354b57ed9eb7ae306

Specifically:
Error in Bug Cracks, assembly name: BugCracks, method: DebugToolsGeneral:AddStickyMud, exception: System.MissingMethodException: void Verse.DebugActionAttribute..ctor(string,string,bool,bool)

Error in Bug Cracks, assembly name: BugCracks, method: ThisMod:DoSettingsWindowContents, exception: System.MissingMethodException: void Verse.Listing_Standard.CheckboxLabeled(string,bool&,string)


Not sure how much this affects the game, however.
qc 12 Nov, 2022 @ 10:40am 
No probs, thanks for letting us know :)
Everyone  [author] 12 Nov, 2022 @ 9:02am 
@qc Yes, as soon as I get Rimworld cravings again. Not now though.
qc 11 Nov, 2022 @ 2:22pm 
Hey @Everyone, I really like this mod. Do you have plans to update to the new version of Rimworld, 1.4?
Everyone  [author] 22 Sep, 2022 @ 4:00pm 
@VonDoogles interesting idea, it would be possible to also randomize where the cracks are even under the mountain.
VonDoogles 22 Sep, 2022 @ 1:26pm 
This is pretty cool. Although a feature that would make it really great would be to slight alter where infestations can spawn. On map generation you could iterate over all the overhead mountain cells and save a true/false on if there should be cracks. Then limit infestations to only where cracks are. This would make it so mountain bases would be less spammed with cracks, and make it so when you do find cracks, you know that area is unsafe.
Everyone  [author] 22 Dec, 2021 @ 8:31am 
Yeah, t's not good for mountain bases. But I thought it would feel weird if the cracks would appear only 20 tiles to your walls and not elsewhere, this would conflight witht the concept of these cracks.
AncestorsGift 21 Dec, 2021 @ 8:34pm 
@Everyone I play mountainous maps and all i see are cracks when i excavate, not sure what the point of this mod is other then to point out the whole map is a potential hot spot, if it pointed out soon to be hot spots sure, but i cant put a torrent gun in every room.
Everyone  [author] 21 Dec, 2021 @ 3:40am 
@Wolfette It's possible, but it's not instant (if you go into options to switch some crack settings you will notice a slight freeze after changing them). Also I am no longer playing Rimworld. Don't worry, I will come back at some point ;)
Wolfette 21 Dec, 2021 @ 1:53am 
This is a wonderful visual aid, but I am wondering would you consider adding a toggle, it's so much easier to read then mountain overlay with all the other stuff that gets in the way, but I would like to not have to see it on any tiles once in a while!
Everyone  [author] 1 Sep, 2021 @ 2:53pm 
@nealdjason No, that's not the point of this mod. Armored Floors mod attempts to do that, but it can be incompatible with other floors.
AncestorsGift 1 Sep, 2021 @ 12:48pm 
can steel floors keep them from spawning?
Everyone  [author] 1 Sep, 2021 @ 7:18am 
@Geronimo have you tried using roof overlay to see how it looks like? Cracks should be basically under those dark green tiles, with few exceptions (like bridges)
VelxraTV 31 Aug, 2021 @ 6:35pm 
highly useful for detecting issues.

though if you use another mod to change your biome randomly then the floor turns into lose soil. then the cracks will mean nothing. the bugs will appear everywhere even if the floor is smoothed showing no cracks. I carved out a mountain at the bottom of the map and they still chose my base with the least cracks. just user fyi and not fault of this mod.
Everyone  [author] 30 Jul, 2021 @ 5:16am 
@jmanthedude I don't think it makes sense for cracks to appear or disappear based on light level, sorry.
jmanthedude 30 Jul, 2021 @ 4:23am 
Any chance you can add a compatibility for Infestations spawn in darkness? Having some visual feedback for when the light level is high enough would be nice.
some random skeleton 11 Jul, 2021 @ 7:25am 
good, now i can place traps all over where they will spawn, they wont even know what hit em
melon🍈 6 Jul, 2021 @ 5:28pm 
Thank you for the update!
dninemfive 2 Jul, 2021 @ 12:35am 
very cool idea, nice work!
Everyone  [author] 28 Jun, 2021 @ 4:34am 
@💖⎛⎝Silver Knight⎠⎞💂⚔ you tell me. It should not cause any bugs other than visual, and can be removed from the save without errors.
Is this compatible with hardcore SK?
Everyone  [author] 25 Jun, 2021 @ 5:04am 
Overlay changes are now removed from the mod. Now this mod no longer patches anything, just adds visual layers.
Everyone  [author] 25 Jun, 2021 @ 4:14am 
@Psyra I have created another mod named Roof Overlay Options that can do what you wanted: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2526879387

I will probably remove red overhead mountain highlight from this mod (but it is compatible)
Proxyer 24 Jun, 2021 @ 7:50pm 
Wow! nice! :cupup:
Everyone  [author] 24 Jun, 2021 @ 2:24pm 
@Psyra I am not sure, I may look into it. But this would belong to a different mod (it should be compatible if done right).
ꌗꉣ꒒ꂦ꓄ 24 Jun, 2021 @ 2:21pm 
Nifty idea! Subbed and faved. :)

How difficult would it be to add a small option to alter the color for constructed roof to differentiate them in overlay from thin rock roof? While in vanilla they don't really have any difference in purpose, there are some mods (skylights, some specific power things) that allow building only under a constructed roof, but not thin rock. :)