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Update for 1.6
Wildness changed
GrowthTiers changed
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Hope this works fine, please comment for any issues!
Fixed CarryingCapacityAffectsMassCapacity not being saved
Fixed DisableRescueSizeLimit and DisableHaulSizeLimit being switched on save
@mayonnaise on an escalator
Good find, wonder why I never noticed that not being saved.
Also noticed disabling rescue & haul size limits being switched around when saving...
Is there a line I can add to the config file? It already has a few options like <DisableHaulSizeLimit>, but I'm not sure what the tag name for "affect caravan mass capacity" would be.
Thanks again for this great mod, still using it every colony 8).
It is not related to other mods, though if other mods add such textures, those will be used instead of the dummy texture. It's simply a fallback
Sadly, my drawing skills are not the best, so you will have to make do with what I made :P
Found the Git wiki for the Biomes series if you wanna take a look and see if it explains how they got stuff like the pupae to be at 0 movement. I figured I'd send just in case the fix could be having this mod detect the Biomes! Core mod or something, as that's the framework the pupae use as part of Biomes! series mods
Not sure how it could be fixed without affecting lots of other stuff tbh
In regards to the movement speed thing, considering the sections for pupae are marked as edited whenever I click on em, and movement speed is set to 0.15 with a reset button, 0 is default. Since pupae don't move irl and the automatic edit also applies to things like the flesh growth from Vanilla Genetics Expanded, which is meant to be sessile, as well as the Man Trap from Biomes! Polluted Lands (Not to be confused with the alpha animals Man Trap, which can move ordinarily). So yeah, it seems to be a bug on this mod's side which makes it edit the movement speed to 0.15 as soon as I enter the entity's tab in the options menu, where it would normally be 0
Are the pupas from the Caverns mod supposed to have 0 or 0.15 movement speed?
If they are supposed to have 0 movement speed, that sounds like a bug
Might still work that way
Also, another thing I noticed is pupas from the Biomes! Caverns mod's moths are set to 0.15 movement speed even when I reset it to 0, it automatically changes to 0.15. If this is intentional no problem, if its not I think its a bug (no pun intended lol)
But could the slider affect modded animals as well?
What does the exception say?
Do you use other mods?
DId the problem start the moment you added the mod?
Did you add another mod before the problem started?
Did you change any settings before the problem started?
Does the problem occur only in a loaded save or also when opening settings from the menu?
Etc...
Otherwise I cannot help you.
It's like an incompatibility with another mod. You could try en-/disabling other mods to see when it breaks
Will note it down though...no promises
In theory it could be removed/disabled, but at that point the whole cleaning job becomes a lot more pointless.
If it is desired though, I could look into it, I think I know now where to look for that, but I can't promise there to not be any sideeffects
Changed Filth Rate to simple numeric setting - 0 disables animal filth
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@ZERO
Yes, 0 and disable were supposed to do the same thing, and while I found a small bug that would occur if you enter 0 and then tried to uncheck the checkbox, I decided to instead remove the disable-checkbox now, and entering 0 will disable "animal filth" being produced.
It does not disable animals (or people) spreading dirt, liquids, etc, that is not the intention behind this value.
Going by my tests it works fine, but you need to reload the save for the changes to apply
@Larry The Lumberjack
Great idea, but not in the scope of this mod. Customize Animals focusses allows modifying existing values mainly, with only little functionality changes
Maybe someone else can be motivated to make such mod though, I imagine quite a few people would like their animals to do more than just hauling or fighting
It be fun if pet beavers could help cut down trees and even aid in some construction. I mean, Irl you got ants that cut leaves and use them to grow fungi in there nests so would be nice if in rimworld insects could sort of do the same thing.
It would be nice to give some animals the option to do jobs and have a proper insect colony or a beaver city. It wouldn't always be balanced to have animals do lots of stuff but then again they don’t need to good at it.
Removed the patch again
Added functionality to make disabling filth rate work properly via code
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I hope that works. Took me longer than I had hoped...being very, very tired does not help figuring out "logic puzzles" apparently
You can see that it was not working this way previously since animals like Aerofleet from Alpha Animals were not supposed to leave filth previously, but do now.
Fine. I will use a different approach instead of the patch...