Rain World

Rain World

Archaic Facility (1.9.15b)
30 Comments
cam  [author] 11 May @ 5:14pm 
@noahwheublein Yeah it wasn't fun for me either when it reset my entire modlist (didn't have to go as far as unsubbing tho) but hopefully to stop more situations like yours from occurring I've added a big WARNING on the first paragraph disclaimer XDDDDDD

I might just re-release KF without the Bubble Weaver or Drain Mite spawns, since it seems like it's going to be a long time until they're updated. But I'm going through a fairly slow process of reworking some lower-quality rooms while designing expansion concepts for the region, so it may just work out that by the time Bry gets to updating them, I'll have a much better region ready for you to enjoy.
noahwheublein 11 May @ 1:53pm 
10/10 would play again
noahwheublein 11 May @ 1:53pm 
I literally had to unsubscribe from all of my mods because of this-
miraclewillow1 10 May @ 12:02pm 
oh THIS was the black screen mod i see now ty for the description clarification
cam  [author] 19 Sep, 2024 @ 6:21pm 
Oh, actually for Artificer, the wall/leg section and connection to Submerged/Waterfront will be completely inaccessible. Artificer will remain the only slugcat with only one way into Archaic, through Moss Fields.
cam  [author] 19 Sep, 2024 @ 6:20pm 
@CtenosaurOaxacana I think I already removed the connection for Saint, so hopefully should be fine. The wall section won't exist for Spearmaster or Artificer - it'll be replaced with a leg leading into Looks to the Moon directly. The Submerged Superstructure connection will be leading to Waterfront Facility, likely through a Subterranean-like section.
CtenosaurOaxacana 18 Sep, 2024 @ 10:07pm 
Thank you! I've tested again and I can confirm that the upper gate works properly for hunter on both sides now, and presumably the same most other slugcats!

That being said, I do wonder if maybe saint's map of Submerged Superstructure is affected by the gate placement? if only because that lower-left corner of the 'bitteraccess' room is where they usually travel to access Bitter Aerie from the lower map. But I think rooms and connections can be altered and closed off between separate slugcats/campaigns, too.

Speaking of 'improper' gate naming... now that you mention it, I don't think I've ever seen any other custom regions name their gates different either, so I guess the game really is strict about that after all. I don't think it's as important for shelter names, though I could be wrong. They probably all have to start with 's_' and then number, but I swear I've seen some downpour dlc shelters named differently.
cam  [author] 17 Sep, 2024 @ 7:48pm 
@CtenosaurOaxacana The problem was alluding me for a bit, but I buckled down and fixed it finally. I was using improper naming conventions with the karma gate so it wasn't working like one. I kept thinking it was an issue with the connections and was going a little nuts switching them back and forth to no avail lol. But now all the karma gates should work fine at least.
CtenosaurOaxacana 17 Sep, 2024 @ 9:14am 
I need to report a major bug, hopefully this one is easy to fix:
the 'MS-KF_aerie' gate is completely broken.

The gate opening and closing animation works like normal,
but once you try to continue into the next region, the exit spits you back into the gate room.
So it acts like a broken/region-less gate.
In other words, it does NOT change the region when you pass the gate.
This problem applies on BOTH sides of this gate, I've already tested with warp menu.

The lower 'MS_KF' gate that leads to lower/'regular' submerged superstructure seems to work just fine, though. Same with the gate leading to Moss FIelds.
cam  [author] 17 Sep, 2024 @ 7:50am 
Well good to hear those aren't causing problems. I haven't had problems with Drain Mites either, otherwise I probably wouldn't have added them. Curious as to why different folks have such different experiences with stability with these creature mods. But I'll try squeezing out some error logs from my own play testing and try and figure out what might be causing the instability for the main region. Apparently using RWE+ was a mistake according to random things I've picked up from the discord but all the issues I've been facing regarding different level editing softwares definitely took the wind out of my sails for a bit lol. But I think I know where to go from here at least, hopefully I can clean up the messy bits while I flesh out the region itself and its timeline variants.
CtenosaurOaxacana 17 Sep, 2024 @ 4:38am 
To add to the previous report info,
I'm very certain that Bubble Weavers & Drain Mites were not a problem for me.
I was able to encounter Bubble Weavers as Inv/Enot without issue, and Drain Mites didn't do anything glitchy on Hunter's campaign either. So those creature mods in and of themselves weren't causing problems.
CtenosaurOaxacana 17 Sep, 2024 @ 4:35am 
@cam
Thank you for the response. I actually like this region so it was frustrating for it to be buggy. It actually got to the point where it was giving me a gray screen crash for loading up in Moss Fields too.

I have tried un-subscribing/un-installing and re-subscribing/re-installing this region mod,
and a few other random steps too, but I think that was the main thing that resolved the gray screen crashing issue. In any case that major problem has been resolved, I think. I was playing as hunter by the way.

But also the central sub-region is still prone to crashing after just one or two cycles, right before I try to hibernate or after dying, sometimes when trying to load the next cycle.
This particular issue happens in some other modded regions too, it just seems much more common in this one's central sub-region, the area with the smokestacks. The eastern sub-regions didn't seem to have this problem.

Anyway it is at least playable again!
cam  [author] 17 Sep, 2024 @ 2:40am 
@CtenosaurOaxacana At first I was thinking this might be a spider pathfinding problem, but gray screen freezing before it even loads? Sheesh, that's not good at all. It could still very well be a pathfinding problem still though, since staying in a region over multiple cycles will provide creatures opportunities to be in wacky places I may have not have had the opportunity to test (especially since I'd repeatedly do new saves to test room changes). But I don't know what else could be the issue :slugcatdead:
CtenosaurOaxacana 16 Sep, 2024 @ 3:53pm 
Disregard my deleted comment about farming spiders to lineage bubble weavers.
I need to report that the whole central Archaic Facility sub-region is buggy as hell.
It crashes very often, whether traveling to a new room, or loading after a death/hibernation.
But now it's got to the point where even trying to load it up reveals a gray screen freeze.
I've seen this happen before with expedition mode glitches.
I tried disabling the drain mites mod, but it made no difference. Still stuck on the gray screen.
I will have to disable this region altogether until this gets fixed.
cam  [author] 16 Sep, 2024 @ 5:23am 
@H2O Okay, should be fixed. Still listed as a dependency here on the workshop, but you shouldn't need them enabled anymore to play the region and they won't spawn without the mod enabled. Should you wish in the future, you should be able to freely re-enable them at your leisure.
H2O 15 Sep, 2024 @ 6:14pm 
hi, sorry to ask this but is it possible to remove the drain mites dependency? i would like to play this region more but drain mites is problematic, drain mites themselves cause issues with even normal regions like chimney and undergrowth so having them would mean sacrificing other normal regions
cam  [author] 21 Aug, 2024 @ 5:35pm 
@TheLolbitGamer Done. Just had to take some time to work through the spawns, because I appended the mod names to the spawns in case people didn't have them enabled. Thought that'd save me time in the long run... how ironic! As a side effect, the room changes I've thrown in so far and the official region music are now in as well.

There's still a lot of polish left for me to do, I tried messing with my level editors recently and sorta broke everything and have been too busy to fix it hahaha. Still need to fix some gate issues and other strangeness with the spawns as well, and I already have a draft for a new part of the main region :slugcatdead:. So once things are polished there'll be some more levels added... then I'll be working on new world states. :p
TheLolbitGamer 20 Aug, 2024 @ 12:52am 
im here to request that you update the dependencies, recently many of them got rolled into one mod
Coffee 5 Aug, 2024 @ 9:44pm 
Based Mod
cam  [author] 2 Aug, 2024 @ 7:20pm 
@Lolight2 It was great as always! Yeah the soundtrack is far from perfect, understandably given they weren't made for Rainworld, but the new songs my friend did absolutely slap! And having a new artist contribute to the plethora of modded threat music definitely gives it a very unique vibe. But first I'll finish up cleaning the Grotto, doing some other tweaks and additions and making super sure that those karma gates don't bug before pushing the update so it'll be worth a revisit!
Lolight2 2 Aug, 2024 @ 1:25pm 
@cam Glad you enjoy the videos! :D
I hope this one lives up to expectations ^^
I had a blast going through the region, it feels completely unique and the huge rooms with custom creatures really stand out! I found the music choice a little weird, but after reading the workshop page further it makes sense haha :p
Either way I don't think it subtracts much from it, but I bet this can become an even greater banger if you polish it further :)
cam  [author] 2 Aug, 2024 @ 12:42pm 
@Lolight2
Hahaha, not a problem! I figured the setup of the region may be daunting to a lot of people. I was hoping to be a bit quicker with updating the map (mostly the Grotto) in case you did a video, I love checking out mods from your videos - you do an amazing job and are really enjoyable to watch. I just caught this as I'm about to leave for work and now you've just left me with something to be extremely excited about when I return! Thanks so much!
Lolight2 2 Aug, 2024 @ 11:16am 
Took me a while but I finally got around to trying this out and wow!
I love how you implemented the custom creatures into the surrounding regions, it really helps integrate them (and this region) into the map :)
I do think the mossy grotto has a bit too much moss, but hey, not a big issue, it's in the name after all xD
I made a video covering my experience with the region, here!
https://www.youtube.com/watch?v=6ZwLcbSJYsQ
Feel free to use it for the workshop page if you see fit :rwslugcat:
sniffledorf_ 5 Jul, 2024 @ 3:50pm 
some plants related to Moss Fields are Foliage and Fuzzy Growers i think
cam  [author] 28 Jun, 2024 @ 8:51am 
@Stuff1287 Absolutely. I was just really antsy to get the proof of concept out to the community and make sure there weren't any glaring issues with the design, broken rooms, people liked the concept, etc. My friend and I just put together the non-placeholder threat songs last night and it sounds great which has motivated me to get to work on the first major update!

I'll be studying some relevant plants from MF to see what major pieces I'm missing in the transition rooms of Mossy Grotto, and throw together some grungy plantlife for the non-mossy sections. I started messing with some dark green reeds later on in development but they can certainly be expanded alongside other plants. I've also been somewhat unsatisfied with the erosion level of the brickwork in the main region and parts of Lost Foundations and will see what I can do to make it look more dilapidated without going overboard and melting map geometry.

Thanks so much for playing, I'm glad you liked it!
sniffledorf_ 28 Jun, 2024 @ 7:36am 
it can use a bit more polishing and plants but i like this
Walnarut 26 Jun, 2024 @ 4:51am 
oh this looks sick
|- Cryobloom -| 21 Jun, 2024 @ 4:58pm 
giant water bugs..
sniffledorf_ 21 Jun, 2024 @ 10:52am 
this actually looks really good
antonio's revenge 21 Jun, 2024 @ 10:30am 
best mod ever