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Fixed, thanks!
The domestic mycelium terrain is farmed like any other farm. Higher maintenance but you get a higher maximum yield because you can plant them more densely, and you have control over which kind of mushrooms you plant. Foraging is definitely lower maintenance.
Will the domestic mycelium blocks also allow 'fruiting bodies' to self propogate or do they work like domestic produce otherwise does?
I like that the mushrooms will spread themselves, low maintainence food is good. if planting my own loses that... I'll just leave the wild, red, tiles.
If by "mycelium terrain" you mean the red tendrilly stuff that mushrooms grow on :
It's a "plant". It's what mushroom fruiting bodies grow from. The mycelium is the bit that is needed for the mushrooms to survive and continue to grow. While the mycelium is alive, fruiting bodies (the mushrooms themselves) are periodically generated around them.
It is harmless, it can be harvested itself for mycelium blocks (animal feed/used for building mushroom farms), but if you harvest it then any attached mushrooms will die.
If that's not what you meant, please clarify.
And yeah, I know the documentation is lacking, I will someday get round to writing up a more detailed description. But today is not that day.
If it's working in a new game, I think your barrels in your save are corrupted in some sense. I can't for the life of me figure out how this happened from what you've sent. I'm hoping the changes I made will stop it from happening again but I can't be sure. Deconstructing and rebuilding the barrels may help.
https://i.imgur.com/bG3X0KL.png
I can't see that image, it says "This content is no longer available.".
Yes, it works if I make a new game. I noticed the barrels broke even worse when I completely reinstalled the mod. Reinstalling the mod broke the barrel across all saves, but then reinstalling the old files from before I reinstalled made everything 'normal' broken. https://cdn.discordapp.com/attachments/618452813479149580/1354488680953151732/image.png?ex=67e57962&is=67e427e2&hm=6fa68cbbc32c8836cdfbee805347a6d46eb93ad9161eda57b34168ad4f277912&
Actual error at hand, couldn't send the entire log because it was so spam filled with entries.
I believe the barrels in your save game are broken, probably from saving and loading while running the broken process. All the errors in that log are the "new" NullReferenceException -- which unfortunately doesn't let me figure out what the original error was. Can you get me a log from a fresh game with new barrels, please?
https://gist.github.com/HugsLibRecordKeeper/7d2bc3ed94143966feb592320a085891
That's a slightly different error (this one's a NullReferenceException and the other one is a KeyNotFoundException) but I'm pretty sure I figured out where the first one would be come from so this is actually more useful. Another piece of the puzzle, as it were.
The list of (at ... at .... at...) is indeed the stack trace. For future reference, you can find the original for a duplicate error by using Ctrl+F on the "Ref" that the duplicate error gives you -- for the one below that was 458F0A5C but it will be different each time.
I'm thinking this has to be either a corrupted mod, or an interaction with a third mod. I'm not sure how the processor would know that it can do the mushroom wine recipe, but not know what the icon would be...
If you can get me the whole log (can you upload to a text-hosting website?), that would help. You can also try unsubscribing and resubscribing from this mod and Processor Framework.
Exception spawning loaded thing BarrelProcessor2254538: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 82F50078]
at ProcessorFramework.CompProcessor.get_TotalIngredientCount () [0x00029] in <596f29c0585045059296eadc26837ef7>:0
at ProcessorFramework.CompProcessor.get_Empty () [0x00000] in <596f29c0585045059296eadc26837ef7>:0
at ProcessorFramework.CompProcessor.PostSpawnSetup (System.Boolean respawningAfterLoad) [0x00055] in <596f29c0585045059296eadc26837ef7>:0
at Verse.ThingWithComps.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x00026] in <23fcc63d7dfc4dd5b7e76f658fffe1ea>:0
I had some issues uploading the entire log but I'm guessing this is the needed part?
Thank you!
Unfortunately that's missing the actual stacktrace -- not because you did anything other than what I asked but because I forgot there would be loads of those (like you in fact said) and it doesn't record the whole thing for duplicates of the same error.
Sorry to keep asking for more -- can you send me a copy of the whole log? I might be able to figure it out from the bit visible there, but more info would still be helpful.
[14:08:55] Exception drawing BarrelProcessor5978498: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. [Ref 458F0A5C] Duplicate stacktrace, see ref for original.
Can you share the exact exception please? With the stacktrace? (stacktrace = the bit that appears in the bottom part of the log window when you select the error line, it should be copied automatically when you hit Copy to Clipboard).
It's working fine for me with just Flora and the Processor Framework. It gets the icon directly from the mushroom wine item.
You do not need this mod if you are running Biomes! Caverns because Caverns already contains a version of this mod.
Good call! I can add that too -- I haven't played with medieval overhaul (I'm sure I will one of these days) so that would not have occurred to me.
Awesome, I also added the wine to the wine shelf in medieval overhaul, similarly simple patch for compatibility.
So I've had a chance to do some testing and I'm not seeing the behaviour you're reporting. I'm pushing a fix for a related bug where cutting a mushroom caused the mycelium underneath it to be destroyed -- but in this case the mycelium wasn't dropping its yield so I'm not sure that's what's happening in your case.
In the test case (no other mods) the Harvest/Cut Plants designators are working as expected -- mycelium is only targeted if it has no mushrooms growing on top of it -- so I'm wondering now if this is compatibility with another mod that interacts with how orders/designations are applied...
If you could share your modlist, especially anything that explicitly interferes with designations, that'd be great.
Ah, you want the mushroom wine recipe in the universal fermenting barrel? I can add that, no problem. No link required, it's not a complex patch.
Actually, I realised what was actually needed was compatibility with the Processor Framework. I made a patch for it, could link it if you want :)
Ah, hm, that is not ideal, yeah. An unintended side effect of making it easier to harvest mycelium. Sounds like it should be pretty easy to reproduce, so no need for more specifics.
I'll have to look into how the prioritisation works and see if I can get it working how one would want it to work. Ideally A) yeah, the mycelium should not be targeted if there are mushrooms in the selection area and B) if you cut the mycelium under mature mushrooms the mushroom product should drop as well.
Thanks for bringing it to my attention.
If you need more specifics/testing I can get a narrower repro case. Thanks for your volunteer effort, this is one of my favorite mods :)
Having looked into Medieval Overhaul's wine, I'm not sure what it is that you want? There is no incompatibility, both can be used alongside eachother.
Is it the multiple qualities? I'm not really convinced that adding quality to the mushroom wine would add enough value to be worth the time it would take to implement.
I've looked into it and I'm afraid Cave Biome (Continued) is compiled directly against Caveworld Flora (Continued), so it's a hard dependency.
In plain language, I can't make it work -- the change would have to be made at the Cave Biome end. And Mlie has stated that they have no plans to make such an update.
Sorry to disappoint. You will have to use Mlie's version of Caveworld Flora if you want to run Cave Biome.
I'll take a look, but it might take me a little while to get to.
@Sumatris
I was actually not aware that the biome was still being continued (Mlie I assume, from the naming scheme?), so thanks for bringing it to my attention.
I'm not sure how well combining this one with the biome will work, given that the different versions of Flora have diverged quite a bit. (See the pinned discussion thread.) But I'll look into it and see what I can do. The biome might be a bit short on certain resources (not all of the plants from the original made it into Fluffysminion's version), but there are other cave plant mods nowadays that would cover the gaps, so it does seem worth getting it working.
Also having trouble with the mushrooms added by this mod. When cultivating them on fungal gravel (not garden gravel), pawns will try to harvest mushrooms even when they are not fully grown. They try to harvest, get a "Harvest botched" message immediately, then repeat the process. They can't be removed by cutting plants, either.
Can you give me more information? The fungal garden gravel is working fine in my test setup with just this mod.
Do you have any errors in your log?
What exactly is happening -- do the pawns refuse to interact with the mushrooms at all, do they go over to them but nothing happens, or...?
What other mods that interact with farming mechanics are you running?
I should add a global spawn rate slider. Made a note, thanks.
Short answer: Yes. If you're using Caverns, you don't need this mod.
(I'm not totally sure if the Caverns implementation is the same in all ways, I haven't investigated in detail yet since taking over responsibility.)
Long answer: This mod is older than Biomes! Caverns and was already being maintained by other people (Mlie and Fluffysminion) when Caverns was written. When Fluffysminion joined the Biomes! team, they incorporated this mod (with her graphics) into their project.
Unfortunately not here. The artist is not modding at the moment, and neither of us know anything about Deep Rock anyway.