Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
The game answer: "Because it would be over-powered and too easy to max out quickly."
Yeah I pretty much push the game to it's limits. I have very few to zero issues despite that with the occasional hiccup.
Generally this shows up an incompatible mod... mod conflicts can be harder to trace.
Try Rimworld Farming in both sets of mods as you split them. And keep splitting until you narrow down the mod conflict. I'll take a look at the mod causing the conflict and figure out why.
@Dressari... the best way to test a mod is by itself. If everything works fine with the vanilla game you've got a mod conflict. That said, Rimworld Farming has worked fine in 1.3 for ages (including debug commands)... so it's strange. How did you narrow it down to Rimworld Farming? 271 mods is a LOT (!!!)
Primarily asking since these two mods are doing practically the same but this one seems far more indepth and balanced so Id like to make the switch :o
Here's how I tested:
Did a dev quicktest map.
Map generated:
14097 wealth
- 9151 items
- 647 buildings
- 4300 people and amimals
I spawned 75 compost
Wealth 14172
- items 9226
I built 1 cultimated tile
Wealth 14176
- items 9216
I built another cultimated tile
Wealth 14180
- items 9206
Quit to Main Menu
Reloaded map.
Same values from save.
Pretty sure it's not Rimworld Farming causing the issue.
So by extension, the wealth of a tilled tile should be 1, and the wealth of a cultivated tile would be 10.
These values should not be creating a massive wealth spike.
I would say it's a game bug... or ReGrowth mod that is somehow not correctly calculating the value of a the Rimworld Farming tile from it's resource (compost).
I'll do some more testing on wealth before and after a save/load... but at this point it's not possible to lower the MarketValue of compost below 1.
But have not testet it yet.
When using it together with the ReGrowth Biome mod, it adds all tiles on the map as value to your base as building value. On a 5 day new colony i had a building value of 283.000.
When i removed this mod it go back to normal.
They talk a bit about it here.
https://steamproxy.net/app/294100/discussions/0/3487501375927432846/
https://rimworldwiki.com/wiki/TerrainDef
@Snoooy... I'll take a look at whether I can use addictive effect, rather than replacement effect, on soil fertility. AFAIK the only option is to replace a value not alter it
Since I can confirm that Gloomlights are located in the Royalty folder, that must be what is causing you're issue.
I assume mech raids include Gloom lights sometimes for you? If so, that is strange because it's definitely only found in the Royalty DLC folder.
Does the game crash or break? I wasn't sure if this is simply an annoying log pop or something actually breaks?
P.S. Royalty is really good... if you love Rimworld, I would say Royalty is mandatory,
When I tried to add GL / MN in a completely new colony that does not use mods (to see later how they behave when I add your mod) I couldn't find GL / MN in the list of items. Maybe they're not there because I don't have Royality or Ideology (?)
But I did locate the issue... the label ref I used was "gloom light" but you're right, in Royalty they changed it to "mech node". What is a label? It's not the name (that's the same), tbh I don't know the purpose of it.
That said, yes they did put the gloomlight in the Royalty data folder. So that's probably causing your issue.
However, I do not use Core or Royalty paths in the mod... so technically it shouldn't matter.
Is it actually causing a problem? Like are gloom lights not appearing, or you can't reinstall them? Or is it purely an annoying log error?
https://gist.github.com/8c5229b0677082d870bd795d134241a9
My internet search only told me that Gloomlight was renamed to Mech node in RW v1.3
https://gist.github.com/76e9860f283302008e1440290fe14dbb