RimWorld
Simple FX: Splashes
107 件のコメント
Piggy 2024年8月30日 19時54分 
Avoid using mod until updated or use a continued version.
Eventually your save will have trouble loading new maps. Even quicktest devmode will not work.
Killswitch 2024年8月25日 13時32分 
@FlamBoris: Thank you king
FlamBoris 2024年6月23日 11時14分 
updated mod: https://steamproxy.net/sharedfiles/filedetails/?id=3261109179
this guy has updated almost all owl's mods, just scroll through his workshop contributions
DigitalCam 2024年5月26日 4時03分 
Also causing issue for me. While it might seems like it work at first, my flying caravan disappeared after reaching quest destination, along with the quest map. Do not use if you are on 1.5.
jerry807705586 2024年5月1日 13時09分 
1.5PLS
Zabon 2024年4月28日 14時17分 
Yep, this mod is definitely causing crashes when loading a new map sometimes. It works sometimes still, and you likely won't notice it's not working right if you were able to get into your initial map chunk, but if you send caravans out you'll eventually run into problems generating maps. Removing it fixes all the issues I was having.
Xeonzs 2024年4月27日 11時04分 
Also causing issues for me in 1.5
NeveHanter 2024年4月24日 14時57分 
Fails with the following error when generating the map:
```
Exception from asynchronous event: System.MissingFieldException: Field 'Verse.FogGrid.fogGrid' not found.
[Ref 63A4DE99]
at SimpleFxSplashes.Patch_Map_FinalizeInit.Postfix (Verse.Map __instance) [0x00000] in <0beea4b06697449a94fedfd679cbd5db>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Map.FinalizeInit_Patch5(Verse.Map)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.MapGenerator.GenerateMap_Patch6(Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>,bool)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Game.InitNewGame_Patch8(Verse.Game)
at Verse.Root_Play+<>c.<Start>b__1_2 () [0x00025] in <869ae09cd42e4958ad76d610931cb571>:0
```
Mols 2024年4月20日 14時55分 
I play with a lot of mods and kept getting errors whenever loading into a world. I assumed it was a terrain generation mod at first, but when I uninstalled every mod and individually went through, it looks like this one was the one causing the world not to load at all. Just a heads up for anyone having similar issues.
Ms. Leaf the III 2024年4月15日 23時25分 
please update! :)
Winter 2024年4月12日 3時27分 
Not a fan of the generated log with all the valid surfaces. Gets in the way when troubleshooting.Nice mod otherwise.
ItsaCat 2024年4月11日 15時03分 
will owl daddy be 1.5ing his collection?
Ice Cracker 2024年1月19日 20時02分 
Might be a conflict with something else but I have the usual gamut of community-recommended performance mods and this mod takes my TPS from ~1500 max in a full colony devmode test to ~600 max. Open to investigating further to help narrow down the issue but idk where to start.
Max 2023年12月28日 13時19分 
+1 for @thailyn's request. The giant log is a bit much.
Sandbach 2023年11月23日 13時54分 
Have it installed and doesn't work for me, nothing happens. No idea why.
thailyn 2023年9月17日 21時39分 
Hi, @Owlchemist. Could you add an option or something to disable printing out the list of terrain that have been defined as hard? That log message prints out a staggering 1,120 lines of text to the log file in my current mod list. It kinda gets in the way when investigating errors and stuff from other mods. Thanks!
KAITA 2023年8月7日 13時23分 
@Hyper oh, that's a really nice idea, I second it
Monkey Magic 2023年7月30日 1時33分 
Needs moar splashes! :3
Hyper 2023年7月1日 11時20分 
I'v been interested in your mods for some time now and have loved simple FX mods for adding more atmosphere to the game. That said have you ever considered adding fireflies to the game?
Owlchemist  [作成者] 2023年3月9日 11時42分 
@qux - maybe when 1.5 comes out and I have to update everything.
qux 2023年3月9日 1時44分 
Hello ! Do you plan to make a single mod grouping all your '''fx'' mods? to simplify the management of our list of mods I will find it interesting
NULL 2023年3月6日 8時35分 
@Owlchemist as mentioned by previous users, desynchronization occurs during rain. Not sure what is the cause, looks like job order is messed up(game starts to do tasks in different order) for different clients. Though it is my guess by looking at trace log. Scattered Flames work fine though.
Owlchemist  [作成者] 2023年3月1日 4時15分 
v1.2
- Optimized rewrite of how the cache is built to better work for modlists that interact with the terrain a lot (eg terraforming or dynamic ice).
- The surface that are considered hard enough for raindrops to splash upon are no longer hardcoded and now XML exposed via mod extensions. Authors of unusual terrain types, where the usual rulesets were not working, can now use these extensions if they'd like.

---

@Null - weird that's not working in MP. Is weather not sync'd in MP or something?
NULL 2023年2月18日 7時05分 
Your mod is not compatible with multiplayer mod for some reason, it would be cool if you can fix that. Love your mods anyway!
Lazaerus 2023年2月5日 22時15分 
lmao..... the silly simpletons who ignore your message about not having the time and resources to port to 1.3 but still keep asking you to port it to 1.3. You would think reading comprehension would be important for gaming but time and time again it's proven otherwise....

Thanks for your efforts on this mod, have a great one pal!
sammyson9 2023年2月4日 22時34分 
could you patch this for 1.3? I never wanted Biotech in the first place
Garffiljorg 2023年1月28日 3時26分 
v :jester:
Desasunda 2023年1月26日 1時56分 
-rep Furry.
ggfirst 2023年1月25日 1時44分 
ah ok thaks
Owlchemist  [作成者] 2023年1月24日 16時33分 
Sounds like you're still on 1.3. This is a 1.4 mod.
ggfirst 2023年1月23日 19時11分 
i AM getting an error only just with this mod, harmony and hugslib
Error while instantiating a mod of type SimpleFxSplashes.Mod_SimpleFxSplashes: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Void SimpleFxSplashes.Patch_DeinitAndRemoveMap::Postfix(Verse.Map map)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) [0x00047] in <255414689d344b1385ae719f6cce8c55>:0
at Ha
.... and more
uploading log files isnt working atm
King DaMuncha 2023年1月9日 8時10分 
Needs more splashes
Richking 2022年12月24日 4時32分 
just fyi this breaks multiplayer
flightgamer 2022年12月12日 7時07分 
Cool mod.
Is there a mod that can lower the density of the rain? Maybe by half or more?
Zacky 0.0 2022年12月7日 18時13分 
hmmm i kinda want a puddle for the children to play with
Happy_Kobold_Merchant 2022年12月6日 22時46分 
I just realized today how many of your mods I use. Thanks so much. Your stuff rules.
Michiko 2022年11月27日 6時42分 
Nice. Subtle but noticeable if you pay attention, and no noticeable performance impact for me. I'm in a biome that's raining like 75% of the year so I'm happy to see the little splashes here and there heheh.
Haibara 2022年11月26日 10時19分 
Ah, thanks for checking! I'm playing in a desert biome, so I assume I wasn't looking at hard surfaces.
Owlchemist  [作成者] 2022年11月26日 9時22分 
@Haibara - hmm it should work. I use regrowth core myself and just double checked drizzle in my game. I see 'em. Just an FYI the splashes only show up on hard surfaces (concrete, stone, etc).
Haibara 2022年11月26日 9時04分 
The description says it should work with other mods that add weather types. I use "Regrowth: Core" which adds Drizzle and I couldn't notice any splashes. Is that intended because drizzle is a lighter version of rain?
Owlchemist  [作成者] 2022年11月26日 8時09分 
Update
- Fixes splashes happening during snow weather
- Minor optimizations and code maintenance

---

@Speed - no puddles / filth. If I could pass it off as a scatterable though that could be neat.
Speed Weed 2022年11月26日 5時06分 
This is cool.

But puddles?
Jimrambit 2022年11月23日 12時13分 
Increase If Performance You Say? Well If That's Truly True My 21 Pages Of Mods Will Surely Be Better To Play
Owlchemist  [作成者] 2022年11月22日 0時55分 
@Leagunent - totally agree with you on that. I woulda done this already, but applying a massive amount of cells to the "splash list" isn't going to scale well. If you're on the coast or an island it can be pretty overwhelming.

Maybe one day I'll come up with a solution. A v2 of the mod lol
Leaguenet 2022年11月22日 0時42分 
Love the mod and more generally all the work you do on Rimworld - your mods have become essential for my Rimworld experience. A question on this one: love the effect, but is it possible to create a separate setting for the effect on water surfaces? I'd personally crank it up very high - it always disturbed me how water stayed still in the rain and this feels like a great fix to me.
Owlchemist  [作成者] 2022年11月21日 19時59分 
Update
- Normally a splash fx will happen even if it's offscreen. I had looked into preventing this, but the cost of doing so outweighed what it takes to generate a splash. But, while updating my other mod Toggleable Overlays , I learned of an ultra-fast way to calculate this, and applied it here. In a typical scenario this may allow the mod to run about twice as fast, or upwards to 4x faster if you're looking at a spot where there's no hard surfaces.
Owlchemist  [作成者] 2022年11月21日 19時03分 
I don't mind people questioning it. Given the history of modding in rimworld vs performance I totally get it.
@Tomoko - basically when I was testing it, the fx would incur about a 0.002ms cost, and the optimized weather drawer would save you about 0.002ms vs the vanilla one. It about cancels out. If you adjust the splash fx in the mod options to reduce the intensity it could be potential net gain.
Brandon12340987 2022年11月21日 16時58分 
@tomoko next line says why "due to its use of an optimized weather drawer that I bundled with it."
Tomoko 2022年11月21日 14時40分 
"I added an effect on top of a game, and it could increase performance!"
Yeah, right. I'd like to see the thorough justification behind that bold claim.
Owlchemist  [作成者] 2022年11月20日 17時16分 
Oh yeah and @Baleur - yes and no. The code throttles itself to a max of 1000 fx per tick so that scaling doesn't impact performance. However that also means that per ever 1000 tiles it needs to process, it would reduce the frequency of the splashing. So it prolly wouldn't look as good.