边缘世界 RimWorld

边缘世界 RimWorld

Gauranlen Tree Expanded (Continued)
53 条留言
Balthazad 9 月 16 日 上午 9:07 
@Ashellin the minimum distance of 4 tiles between them is because of the grass that /needs/ to be able to grow around it, so unless you find someone that wants to disable the grasses & mosses entirely you have bad cards :/
Balthazad 9 月 16 日 上午 9:04 
@Mlie a Bio Dome is a half-spherical room to plant food in, often seen in scifi with conscient long distance space travel (see "stargate universe" for example) :3
Mlie  [作者] 8 月 4 日 上午 1:16 
@LeFire What are bio-domes?
LeFire 8 月 4 日 上午 12:41 
Can planting under roofs be enabled too for spaceship bio domes?
Ashellin 7 月 20 日 下午 6:04 
Hi, does anyone know, is there any mod which is compatible with this which allows planting two gauranlen close together? I am trying to make a little dryad room on my Odyssey ship and would love to be able to reconfigure the "too close to another tree" limit.
Mlie  [作者] 2024 年 12 月 15 日 下午 10:15 
@TigerDragon180 Its been requested, hopefully Ill get the time to implement it
TigerDragon180 2024 年 12 月 15 日 下午 5:18 
@Mlie I love the work here, but any way to add in decay speed as an option? While I love being able to spread out the labor, and having a specific labor that i can crank up to force it, I still hate how much it scales up meaning at times i almost need a dedicated support person who does nothing but pruning
Suspumpkin/bonejokeguy 2024 年 9 月 22 日 下午 11:57 
you are saving mods in rimworld thanks:steamhappy:
JoeOwnage 2024 年 9 月 15 日 上午 5:20 
Thanks for this Mlie, any chance of adding customizable pruning decay?
Mlie  [作者] 2024 年 9 月 14 日 上午 10:37 
@TheBronzeWarrior Should be added now
TheBronzeWarrior 2024 年 9 月 13 日 上午 11:26 
can you make it so you can change max connected pawns in mod options? i want to have my entire tribe connected to the mother tree
Mlie  [作者] 2024 年 8 月 5 日 下午 11:20 
@Sean Please see the Reporting Issues section described above
Sean 2024 年 8 月 5 日 下午 10:58 
Yeah I'm having the issue with no gau dryads making new seeds. The pod forms but they just ignore it and don't go in it
Mlie  [作者] 2024 年 7 月 8 日 上午 7:54 
@Lobanych All features of the mod is in the description
Lobanych 2024 年 7 月 8 日 上午 6:28 
I mean do connecting more than one pawn to a single tree gives this tree some buffs or not?
Mlie  [作者] 2024 年 7 月 8 日 上午 6:24 
@Lobanych You set the dryad amount in the settings as shown above
Lobanych 2024 年 7 月 8 日 上午 6:21 
So, more connected pawns means more maximum dryads per tree?
Protok 2024 年 3 月 3 日 上午 3:18 
This mod prevents Gau-Driads to hop in Gau-Pod to form new gau seed pod.
Tested on vanilla+GTE.

I like how does this mod makes 4 pawns available to connect to tree. And disconnection.
I have 20+ pawns, and to have 5 trees better then 20 trees, for compact colony reason.
Mlie  [作者] 2023 年 12 月 8 日 上午 11:49 
@Two Testes in a Trenchcoat See the section on Reporting Issues described above
I'm not :3 anymore it's over 2023 年 12 月 8 日 上午 11:22 
It wont even replicate anymore. I have no idea what's happening :(
Mlie  [作者] 2023 年 12 月 4 日 下午 9:39 
@Two Testes in a Trenchcoat And this is with only this mod loaded? Can you share the link to the log of this happening?
I'm not :3 anymore it's over 2023 年 12 月 4 日 下午 8:54 
@Mile Honestly I have no clue how its happening. It seems to resolve itself and break itself at random intervals. The only thing I could even remotely consistently recreate was when I drafted a pawn that had randomly fixed itself and started pruning again, they would refuse to prune after that.
Mlie  [作者] 2023 年 12 月 3 日 下午 9:58 
@Two Testes in a Trenchcoat There are no open issues or bug-reports. If you can describe how to replicate it with only this mod loaded I can take a look
I'm not :3 anymore it's over 2023 年 12 月 3 日 下午 5:12 
Is there any known issue that prevents pawns from pruning at seemingly random intervals? I have tried everything, including restricting the pawn to an area around the tree with their work set to exclusively gauranlen care, and they will just wander instead of pruning to 100% like they had before.
Mlie  [作者] 2023 年 11 月 8 日 上午 11:21 
@eeveecator I tested that with only this mod loaded and got no issues when linking so it does seem you have a mod-conflict. I have no real time to debug savegames however. Its should simply be a matter of binary removing mods until you find what the conflicting mod is.
Rat Bastard 2023 年 11 月 6 日 下午 1:41 
Does anybody know if this would conflict with the more dryads mod 1.4?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2890325034&searchtext=dryads
eeveecator 2023 年 11 月 3 日 上午 7:33 
that's so dope thank you!! I'm having an issue tho, I thought I fixed it but if I don't connect a tree and save and load the tree gets bugged at the time of linking it. I isolated it and it worked so I assume there's a conflict with another mod, but in logs only mentions an error with this one. Could I send you the logs? maybe you know better what can be the cause. love the mod and tbh I wouldn't spend so many time trying to fix another
Mlie  [作者] 2023 年 11 月 2 日 下午 1:44 
@eeveecator I added an option to disable the spawning of wild dryads.
eeveecator 2023 年 11 月 2 日 上午 7:38 
The linked trees*, those without connection could summon dryads, those with a pawn connected not
eeveecator 2023 年 11 月 2 日 上午 7:36 
Just to update. I tracked and solved the issue, the mod only says about it's not compatible with existing connections, but in my case, it wasn't with existing trees (when adding to a save). Somewhy the trees that were there before adding the mod were incapable of summoning dryads regardless of wild or the selected caste. In my case, I deleted trees and dryads existing and replaced them with new ones using dev tool. After trying the new connection worked just fine and I was able to spawn a wild dryad, I assume is fixed.

Would be nice tho, for performance if you could add an option to turn off the generation of wild dryads, I'd like using them as decoration too.

Love the mod thanks for the 1.4 version
eeveecator 2023 年 11 月 1 日 下午 1:10 
Is there any bug known causing not to open the cacoons? Idk why my counters got to 0 and they just won't generate the dryad, I looked at logs and there's an error that keeps popping about it, asking if someone knows about it otherwise I'll share logs and give details about the situation
bujiu 2023 年 9 月 15 日 上午 9:39 
After my testing, these two mods don't conflict with each other, but I'd prefer to experience all the features in one mod, and I hope you'll include features such as smaller radius and replanting for Anima Tree!
Mlie  [作者] 2023 年 9 月 15 日 上午 8:55 
@bujiu I guess so
bujiu 2023 年 9 月 15 日 上午 8:53 
Edzha01 2023 年 9 月 8 日 下午 12:07 
thanks for the update man
Mlie  [作者] 2023 年 8 月 27 日 上午 2:07 
@Frost_the_dragon90 I assume so, it shouldnt affect the dryad code
Frost_the_dragon90 2023 年 8 月 27 日 上午 12:13 
Is it fine with ideology expanded dryads? I'm assuming it is but, mods can be mods
Kendov 2023 年 8 月 26 日 下午 7:01 
@Mlie wondered why it still didn't work and after double checking my suspicion it did indeed turn out you only updated the 1.4 file 😅 still running 1.3 here >.>
thailyn 2023 年 8 月 26 日 下午 5:25 
@Kendov You're welcome. And, yeah, that's why I called it a bug. According to the error message that is presented for failing the check, it should be testing whether that pawn is connected to that tree, which is indeed what it should be doing. Plus, as Mlie mentioned, that check is not necessary without this mod. I can't say anything further as to "why" or such.

(FYI, I'm not actually using this mod, so I am just going off of what I see in the code and your description of what was happening.)
Kendov 2023 年 8 月 26 日 下午 5:07 
@thailyn thanks for looking into that, found it too now that I know what to look for XD The reason for this still eludes me though, I'd understand it if it checked if the pawn is already connected to *that* tree buy why check for any?
Mlie  [作者] 2023 年 8 月 26 日 下午 1:17 
@thailyn Nice find! Should be fixed now. I assume the check is to stop the same pawn connecting again to the tree. Vanilla blocks this as you cant do the ritual when there already is a connection to the tree.
thailyn 2023 年 8 月 26 日 下午 12:33 
@Mlie @Kendov It is a bug in this mod. RitualRoleColonistConnectableExpanded.AppliesToPawn checks if any of the things a pawn is connected to has the same def as ThingDefOf.Plant_TreeGauranlen . Of course, all gauranlen trees have the same def. A pawn with multiple connections would look something like (taken from a recent save of mine):

<connections>
<connectedThings>
<li>Thing_Plant_TreeGauranlen48832</li>
<li>Thing_Plant_TreeGauranlen64285</li>
<li>Thing_Plant_TreeGauranlen151459</li>
<li>Thing_Plant_TreeGauranlen461154</li>
</connectedThings>
</connections>

Which corresponds to the id of the tree, not the def.
<thing Class="Plant">
<def>Plant_TreeGauranlen</def>
<id>Plant_TreeGauranlen48832</id>

The base class (from vanilla) does not have any checks relating to existing connections.
Mlie  [作者] 2023 年 8 月 26 日 上午 7:20 
@Doomchibi No idea, not really used the VE stuff. But the description of this warns that its probably not compatible with mods that also modifies the trees
Doomchibi 2023 年 8 月 26 日 上午 6:42 
I had asked on the original mod a while back and never found an answer, but do you think this would be compatible with the Vanilla Ideology Expanded- Anima theme mod? It would be awesome to be able to use both! Thank you for the update.
Hate me 2023 年 8 月 25 日 下午 11:52 
I don't remember much, because it was 2 years ago at this point. But connections code was very limited on 1.3 release and seems like it didn't change much with 1.4.
Kendov 2023 年 8 月 25 日 下午 4:07 
dug into the comments and apparently according to the original author "it is a limitation of ritual systems sadly. You can't have more than one connection per pawn" which doesn't make much sense considering that it *is* possible in vanilla ideology, unless it's some specific conflict with bonding multiple people to one tree. sadly I'm not that deep into rimworld modding myself to see if I can fix this :/
Mlie  [作者] 2023 年 8 月 25 日 上午 11:11 
@Kendov I thought you meant that it was possible with the previous version of this mod. I have no idea if that is intentional or not as I only updated the mod, I did not create it.
Kendov 2023 年 8 月 25 日 上午 11:07 
now I'm confused. In vanilla ideology you can connect one pawn to however many trees (just tested that), but with this mod you can connect each pawn to only one tree, which isn't mentioned anywhere in the description. Hence my original question if it is *supposed* to work like that or not :( What I was looking for was a method to keep the trees from dropping too far even if one caretaker of a bunch of trees is out on a caravan or hospitalized.
Mlie  [作者] 2023 年 8 月 25 日 上午 10:49 
@Kendov Tested the 1.3 version of this mod and I could not connect one pawn to multiple trees. So you might be thinking of another mod.
Kendov 2023 年 8 月 25 日 上午 3:45 
Double checked, it's definitely this mod. When I try to connect a pawn to a second tree on attempting the ritual it says "already connected to a Gauranlen Tree".