边缘世界 RimWorld

边缘世界 RimWorld

Mycohazard - A Biological Mechanitor Mod
205 条留言
Queen 14 小时以前 
Update: I notice it seems to happen shortly after i autosave. Saving normally has no effect.
Queen 20 小时以前 
Love the mod, but there's a strange bug where after some time, the game's rendering breaks when unpaused, and i believe it's caused by an Assimilated servant.
I get red error spammed, "exception ticking bulbfreak" and when i reload the game, everything's fine, but the servant that caused the error (in this case, the bulbfreak) is stuck; it won't move, no matter what i do. I have no other mods except Harmony, which is required.
Techlich 12 月 11 日 下午 9:34 
Are we allowed to make suggestions or ask questions here, or would you rather keep it to bugs or other things?
hojorabbit._. 12 月 10 日 上午 2:52 
The issue with the Mycelial Tree digesting the buried still persists. Maybe I have to start a new game
TurtleShroom 12 月 9 日 上午 9:54 
OP, you stated that you recently changed how the Rotten Soil works. What did you change, specifically, and how did you limit its spread?
Ruby 12 月 9 日 上午 4:35 
Can you use this mod outside a solo mechanitor. I'm doing a big 'strength of nature' run and want to add this alongside the granulan tree, but worry about the other colonists suffering from the rotten soil
Maal 12 月 8 日 下午 1:43 
T'was a weird bug, like an invisible mod version of the anomaly flesh tree spawned where the corpse was picked up to be hauled to the grave, and it slowly digested the body.
Ihmislehma 12 月 8 日 上午 10:05 
The emptying graves was *this* mod?
I'm glad the bug was fixed, it confused me greatly :'D
thecardshaper  [作者] 12 月 8 日 上午 4:17 
@RenegadedDragon - Try to get it in the ritual room, it has some trouble "pathing" through doors. It's a bit janky.

@Geisthander - Mycelium ferrite only applies its rotstink effect on enemies, and it applies it faster. It also allows regular plants to be sown on it.

@hojorabbit._. - This issue should now be fixed.
hojorabbit._. 12 月 7 日 下午 2:36 
Yep, great mod, but I think this is what is causing my graves to be empty
RenegadedDragon 12 月 7 日 上午 9:00 
I have the fleshmass heart in containment, but it says that I cant use it in containment, and when I take it out of containment it says that it cannot reach the ritual site. Is there a step I am missing?
Xen 12 月 6 日 上午 9:19 
Hi this looks like a very fun mod, can i play it without anomaly? I still have biotech!:mortis:
Geisthander 12 月 5 日 下午 6:10 
I can't seem to find any difference between rot floor and mycelium ferrite. Is it maybe less flammable?
Kairoro 12 月 5 日 上午 10:59 
very cool mod but fungal floor has a HEAVY performance impact, just 200-ish tiles sucked up 50 tps
Nutter2002 12 月 3 日 下午 12:06 
Hey great mod, there's a problem with it and Complex Jobs though where servants won't deconstruct or repair. if I had to guess it's because Complex Jobs splits Building into Repair, Deconstruct, and Build. and the servants are only assigned to build
ЧашкоЛис 12 月 2 日 下午 6:05 
Прощу прощения, у меня сейчас 6 утра, вставать через 2 ч, так что мне лень переводить отзыв на английский и я усну прямо сейчас, но...

Сам мод примерно на 7\10

Выглядит и играется отлично, спасибо за хороший мод, буду следить и ждать больше контента!:steamthumbsup:

Кстати, гнилая земля-та еще боль в пятой точке, то что она заражает ВСЕ виды полов, крайне мешает жить, если бы она работала только на естественные(земля, пол пещер), было бы круто, а так... крайне пропадает желание строить красивые поселения видя как весь ол зарастает блевотой...
GATC 11 月 30 日 下午 4:04 
I ran into a game breaking problem:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3615714136
I have a servent that is also a Vanilla Genetic experiment.
According to the pawn inspection, it should be a 280$ pawn, but as long as it is alive, my item (yes, item) colony wealth have a value of NaN.
If I destroy the servent (with dev command), the value of the colony return to a 6 digits number.
hallowlock 11 月 27 日 下午 10:06 
Problem: dryads can be assimilated. This wouldn't be a problem if for some reason the first instinct of an assimilated dryad wasn't to go off the map and form a caravan on its own, which immediately stops just outside of your base because "everyone is downed".
queenelise9830 11 月 27 日 下午 8:36 
Finally time to try this out! Thanks mod author, you’re a real one for giving the fungus some capacity for self restraint, it’s supposed to be intelligent after all. (Cause what kind of intelligent lifeform would completely ruin entire ecosystems amirite? Oh wait…)
Techlich 11 月 27 日 下午 3:34 
Also, do you want to see any error message stuff?
Techlich 11 月 27 日 下午 3:33 
This mod looks really cool and I'm defintiely trying it out.

Do you mind some questions or should I just wait to discover it with testing?
Same for some suggestions, though at least some of them would need to wait on question answers one way or another.
Maal 11 月 27 日 下午 2:51 
It appears that the update didn't fix this issue, perhaps the report didn't send a notification:

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3564775477/669474588663723464/

Only mod enabled, dev quicktest, godmod, build grave/sarcophagus, kill pawn, burry pawn. Yellow error spam and the burried corpse is slowly being digested. Log and all inside the post.
thecardshaper  [作者] 11 月 27 日 下午 2:34 
@The Baron - Creatures from anomaly do not eat. Therefore, Servants made using their corpses will also not require food.

@Geisthander - This is correct, servant creation is based solely on body size. Below 1 creates small servants. Above 2.1 are large servants. Anything in between is medium, and all human corpses will create fungal ghouls.

@NumberHydra - This should now be the case.

As for everyone asking about the rotten soil, a new building has been added that functions like the fungal node, but only upgrades existing rotten soil instead of spreading any. This should allow you to completely ignore the rotten soil mechanic if you do not enjoy it.
queenelise9830 11 月 25 日 上午 10:09 
I'd really like to use this, but still waiting for the update to be able to negate the fungus floor somehow.
Geisthander 11 月 19 日 下午 6:33 
Any chance at assignable work priorites for fungal servants? It would be really nice to be able to split up your workpool, especially with the mediums. Having them mine at a higher priority than construct is a little odd. At the very least, an assignable order for all of them, but i feel like the ideal would be able to assign them work basically like a colonist.
DisgracedDairy 11 月 18 日 上午 4:03 
Can we split the fungal node and the rotten soil generation into separate building? Maybe something like the Creeper from VFEI2, limited spread radius and all? While I appreciate the ludicrously fertile soil and crazy trees, the farm animals with lung rot is too annoying for me.
Geisthander 11 月 17 日 下午 8:48 
Necronyamicon - Not sure of the exact values, but a megaspider (body size 1.2) becomes a medium servant. My guess (not really based on anything in particular) is that it's something like bodysize .5-1.5, maybe .75-1.25... This was the first thing I tried on, so it's possible that there's a def list and it isn't connected to body size, but given that Cardshaper listed it as working with ALL modded animals, it has to be based on something universal, and body size makes the most sense.
TF2 Goblin 11 月 17 日 上午 9:29 
is there any way to limit the fungal node's soil growth? it sucks not being able to have medical or research rooms
Necronyamicon 11 月 15 日 下午 4:00 
First of all, I love this mod! But I am curious, is there any way to tell what kind of servant a corpse would be? Because I am havin a hell of a time makin medium servants
pug 11 月 14 日 下午 6:44 
Does the fungal node just indefinitely spreads rotten soil or does it stop at some point?
The Baron 11 月 14 日 下午 3:39 
is me or do the fungused pawn creatures dont eat and die aof starvation?
i just cant get mine to eat, or do they only eat meat?
TF2 Goblin 11 月 13 日 上午 11:49 
could we have pick up and haul compat? it feels really frustrating where lifters can pick up a bunch of ♥♥♥♥ and haul it but the tiny fleshlings cannot
NumberHydra 11 月 7 日 上午 2:40 
amazing mod,do you plan to make the bionics made in the bioferrite crafter thingy medieval compatible?
TurtleShroom 11 月 4 日 上午 11:01 
I am excited for the new updates! Finally, I won't need to use cheat codes to feed my Fungal Servants' hunger!
The Doom Slayer 11 月 3 日 上午 11:16 
back port to 1.5?
thecardshaper  [作者] 11 月 2 日 上午 9:41 
Everything mentioned by the recent comments are things that will definitely be addressed by the next update. Burrower spawning are getting changed to an ability with charges to give the player full control of when they are created, there's a new type of floor that replaces rotten soil into a much better and more playstyle flexible version, and a hostile faction for the mycelyss is also in the works.

The only thing I have not figured out is the small servant hauling issue. There's plenty of people noting that small servants do not haul on their own for them. Playing solely with Mycohazard I don't have this problem, so I assume it must be a mod compatibility issue, but I don't know what mod would cause it. Any ideas regarding this would be appreciated.

And to answer @Air Bear's question, all fungal implants are made at the bioferrite shaper.
commandermerik 11 月 2 日 上午 9:07 
I really like the mod and its concept, but I have a few issues I hope to see addressed. First being that small servants haven't been very prudent about hauling tasks. They'll do cleaning just fine, but I often see them wandering about while things need to get hauled and I often have to force them to do it. Second, is that burrowers (especially in the early game) are a bit too precious to waste on small corpses. Third, it would be really nice if I could "adapt" regular pawns to handle the rot lung issue without turning them into nexuses.

Also, yeah, like a lot of other people, the rotten soil is kind of frustrating. Being able to contain it to specific areas and suppress its effects with certain kinds of floors would be appreciated.
The Don 11 月 1 日 上午 4:20 
Will there be a faction at some point? so I can be attacked by horrible murder fungus?
queenelise9830 10 月 30 日 上午 12:41 
Cool, so I'll finally be able to use this next time I come back to this game! Always wanted to but the inability to contain soil was kinda a buzzkill.
Air Bear 10 月 26 日 上午 2:52 
The lung rot thing is a huge pain. 3 of my 6 colonists havent been turned into fungal nexuses yet and the expanding rot zone just got to their beds (through the mountains). I've been using a mod that makes lung rot not lethal along with a cheaty mod to let me cure it to prevent total death. It would be cool if this mod came with a early game lung replacement implant or something to help solve this issue.

I feel like this mod would be awesome if it replaced some of the things it took away - implantable lungs to make normal colonists adapt (maybe it could nuke their social skills or something), some kind of meat solution, since all of my 'meat' is going to the myco trees and the humans are going to the cerebrum trees, or they're becoming zombies.
If you want to cover the whole map in the fungal tiles, give us some kind of floor tile that still functions. In case the player still wants to do faction questlines.
Air Bear 10 月 26 日 上午 2:46 
I have been playing this with alpha biomes and animals. They add a number of big insect creatures that "cant be tamed" (which is the error message that shows up in the top left when they get infested) so when they get infested by the burrowers they automatically enter a berserk manhunter state and attack the colony, despite being in the colony. Same with most manhunting critters that get infested.

I've been buying nexus burgeons off of shaman traders because this seems to be the best way to gain new potential recruits - much faster than using the cerebrums to expand power.

I havent seen any fungal implants or figured out how to make them yet but theres plenty of regular tech buildings I havent unlocked yet so maybe I just missed the research or something.
Skylocke 10 月 23 日 下午 9:19 
is their any plans to make compatibility with Odyssey so we can infest a gravship and take our spores to the Stars?
𒌍₥Ø₦Ɏ₳₭Ø𒁂⛱ 10 月 15 日 上午 8:58 
Сделайте пожалуйста еще русскую локализацию :brownchicken:
Skiddy 10 月 14 日 下午 1:07 
Cheers for addin a feature to contain soil!
Tfree 10 月 14 日 上午 11:27 
I don't mind the Rotten Soil spread too much. Once you get a Cloudmaker going, the terrain looks pretty cool. I just didn't like having to make a separate area on the other side of the map for the Anima tree or non-mushroom plants. Is there a way to add Anima trees and grass to the growable list on the soil or allow hydroponics to function as normal?
TurtleShroom 10 月 14 日 上午 9:48 
Thank you! Thank you so much!
thecardshaper  [作者] 10 月 14 日 上午 5:21 
I suppose I've finally been convinced. The next update will add changes to how burrowers spawn, and a new feature that should greatly help containing rotten soil spread.
SkepticMech 10 月 13 日 上午 9:58 
There is also a terrain check a few more lines down (167) where it checks to see if the space is occupied by water or actual space to avoid spreading to those. You can add your own conditions to limit the things it will cover. For example, adding: terrain.IsFloor is false && terrain.IsSubstructure && terrain != TerrainDefOf.Underwall && just after the starting "return" function will prevent it from covering any flooring, spawning directly under walls, or on substructures.

Unfortunately I don't think there is a super easy way to change the function as written to let you "fence in" the spread as it calculates by area, not as a ray or flood fill function. So even with those changes, if you put a wall around it with a contained radius smaller than the previously mentioned maximum radius, it will still spawn beyond the wall (this is why putting your node on an island will not stop the soil from covering the whole map).
SkepticMech 10 月 13 日 上午 9:58 
To add to Skiddy's comment about recompiling, there actually already is a maximum radius feature just a few lines down from the IsHashIntervalTick call. At the end of line 149 you'll see x.DistanceTo(Position) <= 70f where the "70f" is a hexadecimal number (a pretty big one too, which is why it covers the whole map...) Set that to something smaller, and it will only spread that number of cells away from the center of the node. Setting it to 3 means the soil will barely spread past further than the node itself.
SkepticMech 10 月 13 日 上午 7:53 
Got around to testing, and nope, not even ocean water will stop it. Dropped a node on an island, and a few minutes later rotting soil was showing up on the nearby coast.