RimWorld

RimWorld

Terrasecurity SE (OBSELETE: SEE DECRIPTION)
39 Comments
SepphorisVT  [author] 1 Nov, 2024 @ 8:21am 
The plug is being pulled on this mod soon. I didn't give up on it or am cancelling anything, it's just soon to not be needed. Everything tested here (and more) is going to be released under a new mod I'm making (1.5+).

Anyone playing this; feel free to continue playing it for the weapons. But, if you want a bug-free stable version with everything working, I strongly recommend waiting for the next mod.

The new mod will also have a testing version as well, which - unlike this one - will be actively sustained.

For 1.4 users, any additions will be in the legacy "Terrasecurity" mod, which I may add things into from time to time. But most of my focus is shifting to the upcoming 1.5+ release.
SepphorisVT  [author] 30 Oct, 2024 @ 8:43am 
@Tofu Tomo found the issue with the transposer. Unfortunately it might mean that the transposer might have to filter sap a different way. Same use, different method. Until then it won't work, even if the required amount is on the map (in other words, don't use it).

Aiming to push a fix later today.
SepphorisVT  [author] 29 Oct, 2024 @ 1:56pm 
@Tofu Tomo no prob! I'll look into adding a check that'll prevent the player from trying to fill the transposer if not enough sap is present on the map. That should help avoid this happening again.
Tofu Tomo 29 Oct, 2024 @ 12:33pm 
That would make sense with the required glowsap not existince since I only have about 150 not the 300 required. I'll gather up to 300 then plant it again and see if it continues, thanks for the insight!
SepphorisVT  [author] 29 Oct, 2024 @ 11:47am 
@Tofu Tomo drops happen when pawns try to do a job that's invalid/impossible for one reason or another. It's a vanilla thing... but I do know it pops up due to how TerraSec handles it's jobs.

This issue also happens when you select a spot for a tree to grow, but a different tree grows right by that spot before the seed is planted; trees aren't allowed to exist directly by one another, so the game freaks out. This can happen in vanilla with the Gau seed.

That said, the transposer code is nearly identical to vanilla brewing. My guess is, the sap that was going to be inserted (or an amount of it) doesn't exist, or two pawns are trying to use it.

Make sure no other pawns are trying to load it, and that the glowsap isn't being targeted/used by another pawn. Additionally it's possible the glowsap doesn't exist anymore.

If none of that helps, please post the Devmode error message that pops up when this happens.
Tofu Tomo 29 Oct, 2024 @ 11:37am 
Having an issue when I plant the Sap Transposer, whichever pawn decides to fill it with glowsap stands still and causes an immense drop in TPS.
SepphorisVT  [author] 25 Oct, 2024 @ 9:49pm 
Update pushed. Turrets fixed, Terravats grow properly, Prima plants are easier to manage, and a couple new items added.
SepphorisVT  [author] 22 Oct, 2024 @ 4:35pm 
@Aulie Went to go give the live mod a quick look on how to get it, here's the process: Research "Terraseed Essentials", which the included scenario should already have. It should now actually be under the "Terratech" Group on the Architect menu.

If it is not there, then there is certainly something wrong and I would suggest to unsub and resub to the mod.
Aulie 22 Oct, 2024 @ 9:27am 
I'm using the Terratech Sentries scenario start which does have new tribe in there but I still don't see the research bench production but I'll try to see if my mods have any conflicts. Also just a minor thing but it would be pretty awesome to see a patch for the melee animations mod for the terratech melee weapons. Though don't sweat on it.
SepphorisVT  [author] 19 Oct, 2024 @ 2:07pm 
@A Bot the Terravat is indeed having problems when growing. You'll have to spawn one in until the fix is live (some brand new code needs to be tested). The terravat itself should 100% still work though.

The terratech research bench is under "production" since it's your initial way to access the mod. It does not show up when you start up as a colony with an Industrial+ tech level (like Ur-Boards, or Pemmican). You can tell the difference in Scenarios, new tribe = neolithic, new colony = industrial.
Aulie 19 Oct, 2024 @ 12:22pm 
Also building terravats seems to just bug out and not build at all.
Aulie 19 Oct, 2024 @ 12:00pm 
Not sure if it's just me but I can't find where to build the terra research bench (using the starting scenario given from the mod). The terratech construction tab doesn't open as well. (I had to manually allow the starting scenario to start with a terra research bench)
SepphorisVT  [author] 16 Oct, 2024 @ 1:36am 
Minor update. Turret seeds are disabled from the starting scenario and the Sentinel Tree due to them not doing anything once fully grown.
You can still craft them at a bench if you really want them, but you'll have to use DevMode for them to properly work (what to do is in the research description).
This is an easy enough fix, and I will try to push out the workaround soon.
SepphorisVT  [author] 11 Oct, 2024 @ 7:11am 
Massive update pushed. Only some art and tweaks are left.
Should everything play well, this will be published as the main mod a week from now.
Full changelog from the main version until this point can be found in discussions.
SepphorisVT  [author] 1 Sep, 2024 @ 2:42am 
@Nymph hmm... the idea of guns not decaying in the cold is neat, but their decay is also to balance them out. A perpetually cold map would mean easy infinite stockpiles of weapons.

Average weapon: You craft weapons with decent crafting skills and materials, but they have higher damage and decay normally.
Grown weapons: Free weapons with no materials required, but they are weaker than their counterparts, and they have a lifetime limit.

This decay can be expanded - or even removed - in the local update via special means. So if you would like a way to stop their growth, it'll be possible.

Regardless... I can look into it and see if something like that (cold not stopping decay, but rather slowing it) is both easy enough to add, and wouldn't put too much load on the game.
Nymph 1 Sep, 2024 @ 2:16am 
@sepphorisVT Unfortunate. well regardless these still fit my hive ascetic perfectly so i cant complain. only other thing i can suggest is can you make it so the guns dont decay if they in the cold? makes sense atleast.
SepphorisVT  [author] 31 Aug, 2024 @ 11:34pm 
@Nymph for the foreseeable future, I'm sticking to plants for themes, and this mod as the "main" big one. That's the niche I'm aiming for.

Your idea sounds neat, but it's not something I could do.
Nymph 31 Aug, 2024 @ 9:36pm 
@SepphorisVT yo if thats the case it would be awesome if you looked into like Bio constructs. stuff like androids and shit but made of like hive goo. would be awesome. im sure the MH mod crew has a plug for making their mods work with others meaning it would be possible to market it as a MH android addition or something
SepphorisVT  [author] 31 Aug, 2024 @ 9:14pm 
@Nymph once I can I'll be updating my Discord to show all new and planned features. Floors, walls, etc. are planned for the update after the next one.

The mod will also get re-uploaded and renamed from "Terrasecurity" to "Terratech" (or something like that; still weighing the names). It's moving beyond just security, so a rename is needed.
Nymph 31 Aug, 2024 @ 7:17pm 
@sepphorisVT that would be appriciated man. you might wanna update the description of the mod with like know bugs and stuff. that way ppl dont ask as much like me XD. just a suggestion. hope you get this fixed soon cause the mod is straight fire. works great with my insect colony. If you wanna be a real chad it would be awesome if you made some sort of bio floor mod or something. it would go great with the new Insectoids 2 VE mod. it has hive walls but no hive floor besides creep.
SepphorisVT  [author] 31 Aug, 2024 @ 6:42pm 
@Nymph that's been resolved a few weeks ago in the latest update. UNFORTUNATELY, my PC has been dead for the better part of the month. However, it'll probably be fixed next week.

Sadly I have no way to resolve that problem at this moment. But I can @ you again (if you want) as soon as the update is pushed?
Nymph 31 Aug, 2024 @ 6:35pm 
yo so im having a strange issue. im unable to build the research bench even after researching tree sowing. im also noticing alot of the weapons are missing. all im able to spawn in with is the melee weapons and the prima thorncaster. even in the research tab i cant see the weapons under the prima researches
2ScoopsPlz 12 Aug, 2024 @ 11:53am 
plant :summer2019mushroom:
SepphorisVT  [author] 30 Jul, 2024 @ 11:15pm 
@Aulie will look into it. Not all turrets have been fully tested or checked over yet.

That said, the Stake/Spear Turret should be usable, as it's the turret the scenario starts out with.
Aulie 29 Jul, 2024 @ 7:51pm 
Fiddling around with the turrets a bit. The ones that I've planted don't seem to target enemies at all. At least on my playthroughs right now at the moment. Unless they aren't really fully implemented to function at all.
Aulie 28 Jul, 2024 @ 10:02pm 
I fixed it. We chillin
Aulie 28 Jul, 2024 @ 9:08pm 
Hope I can find the issue but so far I've reinstalled the mod, and even deactivated all of my mods, only having all DLCs and terrasecurity SE on and so far, I've only gotten the same thing with fertility requirement being at 700%. I'll see if I can try to fix something on my end. No stress though and do take your time with this.
Aulie 28 Jul, 2024 @ 8:29pm 
sounds good
SepphorisVT  [author] 28 Jul, 2024 @ 8:28pm 
@Aulie I feel you have something wrong with your setup, or the mod is delayed in your updates. The fertility is set to 0.7 (70%). Just to be extra sure I checked vanilla Rimworld's plants and Corn has 0.7, which translates into their 70%.

Try to get Steam to update Rimworld workshop, or unsub/resub to the mod. Otherwise, it's a problem on your end.
Aulie 28 Jul, 2024 @ 7:32pm 
we're getting closer
Aulie 28 Jul, 2024 @ 7:32pm 
It's at 700 fertility funny enough haha
SepphorisVT  [author] 28 Jul, 2024 @ 7:26pm 
@Aulie no XML extensions needed. I made another adjustment, please tell me if it works now (should be 70% fertility). The fault is entirely on my end.
Aulie 28 Jul, 2024 @ 6:27pm 
Since you did mention you fixed it.
Aulie 28 Jul, 2024 @ 6:27pm 
For me right now, all terraweapons say they have a fertility requirement of 7000%. I'm not sure how this entirely works and it could be an issue on my end.
Aulie 28 Jul, 2024 @ 5:53pm 
Is XML extensions required for this mod?
SepphorisVT  [author] 28 Jul, 2024 @ 7:59am 
@Aulie in order of the messages you posted:
1: the mod says to not use for long playthroughs simply due to updates that may or may not break a defor change something. if you want to anyways though, go for it!
2: I accidentally set a parent XML plant to have 70 fertility min instead of 7.0... whoops. It's fixed, sorry! this is why this testing version exists, for making sure things like this are caught and squashed.
Aulie 27 Jul, 2024 @ 10:13pm 
Yep I'm lost on how to grow these weapons ngl
Aulie 27 Jul, 2024 @ 10:09pm 
Wow these things need 7k fertility.. Das a lot
Aulie 27 Jul, 2024 @ 9:54pm 
Just trying the mod out, my first takes on it so far.

Changing the durability system, shooting withers the gun to the one shown from this mod where the plant withers away in a certain time is really neat. I like that my colonists can still shoot as much as they need in the heat of battle or hunting but still keeping the function of constantly replanting new terra guns.

Love the new content added. The idea of evolution on the different weapons is really neat and hope it expands to the other weapons. As well as the addition to the new starting scenario which I can't wait to fully commit on soon.

Overall as much as the mod says not to use it for long playthroughs, I'm still going to try it out and beat anomaly with other tribal mods like seal of the spirits and many more. Keep up the great work and I hope you stay safe out there and try not to stress too much on this mod.