Heads up, sometimes the Community expeditions includes destroying flora hazards like these weeds... this mod will conflict with that. Nice mod but conflicts with some of expeditions
I was still seeing some of the new hazardous plants (like the swirling dew plant) while using the current version of this mod. So I looked at your MBINs and then went to look at the MBINs in the game files. I noted a couple of things: First you have Hazardspikeyplant.MBIN and I think it should be Hazardspikeyplant.SCENE.MBIN. I also noticed that HazardPlant.Scene.MBIN, HazardPlant1.Scene.MBIN, HazardPlant2.Scene.MBIN were not in your mod. Looking at the MXML of hazardplant.scene.mbin show references to hazardplant1.scene.mbin, these may not be independent. So I copied/pasted/renamed one of your empty MBINs to make the "missing" files. While I may have gone too far, testing shows that ALL of the new hazardous plants are now gone.
I like your approach to making them go away. Thanks for the mod, JMZ
Crap, I probably broke something in the last update, I was pretty baked when I posted it. Let me see what I messed up and I'll get it fixed. Thanks for letting me know!
Updated and fixed! Version 0.9.6 0.9.7 restores the correct filename so they go away.
You were dead right, that was actually an issue that I'd fixed in the working directory of my mod when I uploaded 0.9.0 but forgot to copy back to the distribution directory for the next version; textbook regression bug. Anyway, I've fixed it in my sources now so it shouldn't happen again.
Thanks again for letting me know!
Edit: it's even weirder than that - I checked my original 0.9.6 upload and the file IS named correctly there, but I had to rename the file within the Nexus UI before the new version actually appeared. I'm guessing since all the files are 0 bytes, Nexus didn't recognize the file as having changed. 0.9.7 should be a fully working version with everything removed that should be removed.
I didn't come across No Hazardous Plants 2.0 but it appears to use an approach similar to the original. This is the method I describe in the mod page as letting me get rid of ALMOST all the plant spawns, but not quite - I'll have to take a look at 2.0 and see what Lo2k is doing differently!
WEED-B-GONE is, as you say, a different approach, one that lets the game ACT as though it's placing the plants but then simply being unable to do so. This means it doesn't rearrange existing spawns or items on your existing planet, and it clean out the tentacle plant spawns from inside buildings (which NHP2 says it doesn't currently do).
Of course, it's entirely possible that blanking out the original plant scene files with invalid ones has some as-yet-undiscovered deleterious effect on your save game, but I've been playing with it on since I created it (call it around 25-30 hours on my main save) with no issues so far.
Fortunately, you have your pick of whichever plant remover works for you!
Edit: I'm a doofus and didn't realize you ARE Lo2k! My bad.
So what I figured out is there are at least 4 "groups" of plants which I was able to measure by using a group of 4 that always spawn outside one of my bases.
Disabling the plant references in BiomeFilenames removes one group. Disabling them in SPOREVENTPLANT removes a second group. Disabling them in FULLSAFE disables group 3, but the fourth ones (down to 1/4 of the vanilla spawn rate) are the ones I couldn't track down and assumed are in the individual Biome files. Is that what you had to edit for yours?
Oh, look! I found a mod that can be classified as "Completely Essential".
Seriously, though. I can NOT imagine what the devs were thinking with these things. They're even present (Fckuing PROLIFIC) on uninhabited, airless planets.
Now thanks to your amazing work, they're gone. Good god damned riddance, too.
The fix works precious! no more hateful farting plantsss! We'll endorse this mod yes we will! ( seriously mate, good job. Ye gods those things were annoying!)
17 comments
Nice mod but conflicts with some of expeditions
I like your approach to making them go away.
Thanks for the mod, JMZ
0.9.60.9.7 restores the correct filename so they go away.You were dead right, that was actually an issue that I'd fixed in the working directory of my mod when I uploaded 0.9.0 but forgot to copy back to the distribution directory for the next version; textbook regression bug. Anyway, I've fixed it in my sources now so it shouldn't happen again.
Thanks again for letting me know!
Edit: it's even weirder than that - I checked my original 0.9.6 upload and the file IS named correctly there, but I had to rename the file within the Nexus UI before the new version actually appeared. I'm guessing since all the files are 0 bytes, Nexus didn't recognize the file as having changed. 0.9.7 should be a fully working version with everything removed that should be removed.
Edit: nvm, the newest update takes care of that now
WEED-B-GONE is, as you say, a different approach, one that lets the game ACT as though it's placing the plants but then simply being unable to do so. This means it doesn't rearrange existing spawns or items on your existing planet, and it clean out the tentacle plant spawns from inside buildings (which NHP2 says it doesn't currently do).
Of course, it's entirely possible that blanking out the original plant scene files with invalid ones has some as-yet-undiscovered deleterious effect on your save game, but I've been playing with it on since I created it (call it around 25-30 hours on my main save) with no issues so far.
Fortunately, you have your pick of whichever plant remover works for you!
Edit: I'm a doofus and didn't realize you ARE Lo2k! My bad.
So what I figured out is there are at least 4 "groups" of plants which I was able to measure by using a group of 4 that always spawn outside one of my bases.
Disabling the plant references in BiomeFilenames removes one group. Disabling them in SPOREVENTPLANT removes a second group. Disabling them in FULLSAFE disables group 3, but the fourth ones (down to 1/4 of the vanilla spawn rate) are the ones I couldn't track down and assumed are in the individual Biome files. Is that what you had to edit for yours?
Seriously, though. I can NOT imagine what the devs were thinking with these things. They're even present (Fckuing PROLIFIC) on uninhabited, airless planets.
Now thanks to your amazing work, they're gone. Good god damned riddance, too.
Now all I have to do is find a mod to get rid of those ridiculous 'local hazards' that can get you even inside a base.