RimWorld

RimWorld

Misc. MapGen Xtension 'Urban Biome'
79 Comments
Haplo_X1  [author] 20 May, 2024 @ 8:33am 
Thanks for looking that up. I'm currently sick and unable to do any work that requires concentration, but will look into it when I can. Thank you very much for your help. :)
Dr Jimothy 17 May, 2024 @ 11:03pm 
Miscellaneous Core is listed as a requirement for both mods on Rimpy, but not on Steam. Is it necessary / does it work in 1.5?

"please compatible with pphhyy's Lightless Empyrean*" on Vanilla Fishing Expanded got the response "Not by us" from Sarg Bjornson.
This likely means that any patch making water fishable has to be done on your end. Mods that support fishing include Alpha Biomes and Advanced Biomes, so you should be able to find whatever's necessary for that in both pretty easily.
(on looking myself: in advanced biomes VFE_Patch.xml just has a patch for Vanilla Fishing Expanded. It's quite quick and small; looks like you just gotta tell it what classifications your biomes fit into. An identical file - looks different at first but when you actually read them they're identical - exists in the VE Fishing mod's patch section)


*(another biome-adding mod)
RogueCmdr 10 May, 2024 @ 6:05pm 
none of haplo - none of ur mods show 1.5 properly in any mod manager weather internal to rimworld or external like RimPy
Icaro 2 Mar, 2024 @ 9:52am 
yes it says that cannot fish beacuse is a modded biome.
Haplo_X1  [author] 1 Mar, 2024 @ 9:09am 
Hmm, what is not working with vanilla fishing expanded?
Is the fishing not working? I haven't time to experiment around right now, so a little more detail to explain the issue would be helpful. Thank you.
Icaro 25 Feb, 2024 @ 11:03am 
please add suport to vanilla fishing expanded ,good mod btw :winter2019neutralyul:
Haplo_X1  [author] 2 Aug, 2023 @ 1:21pm 
That must be another mod. This mod was never like that, sorry.
Volg 2 Aug, 2023 @ 6:11am 
I seem to recall that in the past there was a way to make this urban biome always spawn on the players starting grid, and the city would be inhabited forcing the player fight for their home area right from the get go. was that part of this mod, or is that something else?
Lissimo 13 Jul, 2023 @ 5:40am 
@Haplo_X1 You are my hero 🙂
Haplo_X1  [author] 11 Jul, 2023 @ 1:59pm 
Ah, sorry. I totaly forgot..
They are now added. :)
Lissimo 7 Jul, 2023 @ 5:22pm 
Hey! Any news about 1. 'cold bog', 2. 'extreme desert' and 3. 'arid shrubland?
Lissimo 21 Dec, 2022 @ 6:25pm 
Hey sorry me again, could you also add urban biomes for the 1. 'cold bog', 2. 'extreme desert' and 3. 'arid shrubland'?
Lissimo 21 Dec, 2022 @ 10:46am 
Awesome, thanks! :-D
Haplo_X1  [author] 21 Dec, 2022 @ 8:22am 
Oh an oversight.. done :)
Lissimo 20 Dec, 2022 @ 4:15pm 
Hey thanks for the mod! Could you also add urban biomes for the tundra?
Haplo_X1  [author] 7 Mar, 2022 @ 11:52am 
@Odeum: Thanks for the info. I'll add it.
@Rubi: Can you provide me with the error from the logfile?
Quin 7 Mar, 2022 @ 3:51am 
Also happens for quest generated locations in general. Rim war for instance
Quin 7 Mar, 2022 @ 3:25am 
if the village for the second stage of Caravan Adventures's questline spawns on an urban biome while you have dub's bad hygine, entering it will cause an error loading.the map and exit to menu.
CosmicOdeum 31 Aug, 2021 @ 6:32pm 
Looks like your defs are inheriting from the vanilla biomedefs. That's fine, but you probably don't want them to also inherit any modextensions that other modders patch onto the vanilla biomedefs.
I recommend adding <modExtensions Inherit="false" /> to your biomedefs. It'll prevent mod conflicts from happening.
Haplo_X1  [author] 21 Aug, 2021 @ 2:38am 
Hmm if it's not in that option then you can only change it in the xml directly. I have to look myself, as I'm not sure right now and am not near my computer..
Cacato 20 Aug, 2021 @ 11:42pm 
Sorry if it wasn't clear english isn't my first language:happykitty:.Yes I've used the slider to adjust the numbers of ruins on the world map but what I was asking about was a mean to adjust the number of buildings.
Haplo_X1  [author] 20 Aug, 2021 @ 1:40pm 
Did you look into the Mod-Options of the Misc MapGenerator? I think I did add a kind of density slider in there a while ago..
Cacato 18 Aug, 2021 @ 1:11am 
@Haplo_X1 I started a new colony in a mountainous desert map and the urban ruins spawned in the mountain side of the map. While not being game breaking, I was quite surprised lol

Also, would an urban ruins density slider in the option be something feasible or would it be easier to edit the text files to my liking myself ? Thanks again !
Haplo_X1  [author] 17 Aug, 2021 @ 11:55pm 
You had luck on your side as I had a bit time and it was rather easy to implement..
Cacato 16 Aug, 2021 @ 4:16pm 
Update: 16 Aug @ 4:58pm
Update on 8/16/2021

- Added Support for Desert and IceSheet

Daaaaamn, that's some serious efficiency ! Thank you very much !
Haplo_X1  [author] 16 Aug, 2021 @ 10:50am 
@Petey: Pink boxes are a sign that the graphics are not loaded. Try to check the file integrity, most likely something is missing..
Cacato 16 Aug, 2021 @ 5:45am 
Would adding urban ruins to desert and ice sheet be a lot of work because that would open a lot of possibilities ! Thanks for the great mod :coolkitty:
!.Petey.! 11 Feb, 2021 @ 3:06pm 
he haplo! i got only pink boxes on the map and cant enter a ruin
Lissimo 25 Oct, 2020 @ 3:30pm 
Hey, any thoghts about tundra and ice sheet ruins?
Haplo_X1  [author] 25 Oct, 2020 @ 2:34pm 
I'm not sure, but most likely not. But I can be wrong.
Only way to find out: Try it. As long as you don't overwrite your old save you can always go back to it :)
WAKE UP 25 Oct, 2020 @ 10:07am 
Is the mod compatible with RimCities?
Rim Baby 10 Oct, 2020 @ 7:18pm 
Would it be possible to make this for ReGrowth - Wasteland? Would make a kickass apocalypse run with this.
Lissimo 17 May, 2020 @ 10:42am 
Can you also make ruins for the tundra and the ice sheet?
Haplo_X1  [author] 3 May, 2020 @ 4:10pm 
So, with the new patch the urban ruins should support Vanilla Fishing + Vanilla Boreal Forest / Tropical Forrest / Tropical Swamp
Suomu 3 May, 2020 @ 8:20am 
Hey thanks for trying to find a solution. I don't know about coding or modding either but I'll cheer for you!
megabot 3 May, 2020 @ 2:20am 
thank you

(i don't know that much about coding, but maybe add something akin to what the game has as "mountanious" "creec" or something, which can be "untouched by humanity" or ruins" or something)
Haplo_X1  [author] 3 May, 2020 @ 1:25am 
I'll try to find a solution for this problem. It is not that easy, but we'll see..
megabot 1 May, 2020 @ 7:34am 
if i may ask, could you patch this mod so that the biomes the ruins are in count as usual biomes, just with a lot more abandoned structures? becaues i as an example cannot fish in this biome, because it is not a "base biome"
Suomu 5 Mar, 2020 @ 5:22am 
Is it possible to have vanilla fishing expanded mod see this urban biome as the biome it is in? For now I can't fish in ruins biome even if it is in temperate forest (normally I could fish in there). I'll ask this from vanilla expanded modder too.
Xyllisa Meem Paradox Station 17 Feb, 2020 @ 2:04pm 
breaks the game when trying to generate a map
Haplo_X1  [author] 9 Mar, 2019 @ 7:49am 
Thanks for the info. I'll remove the box. It's the easiest solution :)
avkoppen 9 Mar, 2019 @ 3:13am 
Hello! Enjoying this mod, but there is an issue who kind of are ruining it. Luckily, it is quite easy to replicate.
When a ruin with an animal sleeping box are on the map and nighttime comes, the wild animals beeline for that. First animal gets a nice sleeping spot, the rest thows this error message constantly, grinding the game to a halt:

Could not find good sleeping slot position for Rat383693. Perhaps AnyUnoccupiedSleepingSlot check is missing somewhere.

Claiming the Animal sleeping box does nothing, but destroying it fixes it.

Maybe just remove the sleeping box, or replace it with an end table or something?
tierrehcc 19 Jan, 2019 @ 4:00am 
There are also modswhich add new bimes (volcano, permafrost etc). If this mod would support them that would be great.
Sushi Foxx 13 Jan, 2019 @ 1:23pm 
Thanks I've been looking through the definitions to see if i could find something to increase to up it, but I'll wait for now ;)
Haplo_X1  [author] 13 Jan, 2019 @ 12:42pm 
Currently you can't as it is a fixed value in the code.
But I'll upload a new MapGen version soon, where this can be defined in the mod options (But in the Misc. MapGenerator mod)
Sushi Foxx 12 Jan, 2019 @ 10:12pm 
I second want to know how to make this more common.
tierrehcc 11 Jan, 2019 @ 11:47am 
How can i make this biome more common?
Great mode btw.
JixxMexx Thuglover 10 Jan, 2019 @ 1:39pm 
This modder is a fucking legend. Have almost all of your mods installed. Keep up the amazing work.
An Karow Gwynn 1 Dec, 2018 @ 12:56pm 
There seems to be an issue between this and Realistic Planets.
Not anything detrimental, just strange.
Instead of generating on a few tiles, with normal planet generation. When using this mod, and Realistic Planets, within worlds that have a lot of temperate forest, large portions of it are urban biome in a temperate forest. Like megacities.
Strange, but interesting.
Haplo_X1  [author] 22 Sep, 2018 @ 12:24pm 
I've tested them and with the switch to the patch the problem with Terra (Core) should be fixed. Both work now. Maybe you won't have these structures on the new Terra areas, but everything else should now work.