RimWorld

RimWorld

Biomes! Islands
1,320 Comments
Draegon1993  [author] 18 hours ago 
@DrBossWatson Most likely yes! We're going through the mods one by one though. Caverns is the biggest hurdle atm :D
DrBossWatson 20 hours ago 
@Draegon1993 isn't most of what the pathfinding framework in the base game now, would that make it easier?
gunns22 3 Jul @ 3:51am 
That’s good to hear. Hope the workload gets better!
Draegon1993  [author] 2 Jul @ 7:15pm 
@gunns22 I've been busy and we're working on updating the mods
gunns22 2 Jul @ 2:22pm 
@Draegon1993 Is this mod dead? I sent a mod bug report a week and a half ago and haven't gotten a response. Come to think of it, the official Bug Reporting discussion hasn't been touched by you for a while now.
gunns22 23 Jun @ 1:01pm 
And I already submitted this to the Alpha Bees main comment thread.
gunns22 23 Jun @ 1:00pm 
LOG! https://gist.github.com/HugsLibRecordKeeper/6886f224ed9e4b42780c739c27131233

So, while rooting around looking for a much bigger problem with my supermassive modpack, I discovered this red error. For this log specifically, I ran ONLY Alpha Bees, Biomes! Islands, and all of both mods' dependencies and still got this error.

Sorry about moving this to the main Comment thread, but it seems the official bug reporting thread has been dead for some time now.
Myphicbowser 12 Jun @ 2:27pm 
Oh thats a shame to hear, hopefully there is enough tools in 1.6 to make coding aquatic only creatures easier, good luck guys!
Draegon1993  [author] 12 Jun @ 2:26pm 
@Myphicbowser Yeah, we're most likely going to need to. The mod author quit modding, unfortunately
Myphicbowser 12 Jun @ 2:24pm 
Oh if I /can/ ask, do you think you'll make your own version of the Pathfinding framework? It hasn't been updated in a long while (Only once after Anomaly released) and odds are it'll conflict with ALL the new pathfinding stuff going on in 1.6
Draegon1993  [author] 12 Jun @ 2:17pm 
@Myphicbowser You're welcome! Yeah, unfortunately it seems like they added stuff for flying, and amphibious creatures, but no aquatic, which stinks!
Myphicbowser 12 Jun @ 2:15pm 
Ah thats a shame, but reasonable! I was hoping since they're adding new movement stuff for Water and such they would've made it possible, thanks for the quick answer!
Draegon1993  [author] 12 Jun @ 2:13pm 
@Myphicbowser From what I can gather so far, players will just need it for the fully aquatic animals
Myphicbowser 12 Jun @ 11:54am 
With the new movement stuff coming in 1.6, will this still need Pathfinding Framework? If you happen to know that ofc
Draegon1993  [author] 9 Jun @ 6:03pm 
@MANDRAC Nope, sounds like something went wrong
MANDRAC 9 Jun @ 5:43pm 
Are fish supposed to live on land?
fruit 30 May @ 5:55am 
heyo,all the islands are looking like the old islands. I cant find a single atoll from the pics, can someone tell me what i am doing wrong?
jcallenback 21 May @ 9:19pm 
@tehswordninja Vanilla Vehicles Expanded!
Head 19 May @ 11:18pm 
Really great mod!
tehswordninja 17 May @ 3:52pm 
The Boats mod is broken (even the continued version) so do you have other suggestions for boat mods? Especially early game ones? ty in advance.
Draegon1993  [author] 15 May @ 7:12am 
@PapaJuicy Yep!
@Nim Yeah, they're evil bastards. Hermit crabs were not really intended to be so tough, but it's funny so I kept it in :D
Nim 14 May @ 11:31pm 
I just want to say that Rimworld seagulls are even bigger bastards than their Earth-bound counterparts. One of them tried to go after my toddler. 10/10

Also Hermit crabs are deceptively tough.
PapaJuicy 28 Apr @ 12:04pm 
are the devils claw leaves literally just a vegetable for food?
哈气是基米的赞歌 27 Apr @ 11:05pm 
@Draegon1993 Hello, in the file BMT_Amphibious_Pinnipeds.xml under the 1.5\Defs\ThingDefs_Races directory, the reference to "BiomesIslands_Things/Pawn/Animal/Walrus/Dessicated_Whale" should be corrected to "BiomesIslands_Things/Pawn/Animal/Walrus/Dessicated_Walrus". Please verify this. Thank you!:steamthumbsup:
Hex: Thicc grass 25 Apr @ 5:04am 
Throws errors with Kenshi Fauna
Invader Chimm 21 Apr @ 8:33am 
@Draegon1993 thank you for the answer
Draegon1993  [author] 21 Apr @ 7:03am 
@Invader Chimm Yes
Invader Chimm 21 Apr @ 3:23am 
Is this compatible with Vanilla Expanded Fishing?
Draegon1993  [author] 20 Apr @ 6:22pm 
@cant aim They will generally not spawn, but if they do spawn they'll struggle lol
Draegon1993  [author] 20 Apr @ 6:21pm 
@hojorabbit._. @Deklatis Neither are supposed to be massive haha, sounds like we messed up the draw size. I'll make a note of it for later fixing.
Draegon1993  [author] 20 Apr @ 6:21pm 
@PapaJuicy Sounds like a mod incomp issue
PapaJuicy 20 Apr @ 10:00am 
my sea creatures are only swimming in shallow water and even drafted cant move to deeper water. is this how it is?
cant aim 20 Apr @ 4:21am 
Dumb question but if I set the fully aquatic animals like fish to be able to spawn in non island biomes, will they spawn and like insta die or will the game not spawn them
hojorabbit._. 15 Apr @ 3:49pm 
Were the Sealions supposed to be Dragon-sized lol
Deklatis 13 Apr @ 11:58am 
Are the walrus' supposed to be gigantic? Just curious lol
thesoupiest 8 Apr @ 10:25am 
Would also be neat if reefs were very sensitive to human activity, so if you build or dump too much in the water or interact with the coral too much it starts to die/bleach. Could have a quest to destroy a nearby enemy island outpost or coastal pollution site damaging nearby reefs or somethin
Draegon1993  [author] 6 Apr @ 11:19am 
@AAA A scuba diving or snorkeling activity would be really cool!
Draegon1993  [author] 6 Apr @ 11:19am 
@Sir Cumcise Most likely, yes
Sir Cumcise 6 Apr @ 3:03am 
hi, im having issue with unable to make stone bridge using coral stone, maybe its an incompatibility with vanilla expanded architect?
thesoupiest 1 Apr @ 9:54am 
@Draegon1993 Especially if reefs can be sustainably (or unsustainably) harvested for valuable resources or made into a tourist attraction for Hospitality guests :D My pawns want to go scuba diving!
逍遥小冯 30 Mar @ 9:51am 
@Draegon1993
After the Pathfinding Framework version update,BrokenIsles,BiomesIslands_BorealArchipelago,BiomesIslands_DesertArchipelago,BiomesIslands_TundraArchipelago,BiomesIslands_TropicalArchipelago, I haven't seen these Archipelagos before when generating maps. Can a regulator be added to the map generation interface to adjust the probability of Archipelagos generation? Just like the Caverns generation probability regulator in 'Biomes! Caverns'
拾年 28 Mar @ 6:04am 
I need an CE compatible patch.
Draegon1993  [author] 26 Mar @ 9:36am 
@AAA They are something I want for the future TLC update :D
thesoupiest 26 Mar @ 8:57am 
Coral reefs would be beyond rad
Nishe 8 Mar @ 6:50am 
Btw, green sea turtle showing its north submerged view while going south due to the first letter of "south" being capitalised in the texture name, lol.
Draegon1993  [author] 1 Mar @ 12:05pm 
@AlphaHawk59 Weird, setting them to terrestrial should work
AlphaHawk59 28 Feb @ 9:29pm 
How do I turn it off? In the pathfinding framework mod under pawn movement, Human is already set to terrestrial. Heres my mods if that helps: https://pastebin.com/ZXTWDc42
AlphaHawk59 28 Feb @ 2:41pm 
@Draegon1993 alright thanks for letting me know
Draegon1993  [author] 28 Feb @ 7:56am 
@AlphaHawk59 It's a setting in Pathfinding Framework :D
AlphaHawk59 27 Feb @ 11:35pm 
can you turn off pawns being able to walk through deep water?