Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2576823260
Hope it helps anyone!
Hi!
Your mod description says:
"Also, there are other mods outside doing what I wanted to do with this mod."
I didn't find those mods you mention. I have searched more than 2000 mods and I do not know what mods are you talking about. At least, no mod can change swamp generation according to rainfall level.
If you do not have time to return, can you, please, at least tell me, what I am looking for? Thank you.
Yeah but in my game, my grasslands go under -5°C regularly and I once even had a fire that never trigerred that rainwatcher (the event to stop fire from becoming too big), the whole map burned to a crisp because the temperature was too low to spawn rain but snow was not in options...
Anyway, otherwise a good mod. Thank you.
If you want snow there, you just have to edit the XML file and add the snow parameter there.
I'm thinking the possibility to come back to RimWorld in a short-time, maybe in a few weeks end feb. And I will keep working on my projects again.
In my game (Using the QOL mod) I see that somehow two Grassland biomes are generated, one with normal vanilla weather settings where chance for snow occur is normal and another where snow chances are non-existent and removed.
I had assumed I'd be able to find an alternative mod for "freezing the water based on temperature" but my searches of the workshop have strangely turned up empty. This is the only place I can find such a function.
As a player of RW who really, really enjoys the game, and occasional modder on other games (less popular ones though, thus less taxing on the support I guess), I also feel the need to take prolonged breaks sometimes. Whatever the reasons that motivate you, I hope that you will enjoy your time off.
For what it's worth, I think you've managed to start a high quality mod, in its content, compatibility and documentation, a sort of clean package of dozens of other older mods. It could very well pave the way for future iterations, be they yours or someone else's, because I have no doubt that enhanced, more varied and sensible biomes will remain a preoccupation to any serious RW player in the future, to keep their games fresh.
Thank you.
Fertile Planet
Wild Haygrass (patched) [1.2]
Flowers and Drugs(continued)
Also, last question, would a mod like [FSF] Indoor Tree Farms have issues to work with your own ? I'm thinking that not, but I wouldn't mind getting confirmation. Thank you again.
The only thing I feel that is still missing would be some further variation in vegetation, not only in nature, but also in fertility or growth. The lack of colour variations or different sizes in trees, patches of vegetation growing as a whole, or wild flowers (only wild dandelions seem to exist in a temperate forest biome) or even any wild specimen of what could otherwise be grown by colonists stands out like a sore thumb in vanilla.
My question is do you plan further integration with mods that would alleviate the above, like for example :
- Fertile Planet
- Wild Haygrass (patched) [1.2]
- Flowers and Drugs(continued) ?
In any case, thank you for your consideration and sharing your mod with us.
With animal Colab probably not, some mods are already adding animals in Animal Colab so they will conflict. Legacy Ark, I have to take a look at it.
Can you provide me a picture and the data of the tile? (Temperature, rainfall and elevation). If you are in Discord, send me the info there please or place it on the unbalanced biomes discussion.
Biomes code will change on the next update, hope things like that will be solved :p
Also in the next Biomes update (with some other features) there will be a new feature to enable/disable any biome in the mod, including vanilla ones, so it will become more adaptable to other biomes.
Well, regarding Erins Mountain Animals and Forest Critters mods, I will take a look at them.
Extreme Desert and Tropical Swamp are not in the graph because they are not "static" biomes, they are there as a "over limit".
If a tile do not fit Desert because is more extreme than desert, it goes to Extreme Desert.
If a tile do not fit in Rainforest because have more rain than the assigned values, it goes to Rainforest Swamp.
They act like a "top" if Desert or Rainforest cannot handle a tile over it's values.
Thank you for the doc! I try to do my best to put all the information regarding the mod so anyone can see everything fast and easily.
The animal mods that are compatible with our mod (announced above) will show the animals with our own distribution. So you only need the normal mod and this mod and you can enjoy them, you dontt need any compatibility patch between them, as this mod serves as "bridge" between all compatible mods to work together.