RimWorld

RimWorld

RimUniverse - Biomes
94 Comments
Mlie 16 Aug, 2021 @ 11:33am 
Trajda 1 Aug, 2021 @ 3:01am 
@Balthoraz

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.
Zruzus 25 Jul, 2021 @ 7:51pm 
Good afternoon, is it worth waiting for an update to 1.3?
penna 23 Mar, 2021 @ 10:43am 
Will we get a World Map Beautification patch?
sebo2203 31 Jan, 2021 @ 7:16am 
@balthoraz
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.
Balthoraz  [author] 31 Jan, 2021 @ 7:02am 
@sebo2203 dude, you only have to take a look at the Google Document to see Grassland do not have snow because that biome is active from 0 to 20ºC that means, no snow will have. Instead, rain and storms are increased there.

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.
sebo2203 30 Jan, 2021 @ 1:26pm 
Alright I have tested some stuff and I am 60% sure this mod messes with the weather settings and somehow removes snowy types from Grasslands or Temperate Forest.
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.
sebo2203 30 Jan, 2021 @ 11:27am 
@SucháVoda Maybe you should drink some wet water then.
eromanov87 24 Jan, 2021 @ 3:12am 
I found out why ReGrowth isn't working. The patch operation is currently looking for ReGrowth - Temperate Forest Expansion as an example. But the mod name changed to [HLX] ReGrowth - Temperate Forest Expansion, which broke compatibility.
eromanov87 24 Jan, 2021 @ 2:10am 
It is not compatible with the ReGrowth series. The new plants and trees from ReGrowth don't spawn with this mod enabled and in the location suggested by auto sort.
Viper 22 Jan, 2021 @ 6:11pm 
Balthoraz, question for ya: The re-worked biome worker doesn't play nicely with Alpha Biomes so for each playthrough I have to decide between the two, but if I go without this I will miss the WaterResponsive feature. Could you by chance pull that over to an independent RimUniverse module, so that we can have it without the altered biome worker?

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.
SucháVoda 19 Jan, 2021 @ 2:43pm 
Theres so many trees, that its impossible to live in forests without everything taking so long (took me 1 quadrum making 4 rooms, not kidding). I like this mod, but some things... not good at all.
sebo2203 19 Jan, 2021 @ 12:38pm 
I am getting foggy rain in -20°C weather and my water is not freezing.. I am running a lot of other mods so I am not sure if it is fault of this mod but I am just asking for some general help?
AngleWyrm 12 Jan, 2021 @ 3:50pm 
Q: I'm getting Maple Trees growing on floors under roofs indoors. Not saying this mod has anything to do with it, just asking for directions to an audience that might know: Are Maple Trees a vanilla thing, or are they only added through mods?
AngleWyrm 10 Jan, 2021 @ 11:52pm 
Yay for Woodland biomes; they aren't "balanced" with mud everywhere. Thanks
Dr. Quackers M.D. 6 Jan, 2021 @ 2:32pm 
Please do a More Vanilla Biomes patch the only issue being your grassland replace theres or renames its.
Karmapowered 5 Jan, 2021 @ 3:06pm 
That's perfectly fair, and I highly appreciate that you took of your time to reply to my message(s).

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.
Balthoraz  [author] 5 Jan, 2021 @ 2:07pm 
Hello Karmapowered, at the moment I have no plans to do anything. I abandoned RimWorld for a time as I played too much to it. Maybe in a future I will come back and keep working on my projects, but at the moment there is no date for it.
Karmapowered 5 Jan, 2021 @ 11:24am 
Just for your convenience if you wanted to check the mods out, since I could not get the links to fit in my previous message :

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.
Karmapowered 5 Jan, 2021 @ 11:19am 
I love what you're trying to do. From the little I could see in my testing, it seems to perfectly fit what I tried to achieve before, perhaps less smoothly, with other mods.

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.
RoboGerbil 22 Dec, 2020 @ 6:47am 
love the mod. only thing im concerned about is when combined with alpha biomes, it goes nuts with adding galatross graveyards.
Balthoraz  [author] 30 Oct, 2020 @ 9:18am 
Hello Ryflamer, not only that. But yes, the base is removing their wildBiomes, also adding them on the patched biomes as wildAnimals with their proper ratios based on my own scale.
Ryflamer 29 Oct, 2020 @ 6:03pm 
@Balthoraz Unless I'm mistaken the way you make animal mods compatible is through removing the wildBiomes node within their race defs? If that's the case I'll go ahead and go a fix in the next day or so for Rimcraft Animals.
Balthoraz  [author] 29 Oct, 2020 @ 12:02pm 
You can start a new game. Next update do not have an ETA as I have other things to do and cannot dedicate same amount of time to the mod.
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.
Hydromancerx 27 Oct, 2020 @ 11:22am 
Will you add compatablity with Animal Colab and Legacy Ark mods?
Sock_Crates 26 Oct, 2020 @ 9:05pm 
I'm really excited to use this mod in a new save but I'm reading in the comments some planned updates that look super cool, would you recommend I wait until the update or starting the file now?
Balthoraz  [author] 26 Oct, 2020 @ 1:20pm 
Was planned to be, but I focused on other things in the mod, so probably it will be soon. But not yet.
Lekoda 26 Oct, 2020 @ 1:17pm 
Is it compatible with ~ce~ I mean forsaken fauna
Balthoraz  [author] 25 Oct, 2020 @ 8:09pm 
That's really strange. The only reason it can do that, is a very low temperature inside there and low rainfall ratios.
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
Demoboca 25 Oct, 2020 @ 3:48pm 
I'm getting the tundra spawning in the middle of the desert! It's kinda funny but I don't think that's intentional aha. I don't have any other biome altering mods apart from the ones that are compatible with the mod.
eromanov87 23 Oct, 2020 @ 4:18pm 
I'm using it with Realistic Planets https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2009542732 only because I want to fine tune the settings of map creation a bit more. The only conflict I get is that there are some of the same biomes on both mods like Grasslands for example.
Balthoraz  [author] 23 Oct, 2020 @ 1:40pm 
Not sure exactly how many biomes are adding More Vanilla Biomes and witch one, you can use it with only biome mods as how the biomes are managed in the game (score system). Just compare the biomes present in one and another mod and see yourself if you can remove it.
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.
Demoboca 23 Oct, 2020 @ 11:47am 
Hey! Really quickly, since it seems you're adding biomes to this mod, should I remove "More Vanilla Biomes"?
Balthoraz  [author] 22 Oct, 2020 @ 4:58am 
Hello!
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.
Simmin 21 Oct, 2020 @ 9:48pm 
i also just want to tell you how great it is when modders show off all the information in the mod, such nice tables and graphs in that google doc
Simmin 21 Oct, 2020 @ 9:11pm 
also any reason why extreme desert and tropical swamp aren't on your graph?
Simmin 21 Oct, 2020 @ 7:10pm 
and while i know theres some overlap, what about the "forest critters" mod, i wanna get some frogs in my swamp!
Simmin 21 Oct, 2020 @ 6:51pm 
in that case would you make erins mountain animals compatible?
Balthoraz  [author] 21 Oct, 2020 @ 5:51pm 
If you add a biome they will use the animals that mod is compatible, not all from here, as the biome should have assigned their owns (usually vanilla).
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.
Simmin 21 Oct, 2020 @ 4:18pm 
also do all animal mods need compatibility patches? or will they show up with their own distribution?
Simmin 21 Oct, 2020 @ 3:41pm 
very nice mod, question, would biomes from other mods (example redwood forest) use your animal distribution, (the percentages) or their normal one?
Balthoraz  [author] 20 Oct, 2020 @ 10:25am 
Yes, it will be compatible when I start working on plants (next thing to do).
KäseBoy 20 Oct, 2020 @ 9:56am 
Will this be made compatible with vanilla plants expanded?
Balthoraz  [author] 20 Oct, 2020 @ 6:00am 
Yes, this mod completely override it.
The Spare Ace 20 Oct, 2020 @ 2:48am 
I'm guessing this makes the permafrost mod irrelevant?
Balthoraz  [author] 19 Oct, 2020 @ 5:56pm 
Collard, actually I'm working on a complete rework of animals and plants on biomes. After the work is done, I will check some mods what are adding animals. One is that one, yes. But don't expect it in at least a week.
Collard Green Jedi 19 Oct, 2020 @ 5:47pm 
May be a longshot but any chance we will see some compatibility with the Morrowrim - Just the Animals / Kwama?
Spartanlord 19 Oct, 2020 @ 2:28pm 
Thank you Balthoraz! Cheers to a great mod and excellent mod support. :)
Balthoraz  [author] 19 Oct, 2020 @ 9:51am 
Not guaranteed. But shouldn't cause many problems. The best is to try it and report any problem you find.
Pamparampampamparam 19 Oct, 2020 @ 9:02am 
Is it compatible with Island biomes?