RimWorld

RimWorld

Mashed's Ashlands
337 Comments
SirMashedPotato  [author] 3 hours ago 
@WalrusMan, not sure, I don't like changing base game stuff more than I need to.
WalrusMan 5 hours ago 
sounds good, yeah the Odyssey lava is a big improvement so outright replacing the old lava makes sense. Will this mod interact with the new lava fields biome, maybe an option to disable it? Seems a bit redundant and its kinda just a temperate forest with lava lakes and snails, your biomes are quite a bit more differentiated
SirMashedPotato  [author] 15 hours ago 
@WalrusMan, currently the lava from this mod does use some of the new 1.6 features, however I have opted to swap to the odyssey lava if that is enabled, because it just looks so much nicer.
WalrusMan 11 Jul @ 10:31am 
Really looking forward to the 1.6 update with Odyseey. Curious if you'll integrate the new lava stuff in any way?

Regardless this is one of the most interesting and cohesive mods I've seen for this game. I don't generally like crossover content but Morrowind stuff is easy enough to imagine existing within the RW setting.
SirMashedPotato  [author] 5 Jul @ 7:23pm 
A bit of news on the 1.6 update for this mod. I have a version ready that currently works with unstable. However I do not know how many issues Odyssey is going to cause, plus I will need to implement some Odyssey specific features such as fish, so it will not be released on Steam until some time after Odyssey has released.
GOD_OF_NOOB 30 Jun @ 4:37am 
I hope this mod will have more animal
royallyTipsy 18 Jun @ 11:06pm 
I see I should tempted my expectations then XD Well, I am happy to know it will be updated eventually. Be well.
SirMashedPotato  [author] 18 Jun @ 11:03pm 
@royallyTipsy, oh I haven't even started yet, been too busy updating other mods and finishing another mod. Chances are this mod won't get updated until some time after Odyssey releases, as I want to see how that works, and possibly do a larger content update based on that.
royallyTipsy 18 Jun @ 9:03pm 
It's funny to think how I first came to this comment section because I noticed lava not being warm, but soon lava will finally be yet another feature of the base game. Finally vanilla, huh?

I imagine you are hard at work making cliff racers a truly _winged_ menace right now. Just how much will you have to edit to become compatible with new update anyway? I do hope it's going well.
SirMashedPotato  [author] 9 Jun @ 5:49pm 
@Cultanis, thanks :zaggrin:
Cultanis 8 Jun @ 10:46pm 
Love this mod. I got the itch to put together a Loveletter from the Fifth Era/c0da collection recently. Glad to have this on 1.5!
SirMashedPotato  [author] 3 Jun @ 1:56pm 
Answered on discord, but for anyone else, you'd change line 130 to false in this file 1.5/Defs/ThingDefs_Races/Races_Guar.xml
wpmaura 2 Jun @ 8:13am 
Odd question, the guar keep digging up ashrams, but there flagged as not allowed when dug up is there away to change the default to allowed?
SirMashedPotato  [author] 5 May @ 7:44pm 
@rout @wobbed dot com, thank you both :zaggrin:
Head 5 May @ 5:42pm 
This mod is amazing!
wobbed dot com 5 May @ 2:42pm 
I barely even play normal biomes anymore, it's all ashlands all the time for me. Ashland marsh + foggy rain + dynamic flooding mod is the comfiest experience I've had in 1000+ hours at this game. Like being right back in Seyda Neen.
SirMashedPotato  [author] 4 May @ 2:23pm 
@UrbanWolf33, why thank you :zaggrin:
UrbanWolf33 3 May @ 10:07pm 
Just want to stop and say thanks the mod, Im a big ES fan and been having a great time playing an ashlander tribe, keep up the good work. :steamthumbsup:
dabeek 4 Apr @ 1:37pm 
That's... Not a bad idea. I'll go ask Ferny on his discord.
SirMashedPotato  [author] 27 Mar @ 2:45pm 
@royallyTipsy, yea I did almost all of the art, except the nix-steed which was done by the wonderful pphhyy. I too am very curious to know more.

I get not everyone wants to use IP mods, and that's perfectly understandable. But in my (obviously biased) opinion, there is nothing particularly outlandish in this mod when compared to certain parts of already established rimworld lore.

Now if someone wanted to make a retexture/re-theme mod, I'd be all for that. In fact there's a ton of fantastic rimworld artists out there, many with their own unique style, and I'd absolutely love if even one of them spent the time to create a retexture for this mod.
royallyTipsy 27 Mar @ 7:38am 
I suppose to each their own, but I personally that both quality and aesthetic fits vanilla (extended) as it is. While quality of course is the achievement of whoever is the artist behind the mod (if it isn't you, @Sir), but aesthetic, well, I suppose I just found that Morrowind's aesthetic fits the "definitely not Earth-planet" concept without any need to change it. Given I remember dev quotes about how MW was inspired by Star Wars, I am not at all surprised.

I find it honestly puzzling why one would want a vanilla reskin, and in fact curious as to your reasoning, @dabeek. What do you expect to see in such a reskin?
SirMashedPotato  [author] 26 Mar @ 3:36pm 
@dabeek, yea nah I'm not going to bug Oskar for a re-theme, I'm sure he has much more important things, and things that are of far greater interest to him, to work on.

Maybe you could go ask Ferny instead, and get Progression Fantasy to patch this. Or alternatively, this would be a great excuse to learn how xml patches work.
dabeek 26 Mar @ 2:00pm 
Random suggestion, but you should talk to Oskar about making a Vanilla Expanded reskin of this mod for lore-friendliness. All the mechanics are superb and feel like very vanilla+ in their quality.
Delasmo Icalvo 28 Feb @ 7:33pm 
kenshi reference
ŚwiętyJudasz 27 Feb @ 4:47am 
SirMashedPotato  [author] 25 Feb @ 12:00pm 
@royallyTipsy. Thanks, that's been fixed.
royallyTipsy 25 Feb @ 5:47am 
There's no benefit to refining muck with jelly (40x Muck + 20x Netch Jelly = 40x H. Medicine) over just refining muck (40x Muck = 40x H. Medicine), at least when it comes to bulk recipe. Normal recipe does create twice as much medicine, so I assume it was supposed to be 80 with jelly, or 20 with just muck.
Valikdu 24 Feb @ 1:04pm 
@SirMashedPotato, for some reason, when I tried to make desserts, the recipes only had the option to use vanilla berries for me, not ash pomegranates. I'll try now, thanks!
SirMashedPotato  [author] 24 Feb @ 12:32pm 
@Valikdu, you could already use ash pomegranate for desserts, but I've updated the patch for comberry and ashen jazbay grapes.
Valikdu 24 Feb @ 8:49am 
Request: could you expand the compatibility with VE Cooking somewhat? It's already great that i can make sushi using saltrice, but I'd like to also make desserts using comberries (or other suitable fruits)
SirMashedPotato  [author] 22 Feb @ 7:46pm 
@ŚwiętyJudasz, that's great! It might be easier for you to upload it as a translation mod. That way you're not reliant on me pushing any changes you make.
ŚwiętyJudasz 22 Feb @ 4:18pm 
Hello, thank you for this mod. I have translated this mod into Polish. Can I ask you to add my translation to your mod? Greetings :Uranium:
royallyTipsy 16 Feb @ 5:11am 
Excellent. Time to re-attempt that dwemer run, then. If I gather any useful feedback, I will let you know.
SirMashedPotato  [author] 15 Feb @ 7:02pm 
And that some point is now. It should be quite a bit more than steam geyser hot, but it also seems to be very inconsistent.
SirMashedPotato  [author] 15 Feb @ 4:02pm 
@royallyTipsy, looks like the heat push values I've used are too low. I'll get that fixed at some point.
royallyTipsy 15 Feb @ 3:24pm 
Of course I do, and the lava does glow. I just can't see any effect on the temperature of the room - in fact they were often *colder* since for tests I devtooled double-wide walls.
SirMashedPotato  [author] 15 Feb @ 9:54am 
@royallyTipsy, do you have Vanilla Expanded Framework enabled?
royallyTipsy 15 Feb @ 6:33am 
I've seen in the comments here that lava should provide heat, but after testing with minimal modlist it appears that the heat is either nonexistent or negligible. I sort of expected it to be comparable to a steam geyser. (To be fair, plopping one down in the middle of a lake using devtools is a nice roleplay for steam power, I suppose.)
TeH_Dav 11 Feb @ 11:27am 
Fair and reasonable.
SirMashedPotato  [author] 11 Feb @ 11:02am 
@TeH_Dav, I think I value my sanity a little too much to open that can of eldritch worms.
TeH_Dav 10 Feb @ 10:11pm 
Is there any plan to implement a snow or sandstorm-like effect where ash builds up on the ground?
CrazyAdept 18 Jan @ 12:16pm 
Okay, here's an update. I was trying to replicate a mod interaction bug where pawns wouldn't plant in an ash growzone only for it to work flawlessly. I'll take a win where I can get it, but it's still weird that I had it in the first place.
CrazyAdept 18 Jan @ 11:25am 
While I'm getting ready to troubleshoot the matter, are there any mods that mess with pawns planting in the ash grow zones? Just so that others are aware that such a thing can happen with certain other mods.
SirMashedPotato  [author] 12 Jan @ 9:18pm 
@Xyllisa Meem Paradox Station, toggle god mode, then select the volcano on the world map.
Is there a dev way to change the severity of volcanos?
HIM🐀 28 Dec, 2024 @ 2:55pm 
dayyuum
сэр Суер-Выер 23 Dec, 2024 @ 5:22am 
Long live Morrowind!
SirMashedPotato  [author] 22 Oct, 2024 @ 3:11pm 
@Shirohane, forgot to leave a message here, but last update has sorta reverted the ash storm overlay. Didn't realise what I'd admittedly kinda janked together had that issue.
Shirohane 22 Oct, 2024 @ 8:23am 
@SirMashedPotato, Ash storm , Blighted ash storm and Metallic ash storm.It makes my game screen look like it's covered with a foggy lens.After those GameConditions_Storms, the Ashfall will produce the same visual effects.
SirMashedPotato  [author] 21 Oct, 2024 @ 1:10pm 
@Shirohane, it might be helpful to mention the conditions you are referring to.