RimWorld

RimWorld

Biomes! Polluted Lands
213 Comments
Roque the Rogue 1 Jul @ 9:56am 
Ah, do ping me if you need beta testing the new version. I'm in the discord.
Draegon1993  [author] 1 Jul @ 9:25am 
@Roque the Rogue It likely doesn't work well for 1.6 tbh. We're working on updating though!
Roque the Rogue 1 Jul @ 7:34am 
Has anyone been testing this mod in v1.6?
Draegon1993  [author] 26 Jun @ 6:04pm 
@Vilhelm Not really. The disease shouldn't be that common unless you're getting it from a source
Vilhelm 26 Jun @ 5:26pm 
Never figured it out. One was a waster with a taking psychite and other the with 3 mutations was a sanguophage. Ty for the response though. Is there a way to turn off the mutations?
Vilhelm 25 Jun @ 5:03pm 
Never figured it out. One was a waster with a taking psychite and other the with 3 mutations was a sanguophage. Ty for the response though.
Draegon1993  [author] 18 Jun @ 6:27pm 
@Vilhelm Uhh, no. Not at all. Are they taking the drug that causes it, maybe?
Vilhelm 18 Jun @ 4:30pm 
I am getting Mutapox non stop is that normal? I am only 2-3 hour into game play and i have a colonist with 3 of the mutations and another with one.
Zombie kidd 18 Jun @ 6:45am 
do it work with regrowth?
Draegon1993  [author] 13 Jun @ 7:04pm 
@pug So far as we've seen so far, it only includes stuff for flying and amphibious animals, not aquatic ones, so PF will still be needed for that aspect
pug 13 Jun @ 5:51pm 
Are the Biomes! mods still gonna need the Pathfinding Framework now that flying and swimming are vanilla?
Dizzy 10 Jun @ 12:48pm 
This mod's LoadAfter.xml doesn't set it to be loaded after Vanilla Fishing Expanded, so mod sorters don't necessarily place it after it. Loading the mod before VFE results in this mod's fish failing to generate and causing issues with debug mode actions.
Head 10 Jun @ 9:43am 
Thanks for the update
Myphicbowser 2 Jun @ 7:21am 
It was for a modded faction, one of the VFE Classical factions, the Central Empire
Draegon1993  [author] 2 Jun @ 7:20am 
@Myphicbowser They're really not supposed to at all haha. I'll look into it. I thought we made it so they cannot show up in caravans, but perhaps we missed it
Myphicbowser 1 Jun @ 3:48pm 
Not sure if it was mentioned, or how rare it is, but I just had a merchant spawn in with Hornet Queens that started manhunting INSTANTLY and despite ruining my alliance, it DID kill an entire war merchant
MangoCobra 30 May @ 7:25pm 
Damn, it works fine for me, but that's fair. :) Thanks anyhow!
Draegon1993  [author] 30 May @ 7:15pm 
@MangoCobra Sadly no, that mod was bugged and would not start properly last time I tried, even by itself
MangoCobra 30 May @ 6:46pm 
Is this compatible with ReGrowth: Wastelands?
Draegon1993  [author] 29 May @ 9:40am 
@☆ TheHunted ✚ Ah thank you!
☆ TheHunted ✚ 28 May @ 10:15pm 
Just wanted to let you know that Biomes! Polluted Lands is shown as supported on the CE compatibility list on their github. I haven't checked it in game yet but figured you'd want to know so you can update your FAQ for the few people that read. Also you may want to put the link to Polluted Lands in the info on the Core mod.
pug 26 May @ 12:17pm 
Is it possible to remove the red letter from the megaforid manhunting maggots? Or somehow group in a single letter when they burst out of a pawn?
Head 18 May @ 10:11am 
This mod is amazing!
Draegon1993  [author] 13 May @ 9:52am 
@FelipeGames2000 Weird, maybe something broke...I'll look into it
FelipeGames2000 13 May @ 9:44am 
Nope, they just act like reg. wild predators
Draegon1993  [author] 13 May @ 9:41am 
@FelipeGames2000 Hm, and do they still defend the queen?
FelipeGames2000 13 May @ 9:39am 
Nope. Just wild.
Draegon1993  [author] 13 May @ 9:29am 
@FelipeGames2000 Hm, might be a weird bug regarding the offspring limit. As for the untamed offspring... they *should* spawn tamed but I have not looked at it in ages. Are they hostile?
FelipeGames2000 12 May @ 9:15pm 
Okay, I realize I was wrong.
The Tamed Domesticated Queens do produce offspring.

In my defense, it seems to take much longer than with the untamed Queens, and the intervals are very inconsistent. Either that, or taming the Queen locks her offspring cap—that could be it too. (The first Queen only had one before being tamed and never reproduced again afterward, while this other one had all four before being tamed, and ended up giving birth again after all of her children were killed in a raid.)

Also, even when they spawn from a tamed Queen, the Hornets appear... untamed for some reason? Is that intentional?

And, uh, sorry for bothering you with a mistaken report.
Draegon1993  [author] 12 May @ 12:46pm 
@FelipeGames2000 huh, so it works fine when undomesticated at least
FelipeGames2000 12 May @ 12:44pm 
Did a small test with an untamed domesticated one

She actually does produce the little hornets. Up to 4 actually.
Draegon1993  [author] 12 May @ 8:25am 
@FelipeGames2000 Uhhh no, she is supposed to produce them over time up to 3 or so iirc
FelipeGames2000 12 May @ 8:24am 
Are Domesticated Pustule Hornet Queens supposed to stop birthing hornets once she's tamed?

Cause for me, she only gave birth to a single hornet once her egg hatched, got tamed and stopped making babies, period
Draegon1993  [author] 8 May @ 8:08pm 
@Bearzapt34 Weird, doesn't seem like you're missing anything. Are you cutting down polluted trees?
Bearzapt34 7 May @ 10:23pm 
having a problem getting toxwood to drop when i cut trees. am i missing something? the only errors i encounter is something with toxic chitin
pug 2 May @ 11:30am 
xD
Draegon1993  [author] 29 Apr @ 3:53pm 
@pug It's technically unintended (we could not figure out what caused it) but it works haha
pug 29 Apr @ 3:13pm 
Are pustule hornets supposed to be just giga asholes? A group of like 40 of them entered my map and just started bullying a random animals. They were not hunting it, they were not protecting a nest, they are not on a mental state, they just killed the animals because they were near. I mean it's fucking metal if this is intended behaviour xD
Moroi☆Reverie 16 Apr @ 1:18am 
Which modded biomes does this support?
Tulipalo 10 Apr @ 3:56am 
The mod is very good, although adding a new type of wood looks superfluous, because firstly it breaks the philosophy of infection, where you are limited in wood resources, and secondly it is often incompatible with things from mods that require wood. My rating for this mod is 6/10. When I remove the toxic wood, I will raise it to 10
Terry the mushroom 9 Apr @ 8:31am 
neat
Draegon1993  [author] 7 Apr @ 11:56am 
@cyanobot Correct, thank you
cyanobot 7 Apr @ 2:42am 
@Bongwater
I got the impression from the discussion below (devs correct me if I'm wrong, I'm a bystander here) that compat is intended, but isn't going to be addressed until ReGrowth: Wastelands updates to tackle some current issues that some users (including the Biomes! devs) are having.
Bongwater 6 Apr @ 4:25pm 
are there any plans to make this compatible with Regrowth:Wastelands in the future? This mod and that seems like a match made in heaven!
Draegon1993  [author] 4 Apr @ 2:25pm 
@2ScoopsPlz Good idea, I'll put it on the list
Draegon1993  [author] 4 Apr @ 2:24pm 
@Terry the mushroom I believe so, yes :D
2ScoopsPlz 4 Apr @ 12:02am 
The Psychic Cortex shield is very, *very* strong. I suggest giving it a set amount of hp as it seems to be completely immune to damage.
Terry the mushroom 29 Mar @ 10:12am 
Was Cluster Eyes inspired by Hermaeus Mora?

I see those goat eyes. mmmh
suspiciously Mora-like.
cyanobot 28 Mar @ 1:08pm 
I believe the problem with the water plants (it's not just the Eclipsus, it's all of them -- although the ones that grow in marsh do still grow in marsh), is that they're missing the Fresh terrain tag.
cyanobot 27 Mar @ 11:16am 
Also Eclipsus (flower and leaf) doesn't appear to spawn (checked with just Polluted Lands and prereqs) in any of the biomes that have it in wildPlants.