RimWorld

RimWorld

Increased Forest Density - Hostile Version V6 B18
165 Comments
GamerD00f 1 May, 2019 @ 12:46pm 
shit bump for 1.0 lets go man, make it happen.
Voltan 17 Sep, 2018 @ 6:12am 
bump for v19
Deadsnake_at 14 Sep, 2018 @ 5:41am 
i took this mod as a base and started to update my defs for B19 its not quite done yet i only increased the flora and fauna but predators are not as deadly as in this mod but its better than playing without increased spawn in my opinion if anyone wants to try it here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1511432102
☤☼69ᚨᛗAkaMᚨᛪ69☼☤ 7 Sep, 2018 @ 8:45pm 
Update pls :whqskeleton:
a siege of herons 30 Aug, 2018 @ 2:20pm 
V 19 please
James BSK 23 Jul, 2018 @ 2:31pm 
Nice mod, really like it. But, is there a way to get 50% less trees? Because that's way too much. And RIP CPU. :dshound:
Willowisp  [author] 21 Apr, 2018 @ 3:17am 
There isn't; but thats weird because I never have that issue that you describe.
DeltaDrag00n 9 Apr, 2018 @ 8:54pm 
is there a less tree virson i find trees grow too fast and too close together i cant grow anything cause my growers spend all day trying to clear the plots of trees to the point where i wish for fires to burn away the trees to cut them down
Willowisp  [author] 1 Apr, 2018 @ 9:21pm 
This version increases predator prevalence, but doesn't buff them like the deadly version does. The base version doesn't touch predators at all.
IrishBuckett 1 Apr, 2018 @ 4:30pm 
Ribster: Imagine my shock when 3 of my best melee colonists were brutally murdered by a pack of Cobras. Regardless, you might try the "base" version of the mod. I don't think it bumps the predators as much.
♪∿♫ R I B S T E R 13 Mar, 2018 @ 9:36pm 
Okay yeah, I think the predators need to be toned down a bit. I can't leave my base without hordes of them instantly hunting my colonists from halfway across the map.
Davi 8 Mar, 2018 @ 1:32pm 
Does this work with the 'cave biome' mod?
Willowisp  [author] 11 Feb, 2018 @ 7:25pm 
From my perspective, the two mods are difficulty mods. Vege garden makes the game moderately easier while mine is supposed to make it harder. When I tried to use vege garden in my games i basically gut the entire mod and used its art assets in order to stop it from making the game easier. So I definitely see the two mods working against each other conceptually. But I do see the value in adding new plants which his mod does do so...bleh.
Willowisp  [author] 11 Feb, 2018 @ 7:20pm 
Xeven; plenty of things conflict, at least as of the last time I tried to combine the two. It took me hours of combing through both mods to make them play nice. Its all small stuff that conflicts but when you conflict on enough small stuff you can still generate pretty big issues. Long story short, its unlikely the twain shall ever play nice unfortunately. Your best bet is to try to replicate the effects of this mod inside the vege garden mod. Or just kick up the plant density on vege garden.
Xeven Shimizu 27 Jan, 2018 @ 1:46am 
I don't see how this conflicts with Vegetable Garden. If ordered properly it seems to work just fine. Anyone want to explain what exactly doesn't work properly with both enabled?
Stratt76 26 Jan, 2018 @ 9:04pm 
Not complaining, again, killer mod!
Stratt76 26 Jan, 2018 @ 6:51pm 
It's great it adds so much more challenge to survival. My only nitpick would be losing faction points for visitors and trade groups that get torn to pieces by wild animals before they even make it halfway to my base.

Hehe and also I have the xenomorph mod installed and a raiding group of about 20 xenomorphs got torn to shreds by panthers and cougars in this wicked dense jungle biome also before even making it to my base. And then the panthers ate them! Love it!
Willowisp  [author] 25 Jan, 2018 @ 8:13pm 
I'm so glad to hear you enjoying it. It takes a lot of time to keep updated and i'll do my best to keep it up for everyone.
Stratt76 25 Jan, 2018 @ 5:01pm 
Love this mod; thanks so much for your work. First time using it and having a blast watching packs of cougars taking out every raid that comes my way (I'm only on day 45). Unfortunately the traders that come by do not fare so well but it's their own fault for not coming prepared. I'm scared to go mine some metal outside of my little base for fear of roving packs of cougars and panthers. Needless to say this mod adds ALOT of challenge. Love it! And thanks!
Willowisp  [author] 3 Dec, 2017 @ 9:58pm 
Wow this took forever to update and test. Buts its done; I hope you guys enjoy! As always, please let me know if you notice anything amiss.
Modo 1 Dec, 2017 @ 2:59am 
I hope you are making progress on a B18 version. Vanilla now seems to have stricter, different plan growing conditions, but what sprouts still only depends on the biome. I happened to choose a very cold "temperate forest" location, and one year in, it looks like a bloody tundra. This may be something new to address.
Fruitn 9 Nov, 2017 @ 2:08pm 
Nope. Maybe a bit increased for some wood types, but that is just a personal preference.
Maybe the spawnrate for new trees should be nerfed a bit, as I sometimes have trouble clearing a spot unless I floor the area.
Willowisp  [author] 9 Nov, 2017 @ 11:52am 
Let me quickly clarify "game in progress". I don't mean to say that it can be changed while the game is open and running. I mean that it can be used on non-new game saves.
Willowisp  [author] 9 Nov, 2017 @ 11:48am 
Sorry for the long delay in responses. I've been selling my body on the streets to make enough for rent each month. If anyone in the Miami area needs sucky sucky I'm just 5 dolla! Anyways.... @Barik; That would be amazing for sure, but quite outside my capabilities and time resources. If you have even the most rudimentary skill with a text editor, you can tweak this mod to fit your needs/preferences quite easily. Even during a game that is in progress, you can change the "plant density" variable and the world will gradually adapt to the new settings. Make a shortcut to it on your desktop for quick access. @Fruitn So this mod currently nerfs the work required and the amount of wood you get from working trees. Do you (or anyone else reading) think trees under this mod need a further reduction in work and wood yield? @EvilNecroid What jungle mod are you referring to?
EvilNecroid 9 Nov, 2017 @ 2:02am 
i have that jungle mod so im guessing it conflicts with this mod?
Fruitn 4 Oct, 2017 @ 12:17pm 
I would be happy enough with a slider to adjust the overall growth on the map.
You don't run out of trees to harvest here, not even after a mapwide fire storm.
Barik 4 Oct, 2017 @ 12:15pm 
I like this mod but I think what would make this even better, is if you made a new option for planet generation that would be called something like "forest density". Like how different tiles can be either flat, small/large hills or mountainous, each tile would have a different forest density like sparse, normal, jungle.

I could just disable this mod whenever I wanted to play with fewer trees, but I think this mod would become a lot more accessible and widely used if you added the feature for different tiles to have higher or lower forest densities.
Willowisp  [author] 1 Sep, 2017 @ 10:04am 
I've been slowly lowering predator numbers on the deadly version, but this version doesn't touch predator stats, only numbers.
Edible Eyebrows 28 Aug, 2017 @ 7:11am 
I love this mod, though I would like if you ballenced out the predators a bit..

im fine with them being extremely dangerous, but perhaps you could directly buff their strength whilst lowering their numbers, equalling out at the same danger level. its a constant bloodbath out there.
Willowisp  [author] 11 Aug, 2017 @ 3:30am 
Just a warning to everyone. A17 eliminated the need to keep my def files vanilla-formatted and I will be combined my def files. I don't know how workshop will handle this so if anything funny occurs please let me know! Just to be clear, i'm worried that it won't delete the now-superflous def files and just leave them in the folder to haunt your dev mode with "duplicate def" messages.
Flesh Forge 7 Jul, 2017 @ 3:09pm 
I play on Randy Random/Rough - I have a whole lot of mods installed but none that alter vanilla incident ocurrence as far as i know. Phoebe/Cassandra are probably more circumscribed in the incidents they throw at you and Animal Self-Tamed may not appear as often in those modes, butI still think a good simple compromise is to just make that incident much less frequent, like divide whatever number is default by 50 or something.
Willowisp  [author] 7 Jul, 2017 @ 2:35pm 
So until I figure what to set the self tame event to; I suggest you lower that value yourself (storyteller folder, incidents_map_misc file). I've never had that occur to me and i've been using the deadly version of this mod since day 1. Which is why I find this so upsetting. I've come to find that my ability to recreate, the points that people bring up here, confoundingly difficult. But thats the nature of Rimworld and why I like it so much. So very many moving parts and butterfly effects galore.
Willowisp  [author] 7 Jul, 2017 @ 2:29pm 
Just to cut off those who are going to interject that increasing the amount of trees on the map makes the game easier unintentionally; known and without a perfect solution.
Willowisp  [author] 7 Jul, 2017 @ 2:28pm 
I really hate messing with events on a mod about the biomes def file. If what Flesh Forge says is true then even if that occurs in 1% of my mod's population; is too glaring not to address. By far the biggest pet peeve I have with rimworld mods is those mods who unintentionally make the game easier. I'm looking into a workaround post haste. Thank you Flesh Forge!
Willowisp  [author] 7 Jul, 2017 @ 2:09pm 
I must say, this is quite alarming to me. First I would like to state that realism and immersion arent always the same thing and that realism is NOT my intention but difficulty and immersion (secondary) IS. That said, what mr Forge brought up, in my view, destroys both immersion and difficulty completely. Wow. What difficulty and storyteller are you on?
bastlil 7 Jul, 2017 @ 12:57pm 
What you say is true. But I would like to point out that this word is intended to be as realistic as possible. But here the biodiversity is completely destroyed, your screen is proof, there are only bears on your map, yes it is an advantage but it is not very realistic
Flesh Forge 7 Jul, 2017 @ 7:58am 
Here's a quick compromise, if you're able to code this: have Self-Tamed exclude your big predators, or at least make it much less frequent to occur.
Flesh Forge 7 Jul, 2017 @ 7:57am 
I mean, look at this:
http://i.imgur.com/NLN866r.png

'Animal Self-Tamed" has happened 4 times in this session and every time it has been a predator (3 of them bears) because there just isn't anything else alive on the map :) I realize the large numbers of predators is what you were going for but it seems to me like the challenge is mostly in the first couple of days of a colony before you can get some walls up, and after that it's a net bonus, and a large one.
Flesh Forge 7 Jul, 2017 @ 7:00am 
I agree when you have the majority of animals on the map as big powerful predators it kind of breaks immersion. Also it has the unexpected OP side effect that when they are the only animals on the map and the Animal Self-Tames incident happens, it's gonna be one of the big predators and you get a powerful free ally. I am playing this version of the mod but I imagine the "Deadly" version is hilarious in this sense :)
bastlil 6 Jul, 2017 @ 7:40am 
Your welcome. mean by: It remains only them. The hostile animal occupies the whole map, the perssones who want to raid are killed before arriving at the colony, we are attacked by all the animals that remain on the map.
Willowisp  [author] 6 Jul, 2017 @ 6:49am 
Hi Bastil. Thanks for the feedback. What do you mean by "It remains only them"?
bastlil 6 Jul, 2017 @ 4:43am 
The density of the hostile animals are too high, it remains only them, damages it thus destroys the ecosystem
Willowisp  [author] 16 Jun, 2017 @ 12:21pm 
Updated. Detailed changelog added to this mod's "Change Notes" tab
Willowisp  [author] 13 Jun, 2017 @ 1:12pm 
Hi Thunder, yeah it conflicts. I know what to do to make it compatible but due to how hes written the vegetable garden mod its a pretty big undertaking on my part. I've asked him to collaborate but i've gotten no response. You should note that this mod has three versions and that this and the deadly version will pretty drastically change your gameplay. All three of my mods are explicitly difficulty mods and less a utility. As hilarious as the results of the conflict between this mod and vege garden mods can be, you'll likely find it unplayable. The most common conflict seems to be the entire map being covered by a tree in absolutely every single square. Funny but unplayable.
Thundercraft 13 Jun, 2017 @ 3:42am 
This conflicts with Vegetable Garden? Nooo....! :steamsad:
I'll have to see if I can live with the result of whatever conflicts. That, or I may have to do without this mod.

I used to use the Enhanced Forests mod, which is similar. But that seems to have been deleted.
Willowisp  [author] 12 Jun, 2017 @ 6:59pm 
Someone put the idea of meadows in my head and i've been burning myself out restarting the game a hundred times to test theories. Thats why the update is taking so long.
Willowisp  [author] 12 Jun, 2017 @ 6:58pm 
LOL! And this is just the hostile version. In the next version to come out in a day or so, i've nerfed the difficulty slightly, but thats mainly my attempt at taking bears down a notch or two.
bookworm.kk 12 Jun, 2017 @ 5:34pm 
i guess i didn't realize this was the hostile version. i started playing, excited to see a forest like the real ones i grew up around - but with horror i realized the blood on my hands. my colonists have to travel in pairs bc they get attacked whenever they leave the safety of our walls. desperate predators cannibalize one another. not a single caravan or group of visitors that enters the colony is prepared for the massacre at hand and few ever make it to shelter, much less back home. all day long the woods are filled with the sounds of slaughter and all night the ghostly tears of lives lost.

it's fun but all the other factions hate me now. sorry u weren't prepared for the death forest.
Willowisp  [author] 8 Jun, 2017 @ 2:55am 
A short term-solution while I prepare an update would be following my "Modding this mod" discussion and tuning down your "plant density" value for your respective biome. Keep in mind that a value of 0.2 is a moderate change and currently the plant density for the biomes in set to 2.0 (0.3 Vanilla) Boreal and 2.1 (0.55 Vanilla) Temperate and 2.1 (0.85 Vanilla) jungle.
Willowisp  [author] 8 Jun, 2017 @ 2:49am 
I've been alerted to some issues where plants are growing back much more furiously than intended, especially on jungle biomes. For those who have been modding this mod for themselves, I suggest you backup what changes you've made because i'm probably going to coming out with a full-update. Just to put it out there in terms of getting feedback. 1) Across the board boost in the spawning weight of grass and tall grass (more tall because it makes pawns slower) 2) Decrease the size of lake and river generation by a small amount. 3) Decrease in absolute plant density further by a small amount 4) hopefully find and adjust down specific plant growth factors.