RimWorld

RimWorld

Increased Forest Density - Base Version V6.01 1.3+-
390 Comments
Rips 6 Oct, 2023 @ 12:17pm 
1.4 Normal version here, surprised not been posted already: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1544983602
Blastmetal 26 Oct, 2022 @ 5:01am 
i feel the game needs more of these kind of mods, sadly 1.4 has made a mess of everything again :D
Pritomoni 23 Oct, 2022 @ 2:01am 
1.4?
|Nick 18 Aug, 2022 @ 4:50am 
Yeah, this mod throws errors around right now
Iron Blooded Maki 9 Nov, 2021 @ 2:34am 
Definitely needs some user defined adjuustment slider in mod settings; I find this mod to be amazing; but at the same time it cripples my system over time to the point of game crash. Removing the mod, perfect fps/tps but with after about 30 minutes it gets real bad. By late game your map is nearly solid with trees (which is cool).
Sannestia 6 Sep, 2021 @ 9:16pm 
I heard you were back, I was wondering if there was a chance of you adding in some settings for like density amount? Like a 0-100% scale. That way in larger packs you can still have some density without completely destroying your games fps because this mod works wonderful when it's in a light pack but tends to get weird with a lot of mods. I also wanted to let you know that with the Comigo's Tree reskin mod, this tends to have weird fps stutters and that's tested in packs large and small and with just this mod, and the reskin mod by itself. Again the more mods the worse it is I just wanted to mention just in case.

Also if you added in settings there is a chance that you could take this version and combine it with the other two versions as optional settings that can be enabled or disabled but I'm not a mod-maker just a player so I know pretty much nothing.

PPS. Thank you for this, I love the insane starting difficulty this provides. <3
Izanami 6 Sep, 2021 @ 7:26pm 
Also tossing a texture not found error:

cannot init: No textures found at path Things/Plant/RaspberryImmature
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Collection:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Random> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,string)
RimWorld.PlantProperties/<>c__DisplayClass71_0:<PostLoadSpecial>b__1 ()
BetterLoading.ToExecuteWhenFinishedHandler/<ExecuteToExecuteWhenFinishedTheGoodVersion>d__3:MoveNext ()
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Izanami 6 Sep, 2021 @ 7:10pm 
Tossing errors, here's a few:

Config error in PlantBush: Nutrition == 0 but preferability is RawBad instead of NeverForNutrition
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in PlantWildHealroot: Nutrition == 0 but preferability is RawBad instead of NeverForNutrition
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in PlantTallGrass: Nutrition == 0 but preferability is RawBad instead of NeverForNutrition
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Avila 2 Sep, 2021 @ 7:26pm 
This looks like a great mod! However, it seems to mess with dev mode or the such. I think it is because the mod was updated to 1.3 before ideology officially came out maybe?
Borzy 27 Jul, 2021 @ 9:55am 
hmmh, do you plan to update Hostile and Deadly versions?
Willowisp  [author] 26 Jul, 2021 @ 5:21pm 
Oh i'll be alright. It seems to be fluffy aspergian language.
Davadin 15 Jul, 2021 @ 3:35am 
Sorry you've been going through really tough times. That sounds like a lot to deal with. I hope things are doing better for you now.

You certainly don't have to explain yourself, but I was hoping that you would clarify what you meant when you said, "Having people see you coding while you're broke is a quick way to be homeless too". I'm sure this is something that makes sense, but it's not clicking for me with how you wrote it.
Willowisp  [author] 7 Jul, 2021 @ 11:42am 
Updated. Let me know if you find any issues.
Willowisp  [author] 7 Jul, 2021 @ 11:11am 
Given its been 4 years; anyone know if they've added a less ham-handed way of modding that doesn't involve me replacing whole files?
Colborn 7 Jul, 2021 @ 11:02am 
hey welcome back :D good to see you
Colborn 15 Jul, 2020 @ 7:26am 
Colborn 15 Jul, 2020 @ 7:25am 
lol you can't have a life outside the internet now that people think you are dead or in jail
LoganMartin 14 Jul, 2020 @ 1:36pm 
Mod author: stops playing/modding through Steam. Crates regular life without it, and discovers different hobbies
Ambigore: oh no... he died
Wilihey 10 Jul, 2020 @ 7:01am 
that doesnt mean he passed away, but i do hope hes fine
ambi 2 Jan, 2020 @ 6:42am 
the modder has passed away. hasnt logged in for nearly 2 years. :(

RIP
ambi 2 Jan, 2020 @ 6:41am 
plz update to 1.0
CrazyCreation1 31 Aug, 2019 @ 9:34am 
I know the mod is outdated, but will it still work in version 1.0?
denis00doge 27 Feb, 2019 @ 11:29pm 
I love your mod !!!
Please update 1.0 version 😢😢😢:steamsad:
Clarion77 4 Feb, 2019 @ 5:47pm 
One of the best mods ever. Best wishes to the author.
Forest density could signal a variable speed or decrease in tree growth. This ideally would create glades, or rings of growth. I don't have any experience modding Rimworld or I would try. Just throwing the idea out there, if anyone wants a go at it. I was hoping for 1.0, but haven't been playing recently, so maybe it would be better to play an older version, if I can get it.
paragraf6713 20 Sep, 2018 @ 8:52pm 
Deadsnake, thanks!
Deadsnake_at 14 Sep, 2018 @ 5:42am 
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
paragraf6713 8 Sep, 2018 @ 11:34pm 
v19 please!
Moustik 3 Sep, 2018 @ 7:43am 
v19 pleaaaase :D
a siege of herons 30 Aug, 2018 @ 2:21pm 
V 19 please
SquigglyV 22 Aug, 2018 @ 8:11am 
The non-steam download link doesn't have this mod anywhere, it links to a totally different mod for A17.
paragraf6713 30 Jul, 2018 @ 11:27pm 
@Helpful Bot, do you think about update mod for 1.0? It is amazing mod, I can't play without this :)
Voyager 24 Jul, 2018 @ 7:10pm 
@Helpful Bot. No, temperate and boreal forest both have a LOT of mud/marsh terrain with your; and only your mod, installed. The problem is, having too much of that makes moisture pumps waay too valuable and overly limits the amount you can build at the start.
Geo The Tank 24 Jul, 2018 @ 11:36am 
The issue with the marshy tiles is they can cover huge swaths and intersect, so what was going to be a simple food storage building now has to be shrunk/hugely expanded to get around said marsh.

If you can I'd highly reccomend dropping the marshy soil spawn rate, or at least make it more focused around water. Its really annoying to be surrounded by nothing but dry land, and hace 1/4th the map be marshy soil.
Willowisp  [author] 9 May, 2018 @ 8:17pm 
@ voyager; are you referring to jungle biomes? I've been meaning to keep the terrain gen vanilla on jungle. Too many people miss the point of having a lot of those tiles to require the use of moisture pumps.
Voyager 2 May, 2018 @ 9:16pm 
Great idea, horrible implementation. Would be usable if it didn't modify terrain. Too many restarts only to find about 50% of the map is made up of unbuildable mud or swamp tiles.
IrishBuckett 21 Apr, 2018 @ 5:19pm 
Yeah, in order to get the solid rocky-side, you need to select a 'mountinous' area that's next to an impassible mountain. Well, that will give you the best chances of it happening at least. This typically only occurs in mountain ranges and such.
Willowisp  [author] 21 Apr, 2018 @ 3:15am 
So I've NEVER experienced what you describe with mountains. As for @Enkidu; the most common conflict that causes that is vegetable garden mod and to a much lesser extent rainbeu's customizable maps mod
Enkidu 15 Apr, 2018 @ 7:44pm 
Which mods cause the tree-wall conflict? All maps I've generated with this have a tree in every available tile, and it's making navigation impossible.
IrishBuckett 31 Mar, 2018 @ 8:42pm 
Has anyone else noticed how 'mountinous' areas are no longer 'mountinous'? I was wanting to start with a base dug into a mountain in order to avoid the dry storm fires, but I can't seem to get a map with a solid rocky side. If anyone knows a fix/workaround, then let me know.
Drybreeze 23 Mar, 2018 @ 12:28am 
This mod is amazing! Hugely dense forests, and rapid growth and vines dragging my pets off into the darkness (ok I made that last bit up but seriously, LOTS of crazy growth). One downfall I discovered.... dry storms. The entire bloody map is on fire in seconds, and a few minutes later all your colonists are dead and there's nothing but ash. Bummer. Happened at the start of the story so no time for stone walls or foam poppers or whatever, so... yeah.... "harder in the beginning" = understatement of the century! :D
JOЯDΛИ 22 Mar, 2018 @ 11:15pm 
Does the mod change tree growth rates? I just had a wild fire rage through my Church pile of charcoal, and after the rains came(Bless them) sapplings appear to have started popping up all over. It's only been a day though, the trees shoudn't be coming back that fast, right?
Willowisp  [author] 21 Mar, 2018 @ 12:41pm 
Xpathing for this mod would indeed be amazing and yes, it SHOULD be that way. Sadly however, my life right now is such that I'm really struggling to eat and survive so I haven't the time to devote to rimworld at the moment beyond answering questions posted here. If you would like to have a crack at it I wholeheartedly endorse and appreciate the help. If you are able to do it i'd even add you as a co-creator. If there is anything I can do to assist you let me know.
Jmattspartacus 19 Mar, 2018 @ 11:26pm 
https://ludeon.com/forums/index.php?topic=34981.0
This post has an some xpathing in the 3rd post that might help! I might give writing the patch a shot once I finish my homework if you don't beat me to it
Jmattspartacus 19 Mar, 2018 @ 11:22pm 
You might be able to use some xpathing to include some rudimentary compatibility with other mods that touch terrain generation. I might write a patch for myself if I can find the time (I'll pass it on to you if I do).
You might also be able to make it so that the patch includes the spawnin behavior for your custom plants with this!
Davi 8 Mar, 2018 @ 1:32pm 
Does this work with the 'cave biome' mod?
Willowisp  [author] 2 Mar, 2018 @ 12:41am 
@Glaumy. I rummaged through your screenshots but only manged to find one that appeared to have my mod installed but only showed a tiny sliver of greenery. I mainly was looking to see if you had the infamous tree-wall that is the byproduct of my mod conflicting with others but thankfully that isn't the case for you. I just wrote a little more about how you can tweak it yourself in the discussion "MODDING THIS MOD GUIDE" right above the comments here. I'd take a look at that and try your hand at tweaking it yourself.
Yoozah Dileetid 27 Feb, 2018 @ 1:57am 
Heyo! I am using the base version of this mod on a temperate forest map. But there is nearly no getting through. If I get a refugee, he will most likely just be caught within the first minute. That said, I am using x400 maps. Still, it is a bit too dense. Feels like about 300 to 400% of the vanilla tree rate. While I am okay with that, I wish there was a slider/setting to change (in my case lower) the density a bit. (Add me and/or check my profile for screenshots). Thanks for the mods! :)
Shufflebot 24 Feb, 2018 @ 4:33am 
Thanks a ton. I'd feel really bad just taking your time though, so just tell me where to go!
Willowisp  [author] 23 Feb, 2018 @ 3:05pm 
I bet you could combine the two pretty easily. Given my current state of starvation (Long story, down to 1 night job) i've been thinking about releasing a patreon page where I offer mod integration services for like $5. I'd be happy to try to integrate the two for free for you if you'd like.
Shufflebot 22 Feb, 2018 @ 3:35pm 
Thanks for the response! Grand rivers makes different sizes of rivers and makes them slow down the pawns more effectively, so it would conflict. I'll probably start a whole new game for this mod.