RimWorld

RimWorld

CaveBiome
179 Comments
Achievement Hunter 26 Oct, 2022 @ 7:42pm 
update please
Mlie 16 Oct, 2020 @ 6:16am 
Scarecrow 6 Aug, 2020 @ 12:24pm 
such a shame this looks like such an amazing mod
Im4zoos 12 Apr, 2020 @ 4:43pm 
I second that [or else hand it over to someone willing :) ]
Cora 25 Mar, 2020 @ 11:53am 
could we get a 1.1 update?
lechkingofdead 2 Mar, 2020 @ 2:43pm 
would love to use as with another mod to make tusken raiders a thing
ExoticButts 28 Feb, 2020 @ 2:15pm 
+1 to the potential re-release, keen on seeing it make a return.
V 28 Feb, 2020 @ 1:46pm 
Let me know if you are able to get it to work! :D
Janky Nose Hair Guy 26 Feb, 2020 @ 1:00pm 
After the catasrophe that is TerraProject I'm dusting off the old coding skills. If I can get it to work I'll see about uploading it.
Skele₊ 15 Feb, 2020 @ 4:42am 
Can someone pick up this mod already and port it to 1.0 ;)
Rikiki  [author] 19 Mar, 2019 @ 12:34pm 
I am afraid that I won't have enough free time to update this anytime soon.
If someone is interrested, source code is available on GitHub.
Aladar 18 Mar, 2019 @ 12:13pm 
I have to agree, as much as I would like to use Terra Project for its caves and canyons biomes it invalidates or conflicts with 60% of my mods. I would love to see you restore this so we can add in cave biomes without having to give up the rest of the mods we love.
Mission001 16 Mar, 2019 @ 12:11pm 
Agreed, loved this mod with your Flora Mod
Oriberus 26 Feb, 2019 @ 11:47am 
1.0 ?
Hotcheese776 8 Feb, 2019 @ 5:53pm 
You should update this mod my guy, it seems pretty neat, and i wanna play it
Khaltzane 22 Jan, 2019 @ 11:48pm 
I also agree with Moon-Moth. Terra Project is still too buggy to be worth using
Taliesin 22 Jan, 2019 @ 9:35pm 
If the "big mod" you're referring to is Terra Project, I would (perhaps selfishly) suggest that you not give up on this - as long as that's the only reason you would - for the simple reason that it's, well, big. Too big. It either replaces or causes problems with many mods that that I (and I think many others) use on a regular basis. Big, ambitious, overarching mods can be sweet, and are always impressive, but sometimes, at the end of the day, a guy just wants to live in a cave.

(Me. I'm that guy. Please update this :fsad:)
Khaltzane 24 Nov, 2018 @ 4:21am 
Damn. This is one of the few mods I'm waiting to have updated before I start a 1.0 playthough.
Ramachandra 27 Oct, 2018 @ 4:35pm 
I'm interested to try this mod when you done.
Rikiki  [author] 26 Oct, 2018 @ 12:20pm 
@Technokrat[GER]: I am not sure it will be 100% updated. I saw there is a big mod already adding some caves biomes and caveworld flora is now kind of duplicating vanilla cave mushrooms. I will at last port the coldstone. Anyway, it is far in the To-do list so do not expect anything soon... :-/
Technokrat[GER] 26 Oct, 2018 @ 10:07am 
Would love to see a 1.0 version of this :)
Vortek Gamer 1 Sep, 2018 @ 8:53am 
are you going to update now since 1.0 is 19B since the devs say they dont think it not ready for 1.0 yet
ExoticButts 28 Apr, 2018 @ 2:14pm 
@Rikiki all good, if you need a hand at that stage feel free to hit me up.
Rikiki  [author] 28 Apr, 2018 @ 1:17pm 
@ExoticButts: that's generous but I think that I will now wait for V1.0 to update this one.
I'm a little busy with other things right now.
@requiemfang: so true! :-)
ExoticButts 26 Apr, 2018 @ 8:44pm 
Just dropping by for a moment to leave an offer to help update this to B18; I'm not experienced with C#, but I could definitely help with any XML required :)
requiemfang 2 Apr, 2018 @ 10:27pm 
Outdated, Rikki will get around to it when they have the chance. They have a life like every one of us and that takes precedence over this, especially if a family is involved/
Sirarie_Tichee 10 Dec, 2017 @ 1:59pm 
b18? this is my favorite mod!
miniusAreas 6 Dec, 2017 @ 8:48am 
Can we pleeease get this to B18 soon?
ExoticButts 27 Nov, 2017 @ 7:55pm 
:D
Rikiki  [author] 27 Nov, 2017 @ 11:23am 
@ExoticButts: all my mods will be updated in time! :-)
ExoticButts 26 Nov, 2017 @ 10:47pm 
Any chance of an update being scheduled for B18? No rush :)
Neri 6 Nov, 2017 @ 1:53am 
I’d assume ye did caveroof as a building and not a roof to prevent caveins. In that scenario, wouldn’t an intangible ‘support’ spawning sporadically make more sense?
5katz 5 Nov, 2017 @ 12:16pm 
i had it mess with general room stats, and it also breaks the "vampires" mod since its not considered "roofed", i could bet it had weird weather effects and also not being able to build normal roof there, but that was still back in a16 so it might not be there anymore

Rikiki  [author] 5 Nov, 2017 @ 11:27am 
@5katz and @Neri/Kevak: what bugs with other mods please?
I may remove it entirely for A18. It is mostly to show that you are in a cave and not just a canyon.

In addition, the roof collapsing is not easily modifiable as it is a vanilla function.
Neri 5 Nov, 2017 @ 6:26am 
Honestly yah, Why the hell is the cave 'roof' not a roof? It would be easier to just give it a check to not collapse than it is to make a whole snowflake code structure. Would cause fewer bugs in other mods as well. Been staring at the code.
5katz 5 Nov, 2017 @ 6:14am 
why is the "cave **roof**" not considered a ROOF, but a building?
Rikiki  [author] 17 Oct, 2017 @ 11:22am 
@ttamttam: please send it to me so I can correct the shadows. I will try to put the rest in a patch for Realistic darkness.
Thank you! :-)
ttamttam 16 Oct, 2017 @ 8:20pm 
Hey I just made a quick edit to the weathers def to make this work with the realistic darkness mod (I also removed shadows because... shadows?). Would you rather I send you the weathers def or upload it as a patch on the workshop?
Rikiki  [author] 16 Oct, 2017 @ 11:48am 
@ttamttam and @Jack Reaver: you should imagine that cave's ceiling is very high (up to several hundred meters) so surface weather can have impact underneath. There are also big cave wells which allow snow to get in with powerful winds (wind turbines are more productive in this biome).
"Overhead mountain" means you are in a tunnel inside a mountain. In the caves, the ceiling can be very far from your head. You must thus cover your building with a roof as usual.

That's how I designed this biome. I think that covering the whole map with overhead mountain would also create lot of "roof collapsing" bugs. ;-)

@Squidward Tortellini: it would be of course interresting but I did not take time for this. Too much things to work on! :-D
ttamttam 12 Oct, 2017 @ 8:31pm 
Hey, enjoying the mod, one thing I noticed is that realistic darkness seems to have no effect in cave biomes. I would love for some compatibilllity because I hate myself and want to make the game harder. Is there any reason you didn't just cover everything in "overhead mountain" terrain?
Michelin Man 30 Sep, 2017 @ 11:24am 
One suggestion I have for this mod is possibly adding in some cave fauna?

Like for example you could add in "normal" cave animals like bats, or you could go weirder by adding in things like blind white crabs and salamanders.

Or possibly diversify the types of insectoids found and add them in here. Caves seem like a natural habitat, so it would be interesting to see that the insectoids turned from just one colony species of insects to basically an entire ecosystem of herbivores and predators all hunting each other.
Rikiki  [author] 25 Sep, 2017 @ 12:00pm 
@zyzz: I am glad you enjoy it!
* Insects may not appear by themself. I need to modify it.
* There is though no reason for kangaroos/wombats to arrive. It is not listed in the biome authorized animals. It may be due to the original mod adding it to all biome with a patch.
* You see oak tree? That's strange. It is also maybe modified by another mod?
* Black lotus should also fasten corpse dessication. Thanks for the tip!
* I think I already changed black lotus toxicity so boomrats are immune to it.

Tanks for the feedback! :-)
zyzz 25 Sep, 2017 @ 12:46am 
I ran out of space but I wanted to say, this is a cool mod and I really enjoyed it. It definitely made me learn to play in a different way and I was surprised a few times by how the biome affected the rest of the game. At one point I was laughing during a raid at some tunneler who was tunneling at a totally random wall nowhere near my base, until he popped open a cave system I hadn't discovered yet and quickly showed up at my (new) back door, having completely evaded all my defenses. So that was interesting.
zyzz 25 Sep, 2017 @ 12:46am 
Bugs I found while running a ton of other mods (dw if it's not reproducible with just the cave mod):
- Making a second colony caused my cave ceiling to start collapsing randomly. (Would have been legal ceilings on a regular map, and some of the cave-ins were in areas that I hadn't even changed, it was just the natural cave, also with legal ceilings.)
- The plants/animals in the cave biome seemed to change over time. At the start, cave vine was the only "tree" and bears, wargs, rats, insects, maybe a couple other "cave-like" animals were the only animals. Now I have oak trees, kangaroos, wombats and emus bumming around the edges of the map. I haven't seen an insect in a long time.
- Not sure if toxic fungus is balanced as you intended, "hunting" is very easy since you can safely eat that meat, so just unforbid corpses periodically. Also there are constant map edge fires from booms + fungus.

@Someone64 I am running tropical rainforest + cave biome with no crashing.
Rikiki  [author] 24 Sep, 2017 @ 5:27am 
@Exuvo: OK. I will be grateful if you can send me your output_log.txt file and a description of the conditions if this happens again. :-)
Exuvo 23 Sep, 2017 @ 10:32pm 
By resolved it self i mean that it has not happend again during the last 5 days of continuing on the same save that had the problems before.
Exuvo 23 Sep, 2017 @ 8:05pm 
Somehow it seems to have resolved it self. Must have been a conflict with some other mod that got updated. But i don't have anything that i can think of that would affect lights. Sorry for wasting your time.
Rikiki  [author] 23 Sep, 2017 @ 12:32am 
@Exuvo: I did not found anything wrong by inspecting my source code. I will continue the investigations...
Exuvo 18 Sep, 2017 @ 6:49pm 
I think i have found when it happens now. It was working fine and then fog came in. Afterwards the cave wells never resumed light. Reloading does not fix it but a complete game restart did.
Exuvo 17 Sep, 2017 @ 7:14am 
I had the cave well no light problem all day yesterday and i could not figure out why. I tried reloading the save multiple times and a eclipse event did not start it back up.

Today it suddenly works again when i loaded the game. I am completely certain it was not working when i shut the game off last night because I had to start farming mushrooms to survive.

I will try to be more observant of when the cave wells stop working in the coming days. My current guess is that they turn of due to an event like an eclipse and then never start again. But at least a game restart seems to fix it.