RimWorld

RimWorld

Terra Project (Core) [B19]
Lanilor  [developer] 17 Oct, 2018 @ 3:35pm
Feature preview for the next update
Rimworld 1.0 came out so many people will ask for an update for Terra.
As you may already know, I'm currently working on a big update with new features. Development comes closer to a working alpha version, so it's time to present you what is coming. As you can see I'm planning to make most big features optinal, so players can choose if they want to play with it or not. This can be quite complicated for some systems, so it may come in a later update. Also mod compatibility patches with other mods will come later.

New biomes
Many new biomes were added with unique map generators, including islands and caves.
Cold: cold deep bog, frozen lake
Temperate: temperate meadow, spike mountains, deep temperate swamp, tidal flats
Warm: deep tropical swamp, mangrove forest
Warm arid: savanna, oasis
High: desert high plains
Caves: cave oasis, tunnelworld cave, cave entrance, infested mountains, desert danyon
Islands: archipelago, tidal islands, volcanic islands, tundra skerries, pack ice, atoll

Biome framework
The biome generator code can be used from other mods to add more biomes or add content to existing biomes, most done in xml.
Especially the Biomes! mods will use this to add more unique and detailed content to Terra biomes (plants, animals, resources, items, ...).

Dynamic terrain (probably optional)
The terrain now is an actual 3d terrain surface. It's not visible in the normal top-down view of the game, but a heightmap overlay shows the elevation of each cell. Natural terrain also has dynamic fertility and moisture levels that change through many different systems and interactions. On top water is also a dynamic element. Rainwater pours on the ground and wets the soil or flows to lower elevations and create a puddle and later a lake. The ocean is a large water body that rises and lowers by the tides, as well as rivers have their own system (both see below). There are also map overlays for the other dynamic parts to give a better overview on each property.
Of cource there are still some limitations on realism to make this run smooth on weaker computers. (And also because realistic terrain and fluid simulations are subject to current scientific research, so not really in the scope to add to a game mod.)

Tides and dynamic river water levels (optional)
Water is dynamic as the terrain is, so water levels can change over time. There are many different smaller factors that change water levels in general, but oceans and rivers are affacted by their own bigger system.
Oceans:
Ocean water high is dependent on the tides. There is around 1 full tide each day. Depending on the biome, the water level and coastline can change a lot. Tidal flats and islands have the biggest change. Be especially careful when building near the cost on low land since there also can be storm surges.
Rivers:
Most of the year rivers have a normal water level. There are seasons and events where the level can change drastically from almost drying out to flooding the whole area.

Dynamic grass layer (optional)
There is natural grass growing on soil, a bit like the grass in Minecraft. It spreads and grows over time and gets destroyed on heavy used terrain. Colonists that walk the same path often, remove the grass and cut a tail in it. Thick grass layers reduce movement speed slightly while colonists can follow trails with their normal speed.

Natural terraforming
The dynamic terrain allows terraforming in a natural way: Want to create a lake? Put water there. Want desert to be fertile? Use fertilizer and green manure plants to enrich sand to soil.
There are various buildings, items and work types designed around this system. This is not "place the terrain you want from the floor menu and done". Terraforming is done by how it would be done normally. The focus hereby lies on changing soil properties (fertility, moisture, water level, grass layer). There is (currently) no way to change mountain to soil and there maybe will never for game design reasons.
Stuff you can do:
- Collect water from different sources (rain, lakes, soil moisture, groundwater)
- Irrigate soil and growing zones
- Fertilize soil with different kinds of fertilizer or green manure plants (later more about that)
- Destone terrain (change gravel to soil)
- Plow terrain for young plants to grow better
- Manage natural grass layer growth

Seasonal weather system (probably optional later)
Weather commonalities depend on the current season and biome. Spring and summer may be more clear with a rainy fall in a temperate region, while in the tropics the summer may be a rainy monsoon and winter is clear. Weather has a shorter duration and changes more often, so the impact of each current weather on the dynamic terrain is not too high. There also are new weather types, especially more rain and storm variants.

Plant/farming system (possibly optional)
Plants have new properties like different moisture and temperature requirements and fertility and water consumption. To fill the resulting niches, more plants were added. Each tries to fit a specific purpose and has a valid use or unique advantage. So there are different plants that grow better in warm and dry or cold climate. Others have a long grow time but can be harvested many times once grown.
Green manure:
Plants can be dig in the soil to increase ground fertility. Some plants can accumulate lots of nutrients while growing and will improve the soil by a lot when dug into the soil.
Bees and blossoms:
You can place beehives near plants. Bees will collect pollen from plants and produce honey. Of course they prefer to collect pollen from nice blossoms and collect more from then than from other plants, so place then near your blooming crops and flower beets. Plants that have blossoms will also get an instant growth boost when a bee pollinates its blossom.
Intercropping:
Some plants like to grow next to other plants. IRL they protect each other from parasites or use nutrients more efficient. Here some plants get a small growth rate bonus or malus if they grow next to a plant they like or not. This system is meant as a minor bonus for player who want to invest more in detailed planning, but it is not needed to care about.
Plowing soil:
You can toggle a setting on growing soils that colonist should plow the soil before sowing a plant. Young plants get a good boost on their growth rate on plown soil. After harvesting, the soil becomes normal again and needs to be replown again.
New groing zones:
There are various new groing zones to make farming earier. You can use seasonal growing zones to create crop rotation plans and mixed zones for easy intercropping.
Plant waste and recycling:
When researched, colonists can gather the remains of cut plants and crops as plant waste to recycle. Build compost heaps to compost plant waste to fresh compost fertilizer. As an alternative you can also ferment plant waste to silage to feed your animals with it.

Food variety need (probably optional later)
There is a new need "food variety" to encourage planting different kinds of food. It works somewhat similar to the recreation system, so the amount of needed food types to keep your colonists happy depends on the expectation level of the colony. This need only affects mood and doesn't reflects health issues from a one-sided diet. Meals also got a small rework to fit into this system. This need is basicly a more detailed replacement of "Ate lavish meal -12". There are 8 kinds of foods: basics, greens, vegetables, fruits, mushrooms, animal products, seafood, meat.

Fishing (optional?)
There are different ways to get food of the new food kind "seafoods".
Fish:
Place fishing spots and let your colonists fish. Catching rates depend on the water body, so don't you won't catch anything in a rain puddle.
Shrimps:
Build shrimps farms in the water to start farming shrimps. Shrimps grow over time in the farm and can be harvested from time to time. Be careful that the water level is always correct. Shrimps die from no water while too much floods the farm and part or the shrimps escape.
Mussels:
You can collect mussels from beaches. (still work in progress)

Silk production and looms (optional?)
Grow mulberry trees and place silkworm breeders next to them to start farming valuable silk. Silkworms from the breeder go to nearby mulberry plants to pupate to cocoons which can be collected and refined at the loom to create silk cloth. Silk is very comfortable to wear, even more in the heat and also quite durable. It can also be sold with a good price.
Now cotton and devilstrand also yield raw plant material when harvested that needs to be spun to cloth at the loom.

Maybe features (work in progress)
Wild plant spawner rework:
Wild plants spawn in biomes also depending on the climate and not only the biome. So a temperate forest next to arid shrubland has less plants and a mix of temperate and arid plants while one next to a tropical forest has more plants and a mix of temperate and tropical vegetation.
This idea needs some testing how it will turn out. Since mixing vegetation removes the distinctiveness of a biome which may be bad.
Boats / ocean caravaning:
Adding boats to travel over the ocean. There are different concepts that need testing to see what is the best. One is more similar to how drop pod traveling works. Another is to carry a "boat item" and then do normal caravaning over the water.
Last edited by Lanilor; 17 Oct, 2018 @ 3:36pm
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Showing 1-15 of 28 comments
aldahirt12 17 Oct, 2018 @ 6:02pm 
I will ♥♥♥... :steamsalty:
XeoNovaDan 18 Oct, 2018 @ 3:50am 
I'm excited to see what comes of this. I really liked the older versions and this looks to improve upon those!

Keep up the good work ^^
123nick 18 Oct, 2018 @ 9:36am 
These plans are awesome! I'm curious, how much of it is currently done?
Lanilor  [developer] 18 Oct, 2018 @ 2:10pm 
Most of it is done, except what is under "maybe features". There are still many smaller tasks on most topics. Big ones are colonist jobs for the new buildings and improvements of the dynamic water system.
I think there will be a release somewhere in november if everything goes well.
Gunseeker 19 Oct, 2018 @ 4:03pm 
ok this is gonna be sick, i already love this mod and feel like im going to love it even more
Jaster 19 Oct, 2018 @ 4:39pm 
Looking forward to this!
Love this mod, and these changes seem hype. Keep up the good work bro, looking forward to the release!
Sits 29 Oct, 2018 @ 8:39am 
Cannot wait c:
Asdiky 31 Oct, 2018 @ 6:10pm 
Sounds interesting.. but i'm a little bit worried, that difficulty of the game will change. anyway i'm patiently waiting. Even without this "upgrades" your mod was amazing, so much work done
Last edited by Asdiky; 31 Oct, 2018 @ 6:20pm
Lanilor  [developer] 1 Nov, 2018 @ 11:56am 
Well, there are more than enough mods that only make the game easier, this shouldn't be another one. I try to balance stuff that it is fair in the end, although that will be a process over time and can't be perfect from the start. Truely there comes difficulty from the new stuff alone as there are more things to do, build or work on. Most of these things also have advantages when used right. Like the food variation system will give nice mood boosts (larger than it could be archived on vanilla with lavish meals) when colonists have many different food types. Other systems don't give ingame values but add more depth to the game or interesting variation, which results (hopefully) in fun.
Apart from that I want the bigger systems to be optional so players can choose if they want it or not, but it's not that easy so some of those settings will come later too.
Quick question regarding the interaction of this mod with Advanced biomes.

Basically whether or not they will tear eachother a new one or play nice. Which one first, etc etc.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1338280929 is what i mean.
Currently using the old B19 version of yours and updated version of advanced, so just checking this will remain a feature, because rimworld is absolutely beautiful with both.
Lanilor  [developer] 2 Nov, 2018 @ 5:43am 
There are too many differences to work well without patching. I never used that mod so I can't say what will work and what not. It could be that it is playable but the new terrain systems won't work or act weird since the new terrain from the other mod has missing data needed. If you use that mod just for the world map look and don't settle on those biomes, it will probably work fine.

For the first release I want to get everything working on its own. There will be compatibility problems with many mods, especially mods that change biomes, natural terrain or plants. I will fix some of those later when it makes sense. A lot of this mods content is meant to be an alternative for mods like Vegetable Garden or terraform mods.
Of course this applies only when using all the features of this mod. If you deactivate anything optional you can probably use those other mods. (At least later as many of the settings for optional stuff will come later.)
awesomeadam217 12 Nov, 2018 @ 1:19pm 
I hope silk and fishing is optional. There are other mods that do this. Their entire focus is on that alone, and so they can do it well.

This is mod is an awesome world generator. It does this well.
Lanilor  [developer] 12 Nov, 2018 @ 2:19pm 
The last version was only a biome generator. Now it will do much more.

The reason for most of those extra small things is to better integrate it into the larger changes. Some are spice to round the content up and balance it well, others are needed for different reasons.
I also do some of this replacement content because other mods are badly balanced, aim for a different style or simply don't work without larger patches.

In the first version there won't be many settings to deactivate all optional content. Nobody is forced to play this mod and there are many people who like the style I aim for. If someone is the "I always played with vegetable garden and cannot play without that"-kind of guy, they have to wait till those features are optional and patches are available or maybe change their mindset and try something new.

For fishing and silk it is relatively easy as you simply don't have to build the buildings to use those content. Though I cannot say that the alternative mods will work fine here. I code relatively safe for mod compatibilty but I've seen a lot bad stuff from other mods.
awesomeadam217 12 Nov, 2018 @ 2:57pm 
Glad you code for compatibility. Honestly as long as it's easy to just quickly delete or alter the def, I'm happy. Thanks!
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