RimWorld

RimWorld

Terra Project (Core) [B19]
 This topic has been pinned, so it's probably important
Lanilor  [developer] 6 Sep, 2018 @ 8:20am
General feedback / ideas
Post your opinion or any ideas you have here and/or discuss them.
< >
Showing 1-15 of 18 comments
Kalisa 6 Sep, 2018 @ 8:48am 
Have not tried the mod yet, but the only thing I can think of now for an idea is a central mountain biome theme, like a solid, giant mountain in the middle of the map, with vegitation only around the edges. ideal for building a mountain colony, and gives freedom to carve out the mountain as we need without caves, but challange of limited vegitation, and having to mine for any serious building space.
If this is already a thing, just ignore this suggestion XD
Lanilor  [developer] 6 Sep, 2018 @ 9:00am 
Try volcanic islands when the update is there. That's basicly what you described, just with water around it.
Captain'Hungary 7 Sep, 2018 @ 11:18am 
Work a bit more on the tunnelworld maps please, they are awesome but could be better
Lanilor  [developer] 7 Sep, 2018 @ 1:34pm 
If you give that kind of critique you could at least invest a few seconds to write what could be improved. A plain "make better" doesn't help with anything.
Last edited by Lanilor; 7 Sep, 2018 @ 1:41pm
Kalisa 8 Sep, 2018 @ 12:12am 
If i was to suggest anything for the tunnelworld maps, perhaps more thought into balancing around primitive starts as well, without an ability to get wood. or a relativly fast growing mushroom for food its near impossible to survive as neolithic. Which is fine if thats the challange you want to go with them though, at least in the oasis in the tunnelworld theres enough food to sustain you early on.

My biggest suggestion would be some kind of fiberous mushroom which could be collected for a limited amount of "wood" kinda like cactus on desert maps.
But I understand if thats part of the challange you want to go with these maps, i'm just trying to figure out an altnerative when you have no fuel to burn to even cook food or make work stations without having to send people on a 5 day + journay, its definitly an interesting challange.

Overall though, I absolutly love the feel of the tunnelworld biomes, and lighting my caves up with glowing shrooms, it makes me want to focus more on finding mobs that will add more flavor to an underground build, Amazing work! :D
Last edited by Kalisa; 8 Sep, 2018 @ 12:22am
Lanilor  [developer] 8 Sep, 2018 @ 5:49am 
I decided against adding new content in this mod, but you are right here. There will a different mod from other modders that adds content to my cave biomes, although they will change the biome drastically with adding like a dozen new plants and animals.
I thought about adding a few basics either here or as an addon mod, but I have so much other stuff to do that it's falling back in priority. Power generation in caves is also such a topic. On top this stuff needs textures and that takes a lot of time for me to make useful ones.

It is still meant to be a challenge, so if I add anything, it will help with the basics but keep the style of that biome. I don't want to make every biome feel the same and just look different, that would be a boring design.
Zacharius Sneed 8 Sep, 2018 @ 8:44am 
Perhaps an external download link? Sometimes mods don't work for me from the workshop so I have to either manually locate and move them, or download from an external source. This happens due to the "Content file locked" error that is not able to be fixed by any means except externally downloading off another website, and I couldn't find this mod anywhere else but here for B19.
Lanilor  [developer] 8 Sep, 2018 @ 10:12am 
You can find me and this project on GitHub and clone it. A simple download link may be better but currently I can't upload it that easily. I may add that later or with the next update.

On a side note that problem can often be fixed with resetting the networking sockets like described here: https://steamhost.cn/steamcommunity_com/app/346110/discussions/0/333656722964822410/?ctp=6
Scotty Fox 9 Sep, 2018 @ 1:10pm 
I have tried the mod, and I am noticing an issue, at least if you're using the quarry mod. Certain islands, such as volcanic ones, don't have the patches of rough stone on the main body of land, but they do in the water. Perhaps add Small patches of rough stone on the island type maps just to make the quarry mod more viable on those islands?

Scotty Fox 9 Sep, 2018 @ 1:15pm 
Also going back through some of the biomes seems to have revealed an issue where in all the biomes you added there isn't much rough stone, but there is rough hewn stone in mountains
Jack Bright 13 Sep, 2018 @ 4:19pm 
A problem with caves is that if the storyteller sends in drop pods, the raid is deleted... and anything under it is also deleted because it sends a bunch of rock rubble down and crushes everything around the pod's landing area. Might want to look into disabling drop pods in the cave bases.
Jack Bright 13 Sep, 2018 @ 9:06pm 
Originally posted by Jack Bright:
A problem with caves is that if the storyteller sends in drop pods, the raid is deleted... and anything under it is also deleted because it sends a bunch of rock rubble down and crushes everything around the pod's landing area. Might want to look into disabling drop pods in the cave bases.
Sometimes it deletes them, but sometimes it also just spawns ♥♥♥♥ in random places when things like cargo pods spawn or enemies drop in. Enemies can either get instant crushed or just appear in random locations around the map. Cargo pods always scatter their goods to random locations.
Kalisa 15 Sep, 2018 @ 5:32am 
Originally posted by Jack Bright:
Originally posted by Jack Bright:
A problem with caves is that if the storyteller sends in drop pods, the raid is deleted... and anything under it is also deleted because it sends a bunch of rock rubble down and crushes everything around the pod's landing area. Might want to look into disabling drop pods in the cave bases.
Sometimes it deletes them, but sometimes it also just spawns ♥♥♥♥ in random places when things like cargo pods spawn or enemies drop in. Enemies can either get instant crushed or just appear in random locations around the map. Cargo pods always scatter their goods to random locations.

Sadly this is why i started avoiding the tunnelworld biomes, however i am loving the tunnelworld enterances because they stiill have small areas open to the sky so drop pods, trading, raids, ect all can come down.
Lanilor  [developer] 15 Sep, 2018 @ 6:41am 
Sadly that is hard to fix because there are many different code parts affecting these systems that I need to find and patch. I hope I can fix it with the next big update, but I can't promise it.

The stone terrain problem is already fixed. There will be a lot other new stuff that is not finished yet so I can't update, but I hope I'm done soon.
Also added coal as a resource in caves that are kind of a replacement for wood early on. Worse to build stuff from but still possible. The main use should be as fuel to get a power generator working.
dseszu 17 Sep, 2018 @ 8:42am 
Would it be possible to select what biomes spawn through the ingame mod settings menu? I like most terrains, but I feel like some don't quite fit (not that they should be removed, I just personbally like them)
< >
Showing 1-15 of 18 comments
Per page: 1530 50