RimWorld

RimWorld

Nature's Pretty Sweet (Continued)
I'm working on a bug-free, simplified version of this mod, but need feedback first!
As we all know, this mod has lots of issues, I know more or less what doesn't work, but I want to know what DOES work. I'm removing some features regarding terraforming for this new version I'm gonna upload, but I want to know what to KEEP, so it would be very helpful if you guys tell me about some features that DOES work properly or mostly OK, so I can keep them or rewrite them.

I know a lot of this mod's charm is about the terraforming (floods, ice melting, etc), but since it causes so many problems I think it's not worth it if it corrupts your game.
Also, if you've got any suggestions please comment:)
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Showing 1-15 of 30 comments
Please do a favor and remove feature where pawns can cross deep ocean water tiles
Alexis Popcorn 2 Nov, 2022 @ 2:59am 
Originally posted by Stellar:
Please do a favor and remove feature where pawns can cross deep ocean water tiles
Noted:)
Chonco 5 Nov, 2022 @ 12:22pm 
Thanks for doing this. I second the deep ocean tile comment. also at the start and end of a rain event, the tiles change from wet to dry and it slows the game down a lot when they change.
Alexis Popcorn 5 Nov, 2022 @ 11:13pm 
Originally posted by Chonco:
Thanks for doing this. I second the deep ocean tile comment. also at the start and end of a rain event, the tiles change from wet to dry and it slows the game down a lot when they change.

Yes, this mod's terraforming is problematic to say the least, have you experienced any mechanic or event that actually worked properly and didn't cause many issues? I wanna know what is not broken XD
MrKampfCookie 7 Nov, 2022 @ 12:38pm 
The new stuff added by the mod works. Like the redwood biome, the redwood trees, animals like crabs etc. Changes of tiles and lake-levels work as well but are laggy because they happen all at the same time.
Snow, frost, their removal when walking over them and the snow on top of plants also work. Amber and petrified wood can be found ingame but I never understood their use...
Last edited by MrKampfCookie; 7 Nov, 2022 @ 12:48pm
Alexis Popcorn 7 Nov, 2022 @ 9:50pm 
Originally posted by MrKampfCookie:
The new stuff added by the mod works. Like the redwood biome, the redwood trees, animals like crabs etc. Changes of tiles and lake-levels work as well but are laggy because they happen all at the same time.
Snow, frost, their removal when walking over them and the snow on top of plants also work. Amber and petrified wood can be found ingame but I never understood their use...

What about the weather/environmental events stuff?
MrKampfCookie 8 Nov, 2022 @ 11:12am 
Mh, in my redwood biome world I get a lot of snow- and rain-storms so I guess they work.
The only big things I dislike about this mod are the lag spikes at mass-tiles-changes and the random barnacles (and also that there's no german translation so I instantly recognize all things added by the mod).
Last edited by MrKampfCookie; 8 Nov, 2022 @ 11:14am
Also I love feature where pawns make a path when they walk same dirt route multiple times, so if possible please keep that, thank you!
Alexis Popcorn 10 Nov, 2022 @ 3:01am 
Originally posted by Stellar:
Also I love feature where pawns make a path when they walk same dirt route multiple times, so if possible please keep that, thank you!

Wasn't that already a standalone mod? I believe I have seen a couple of that do something similar

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2072410063
lol 12 Nov, 2022 @ 11:17pm 
I'd say that the light version could concentrate on small ideas that add new style and functionality yet fell like extensions of the core game. Rivers flood, water freezes, pawns swim and cool off in the water, puddles and dark soil in rain, dust storms in deserts, snow on trees and bushes, (pawns bring snow/puddles/dirt into houses ?), etc.

The way Owlchemist's mod do that (Smoke, Scattered Stones, Fire) is a good direction. Their mods don't feel like mods.

And the "new content" part — biomes, materials, new hot springs — everything that feels "modded" can really be excluded and left to stay in the full version.
ttyet 16 Nov, 2022 @ 10:17pm 
Although the hypothermia caused by rain and snow is very annoying, I still think this mechanism is good and worth preserving. But I don't think the current mechanism is reasonable - the dampness when wearing enough clothes (even power armor) and the hypothermia when naked should not be the same thing, and the temperature drop caused by rain and snow at different temperatures is not the same thing. The current system is both annoying and not realistic enough. My suggestion is to rewrite a mechanism independent from hypothermia, or introduce easy-to-make items to hedge the mechanism, such as umbrellas, raincoats, and large beach umbrellas that can be placed in outdoor workplaces
Senilia 15 Dec, 2022 @ 3:21am 
Please repair the snow switch function on the tree. thx!
Alexis Popcorn 15 Dec, 2022 @ 3:31am 
Originally posted by Senilia:
Please repair the snow switch function on the tree. thx!

What's that?
Red1 31 Dec, 2022 @ 10:43am 
Honestly if you want to go lightweight I wouldn't introduce new biomes, just focus on making the core ones more interesting.

That said, compatibility with popular biome mods (like ReGrowth) would be very very nice.
willowitch 2 Jan, 2023 @ 2:14pm 
Who's the audience for biome mods? RimWorld is billed as both combat and survival. I would assume that those who are seeking biomes are more interested in the survival side, and that they are perhaps the folks who want more/better graphics quality as well. For myself, I'm generally not interested in mods that are going to add hundreds of new plants and animals (or great gobs of furniture, ores, production processes, etc.) I've been playing on RWv1 until 3 days ago, and I finally updated because I saw a Reddit post about a new mod called Biome Transitions. Investigating that made me notice the old version of Nature's Pretty Sweet. My intention was to grab a handful of the most interesting plants from NPS (watercress, sunflowers, cattails, prickly pear cactus) and port just those elements into my local game because I'm tired of berries and agave being the only foragable plants when I first drop. I was fascinated by the survival complications of the weather. I would love to see a way to ramp those up while still playing on peaceful (with a single friendly faction) so there just isn't any combat (been there, done that). It sounds like the way that the weather and terrain changes have been implemented is perhaps not the best, but the basic idea of more challenging weather conditions would certainly get my subscription.
I applaud you for taking on this project, and for requesting feedback from your audience before launching into changes. That's exactly how software development should be done.
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