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RimWorld => Mods => Unfinished => Topic started by: Draegon on December 17, 2016, 01:42:18 PM

Title: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on December 17, 2016, 01:42:18 PM


I have made a new Thread for the mod https://ludeon.com/forums/index.php?topic=33530.0





So I started a team a while back to make some biome mods starting with the Cave biome. We recently got a new programmer so progress is being made. I figured that I could showcase what we have done and detail what we have planned for and after the cave biome so far and hopefully get more thoughts on what we have done so far.
There should be an attached picture showing some of what we have done biome wise and I shall link to some textures.
http://imgur.com/gallery/bN6TD (http://imgur.com/gallery/bN6TD)
The purpose of this mod is to add more variety in Rimworld and to add new and interesting biomes.
What we have done so far:
We have the biome generating in the world
The biome generates relatively well (not quite how I'd like it but getting there)
We have rivers generating in the biome
We managed to add a mushroom humanoid race to the game (only spawn via dev mode currently)
Mushroom "trees" spawn in the world
We have textured most of the animals and some objects for the biome
We have a new terrain type added
Below is a link to the current progress:
http://www.mediafire.com/file/5pzag6r8nsnpe6g/CaveBiome.zip

What we have planned:
Adding a second race to our roster - troglodyte humans (blind humans that have adapted to the caves)
Finish the generation of the biome (add ravines that let in light, edit the river a bit, have caves fill the biome less, add in ant "hives")
Adding new ruins types (less random empty rooms)
Adding new ore such as fossils, obsidian, and crystal.
Adding in the animals and plants to the biome (Giant snails, giant ants, tiny blind shrimp, Crystal crab, Cave Salamander, Slime Creature, etc)
Adding new plants and fungi (general mushrooms, glowing plants and fungi, giant roots, etc)
Adding the new crops that will grow in darkness to low light (Button Mushrooms, Cave beets, Rock beans, etc)
Remove normal animals from the biome
Adding new events and weather (Earthquakes, bat swarms, fungus spore disease, drilling pirates, etc)
We have more planned for the biome than that but I don't want to give everything away ;)

Other Biomes we have planned:
Tropical island - Island that might spawn with a volcano, tropical plants, fishing, etc.
Sea Floor - Underwater biome, Airlocks, Sea life, Kelp forests, etc.
Riverlands/River Delta - Large River cuts through the map, islands inside the delta may be good for a fortress, fishing, etc.
Mountain Valley - Cold and rocky biome, plenty of stone and minerals but poor soil generally, very windy, etc.
Swamplands/Marsh - Very wet biome, tends to rain, mosquitos can = disease, generally poor soil, marsh terrain makes for hard building, etc.
Volcanic lands - Hot biome with rich ashy soil, Sun can get blocked by ash, lava flows and pools, obsidian, lava rock, sparse plants & animals, etc.

We are always willing to take on new artists and programmers if they are willing to assist as this is going to be a rather large project. Merely message me or post on this thread if you would like to offer assistance.














[attachment deleted by admin due to age]
Title: Re: Biomes! Mod Series
Post by: Draegon on December 17, 2016, 01:45:38 PM
Feel free to post any suggestions or feedback :D
Title: Re: Biomes! Mod Series
Post by: Draegon on December 17, 2016, 01:48:47 PM
And don't forget that we NEED a new programmer that can do the biomes! the ones we have can only do minor stuff like add animals and items.
Title: Re: Biomes! Mod Series
Post by: Inequalitix on December 18, 2016, 05:24:32 PM
Bump. This sounds pretty cool.
Title: Re: Biomes! Mod Series
Post by: Draegon on December 24, 2016, 07:02:09 PM
Added a link to the file of what we have done.
Title: Re: Biomes! Mod Series
Post by: Hydromancerx on December 25, 2016, 01:32:08 AM
(http://www.blueplanetbiomes.org/images/serengeti01.jpg)
Savanna
Have African animals like Giraffes, Lions, Elephants, Rhinos, Zebra, etc.

(http://assets.atlasobscura.com/media/W1siZiIsInVwbG9hZHMvcGxhY2VfaW1hZ2VzL2U2ZTI3NTAzOTM3ODU1OTAwYl8xMDIzNDI4NzA2M18wMjg3NmZhNjdlX2guanBnIl0sWyJwIiwidGh1bWIiLCJ4MzkwPiJdLFsicCIsImNvbnZlcnQiLCItcXVhbGl0eSA5MSAtYXV0by1vcmllbnQiXV0/e6e27503937855900b_10234287063_02876fa67e_h.jpg)
Bamboo Forest
Lots and lots of bamboo. .... And pandas!

(http://www.gannett-cdn.com/-mm-/c75efb58c1249076bea1bc6481805f586d710430/c=46-0-755-533&r=x513&c=680x510/local/-/media/Salem/Salem/2014/03/19//1395261936000-J0-20131028-OUTDOORS-310280043-1.jpg)
Redwood Temperate Rainforest
Tall Redwoods and lots of fog.

(http://assets.inhabitat.com/wp-content/blogs.dir/1/files/2013/11/mangrove-forest.jpg)
Mangrove Forest
Shallow water everywhere with mangroves growing all around.

(https://www.howitworksdaily.com/wp-content/uploads/2012/05/Salt_flat.jpg)
Salt Flats
Nothing but barren salt flats. Nothing can grow here. No mountains either.

https://www.youtube.com/watch?v=g9U0df6KJiA
Exploding Forest
Home to only Boomrats and Boomalope. Even the trees explode!!
Title: Re: Biomes! Mod Series
Post by: Draegon on December 25, 2016, 04:54:55 PM
Some of those suggestions we have thought of, but great suggestions :D
Title: Re: Biomes! Mod Series
Post by: Fluffe on December 25, 2016, 10:11:41 PM
Man this could possibly turn into a biomes o plenty rimworld edition lol
Title: Re: Biomes! Mod Series
Post by: Draegon on December 26, 2016, 06:30:52 PM
Not a bad thing really :D Although our biomes will have new animals too. If we ever get a new programmer that is XD
Title: Re: Biomes! Mod Series
Post by: Tgr on January 03, 2017, 01:56:27 AM
this is extremely dorfy, please keep it up!
Title: Re: Biomes! Mod Series
Post by: Draegon on January 03, 2017, 09:29:36 PM
We certainly intend to! :D
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on January 15, 2017, 03:40:54 PM
We have gotten it working for A16, progress is being made :D
Title: Re: [A16] Biomes! Mod Series
Post by: Lem Wright on January 22, 2017, 08:10:46 AM
Dude, this is fucking dank. I'll give it a shot and see if any bugs/issues crop up.

Or... not? It says the version is 15, yet the thread says A16.
According to Erdelf in the Discord, the version up there isn't the latest one.

Also, it apparently requires the Alien Races Framework, yet that isn't mentioned at all.
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on January 22, 2017, 09:10:12 PM
My apologies, I shall update it momentarily. :D
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on January 22, 2017, 09:37:52 PM
Also it does not appear to need it, I can spawn the mushroom humanoid race just fine. *Shrugs*
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on January 28, 2017, 11:18:27 PM
I have decided to try and recruit a second programmer/coder for the mod. The current one has gotten busier than expected with life and while great is not as experienced as is sometimes necessary. So, if you can program well and are willing to help out please feel free to extend a hand. :D
Title: Re: [A16] Biomes! Mod Series
Post by: HellSinker on February 01, 2017, 01:20:53 AM
I'm a fairly good C# programmer with Unity background, I was actually contemplating making a Biomes mod myself, I do a bit of graphical work also - I'd happily volunteer sometime - but will be doing 3 days a week 10 am - 3 pm at college... Do you have perhaps a discord server we could chat more easily on?
Title: Re: [A16] Biomes! Mod Series
Post by: HellSinker on February 01, 2017, 02:29:00 AM
Its probably going to be mostly a redundant exercise, but I'm going to start work on what I can in the mean time till you give me an okay to work with you guys - don't like sitting round too much...

To try and make it more compatible with what you are doing, I'll try concentrating on just the XML stuff for the time being, when I see what you have already done, I'll worry about expanding XML functionality via an assembly, since doing that now is likely to result in incompatible or poorly fitted code...

Edit: I have added a simple FenLikeSwamp Biome here are some screens....
(http://i.imgur.com/oR8Csyc.jpg)
(http://i.imgur.com/hizOGuQ.jpg)
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 01, 2017, 09:04:39 AM
Sorry for the late reply, you posted on the thread when it was 1 am for me XD
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 07, 2017, 07:35:10 PM
Here's some new textures I've made that will be in the mod that I think you all may enjoy.

[attachment deleted by admin due to age]
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 20, 2017, 04:19:57 PM
I have also done some work on a bat texture. It will be an animated texture so that the bat will look flappy. I've only finished the side view so far but it'll get done eventually :D

[attachment deleted by admin due to age]
Title: Re: [A16] Biomes! Mod Series
Post by: SpaceDorf on February 21, 2017, 12:07:06 PM
Holy Carp that is so beautiful ..

Any relation with Rikiki's Cave Biome or Intentions of Working together ? 
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 21, 2017, 03:46:24 PM
No relation, we offered to work together but did not do so in the end. Ours shall be quite unique
Title: Re: [A16] Biomes! Mod Series
Post by: SpaceDorf on February 21, 2017, 04:04:49 PM
As long you are compatible with the glowing shrooms everything is fine :)
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 21, 2017, 04:07:01 PM
We'll have our own glowing stuff ;)
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 21, 2017, 04:42:28 PM
Some Fungi and moss for you all, the bright blue mushroom will glow as will the moss. The rest do not :P

[attachment deleted by admin due to age]
Title: Re: [A16] Biomes! Mod Series
Post by: Hydromancerx on February 24, 2017, 03:59:04 AM
Wow! Those animals are nice! They should be added to the Community Animal Mod (if it ever gets made).
Title: Re: [A16] Biomes! Mod Series
Post by: Dragoon on February 24, 2017, 03:58:28 PM
Always helps to have more variety!
Title: Re: [A16] Biomes! Mod Series
Post by: Draegon on February 25, 2017, 04:44:12 PM
Hellsinker had things come up and may not be able to work on the mod for a good while so once again we are looking for a good programmer. Feel free to message me or post here if you would like to assist. :D
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Elzephor on March 21, 2017, 02:37:28 AM
Hey, I'm looking to try modding in a biome myself, and I'm looking for some resources to help me get started. Is there any useful info you guys could share to a beginner modder?
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Raccoon on March 21, 2017, 07:44:59 AM
Can i beg for a biome modder here too? need one! (:
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on March 23, 2017, 11:30:41 AM
I know nothing about programming but I can suggest that you get someone that can do the artwork.
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on April 12, 2017, 10:08:19 PM
Still searching for a programmer if anyone is willing to help :D
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on May 22, 2017, 10:50:37 PM
Still searching for a programmer for the mod if anyone is willing to help.
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: kaptain_kavern on May 23, 2017, 06:59:05 AM
Ho I found your topic just after sending you the PM, Draegon.

I will read this a bit to see if and where I can help.




Edit:
If your project is no more difficult than what I was doing in CKAPP with Coercion, then I guess I can be the "programmer that can do the biomes".
I can only do XML modding though but it was enough for modding Biomes back then in A14/A15. Not to mention the new modding possibilities A17 had brought.

Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on June 11, 2017, 02:41:55 PM
Would an admin kindly delete this thread as I have made a new one.
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: AngleWyrm on June 11, 2017, 05:43:31 PM
Another thing to do is post a link to your new thread, both in the first post and as a last post, and then lock the thread.
Title: Re: [A16] Biomes! Mod Series - In Need of a Programmer
Post by: Draegon on June 11, 2017, 10:46:34 PM
New Thread link https://ludeon.com/forums/index.php?topic=33530.0