Biomes! Mod Series
The intention of the mod is to make the world of Rimworld more varied and interesting, This mod will add multiple new Biomes to the world along with the plants and animals to populate them. A few Biomes have been planned out so far but suggestions are always welcome.
Current Planned Biomes
- Caves
- Islands/Archipealgo
- Volcanic Wastelands
- Ocean Floor
Cave Biome ProgressA sample of some completed textures http://imgur.com/gallery/bN6TD
- The Biome generates in world
- The Biome generates caverns super well
- Mushroom "trees" spawn
- All textures for the base release are finished
- A new terrain type was added
- Two new ores spawn!
- Stalagmites are spawning
- You can grow glowstool now!
Link to current progress http://www.mediafire.com/file/hnxwi4m0e6iezb4/Bugs%20Update.zip
Cave Biome PlansInitial Plans
- New animals and remove most vanilla ones from the biome (Giant snails, Giant spider, Crystal Crab, Cave Salamander
- New plants and fungi (Tiny Mushroom Patches, glowing mushrooms, glowing moss, Giant roots
- Some initial crops, Cave beets, mushrooms, beans
- New ore types, coal & crystal
Future Plans
- Troglodytes (Blind Cave Dwelling Humans)
- New events (Earthquakes, bat swarms, fungal spore disease)
- New ruins (more interesting than just an empty box or a box full of death)
- Fossil ore & pieced together fossils
- Ravines (lengths of space open to the sky)
- Giant ant nests
- Mushroom Humanoid Race & Blind Cave Dwellers
- Various other tidbits that I don't want to reveal yet
Island/Archipelago Plans
- Bits of land surrounded by water. One lone piece of land with small pieces around it or multiple small or multiple of various sizes
- Potentially Volcanic Islands
- Hot Springs
- Shipwrecks
- Scuba/Snorkel gear
- Coral resource
- Tides (Potentially on coasts as well)
- Carnivorous plants
- Citrus crop
- New animals
- Sea Pirates
- Ship based travel?
Volcanic Wasteland
- Rivers of Lava, lava pools, cooling lava terrain, etc
- High Temperature
- Fertile ashy soil
- Ash cloud event (partially blocks out the sun)
- Obsidian
- Burned Trees
Ocean Floor Plans
- Underwater
- New Ruins
- Kelp Forests
- Volcanic vents
- Sunken Ships
- Tanks of Air for use outside of the base
- Various plants and animals
- Gear for underwater use
- New turrets and other security
We are in need of a C# and potentially an XML programmer for some of the work so feel free to send me a message or post on here if you'd like to assist. Perfectly willing to take on artists or idea people as well if you can help in that way. Feel free to post any interesting ideas you might like!
(https://s-media-cache-ak0.pinimg.com/originals/5f/52/7a/5f527a13ed723604ae22316077dbd3b1.jpg) | Those fossils in the walls got me wondering what that's about |
After Dancing and Chanting YES YES GCS !
Posting to Follow.
Then some suggestions ..
not content wise but cooperation wise :)
Kaptain_Kavern and Coercion made the Jungle Biome Mod, there could be good sources for Island/Archipelago Stuff ( also you should change the textcolor on that one, dark blue on black is really hard to read )
Also dburgdorf's configurable maps has a new feature to control water levels on the maps that could be interesting to you.
Rikiki got the glowy mushroom stuff down .. but you allready know that from the last thread.
Greep got the Armok Mod ( which sounds like a huge overlap in features :-D ) and allready got magma and obsidian in ..
Kaptain Kavern will be assisting actually so I will be able to use some of the stuff from the jungle mod. And I believe dburgdorf is Rainbeau on steam and I know them to some degree luckily. I'll have to look up the Armok mod for sure!
Yup, Rainbeau and dburgdorf are the same user.
Yeah, I use their bridges mod. One of my favorite QoL mods. I'll have to see if they allow the use of it for the biomes mods.
Quote from: SpaceDorf on June 12, 2017, 11:46:16 AMYup, Rainbeau and dburgdorf are the same user.
How dare you imply that I am me? We are me and I am we! I am he, as you are he, as you are me. And we are all together! Goo goo g'joob!
Quote from: dburgdorf on June 12, 2017, 01:47:00 PM
Quote from: SpaceDorf on June 12, 2017, 11:46:16 AMYup, Rainbeau and dburgdorf are the same user.
How dare you imply that I am me? We are me and I am we! I am he, as you are he, as you are me. And we are all together! Goo goo g'joob!
the voices told me ..
Cool idea, hope you find a C#/.xml coder. Can't wait to see the first release.
Why the removal of rivers from caves? Subterranean rivers sounds pretty cool to me. Plus they seem like a good way to explain tunnel formation, as many caves are formed from water erosion. (I just want to see underground rivers ;D)
Quote from: Slimy_Slider on June 15, 2017, 11:12:58 PM
Why the removal of rivers from caves? Subterranean rivers sounds pretty cool to me. Plus they seem like a good way to explain tunnel formation, as many caves are formed from water erosion. (I just want to see underground rivers ;D)
We're removing them because the game has rivers generate in A17. I don't want the vanilla rivers to mess up the map if we have mod ones too. And from what I understand rivers will generate properly once the caves are working since they don't remove roofs.
So you'll get underground rivers sometimes but not all the time :D
Sulusdacor (https://ludeon.com/forums/index.php?topic=26276.msg265726#msg265726) has been working on an ocean biome for quite some time now, but he hasn't released it yet, maybe you 2 can collaborate on that?
Quote from: faltonico on June 22, 2017, 11:58:46 AM
Sulusdacor (https://ludeon.com/forums/index.php?topic=26276.msg265726#msg265726) has been working on an ocean biome for quite some time now, but he hasn't released it yet, maybe you 2 can collaborate on that?
I'll have to shoot them a message :D
This work looks extremely good. I really hope you manage to finish it soon.
Good luck!
Ok! So neither Kaptain Kavern nor Xanneth our programmer have been around in over a month and there has been zero word from them so we need a programmer again. If anyone is willing to assist that would be great! We need someone for C#
KaptainKavern is around again, maybe you should write him a PM ?
Right, I'm there buddy... It's just the Discord thingy ... I just can't bear with something like that without burning out about 10 to 20min with all the actions.
If we can manage to work from here and/or github (or something similar) I bet I could prove myself useful for once :p
Also as my time is already limited for my own projects, I would appreciate direct and precise (as opposite to being to vague for my poor understanding skills :p ) directives.
sorry again :-s
Sent you a PM Kaptain :D
Ah, sadly its not a17? I would use it if it was. Anyways, its good work.
The a16 stuff was kind of a mess programming wise since we had like 3 different people that ended up putting stuff into it and we hadn't gotten very far so Swenzi is gonna just start from scratch :D
it's alive !
Just wanted to say that Swenzi has been hard at work and we're close to a base release for the Cave Biome!
*Quietly excited*
CAVE BIOME! Excitement... Brewing... Infestations... OVERWHELMING!!!
If you can't tell I'm excited to see this.
Progress Report: A few animals have been added! We're getting ever closer to a base release!
(https://i.imgur.com/MKxoLC7.png)
Hello, posting some textures I have done for Draegon because he said it was okay.
(ehem shameless self promotion) Unfortunately I cannot stick around to help with fungus armors, but there are plenty of talented texture artists out there that I am sure will be able to help!
I gotta get back to my farm before I get eaten by all these giant bugs. Was fun working with you Draegon, cheers!
You've got a lot of potential here, and I feel a little bad that I have no talent to lend. I'll be interested in seeing this through for some of the more fantastical biomes.
Quote from: Call me Arty on January 10, 2018, 04:11:14 PM
You've got a lot of potential here, and I feel a little bad that I have no talent to lend. I'll be interested in seeing this through for some of the more fantastical biomes.
Don't feel bad, we can always use idea people or beta testers :D
We are now days away from an initial release! It's come down to balancing and adding the last few textures. :D
Quote from: Draegon on January 11, 2018, 12:20:43 AM
We are now days away from an initial release! It's come down to balancing and adding the last few textures. :D
Is the initial release just the Caves, since it's the only biome marked with "progress" on it, or will others be included?
Quote from: Call me Arty on January 11, 2018, 03:40:12 PM
Quote from: Draegon on January 11, 2018, 12:20:43 AM
We are now days away from an initial release! It's come down to balancing and adding the last few textures. :D
Is the initial release just the Caves, since it's the only biome marked with "progress" on it, or will others be included?
Just the cave biome, we're doing the biomes one at a time.
Well good to know I have to start over in a few days.
Oh man, I'm excited! ;D
WE. HAVE. A. RELEASE!
https://ludeon.com/forums/index.php?topic=38312.msg393008#msg393008
Hi! I am in love with mod. Specially with the Vampire mod, I can finally make them roam free and not having to worry about them burning up in the sun. But there's one issue tho... The game makes some pawns disappear. First, it was a hauler bot. I thought the one at fault was the "Misc. Robot++" mod. But then I created a new game and it happened again. But instead of a bot disappearing, my colonist went poof! This is when it caught up to me that maybe this mod is the problem. Oh and btw! I noticed that when this occurs, the HUD vanishes and when you save, only the small rectangle appears but no text inside. But this happens only when your screen is on a specific area, I dont know how or why this occurs: see debug2. Please fix this :( I love this mod and I would definitely love it more if you could fix this issue! Thank you! (The red text just kept repeating over and over again so I didn't screenshot everything: see debug.jpg)
[attachment deleted due to age]
That is really bizarre DarkSpheres, maybe it's a mod conflict? I've never heard of that happening before. But thank you for reporting it nonetheless, we'll check it out.
Dear mod team,
nice work! Would you mind making your mod compatible to Combat Extended?
Regards!