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RimWorld => Mods => Releases => Topic started by: Draegon on January 20, 2018, 05:13:48 AM

Title: [1.0] Biomes! New Environments to Diversify the World.
Post by: Draegon on January 20, 2018, 05:13:48 AM
(https://i.imgur.com/zDaRjHA.png)
(https://i.imgur.com/5eixUhO.png) (https://i.imgur.com/ycPeCg8.png)
(https://i.imgur.com/0MFr0no.png)
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.

Created By:
Draegon1993
Odeum
Stormblind
Evalynn
Bendgeidfran
Kfish
Lanilor
Luizi
Pullmylever
Proprimegaming


Terra project
Steam: https://steamcommunity.com/workshop/filedetails/?id=1598637926

Biomes! Core
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1288714774
Dropbox: https://www.dropbox.com/s/qcbh4ejbqh2tsto/Biomes2Core.rar?dl=0

Biomes! Caverns
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1275333892
Dropbox: https://www.dropbox.com/s/8z5huce5419afga/Biomes2Caves.rar?dl=0

The REQUIRED mod load order is Terra Project, Biomes! Core, then Biomes! Caverns
This mod requires Terra Project to work!

Feel free to join our discord! https://discord.gg/XwmuDkX

This will be the initial release of the mod for 1.0 and will only include the Cavern biome content. We will progressively tweak and add more to the biome until we deem it finished.

Please note that we are intending to switch to B19 Terra due to it being far less buggy and only adding the new biomes!

Known Compatability


Known Incompatability


Animals:

Plants and Fungi:
Note:
New Ore:

New Items:

Future updates planned for the Caverns biome.
Future Biomes Planned

Island/Archipelago Plans

Volcanic Wasteland

Ocean Floor Plans
Credits:
Jecrell for his creating of the superb mod logo!

Permissions
Feel free to use this mod in a mod pack!

We're currently recruiting C# programmers, XML programmers, and Artists! If you would like to join the team shoot one of us a message on the discord!
Title: Re: Biomes! New Environments to Diversify the World.
Post by: wwWraith on January 20, 2018, 05:45:21 AM
Oh, looks like I have to start a new colony once again...  ;D

Will it use any defs from Arachnophobia if it's installed or just add new ones anyway (e.g. spiders base, arachnid meat)? And will vampires (from the Vampires mod :) ) be active regardless of daytime as there are no sun?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Shotgunfrenzy on January 20, 2018, 06:06:10 AM
Been waiting forever for this release, thank you guys so much, I expect great things :0
Title: Re: Biomes! New Environments to Diversify the World.
Post by: RyanRim on January 20, 2018, 06:43:25 AM
Looks great, new creatures are always nice. Is it safe to add mid-game?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: wwWraith on January 20, 2018, 11:17:04 AM
MapReroll (https://ludeon.com/forums/index.php?topic=18073) doesn't work with Caverns (just sticks on "Generating previews..." without effect or debug messages).
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 20, 2018, 11:41:51 AM
Quote from: RyanRim on January 20, 2018, 06:43:25 AM
Looks great, new creatures are always nice. Is it safe to add mid-game?

I'm not sure, but since it adds a new biome I doubt you'd be able to get much out of it without a new save.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 20, 2018, 11:47:26 AM
Quote from: wwWraith on January 20, 2018, 05:45:21 AM
Oh, looks like I have to start a new colony once again...  ;D

Will it use any defs from Arachnophobia if it's installed or just add new ones anyway (e.g. spiders base, arachnid meat)? And will vampires (from the Vampires mod :) ) be active regardless of daytime as there are no sun?

We used some code from Arachnophobia if I remember correctly but no defs. We're trying to limit dependencies. As for the vampires, they will still have their normal cycle in the biome unless Jecrell changes something on his end. You won't have to worry about the sun though, unless you have them stand in one of the rare unroofed spots.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 20, 2018, 06:12:49 PM
Changelog:
Skulltop Spore flee distance was increased, helps prevent animals from wandering back in.
Planter Box can be made with fungal logs now.
Buildings made of fungal logs have a custom color now.
Fungal Log recipes were fixed.
Biome roof gen was fixed.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 20, 2018, 09:36:35 PM
Added the ability to use fungal logs for various wood based production tables.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 21, 2018, 12:29:46 PM
Changelog:
Fixed Vampire Bat bug
Fixed Roof generation
Fixed Hugslib bug
Increased Mushroom Cluster amounts
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Harry_Dicks on January 21, 2018, 07:48:08 PM
Holy shit this looks fucking AWESOME!!!
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 21, 2018, 08:40:25 PM
Quote from: Harry_Dicks on January 21, 2018, 07:48:08 PM
Holy shit this looks fucking AWESOME!!!
Why thank you, we worked very hard on it.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: wwWraith on January 22, 2018, 04:09:11 AM
Pathfinding makes it a hell establishing a colony near a big lake. Pawns often try to swim through deep water rather then go by coast or bridges. PathAvoid (https://ludeon.com/forums/index.php?topic=33027) helps a little but not enough. I'm afraid of eventually find someone dying from starvation in the middle of that lake while trying to cross it for the food. Though there's not much can be done before RimWorld pathfinding will receive some real improvements.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 22, 2018, 03:43:35 PM
Quote from: wwWraith on January 22, 2018, 04:09:11 AM
Pathfinding makes it a hell establishing a colony near a big lake. Pawns often try to swim through deep water rather then go by coast or bridges. PathAvoid (https://ludeon.com/forums/index.php?topic=33027) helps a little but not enough. I'm afraid of eventually find someone dying from starvation in the middle of that lake while trying to cross it for the food. Though there's not much can be done before RimWorld pathfinding will receive some real improvements.
Yeah, Rimworld pathing is a bit wonky at times, it seems to go by total distance rather than by the walk speed along the way. Not sure if we can improve this.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: blizzardwolf420 on January 26, 2018, 12:42:19 PM
so im having a bit of a problem with the biomes , half the time when i generate the map ill get some cave animals and no mushrooms or water in any of the caves leading to the death of every animal in the map with no new ones spawning. Plus with no way to grow food or get wood for the planters in time my colony starves to death. any idea what could be causeing this?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 26, 2018, 04:33:19 PM
Quote from: blizzardwolf420 on January 26, 2018, 12:42:19 PM
so im having a bit of a problem with the biomes , half the time when i generate the map ill get some cave animals and no mushrooms or water in any of the caves leading to the death of every animal in the map with no new ones spawning. Plus with no way to grow food or get wood for the planters in time my colony starves to death. any idea what could be causeing this?
I'm not sure what would be causing that unfortunately but the latest update that I am about to post has increased vegetation.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 26, 2018, 04:41:23 PM
Changelog:
Tweaked vegetation amount, there should be lots more mushrooms now. It's a lot visually but their spawn/reproduction speed still needs tweaked. Decreased Spider spawning by a lot.
Made Biome color darker on the world map.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Sleeeper on January 27, 2018, 10:57:10 AM
This mod replaces Impassable plots with Caverns. I would suggest to not replace them but to add new biome tiles instead (maybe they could be near each other), because there is another mod (https://ludeon.com/forums/index.php?topic=31379.0) that adds map generation to Impassable terrain (which I like a lot) and this mod makes that one useless. And it's nice to have both stuff at once!
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Harry_Dicks on January 27, 2018, 11:15:20 AM
Quote from: Sleeeper on January 27, 2018, 10:57:10 AM
This mod replaces Impassable plots with Caverns. I would suggest to not replace them but to add new biome tiles instead (maybe they could be near each other), because there is another mod (https://ludeon.com/forums/index.php?topic=31379.0) that adds map generation to Impassable terrain (which I like a lot) and this mod makes that one useless. And it's nice to have both stuff at once!

I'm personally okay with them replacing impassable. Side note - maybe recommend using the mod Caravan Options with this, as it will let you change the movement speed on world map for whatever tiles you want.

I had a question, though. Have you guys tried this with RF - Configurable Maps? I ask because there is a "mountain" slider that you can change in the mod settings for that, and it works on all terrain types, small hills, mountains, etc. For example if you have it cranked way up and select large hills, it can make a cool canyon/valley looking map. I was wondering if anyone had any experience with this though before I checked it out. If I get to it later today, I will report back the findings. I would think the author had a sort of "idea" of how much "mountain" and open space/cavern area is supposed to occupy this biome. As there is only one type of cavern, but I am playing with a setting that also has variable terrain type, so I would not play on a mountain map with the slider as high as I have it now, but I would large hills.

EDIT: Does this mod make deep water passable? I could have sworn it wasn't before, but now it says 4% movespeed or something. When the map first starts, some of the mushrooms in the cavern die from the crystal glowing haha. How well does the cavern do supporting X amount of animals without grass for them to feed on? Should the mushrooms have their nutrition turned up even more to compensate for this? Maybe there could be a "moss" floor that acts like grass, so we could maybe have a few more grazing spots, without it looking too much like grass and fitting the cave aesthetic?

EDIT2: Even with Stuffed Floors turned off, all of the 50% fertility soil is still white.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Sarge on January 27, 2018, 05:40:13 PM
Ah, someone to appeal to for my Savannah biome (https://ludeon.com/forums/index.php?topic=38126.msg390559#msg390559) request.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Harry_Dicks on January 28, 2018, 12:09:23 PM
The mushroom trees do not show up on the forestry tab for Fluffy's Colony Manager.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 28, 2018, 02:24:54 PM
Hairy Dicks, it might be worth us looking into regarding the configurable maps. The mod does make deep water passable since we have semi-aquatic animals. We upped the amount of Mushroom Clusters on the map in a recent update since they are the grass analog for the biome. It's not quite how we want it yet since Swenzi's computer is being fixed atm but we'll be making it better. We're hoping to make them spawn about as fast as they are eaten and grow quite fast too.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 28, 2018, 02:25:34 PM
Sarge, we were actually thinking of making a Savannah biome :D
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Harry_Dicks on January 28, 2018, 03:31:24 PM
Quote from: Draegon on January 28, 2018, 02:24:54 PM
Hairy Dicks,

It's Harry Dicks, please. My first and middle names are actually Harrison Richard, so the name is Harry Dicks. Otherwise you are saying I have a hairy dick ;) And no, my parents did not realize this when naming me. I did not realize this myself until I was in my mid twenties...

Quote from: Draegon on January 28, 2018, 02:24:54 PM
it might be worth us looking into regarding the configurable maps. The mod does make deep water passable since we have semi-aquatic animals. We upped the amount of Mushroom Clusters on the map in a recent update since they are the grass analog for the biome. It's not quite how we want it yet since Swenzi's computer is being fixed atm but we'll be making it better. We're hoping to make them spawn about as fast as they are eaten and grow quite fast too.

Thank you for this reply. Do you guys have a Discord channel setup for this? If not, maybe you should :)

About the water becoming passable, this is not preferable to me, and I believe you should mention this in the mod info because this will affect deep water in every biome, correct? I will use deep water for my mountain bases so that I can have a large ventilated indoor/outdoor industrial patio area for my colony wide air conditioning and heating systems. I will have a deep water barriers in certain parts, so these areas become technically "outdoors" according to the game so that there are no air/temperature restraints on them, but I will have them sealed off with deep water so that this area is actually inaccessible unless you come through the mountain, so that raiders cannot use this area as a secondary/backroom access. Maybe just let the animals in your biomes use shallow water? In my fantasy colony in your cavern biome, I will have certain areas that will be like a small archipelago of baby islands surrounded by deep water that I will chain together using bridges, for some beautiful cave lakes/ponds and ritual aesthetics for my cult. Maybe our sermons will be held in a small church on this special island in my cave lake, how freaking cool is that? ;)

Also I saw in the OP you said that Stuffed Floors makes all of the 50% fertility soil all white. Well I had turned it off and my soil was still all white. I'm not sure if it was another mod or anything, or maybe I needed to clear out my mods' config files (same place as ModsConfig.xml) so I am not sure. One thing I also use is cuproPanda's More Stones, which adds 10 stone types and recolors some of the vanilla stone colors. It does make the natural marble floor (that you see under mountains, can't remember the name of it) very white looking, much more than vanilla, and the way your floors looked in the cavern reminded me of it, and I thought that might have been recoloring them. Sorry but I did not get around to turning that mod off to see if it was the culprit. But I never had actual brown cavern floors, except where it was just plain regular "soil" that would be around the edge of water.

I want to say there was an issue also with Fluffy's Colony Manager. I didn't spend too much time with it, but I believe when I had the Forestry tab open, it is supposed to list all the kinds of trees that you can harvest in your map. And since there are all these custom mushroom trees in the cave, none of them appeared on this list. I do not remember checking the animals though to see if they were all properly on there, but I think they were.

Also, the way that the crystal veins look, it is not too well if I am being honest :'( cupro has a beautiful texture he uses now for his glowstone that is similar to what you guys are going for with your crystal. What all can you make out of crystal, any weapons or benches or anything? I did not get far enough to where I mined it and played around with it. Both the crystal and glowstone veins both would glow, and the color was different, but they are also quite similar in that I was never sure which it was unless I zoomed in to click on it or see the texture of the vein. I'm not sure if it is possible, or what the scope of your plans for it are, but it would be freaking awesome if you could have crystals that you could "infuse" to different colors, and make things from them - while only having 1 kind of master crystal that you mine, to prevent ore bloat. A red crystal sword, and purple crystal armor. Holy moly if that could glow that specific crystals color... *drool*

Finally, I am very impressed with your mod. You guys already have me fantasizing about an awesome colony that has small buildings and room spaced out throughout the cave complex in these awesome winding and elaborate connected tunnel networks. I also thought it was cool how everything still said it was "outdoors" but had the overhead mountain everywhere. It really gives the feeling of being in a cave, and this mod had me completely immersed in feeling like we were inside of a huge cavern. With that, props to you guys! I think this mod is fantastic so far and I can't wait to see the polish you guys put on it, and what you have for us next. If it is anything like what we have already seen, then I am certain that the whole community is in for a fantastic treat! ;)

EDIT: Also, and I forgot to check this, but did you guys change the maximum distance a roof support needs to be for a roof/mountain overhead? I ask because I am not sure if I saw any areas that were larger than 12x12 in the caverns I looked at. But since the overhead mountain is virtually everywhere it made me wonder and I had to ask. For anyone who doesn't know, you are allowed 6 cells from a wall for a roof, so at most you can have 12 cells between two walls, and of course can stretch one side out to have for example a 20x12 room.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 28, 2018, 06:03:02 PM
We can discuss this stuff more in the discord. I set up our team discord to have team only channels now and a public channel. I'll set up more public channels soon. https://discord.gg/85p6vc5
Title: Re: Biomes! New Environments to Diversify the World.
Post by: SzQ on January 28, 2018, 06:50:14 PM
Great mod i hope it will grow. Hairy got important point about passability of water.
Got one simple idea to spare.
Impasable tile: Crack in earth
Could generate useful things like heat or spiders or gas or scrap-heap for useless things and colonists.
(http://www.yourdictionary.com/images/definitions/lg/12115.crack.jpg)

Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on January 31, 2018, 12:57:40 PM
We've hit 10k subscribers on steam so I'm posting the link to the poll to see which biome would be the most popular next release after the Caverns are finished! http://www.strawpoll.me/14931859/r
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on February 04, 2018, 01:24:24 PM
Changelog:
Balanced Vegetation more
Added new mushroom crops
Fixed new mushrooms requiring light
Tweaked Spider texture position
Sea Caverns! Cavern biomes along the shore will generate a coastline.
Added a new animal and a glowing water plant for sea caverns.
Added A Dog Said compatability.
Added a bunch of new sounds!
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Kori on March 01, 2018, 08:33:36 AM
Are you going to make Biomes! compatible with Combat Extended in the future? That would be amazing!  :o
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on March 06, 2018, 02:21:23 PM
Quote from: Kori on March 01, 2018, 08:33:36 AM
Are you going to make Biomes! compatible with Combat Extended in the future? That would be amazing!  :o
We might :D
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on March 11, 2018, 12:23:56 PM
Changelog:
Fixed Vegetation not growing reproducing
Fixed coal usage
Fixed Mushroom tree spawning
Fixed Mole Claw coloration
Fixed Glowing Kelp no reproducing
Fixed animals not eating Kessinger mushrooms
Changed growth speed for the new crops
Changed Glowstool grow time form 9 days to 6
Added stack texture to crystal shards
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Harry_Dicks on March 11, 2018, 07:23:01 PM
Nice update! Thank you. :)

Just curious, but when using this mod in addition to my regular mod list (around 120ish) and loading a (cavern) map it takes considerably longer to load than normal. It also seems to be affecting performance as well, or at least it feels like this mod does more so than others. Has anyone else had any experience/issues with caverns, or comments on it?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Kagari_Izuriha on April 29, 2018, 12:52:47 AM
Hey just downloaded the mod, been wanting a underground biome to have a colony in ^^

Though theres a consitant issue for me, whenever it generates large areas of space and I mine any block connected to that space theres massive collapses. Would it be possible to have wall support increased or just collapses disabled on cavern maps?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Canute on April 29, 2018, 03:03:57 AM
I don't think you can disable the collapse thing.
You should build simple doors each 10 tiles, and set them to force open.
Doors act as support and when they are open you even can walk through or store items there.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on May 04, 2018, 01:26:57 PM
Quote from: Kagari_Izuriha on April 29, 2018, 12:52:47 AM
Hey just downloaded the mod, been wanting a underground biome to have a colony in ^^

Though theres a consitant issue for me, whenever it generates large areas of space and I mine any block connected to that space theres massive collapses. Would it be possible to have wall support increased or just collapses disabled on cavern maps?

As far as I know there's no way to change that, but building supports every 7 tiles or so works well for preventing collapses. :D
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Umbreon117 on May 04, 2018, 02:36:12 PM
Quote from: Draegon on May 04, 2018, 01:26:57 PM
Quote from: Kagari_Izuriha on April 29, 2018, 12:52:47 AM
Hey just downloaded the mod, been wanting a underground biome to have a colony in ^^

Though theres a consitant issue for me, whenever it generates large areas of space and I mine any block connected to that space theres massive collapses. Would it be possible to have wall support increased or just collapses disabled on cavern maps?

As far as I know there's no way to change that, but building supports every 7 tiles or so works well for preventing collapses. :D
I think Kagari's problem is when the map generates. Haven't played with this mod before though.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: TA1980 on May 20, 2018, 07:02:32 AM
Dear modteam,

could you please include a patch for Combat Extended (for the added animals / weapons)?

Regards
Title: Re: Biomes! New Environments to Diversify the World.
Post by: CrazyMalk on May 21, 2018, 06:44:02 PM
Okay, so... This might be incompatible with custom races. My bonobo from the Rimworld of the Apes mod does not move while in the biome. It just stays there, "standing".

Edit: nevermind, for some reason it started working after I built a horseshoes pin.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on May 22, 2018, 10:22:14 PM
Quote from: CrazyMalk on May 21, 2018, 06:44:02 PM
Okay, so... This might be incompatible with custom races. My bonobo from the Rimworld of the Apes mod does not move while in the biome. It just stays there, "standing".

Edit: nevermind, for some reason it started working after I built a horseshoes pin.

That is so weird XD
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on May 22, 2018, 10:22:54 PM
Quote from: TA1980 on May 20, 2018, 07:02:32 AM
Dear modteam,

could you please include a patch for Combat Extended (for the added animals / weapons)?

Regards

Once all the stuff for the caverns biome is in the mod, we may consider it. :)
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on May 28, 2018, 06:13:00 PM
Updated!
Changelog:
Improved Vegetation growth, (Note that it is not perfect yet but it's loads better).
Crystal floors now have beauty.
Drills now require crystal shards rather than chunks.
Changed how often raiders spawn with mole claws.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Juni on June 01, 2018, 11:31:43 PM
Hey, I started work on an Ocean Biome mod before I realised you guys already had this in the works. I am thinking of either making my mod compatible with yours, or maybe we can work together once I finish my alpha version and have something that works? My mod primarily deals with making Oceans and Deep Water passible, adding Ships which are much faster over water than sea animals, which in turn are much faster than humans. I am still working on caravan compatibility issues, ensuring NPCs are all ocean friendly, specialist sea/air vehicle abilities and have plans for simplifying terraforming deep water.  https://ludeon.com/forums/index.php?topic=41633.0
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on June 04, 2018, 12:11:41 PM
Quote from: Juni on June 01, 2018, 11:31:43 PM
Hey, I started work on an Ocean Biome mod before I realised you guys already had this in the works. I am thinking of either making my mod compatible with yours, or maybe we can work together once I finish my alpha version and have something that works? My mod primarily deals with making Oceans and Deep Water passible, adding Ships which are much faster over water than sea animals, which in turn are much faster than humans. I am still working on caravan compatibility issues, ensuring NPCs are all ocean friendly, specialist sea/air vehicle abilities and have plans for simplifying terraforming deep water.  https://ludeon.com/forums/index.php?topic=41633.0

Working together would be great! Feel free to join our discord so we can chat there, it'll be much easier and much faster to chat there :D

Invite to our discord      https://discord.gg/85p6vc5
Title: Re: Biomes! New Environments to Diversify the World.
Post by: NAIOHUENNEYSHY on June 10, 2018, 05:05:59 AM
Hello, a want to raise a question about coal. Can you make compatible with Hardcore SK and Medieval or something? I think I'm not the one who has this problem. You mod is beautiful, but coal is killing desire to play. Thank you in advance!
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Canute on June 10, 2018, 05:24:05 AM
NAIOHUENNEYSHY,
basicly you shouldn't add this kind of mod to HCSK.
You should ask the HCSK team to include the mod to their modpack.
Don't forget the HCSK modpack is very unique.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: ptx on June 11, 2018, 06:12:57 AM
CE patch, well almost...  ::)

All of the animals, apparels, weapons, fungi log patched.

Note: the grenade kinda don't work. It still uses vanilla behaviour instead of CE hand grenades. You could still use it like vanilla grenade though. If an enemy carries one, shoot that grenadier first.
Melee weapons work fine. CE offers a lot of grenades anyway.

How to: Put it inside any CE patch folder, or inside CombatExtended/Patches.
Load order: ModCheck > ..... > Biomes > CE > CE patch.
Uses ModCheck mod to speed up patching, a lot of mods are already using ModCheck.

Suggestions for Mod maker:
Mole Claws should have leathery option,
I think CE currently doesn't have flamethrowers, so an acid squirter wouldn't be possible. Acid bullet is always possible.

[attachment deleted due to age]
Title: Re: Biomes! New Environments to Diversify the World.
Post by: cm97878 on June 12, 2018, 02:24:01 PM
The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?
Title: Re: Biomes! New Environments to Diversify the World.
Post by: BlackSmokeDMax on June 12, 2018, 02:42:47 PM
Quote from: cm97878 on June 12, 2018, 02:24:01 PM
The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?

Perhaps that helps pawns with a much lower skill get a bigger boost, so that they will get near the 100% cap.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: cm97878 on June 12, 2018, 03:24:15 PM
Quote from: BlackSmokeDMax on June 12, 2018, 02:42:47 PM
Perhaps that helps pawns with a much lower skill get a bigger boost, so that they will get near the 100% cap.
That is a good point. Originally, I had a mod that removed the cap, and I got used to playing with my miners having that absurd increase, haha. I'm kinda wondering how I'd go about removing that cap myself now, as I got rid of the mod that did it.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on June 12, 2018, 04:08:07 PM
Quote from: cm97878 on June 12, 2018, 02:24:01 PM
The hand drill adds +150% mining yield, but the cap is 100%. Is this intentional, or is this drill supposed to increase it past the cap?

It was meant to increase past the cap. Thank you for mentioning it :D
Title: Re: Biomes! New Environments to Diversify the World.
Post by: cm97878 on June 12, 2018, 04:15:11 PM
Oh, it was? Awesome, it's.. honestly a relief I won't have to raise the cap myself, haha... I have no clue how to.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: ptx on June 13, 2018, 09:54:26 AM
Quote from: ptx on June 11, 2018, 06:12:57 AM
I think CE currently doesn't have flamethrowers, so an acid squirter wouldn't be possible. Acid bullet is always possible.

CE auto grenade launchers, with its projectile changed into fire/acid, rapid fire, ground attack, incendiary, so in theory it should be possible.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: cm97878 on June 13, 2018, 09:37:33 PM
Any ETA on the update that fixes mining yields, Draegon? No rush at all, just curious if I should wait for the patch or just play without it. (Alternatively, how hard would it be to patch it myself? I've tried looking up a bit how to do that, but I couldn't find anything.)
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on June 14, 2018, 08:49:49 PM
Quote from: cm97878 on June 13, 2018, 09:37:33 PM
Any ETA on the update that fixes mining yields, Draegon? No rush at all, just curious if I should wait for the patch or just play without it. (Alternatively, how hard would it be to patch it myself? I've tried looking up a bit how to do that, but I couldn't find anything.)
Our coders are currently working on an overhaul of sorts so that might come after. Idk how hard it would be to patch it yourself though :/
Title: Re: Biomes! New Environments to Diversify the World.
Post by: TheAndu on June 20, 2018, 08:12:30 AM
The discord link is dead, just thought I'd inform you.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on June 21, 2018, 09:05:50 PM
Quote from: TheAndu on June 20, 2018, 08:12:30 AM
The discord link is dead, just thought I'd inform you.
Thank you for telling me, I have fixed it. :D
Title: Re: Biomes! New Environments to Diversify the World.
Post by: dkurage on August 20, 2018, 04:25:21 AM
I noticed I'm getting this error:

QuoteFailed to find Verse.ThingDef named Stalagmite1. There are 1384 defs of this type loaded.
Verse.Log:Error(String)
Verse.DefDatabase`1:GetNamed(String, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String, Object[])
Verse.GenDefDatabase:GetDef(Type, String, Boolean)
RimWorld.DefOfHelper:BindDefsFor(Type)
RimWorld.DefOfHelper:RebindAllDefOfs(Boolean)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

I've been ignoring it for the most part, since everything works fine still as far as I can tell.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: bigheadzach on August 20, 2018, 10:17:24 AM
Presumably this is for B18? I had to look in the About.xml to make sure.
Title: Re: Biomes! New Environments to Diversify the World.
Post by: Draegon on August 20, 2018, 05:20:50 PM
No idea what that error is to be honest.

And yes the mod is for B18
Title: Re: [B18] Biomes! New Environments to Diversify the World.
Post by: Draegon on September 13, 2018, 01:51:10 PM
Soggy is back and we'll slowly be working on updating to B19! :D
Title: Re: [B18] Biomes! New Environments to Diversify the World.
Post by: Draegon on October 23, 2018, 02:01:56 PM
The mod shall soon be for 1.0 everyone! We're just waiting on Lanilor's Terra Core to be updated as well. Terra Core will basically become the new Biomes! core mod :D
Title: Re: [Soon to be 1.0!] Biomes! New Environments to Diversify the World.
Post by: Draegon on February 18, 2019, 01:11:27 AM
Turns out our C# programmer is going to be busy for a few months, so we're looking for another C# programmer! Whether it is for until they get back or even after as well, we'll be glad to have you :D