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Topics - Draegon

#1
Releases / [1.3] Biomes! Prehistoric
September 11, 2022, 01:00:30 AM



Biomes! Prehistoric brings to life a plethora of prehistoric plants and animals, with over 60 different species of prehistoric creature, we fill each and every biome with new plants and animals, even more with Biomes! Islands! Each and every vanilla biome has been given an overhaul of new life.

While realism is the general goal for much of the creature art in this mod, some liberties are taken on a few for the sake of the "Rule of cool."

The rapid and unexpected re-terraforming of the Rimworld was nearly catastrophic for its various humanoid denizens, but its aftermath came with even more surprises. Gone were the majority of the species to which they had grown accustomed, instead they came to soon encounter many new species that had been extinct for many millennia back on Earth, brought back to life by the will and whim of an unfathomable Archotech.

This mod is safe to add mid-game.

And yes, we are more or less taking over for Dinosauria! Check out their steam page for a fun surprise!

Prehistoric Gallery: https://imgur.com/a/b6Menvw

Steam Links:
Biomes! Core
Biomes! Islands
Biomes! Prehistoric

Github Links:
Biomes! Core
Biomes! Islands
Biomes! Prehistoric



  • Over 50 new land animals
  • Over 10 new aquatic animals
  • 4 new Pterosaurs
  • Over 80 new prehistoric plants
  • A full soundtrack of prehistoric-themed music by Dendroid!!
  • Multiple dinos can be used as pack animals
  • Most dinos can be trained to various capacities
  • All dinos lay eggs, with Compies able to lay unfertilized eggs
  • All three types of raptor can be sheared for Proto-Feathers, a type of "wool"
  • Some dinos give special trophy items when butchered, such as the T-rex
  • Baby dinos can spawn in the wild
  • Some dinos pack-hunt. (This includes your poor innocent colonists)
  • Some dinos are piscivores and will eat fish from water tiles (They will hunt normally when they cannot access water)


3 mod options to customize your prehistoric content:
  • Animals Only: Adds Dinos but NOT plants to the world
  • Animals and Plants: Adds Dinos and Prehistoric plants to the world
  • Prehistoric World: Makes ONLY prehistoric plants and animals spawn in the wild.
Even more content is planned for post-release updates as well, with our first big focus being more aquatic life!

Mods to use alongside Biomes! Prehistoric:
Biomes! Islands

Our other Mods
Biomes! Islands
Biomes! Chromatic Oasis



Mod director & artist: Draegon

Dendroid: Sounds & Music
Fluffy: Art and Scientific consultant
Zylle: XML and C#
Xeye: XML and C#
Odzman: Art
Elseud: Art
Pphhyy: Art
SirVan: Art
Luizi: Art

Japanese translation by Lucifel

Special thanks:
Jecrell: Many thanks to him for the amazing Biomes! word logo design.
Elseud for the new Biomes! preview images.
Pyrce for Terrainmovementkit.
Taranchuck for some custom special code.
Rangerrick for help with the discord.
Spincrus for Dinosauria and giving us the mantle of "The" Rimworld dino mod.



Giddyup - You can ride dinos! (Saddle textures will be coming later on!)

Medieval Overhaul - Dinos will drop hides if you use the github version of MO. It autopatches for it in that version.

Vanilla Expanded Plants (Both mods) - Just be sure to put Prehistoric AFTER them in the load order.

VE Genetics - Dinos do not give genetic material but Sarg is going to do the patch for us eventually!



Q: Does this require Biomes! Core?
A: Yep! Literally all Biomes! mods will require Core.

Q: Is it CE compatible?
A: Nope. None of us use CE so we don't do the patches, but if you'd like to contribute let us know!

Q: Why are aquatic animals and pterosaurs not showing up in my game?
A: You need to be using Biomes! Islands for them to spawn, as it requires code from that mod.

Q: Are you recruiting?
A: We are virtually always willing to take on more team members, although we currently need Xml programmers more than anything else!

Q: Does this mod work alongside other biome mods?
A: Yes, but if you run into any biomes that need a patch let us know.

Q: How does this mod compare to dino mods like Dinosauria?
A: Our mod features both a higher amount of dinosaurs than Dinosauria, adds plants, and has more unique aspects as well, such as aquatic "dinos" if you use Biomes! Islands.

Q: Where should I put it in the load order?
A: After any and all VE plants mods! There's some weird issue with prehistoric plants not spawning otherwise.


#2



Biomes! Core Download: https://www.dropbox.com/s/yjpnvscvrsu07fy/RWBiomes_Core.zip?dl=0
Biomes! Islands Download: https://www.dropbox.com/s/2l1ghl5bmvt4ub7/RWBiomes_Islands.zip?dl=0





v1.0 Initial release


Biomes!: New environments to diversify the world.

Biomes! Core provides the framework for the Biomes! mod series and is required for any Biomes! mods to work. Place this mod BEFORE any other Biomes! mods! This mod does and will contain the things that will be a feature across all the biomes. In addition, this mod contains several base defs and a custom terrain available for use by other modders.

The intention of the mod series is to make the worlds 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. Four "core" biomes are intended currently.

We're currently recruiting programmers and Artists! If you would like to join the team shoot one of us a message!



Mod head:
Draegon

Second in command:
Odeum

XML:
Zylle
Odeum

C#:
Zylle
Kfish

Art:
Draegon
Luizi
Evalynn

Sounds:
Bendgeidfran
Pullmylever

Special thanks:
Jecrell: Many thanks to him for the amazing Biomes! word logo.



Caverns
Cave systems
New animals
Lots of new fungi and plants (mostly fungi)
New events
Multiple sub-biomes
New ore: Crystal, Coal, Fossils, etc
New power sources
New crops that don't require light
Unique terrains

Volcanic Wasteland
Rivers of Lava, lava pools, cooling lava terrain, etc
New animals
New plants
High Temperature
Fertile ashy soil
Ash cloud event (partially blocks out the sun)
Volcanic eruptions
Obsidian
Burnt Trees

Ocean Floor/Lake Floor Plans
Salt water and fresh water variants
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



Q: Are you recruiting?
A: We are always willing to take on more team members, whether it be programmers, artists, or people good with ideas.

Q: Can I suggest something?
A: Sure thing, comment below!

Q: Does this mod work alongside other biome mods?
A: So far it works with More Vanilla Biomes and Advanced Biomes, at least.

Q: Why should I use your mod over other biome mods?
A: We're adding unique biomes. Some, like islands, have been done to some degree before, but not like ours!



#3
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:

  • Fruit Bats: Flappy herbivorous mammals.
  • Pale Lizards: Tiny lizards that are often preyed on by cavern carnivores.
  • Crystal Crab: Crabs with a shell of stone covered in crystal.
  • Jellypot Bug: Small, jelly producing insects.
  • Bovine Beetle: Muffalo sized beetles, great for meat, chitin, and honeydew. They can be used as a caravan animal.
  • Mole: Dog sized mammals that inhabit the caverns.
  • Pillbug: Heavily armored plated insects.
  • Royal Rhino Beetle: Horned beetles that make for decent defenders.
  • Maxolotl: Huge omnivorous salamanders that dwell within the waters of the caverns.
  • Slime: Living piles of slime with acidic flesh.
  • Giant Snail: Surprisingly fast snails the size of a cow that can be used as caravan animals.
  • Spectre Shrimp: Small yet ferocious blind shrimp that dwell within the lakes and rivers of the caverns.
  • Cave Spider: The top predator of the biome, these ferocious spiders have a venemous bite and considerable strength. When tamed they can be used as caravan animals.
  • Vampire Bat: Bloodthirsty flying mammals that feed on anything large enough.
  • Vampire Moth: A moth whose fluttering foretells the drinking of blood.

Plants and Fungi:

  • Giant Mushrooms: Tree sized mushrooms that produce a fungal material as strong as wood.
  • Spectre Cap: Large, pale glowing mushrooms.
  • Glowfruit: A citrus like fruit tree whose fruit glows.
  • Skultop: A large mushroom that produces toxic spores when anything gets close enough.
  • Mortal Morel: A source of fungal medicine, a cavern version of herbal medicine that is slightly weaker.
  • Inkcap: A source of fiber that requires no light to grow.
  • Bluebell: A hallucinogenic mushroom often taken by tribes.
  • Water Fungus: Fungi that can grow on water.
  • Starlight Shroom: Small, dark capped mushrooms with tiny spots that glimmer.
Note:
New Ore:

  • Coal: A good source of fuel for generators.
  • Crystal: Strong crystal that can be used to build a great variety of things.

New Items:

  • Beetle Armor: Armor made from chitin, steel, and textiles.
  • Mole Claw: An item gotten off of dead Moles that can be used to make the Mole Claw Glove and Gauntlet.
  • Honeydew: A sweet nectar produces by Bovine Beetles.

Future updates planned for the Caverns biome.

  • Creature Structures, Ants and Ant Colonies and Spider Dens.
  • Cavern Races, Mushkin and Troglodytes.
  • More Items
  • More Events and Custom Sounds/Music
Future Biomes Planned

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
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!
#4
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 Progress
A 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 Plans
Initial 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!
#5
Ideas / 1x1 tables
May 28, 2017, 12:09:17 PM
I suggest just small 1x1 tables. I believe that they would be really nice for prisoner rooms.
#6
So for the past day and a half I've been trying to get the mods via steam to work right but no matter what I do to try and fix it they just say downloading. It works temporarily when I delete certain things but oddly it'll still have one thing under all the mods that says "downloading" even when everything has finished so I believe it's a steam issue but I'm not sure. I really hope that someone can help me with this as it's so much easier to get mods via steam.
#7
Ideas / Books, Bookshelves, and Writing
December 23, 2016, 01:38:36 PM
Reading is a wonderful way to pass the time and writing has long been a great way to keep information for later generations. I was thinking that bookshelves could be added as a new joy object/storage object and that writing could be added as a new type of crafting. Bookshelves would require a building material and leather to be built if it's purely a joy object. If it were added as a place to store books as well then it could require only the building material. Storage would be for if writing were added as well. Writing would require a new workbech type and creating a book would require cloth/leather for the book and maybe wood for paper (creating paper could be a separate step in crafting if need be). Books would be able to be kept and stored in bookshelves or sold for silver. Copying books should also be possible, manually at the beginning or via a printing press/copy machine later on. Any pawn could write but pawns with high skills of any type could create a book on the subject, which when read would give joy AND some exp in that skill (one "free" level perhaps, but the book would take quite a while to finish reading) Writing could either be in the crafting skill or be a new one. The writing skill would increase the chances of producing a high quality book which would give more joy. A new room type called Library. Libraries would be a room with only bookshelves and tables/chairs (although chess would be nice in a library). Libraries would REQUIRE a light source as reading in the dark is nigh upon impossible. Bookshelves with books in them should be flammable to some degree as books burn quite easily.
#8
Ideas / Traders set up shop at the colony.
December 23, 2016, 12:40:01 PM
I was thinking last night that there should be a rare event where a trader will ask to set up shop at the colony. They would be able to be denied as they will only sell and buy goods and care for their themselves (maybe help defend the colony if the attackers are their enemy). Each trader that sets up would be a different type depending on the type of caravan they came from. They would occasionally get shipments of more silver and goods, depending on what they sell or how much they've bought. Shipments would likely just be one muffalo and some guards. The stuff they've bought could either stay in their shop inventory or be shipped back to their home colony upon receiving a shipment. Traders would require a room to themselves to live in, perhaps with their own joy items and such as they're not a true member of the colony. They would likely need to get food from the colony though, but perhaps they could buy food if they run out.
#9
Help / Biome mod team looking for programmer.
December 18, 2016, 03:51:01 PM
I am currently looking for a programmer/coder to do the heavier coding for my mod. I have a small team that can do some minor programming and I can do textures but we need someone that can program more (Terrain generation and such). The mod is part of what will be a collection of mods that will add new biomes to the game. The three planned biomes are currently Caves, Tropical Island, and Ocean Floor. Currently we are working on a Cave biome and have gotten a fair amount of work done. So far we have the biome generating on the world map but not generating the way needed for the colony map. It's currently just a bunch of long tubes essentially. We have a river generating but it's all just deep water at the moment and a bit too jagged. We have a new race of mushroom people added thanks to our smaller coder. We plan to have at least 2 new races, one of which has been added but does not yet spawn normally. I have a file with the work we have done so far that was done by our previous coder for potential coders to check out.
Below is the file of what we have done mod wise and some textures I have done.
http://imgur.com/gallery/bN6TD
https://www.mediafire.com/?p5ks18j2rz9idrp
I detail our plans a bit more on this post.
https://ludeon.com/forums/index.php?topic=28140.0
Feel free to post here if you have questions. :)
#10


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
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]
#11
Ideas / Aggressive Turrets
November 04, 2016, 09:23:23 PM
I was thinking that while turrets cannot be set to target a specific thing anymore they should have an option to auto kill any wild animal that comes nearby. it would help with protecting farms and colonists that may get hunted by wild animals.
#12
Ideas / Stronger Conduit Variant and or Buried Conduits
November 03, 2016, 08:29:58 PM
I have noticed that conduits get broken incredibly easily and since power generation often requires long lines of conduits (looking at you geothermal) it would make sense to have a stronger variant or one that's buried where attackers/fire cannot get to them. The stronger variant could be more expensive or require some small research. The buried version would be the same cost but require more work plus it would be invisible to attackers or would be targeted far less. I also find it rather odd that attackers can just punch a conduit a bunch of times to break it (I mean really, punching a power cable is unlikely to do much to it).
#13
So I was thinking that it would be so awesome to try to make a mod with other people, I have so many ideas but I lack knowledge on programming. I'm more of an artistic person so if anyone wants to try to make a mod together or with a small group let me know :D
#14
Ideas / Hidden Doors for Secret Passageways
October 11, 2016, 12:00:47 AM
I was thinking that hidden doors should be added. They could look like a normal wall or stone type but with a subtle difference. This would permit better entrances into bases and allow for better traps to be set for raids so colonists would not be at risk of hitting a specific trap. They could be used as a  They should not be foolproof of course, they could be discovered by raiders if they walk right next to them or raiders could possibly seek them out sometimes. They would also be slower to open than regular doors.
#15
General Discussion / Other World Types?
October 09, 2016, 05:10:27 PM
I was poking through backstories a bit and noticed mentions of other world type like cave worlds. Will any of these other types ever be added? Because colonizing a cave system would rock.
#16
Ideas / Armor & Shields
September 19, 2016, 10:49:23 AM
Currently the game has very little armor, just the helmets, armor vest, and power armor. I was thinking that there should be more armor, such as knight like plate armor (great against any melee damage but weak against bullets, could have steel and plasteel which would be stronger), chainmail, chitin armor you can make from dead bugs, shields that could block melee damage, wooden armor (could make the pawn more flammable plus it would be rather weak compared to metal). Feel free to post any other ideas regarding armor.
#17
Ideas / Ocean Colony Ideas
September 07, 2016, 06:32:34 PM
I was thinking about how currently we cannot make a colony in the ocean at all and I know it makes no sense to have a colony in the middle of the ocean, why not add archipelagos? It would be really cool to have a colony on an island or island chain. It could also add new incidents such as hurricanes, tsunamis, volcanic eruptions which could spawn more land (or destroy your stuff but make the dirt richer or make it stone), sea pirates,  water creatures coming onto land or something, maybe something could attack swimming pawns when they're in the water. Bridges could be added along side this to be built across water, requiring more materials for deep water. Fishing could be added with islands as well and so could growing sea plants for food. Windmills could have a water variant perhaps. There could be different types of islands too, such as tropical, desert, Icy rock, constantly active volcano? (cold grenades or water based weapons could cool lava for a certain amount of time or maybe add an artifact for it). Feel free to post your thoughts or ideas for things like this here!
#18
Ideas / Non-Sentient Alien Life
September 06, 2016, 02:42:07 PM
I've heard that true aliens will never be in the game, but I realized that limestone is formed from crushed sea shells and what not. But how would it form en masse without non human created life? I was thinking that basic alien life could be added, even if they're just very simple. The chances of no other life existing at all is REALLY small.
#19
Ideas / Simple Colony Robots and or Mechanoids
September 04, 2016, 09:37:28 PM
I got a colonist today that is a Roboticist and was thinking, why not add simple robots to the game or allow mechanoids to be hacked? The robots would be rather simple, they could be programmed to do one task ONLY and could be built via the machining bench or purchased. Mechanoids would be more difficult, they would have to be downed and then repaired via a colonist with materials of a special production bench and hacked to obey the colony. To make them not as OP it could require a high skill or would have a chance of failing and killing the mechanoid (self destruct sequence maybe?). The robots as I imagine them would look like mechanical colonists with red eyes. Feel free to post your thoughts on the matter :D
#20
Ideas / More Joy Sources?
September 01, 2016, 10:24:52 PM
I was thinking that the joy sources are kind of limited for what colonists can build so I have a few ideas for possible ones that could possibly be added.
Books and bookshelves - could be made with wood and leather and maybe some sort of plant matter for paper.
Swimming - Colonists can swim in shallow water for joy and cooling off.
Video game systems - could be attached to a television. Bought from traders.
Give joy from crafting based on colonist personality.
Interaction between colonists and or visitors of playing cards.
General research option - Gives joy, maybe unlocks upgrades for stuff?