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Messages - 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
You're welcome, it's been a reasonably common issue brought up so hopefully we can fix it!
#3
Quote from: Fruitvlieg on September 14, 2020, 05:34:38 PM
Is it possible to get a switch that turns off the :  enter deep water . the reason is that raids now come from the sea where my tidal generators are and I use the beach for windmills etc.   now they are attacked with out be able to build a proper defense.   The sea should be a natural border against raiders. so the rest of the things I like a lot but the walk in deep water not so much .
We're currently looking into ways to make this less of a pain when it comes to raiders, for now I might suggest using a mod that lets you build deep water bridges, and thus walls on them as well.
#4
Quote from: k^uki on September 13, 2020, 02:55:06 PM
I believe this mod is breaking "Thanks for the fish," and possibly any other mod that handles sea life. Is there anyway to 'fish' in deep waters? I have a few spots on my current run that do not show any wildlife like those in the pictures so I'm assuming I'd have to actually be on an island for it to work?

We *currently* only have sea life on islands, yes.
#5
Wondering what we've been up to lately? Why, nothing at all!

... Except for the most amazing content update you've ever seen!
Introducing the

Aquatic Animals update


We got fish! We got kelp! And we got moxie!
All present and visible on the game map, not as a resource acquired through some job on some zone.
With this update, you can now finally enter deep water, and some animals are actually confined to it!



We've also moved some new islands in from Extra Islands, putting them in the main Islands module. These will be getting running content updates to bring them up to par with the old ones as we go.



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

#6
Quote from: tmo97 on September 01, 2020, 08:13:45 AM
I might be blind, but I can't see what this mod has to offer... currently  ;)
It says, "planned", but not the contents, in contrast to the expansion pack below.
It might help to advertise your great idea and your community.

I'm still mind-blown that there is a Discord with over 500 people, but nobody has realised the main page for the mod does not state its contents!

You appear to be blind, given the DETAILS section of Core states what it is.
#7
They are not meant to be, no. I'll have a coder check that out. And I'll have them look into the Core thing too.
#8
Rimworld, soon with sharks to fill the waters around your islands! :D





#10
We have our release!
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


I may have forgotten to post that here >.>
#11
Quote from: kazuya40 on March 18, 2020, 11:36:50 PM
Finally! 👌

anyway, this mod could evolve to like, end-game mod, right?

Space biome / New World Biome
Instead you finish the game after getting spaceship, you teleported/crashed (again) to another new planet,

I'm fairly sure Save Our Ship does that sort of thing already.
#12
Reserved
#13
Reserved
#14

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
V1.1 Fixed some bugs



Our goal as a mod series is to add new environments that we feel the vanilla game is sorely lacking, which in this case is islands! Biomes! Islands currently adds two new biomes to the game, Atolls and Tropical islands.

While the lagoon on atolls are quite beautiful, they take up a lot of room and make building a large colony difficult.  Atolls are also the home of the Kiwi! Soil on atolls tends to be rather poor so it's a challenge to grow crops starting out. Due to the scarcity of predators, atolls tend to be quite safe to live on. Another large challenge to atolls is the sheer lack of metal and stone, with the only "stone" being coral even with deep drills.

Tropical Islands are jungle-level dense when it comes to vegetation but have a lot more land for building on. They can also generate with mountains and have lots of natural food you can gather. These islands have more dangerous predators but are still great for a tropical getaway! With ore and stone, building here is a bit more traditional.

This mod is compatible with many mods, important ones being Boats and other biomes mods! :D



New animals:

Marine Iguana: Small but useful, currently just island versions of Iguanas.

Kiwi: Tiny cute birds, fun pets but not very useful. They can be found only on Atolls!

Seagulls: Anger them and it's not just a murder of crows you have to worry about.

Gigantaconda: A large dangerous snake predator, you do not want to tangle with them.

Sea Turtle: Kill them and you'll have some food... you monster...

Megamantis: Highly dangerous predator that can stun prey with ease. Home only to Tropical Islands!

Hermit Crab: These weirdly large crabs make for great pets and come with a variety of shells!

Rimcrab: These little buggers eat anything they can get their pinchy claws on and can attack en masse if angered.

Tree Frog: Small yet highly toxic, it would be a bad idea to lick these frogs.

Green Gecko: Perfect for being an adorable reptilian pet, these lizards will eat pretty much anything you can give them.

Omegadodo: The last dodo you'll ever need, these birds have been brought back from extinction and modified.

Flamingos: Brightly colored birds that give somewhat decent leather.




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.
Ottersholdshands for the trailer he made for us!



Q: What makes your islands unique?
A: We add multiple new plants and animals as well as unique terrain generation!

Q: Will this mod continue to be updated?
A: Yes! We're hoping to add new Island types and content to go with them.

Q: Does this work with other biomes mods?
A: Yes, yes it does!

Q: Can this be added mid-game?
A: Yes, but the new biomes themselves will NOT show up.



#15
Releases / Re: [1.0] [KV] RimFridge [ModSync RW]
February 25, 2020, 04:52:16 PM
I was getting a red error until I got rid of the XML that wasn't in any of the folders, The LoadFolders XML