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Messages - Draegon

#16



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!



#17
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
#18
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
#19
Soggy is back and we'll slowly be working on updating to B19! :D
#20
No idea what that error is to be honest.

And yes the mod is for B18
#21
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
#22
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 :/
#23
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
#24
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
#25
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.
#26
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. :)
#27
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
#28
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
#29
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.
#30
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