Quote from: Kori on March 01, 2018, 08:33:36 AMWe might
Are you going to make Biomes! compatible with Combat Extended in the future? That would be amazing!
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#31
Releases / Re: Biomes! New Environments to Diversify the World.
March 06, 2018, 02:21:23 PM #32
Releases / Re: Biomes! New Environments to Diversify the World.
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!
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!
#33
Releases / Re: Biomes! New Environments to Diversify the World.
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
#34
Releases / Re: Biomes! New Environments to Diversify the World.
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
#35
Releases / Re: Biomes! New Environments to Diversify the World.
January 28, 2018, 02:25:34 PM
Sarge, we were actually thinking of making a Savannah biome
#36
Releases / Re: Biomes! New Environments to Diversify the World.
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.
#37
Releases / Re: Biomes! New Environments to Diversify the World.
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.
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.
#38
Releases / Re: Biomes! New Environments to Diversify the World.
January 26, 2018, 04:33:19 PMQuote from: blizzardwolf420 on January 26, 2018, 12:42:19 PMI'm not sure what would be causing that unfortunately but the latest update that I am about to post has increased vegetation.
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?
#39
Releases / Re: Biomes! New Environments to Diversify the World.
January 22, 2018, 03:43:35 PMQuote from: wwWraith on January 22, 2018, 04:09:11 AMYeah, 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.
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 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.
#40
Releases / Re: Biomes! New Environments to Diversify the World.
January 21, 2018, 08:40:25 PMQuote from: Harry_Dicks on January 21, 2018, 07:48:08 PMWhy thank you, we worked very hard on it.
Holy shit this looks fucking AWESOME!!!
#41
Releases / Re: Biomes! New Environments to Diversify the World.
January 21, 2018, 12:29:46 PM
Changelog:
Fixed Vampire Bat bug
Fixed Roof generation
Fixed Hugslib bug
Increased Mushroom Cluster amounts
Fixed Vampire Bat bug
Fixed Roof generation
Fixed Hugslib bug
Increased Mushroom Cluster amounts
#42
Releases / Re: Biomes! New Environments to Diversify the World.
January 20, 2018, 09:36:35 PM
Added the ability to use fungal logs for various wood based production tables.
#43
Releases / Re: Biomes! New Environments to Diversify the World.
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.
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.
#44
Releases / Re: Biomes! New Environments to Diversify the World.
January 20, 2018, 11:47:26 AMQuote from: wwWraith on January 20, 2018, 05:45:21 AM
Oh, looks like I have to start a new colony once again...
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.
#45
Releases / Re: Biomes! New Environments to Diversify the World.
January 20, 2018, 11:41:51 AMQuote 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.