[B18] Biomes! Mods to diversify the world.

Started by Draegon, June 11, 2017, 02:40:58 PM

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Draegon

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!

AngleWyrm



Those fossils in the walls got me wondering what that's about
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

After Dancing and Chanting YES YES GCS !
Posting to Follow.

Then some suggestions ..
not content wise but cooperation wise :)

Kaptain_Kavern and Coercion made the Jungle Biome Mod, there could be good sources for Island/Archipelago Stuff ( also you should change the textcolor on that one, dark blue on black is really hard to read )
Also dburgdorf's configurable maps has a new feature to control water levels on the maps that could be interesting to you.
Rikiki got the glowy mushroom stuff down .. but you allready know that from the last thread.
Greep got the Armok Mod ( which sounds like a huge overlap in features :-D ) and allready got magma and obsidian in ..

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Draegon

Kaptain Kavern will be assisting actually so I will be able to use some of the stuff from the jungle mod. And I believe dburgdorf is Rainbeau on steam and I know them to some degree luckily. I'll have to look up the Armok mod for sure!

SpaceDorf

Yup, Rainbeau and dburgdorf are the same user.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Draegon

#5
Yeah, I use their bridges mod. One of my favorite QoL mods. I'll have to see if they allow the use of it for the biomes mods.

dburgdorf

Quote from: SpaceDorf on June 12, 2017, 11:46:16 AMYup, Rainbeau and dburgdorf are the same user.

How dare you imply that I am me? We are me and I am we! I am he, as you are he, as you are me. And we are all together! Goo goo g'joob!
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

SpaceDorf

Quote from: dburgdorf on June 12, 2017, 01:47:00 PM
Quote from: SpaceDorf on June 12, 2017, 11:46:16 AMYup, Rainbeau and dburgdorf are the same user.

How dare you imply that I am me? We are me and I am we! I am he, as you are he, as you are me. And we are all together! Goo goo g'joob!

the voices told me ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Swenzi

Cool idea, hope you find a C#/.xml coder. Can't wait to see the first release.

Slimy_Slider

Why the removal of rivers from caves? Subterranean rivers sounds pretty cool to me. Plus they seem like a good way to explain tunnel formation, as many caves are formed from water erosion. (I just want to see underground rivers ;D)

Draegon

Quote from: Slimy_Slider on June 15, 2017, 11:12:58 PM
Why the removal of rivers from caves? Subterranean rivers sounds pretty cool to me. Plus they seem like a good way to explain tunnel formation, as many caves are formed from water erosion. (I just want to see underground rivers ;D)

We're removing them because the game has rivers generate in A17. I don't want the vanilla rivers to mess up the map if we have mod ones too.  And from what I understand rivers will generate properly once the caves are working since they don't remove roofs.

Draegon

So you'll get underground rivers sometimes but not all the time :D

faltonico

Sulusdacor has been working on an ocean biome for quite some time now, but he hasn't released it yet, maybe you 2 can collaborate on that?

Draegon

Quote from: faltonico on June 22, 2017, 11:58:46 AM
Sulusdacor has been working on an ocean biome for quite some time now, but he hasn't released it yet, maybe you 2 can collaborate on that?
I'll have to shoot them a message :D

faltonico

This work looks extremely good. I really hope you manage to finish it soon.
Good luck!