[1.0] Biomes! New Environments to Diversify the World.

Started by Draegon, January 20, 2018, 05:13:48 AM

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Draegon

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

Harry_Dicks

Nice update! Thank you. :)

Just curious, but when using this mod in addition to my regular mod list (around 120ish) and loading a (cavern) map it takes considerably longer to load than normal. It also seems to be affecting performance as well, or at least it feels like this mod does more so than others. Has anyone else had any experience/issues with caverns, or comments on it?

Kagari_Izuriha

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?

Canute

I don't think you can disable the collapse thing.
You should build simple doors each 10 tiles, and set them to force open.
Doors act as support and when they are open you even can walk through or store items there.

Draegon

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

Umbreon117

Quote from: Draegon on May 04, 2018, 01:26:57 PM
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
I think Kagari's problem is when the map generates. Haven't played with this mod before though.
I'll shoot your colonists...After a long nap.

TA1980

Dear modteam,

could you please include a patch for Combat Extended (for the added animals / weapons)?

Regards

CrazyMalk

#37
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.

Draegon

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

Draegon

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. :)

Draegon

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.

Juni

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

Draegon

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

NAIOHUENNEYSHY

Hello, a want to raise a question about coal. Can you make compatible with Hardcore SK and Medieval or something? I think I'm not the one who has this problem. You mod is beautiful, but coal is killing desire to play. Thank you in advance!

Canute

NAIOHUENNEYSHY,
basicly you shouldn't add this kind of mod to HCSK.
You should ask the HCSK team to include the mod to their modpack.
Don't forget the HCSK modpack is very unique.