RimWorld

RimWorld

Alpha Biomes
3.184 kommentarer
LifeIsAbxtch 2. dec. kl. 22:31 
Shout out to Ludeon Studios for creating Sarg Bjornson!
Sarg Bjornson  [ophavsmand] 2. dec. kl. 22:24 
The architect menu is badly designed and fills very easily. This caused me to not add any new buildings to this mod for years. With the new system I can add as many as I want
一条咸鱼 2. dec. kl. 20:26 
I think i can make linkage mod with Rimfeller about Propane technology
一条咸鱼 2. dec. kl. 20:25 
I found it .But Why not put the buildings in the menu like other mods?
Sarg Bjornson  [ophavsmand] 2. dec. kl. 13:39 
Yes! It's called Alpha Biomes!
LifeIsAbxtch 2. dec. kl. 13:34 
is there a mod that makes this mod compatible with Smart Odyssey?
Sarg Bjornson  [ophavsmand] 2. dec. kl. 8:25 
Furniture -> Biome buildings
一条咸鱼 2. dec. kl. 8:23 
Buildings did not appear in the menu, I have already read the FAQ and confirmed it.
Sarg Bjornson  [ophavsmand] 30. nov. kl. 23:16 
Read FAQ
Shoggies 30. nov. kl. 18:28 
iv noticed several buildings not showing up for me. like all of the propane stuff, tar pump, even the lava generator? are those tied to a dlc ?

edit; had a buddy of mine test it out (he owns all of the DLC for RW) and he also cannot seem to build these things.
Sjaandi 29. nov. kl. 22:53 
I added support for your mod! Feel free to check it out and let me know if I got the biome placement right based on the lore.
Mcsqizzy 29. nov. kl. 6:32 
i think mechanoid intrusion should be marked as more difficult than listed unless i am having a mod incompatibility the deep underground scanner says their are no drillable resources.
Sarg Bjornson  [ophavsmand] 28. nov. kl. 22:52 
Only the mod's code, you can check it out on GitHub
Sjaandi 28. nov. kl. 16:57 
Hello. I develop the Tilt the Planet mod, and I've implemented realistic worldgen, but unfortuantely it doesn't work well with your mod's biome placement (half the world ends up being the Graveyard biome). Do you have a list of where in the world each biome in Alpha is supposed to be? Perhaps I can figure out how to make them compatible.
King Douchebag 28. nov. kl. 3:34 
so im not supposed to anymore?
Sarg Bjornson  [ophavsmand] 28. nov. kl. 3:27 
Yes
King Douchebag 28. nov. kl. 3:25 
cant plant techno trees
lnodiv 27. nov. kl. 13:41 
+1 on wanting to see a list of all the new content (map features etc) in the description. I was stoked to see it all in Prepare Landing but I'm a planner, I'd love to be able to see it out of game.
Sarg Bjornson  [ophavsmand] 26. nov. kl. 9:58 
Anything with vents on it is a painful challenge :)
lanman100806 26. nov. kl. 9:40 
Ancient Gray Pall vents on a map means any uncontrolled fires will burn everything they can reach (entire map if forested) as it can't rain.

From a logical perspective I think rain could occur even with a smoky sky (and in my opinion would be better gameplay) but also rain always coming when fires get out of control is already illogical.
Gönndalf 19. nov. kl. 2:49 
Is there a list of map features/landmarks added by this awesome mod somewhere?
Extinction 15. nov. kl. 14:12 
The map size issue is likely coming from VEF it has a few hooks into map generation. I'm currently trying to find out where it is coming from, but afaik it is not something that can be fixed in this mod.
Sarg Bjornson  [ophavsmand] 14. nov. kl. 5:05 
1- Mine red quartz, that's it

2- Use the Biome buildings button in Furniture
BrutalButtSlap 14. nov. kl. 5:01 
I am on 1.6 and I can't seem to find a way to produce alcyonite chunks from rose quartz. I found that on Jun 25th you removed exotic smelter. But I can't seem to find the replacement building. Even when I have a settlement at occular forest. there is not even a alcyonite solar panel in the architect menu. I tried dev mode to see if I am missing a research but apparently it does not exist. Only thing I was able to find anything related to alcyonite chunks from debug action menu were minified alcyonite generator and actural alcyonite chunks.
Tomoko 8. nov. kl. 11:38 
that's weird... oh well it do be like that i guess
Sarg Bjornson  [ophavsmand] 8. nov. kl. 8:00 
No, it's just adding map tile mutators in Odyssey
Tomoko 8. nov. kl. 7:59 
this is odd... i remember this mod being able to work with custom map sizes in 1.5 but now not anymore in 1.6, something must have been terminally broken since 1.6
Sarg Bjornson  [ophavsmand] 6. nov. kl. 22:57 
No idea. If two mods patch the same thing, there's not much that can be done
[H.M] Hellfire 6. nov. kl. 18:40 
as of the previous comments it is indeed true, the mods is currently incompatible with mods that change map size past vanilla sizes (such as batter map sizes)

how can i provide help to fix it?
Sarg Bjornson  [ophavsmand] 3. nov. kl. 10:11 
That's just not true with 1.6
Spark7979 3. nov. kl. 9:56 
considering how slow and awful each subsequent update is id say its a lot more than a dozen lol.
Sarg Bjornson  [ophavsmand] 3. nov. kl. 9:41 
Because I always support current version and previous one. For the dozen or so people who don't update, it's all on Github
Spark7979 3. nov. kl. 9:34 
why'd you remove support for older versions of all your alpha mods?
Sarg Bjornson  [ophavsmand] 27. okt. kl. 4:41 
Yeah, but with SO MANY mods, you have to understand that of course some of them will try to patch the same parts of the game and collide. It's unavoidable.
Worker of the month 27. okt. kl. 4:41 
Someone also made a pretty interesting report on this issue as-well: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2099101052&searchtext=map+size
Worker of the month 27. okt. kl. 4:36 
Yeah, I know. I use the well-known collection by Ferni: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3521319712
Sarg Bjornson  [ophavsmand] 27. okt. kl. 4:35 
You have 1000 mods, it's a miracle the whole thing even loads
Sarg Bjornson  [ophavsmand] 26. okt. kl. 23:51 
No log, no idea
Worker of the month 26. okt. kl. 17:46 
As far as I get it, it messes up with bigger maps mods. Is it possible to fix this somehow?
DEINOSS 12. okt. kl. 0:26 
peak
nomSlime 7. okt. kl. 11:17 
Cant you build floors on bridges since odisey? it seems that has not been implemented for the asphalt bridges yet
selageth 7. okt. kl. 9:13 
Is there a way to get rid of the red fog in the ocular forest biome? Something similar to how the alien compliance center makes every colonist "okay" with the strange weather? The to hit debuff is hefty. I like it, but I'd like some way to reduce it for my own pawns even more.
Sarg Bjornson  [ophavsmand] 5. okt. kl. 1:58 
Most likely. They inherit from their own base, GU_ChunkBase, so if some weird mod out there tries to modify base game chunks these won't be affected
8015 5. okt. kl. 1:53 
I looked at them in RIMMSqol and they were not in the stone chunk category, maybe some kind of mod conflict ...
Sarg Bjornson  [ophavsmand] 4. okt. kl. 22:52 
Dunno, they are just chunks. Nothing special about them
8015 4. okt. kl. 15:41 
I have a weird issue with cragstone chunks in the forsaken biome, no storage accepts them recipes at the stonecutter table do not accept them as input.
Dust 27. sep. kl. 23:35 
Are there plans to make Alpha biome map mutators searchable on the world map? Many of them, like ambient radiation, techno trees, vents only show up in search if they have a settlement on them.
Dust 26. sep. kl. 23:22 
Ty, good to know I can stop soaking my colonists for a bit.
Sarg Bjornson  [ophavsmand] 26. sep. kl. 22:53 
Not yet