RimWorld
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Alpha Biomes
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Mod, 1.4, 1.5
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21 ago 2019, ore 8:44
5 nov 2024, ore 7:02
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Alpha Biomes

Descrizione
[www.patreon.com]

Updated: 21/10/22

Adds multiple unique new biomes to Rimworld.

Features

Adds 12 new diverse biomes to your Rimworlds. The mod has been designed with the Alpha Animals mod in mind, although it is not a requirement.


- The Idyllic Meadows: a lush meadow of giant flowers. A super easy biome that provides tons of resources and few predators.

- The Mycotic Jungle: a warm and humid biome filled with HUGE mushrooms. Home to the Wildpod and some weird mushroom varieties of usual creatures. Very little regular wood in this biome.

- The Gelatinous Superorganism: a swampy biome that is actually the upper surface of an extraordinarily large mold-like creature. No rocks to be found, but plenty of food.

- The Tar Pits: an arid biome rich in vegetation, filled with treacherous tar pits that make movement quite difficult. Beware the Bumbledrone hives!

- The Ocular Forest: a weird transdimensional realm intruding upon our Universe. Home to strange new flora and fauna. Very little regular wood in this biome.

- The Gallatross Graveyard: an arid temperate biome, littered with the skeletal remains of ancient beasts.

- The Mechanoid Intrusion: a desolate temperate biome with mechanical ruins. Apparently an ancient mechanoid attempt at turning the planet into a megastructure. Almost no food or cultivation in this biome.

- The Propane Lakes: a frozen wasteland, colder than the most inhospitable Sea Ice, but teeming with aberrant flora and fauna.

- The Forsaken Crags: permanently clouded by a preternatural darkness, light is the most valuable commodity in this desertic landscape. Inspired by (and compatible with) the Forsakens mod.

- The Miasmic Mangrove: a dangerous tropical biome full of debilitating diseases.

- The Feralisk Infested Jungle: a warm, wet biome with incredibly dense vegetation, filled to the brink with extremely dangerous predatory spiders.

- The Pyroclastic Conflagration: a volcanic expanse of unrelenting and brutal nature. Fire and lava are both your worst enemy and your best friend in this biome.

The biomes have been tweaked so they don't take too much space in the world map (if they do, use mod options), and you might have to generate a planet again if some biome is not appearing, since they have different temperature and humidity characteristics.

Issues

Balance is obviously always a concern, although it has been playtested. Feel free to tell me if you think something is too wacky.

FAQ

Q. Can this be added mid-save?

A: Why? You need to generate a planet, so adding the mod mid-save won't do anything useful!

Exception to this: using it with SoS 2, which DOES generate new planets

Q. X biome doesn't have Y resource! Is this intentional?

A: Usually, it is! Mycotic Jungle and Ocular Forest have very little wood, so tribal is hard there. Gelatinous Superorganism has low wood, no rock, but everything is edible. Mechanoid Intrusion has almost no food at all. These biomes are supposed to be different and challenging, and you'll need to develop new strategies to survive. I read in Reddit about someone who had hundreds of hours in this game and had never used a caravan. He couldn't play like that in these biomes.

Plans for the future

Maybe more, who knows

Compatibility

Compatible with any other biome mod
Compatible natively with these animal mods: Alpha Animals (obviously), Alpha Mythology, Dinosauria, Megafauna, Vanilla Animals Expanded
Compatible with Rim of Madness - Bones
Compatible with Vanilla Fishing Expanded (adds 19 new fish)
Compatible with Fish Industry
Compatible with Forsakens
Compatible with Camouflage and Stealth
Compatible with Fertile Fields
Compatible with Empire

Mods that modify the way the world is generated MAY cause some weird results. Use at your own risk.

Incompatibility reports
People have reported incompatibilities with:
- Terra Project
- Configurable Maps
- Extra Stone
- Map Designer
With Dub's Bad Hygiene, pawns will try to wash themselves and drink in liquid propane and lava. This is purely visual

Credit
Bone planet: Hyptosis https://opengameart.org/content/bone-planet
Some sounds by Mike Koenig at http://soundbible.com
Alien planet sound modified from Speedenza: https://freesound.org/people/Speedenza/sounds/198532/

Changelog

v3.0: Updated to 1.4
v2.8: Added two new biomes (27/06/22)
Full changelogs on GitHub


Discussioni più popolari Visualizza tutte (1)
194
9 dic 2024, ore 7:30
IN EVIDENZA: Bug Reports
Sarg Bjornson
2.788 commenti
Sarg Bjornson  [autore] 14 gen, ore 6:16 
Intended, yes
kektys 14 gen, ore 5:59 
Is it normal for the royal light mushroom to damage mechanoids with its poisonous emissions? I'm asking this because I'm not sure if this is a bug.
JossOwX 12 gen, ore 21:13 
Is this mod compatible with SoS2?
Froig 12 gen, ore 15:19 
Hey sarg, just encountered the Gangrene infection. I feel it may be unbalanced. It progresses too quickly to beat when using tribal medicine, and infects a great many colonists. Were it to infect only one or two, or act more like gut parasites where a total tend quality of say, 800% is needed to clear the infection, i think it would be better. A small random chance to destroy organs (including vital ones) would keep a sense of urgency and dire-ness to the disease.
Sarg Bjornson  [autore] 10 gen, ore 22:50 
No support for such old versions. There is NO reason to play that nowadays
TheRuneLoL 10 gen, ore 15:46 
Is the mod also playable on older versions? (including Alpha Animals). Trying to play it on 1.3 again since a lot of mods were not updated but this mod seems to be only playable for 1.4 and 1.5. (1-2 years ago I played it on 1.3/1.2)
Sarg Bjornson  [autore] 7 gen, ore 23:00 
Base game again, it's because of their latitude
Releivo 7 gen, ore 16:38 
Dont know if its a bug or suppose to be like that, but propanes lakes have no day? is it suppose to be forever night?
Sarg Bjornson  [autore] 7 gen, ore 11:48 
I'm quite sure, yes
Duskmare 7 gen, ore 11:26 
Huh... I'm not so sure about that... Or is that a randy specific one? I just played a base game (+DLCs) campaign with Cassandra and there were a couple of times the entire map got burned up. A fire literally started in the top right, travelled down and around a river, then up the left and side again, all without rain. Maybe it gets overwritten by other weather effects like grey pall? Quite a coincidence for it to get stopped nearly instantly three times in a row in this campaign while the old campaign it literally spread like wildfire.