RimWorld

RimWorld

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[RF] Archipelagos [b19]
   
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Sep 16, 2018 @ 6:22pm
Sep 29, 2018 @ 12:08pm
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[RF] Archipelagos [b19]

Description

Have you ever wanted to play RimWorld on an island map? Of course you have! And now you can!

"Archipelagos" adds exactly what its name implies. You'll now find island chains dotting the coastlines of your world maps. More specifically, the mod adds a variety of new biomes to the game, each of them an island-based variant of the corresponding vanilla biome.

If you play on an archipelago map that happens to be adjacent to the mainland, you'll be able to send caravans to settlements on the mainland without difficulty. If you play on an archipelago map that doesn't connect directly to the mainland, you'll find trading a bit more difficult, but no more so than if you were playing on a vanilla "island" tile.

- Rainbeau Flambe (dburgdorf)

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Compatibility:

Adding "Archipelagos" to a saved game shouldn't cause any trouble, but removing it from a game in progress could potentially create problems, even if you're not actually playing on an island map.

"Archipelagos" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation which would be very difficult for this mod to work around.

"Archipelagos" should be compatible with most any other mods.

If you use any mods that add animals or wild plants, those animals or plants will have the same chance of appearing on archipelago maps that they have of appearing on corresponding vanilla biome maps. (For example, if you use a mod that adds penguins to tundra maps, you may also see penguins on tundra archipelago maps.)

If you're going to build a base on an island chain, you should probably make sure you can build bridges and catch fish. I, of course, would recommend my own "Advanced Bridges" and "Fishing" mods to fill those needs, but there are obviously other options available, as well, any of which should work just fine with this mod.

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Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The simplified Chinese language translation files were provided by Steam user kghostSATORI.

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License:

If you're a modpack maker and want to include "Archipelagos" in your pack, or if you're a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.

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The Ludeon forums discussion thread for my mods can be found here[ludeon.com].

If you have any (helpful) suggestions for improvement, please let me know!

My mods are free, but if you'd like to buy me a Dr Pepper[ko-fi.com], I wouldn't complain.
37 Comments
Claire Burgdorf  [author] Oct 14, 2018 @ 1:15pm 
Claire Burgdorf  [author] Oct 13, 2018 @ 5:05am 
@Sjhfuhuhoiuio: As to your first point, I'll look into it, but as nobody else has reported such problems, I'm inclined to think it's due to a mod conflict of some sort. Likewise the third point. As to your second, well, if the game insists on trying to get pawns somewhere they can't get to, build bridges to give them the path they need. There's a reason why the mod's description suggests using it in conjunction with "Advanced Bridges" or another bridges mod. ;)
edoch Oct 13, 2018 @ 12:23am 
・When some random pods drop the point where they cannot access to my colony, RImworld crashes all the time.
・When I try to use Caravan system, they always try to get out from the map where they cannot access, so that they cannot go WorldMap at all.
・When I have a refugee and choose to accept him/her, sometimes raids will not appear ( maybe I think it is because of other mods I have installed.)
Bluddy Joker Oct 4, 2018 @ 6:51pm 
Love the mod so far, had really been wanting to create a kind of tribal-shore village for ages.
Though I was wondering if it would be possible to add sections of moving water to the map? Thematically I feel it'd make sense, mainly for non-lake shoreline maps with tidal movement and such.
Claire Burgdorf  [author] Sep 29, 2018 @ 7:13pm 
And those are both special cases, which don't apply to archipelago maps. Archipelago maps have four directions from which enemies can approach, as do the majority of game maps.
MegaDeth Sep 29, 2018 @ 6:37pm 
Well, on vanilla, enemies defenatly do now spawn on the side covered by mountain, even if said mountain is mined out, it has something to do with the overhead mountain roof.

Same for coastlines, even if theres an island on the coast, and shallow water leading to it, and the player could mine out some stone floors at the coastal edge, enemies would still not spawn there since that side is flagged as impassable.
Claire Burgdorf  [author] Sep 29, 2018 @ 5:24pm 
I'm afraid I'm still not following you. On vanilla maps, enemies can spawn anywhere on the edge of a map, so long as there's open land for them to spawn on. The same is true of archipelago maps. No, archipelago maps don't have coasts or mountains blocking one entire edge of the map, but neither do the majority of vanilla tiles.

As I said earlier, archipelago maps are simply regular terrain maps with the water level artificially increased to make islands out of what would otherwise be hills. That is the *only* change made to the map generation routines.
MegaDeth Sep 29, 2018 @ 4:46pm 
Yeah, they sort of have coast, but it's not a natural barrier, like a regular in game coast... right ? Same for mountains, usually mountains can spawn on the sea side, so with a coast, the two form a V shaped barrier from where enemies can not spawn.

Does the Archipelago mod provide a "U" shaped barrier ? What am I missing ?
Claire Burgdorf  [author] Sep 29, 2018 @ 1:44pm 
I'm not quite sure what you mean. Some archipelago tiles will be hilly, but none will be mountainous. Those that are hilly will be designated as such on the world map, just as are normal hilly tiles. And no archipelago tiles are designated as having specific coasts, since by definition, they sort of have coasts all over the place, anyway.
MegaDeth Sep 29, 2018 @ 12:57pm 
Nice!

What about the tile features themselves like mountains and especially coast ? I noticed that the mod ignores those two in particular.