RimWorld

RimWorld

[RF] Archipelagos [1.0]
42 Comments
Mlie Dec 7, 2020 @ 11:35am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2312280343
Hope it helps anyone!
RadGH Mar 19, 2020 @ 11:12pm 
The conversion works pretty good but unfortunately the biome is not compatible with a few mods. Hope when this officially gets updated to have compatibility with boats and with Vanilla Fishing Expanded.
Vanate Mar 18, 2020 @ 3:43pm 
Thanks for making the conversion swwu!
swwu Mar 10, 2020 @ 7:25pm 
NAKOR Feb 25, 2020 @ 5:15am 
go 1.1
Wololo Feb 13, 2020 @ 4:43pm 
Can you fix the bug with the Boats mod please ? :hap:
Artfactial Feb 8, 2020 @ 12:09pm 
Awesome and quick work, thanks!:D I'm not sure when I'll start a new world but I will test the patch out tomorrow!^^
Chess Amiibo° Feb 8, 2020 @ 10:09am 
Rough compatibility patch is up, marking this and VFE as pre-reqs. It's not perfect, but fishing zones at least work now, which I think is a fair catch (pun intended) for ~3-4 hours Googling and ~30 minutes fixing my own broken XML.
Artfactial Feb 8, 2020 @ 8:35am 
Ah, that's a shame, thanks. Good luck, I'm sure many would love to see the two together..
Chess Amiibo° Feb 8, 2020 @ 7:01am 
@Artfactial: Just put them together, VFE doesn't recognize the archipelago biomes when it pulls what fish are available. You can still set the zone up, but it reports no fish exist and pawns won't use it by extension.
Shy of an official patch from RF (unlikely since they have their own Fishing mod) or the VXE Team (unlikely since they're working on other food modules) it'll be a DIY job. Looking into coding now to see if bashing them together would be easy enough for an end user.
Artfactial Feb 1, 2020 @ 9:39am 
Forgive my ignorance but, why wouldn't this be compatible with Vanilla Fishing Expanded?
pruitcake Jan 10, 2020 @ 10:43pm 
Would love to see compatibility with Vanilla Fishing Expanded added.
strubus Jan 2, 2020 @ 4:47am 
It would be great when you could make it compatible with the vanilla fisching expanded mod from Oskar Potocki :) I love that mod btw
kongkim Dec 30, 2019 @ 12:37am 
Its really need to work with Vanilla Fishing Expanded
Schulzy Dec 26, 2019 @ 12:28pm 
Furthering my comment. Im using the boats mod with this (great fun, highly recommended). The archipelago biomes are considered "inland" biomes and not shoreline even though its surrounded by water so the boats mod caravan cant go there. Hopefully the mod creator will see this and fix this little problem. Thanks
Schulzy Dec 26, 2019 @ 11:10am 
Do caravans have trouble with this mod? In my archipelago settlement I cant have my caravan re-enter my settlement. The caravan has no trouble entering AI settlements but I cant enter my home settlement anymore. I figured out that I cant enter ANY archipelago biomes with my caravan through some trouble shooting, but no issue entering all vanilla biomes.
5katz Dec 22, 2019 @ 5:13am 
yes please add compatability to fishing expanded
BigSweatyHotWing Dec 18, 2019 @ 12:55pm 
Have you thought about adding support for Vanilla Fishing Expanded?
Zylleon Dec 7, 2019 @ 6:49pm 
Mod is now here.
Zylleon Dec 4, 2019 @ 4:19pm 
I'm a modder working on making a biomes mod, and I would like to use the code from Archipelagos for disabling beaches and for adding animals to new biomes. From the license it looks like this is ok, but let me know if not.

You'll be credited for anything I use, and I'll let you know if and when that mod gets released.
Forekast Nov 20, 2019 @ 9:05am 
@DinoNuggets
If you haven't seen it yet, check out the Coastlines mod. It adds peninsulas and full islands.
NerdCuddles Sep 29, 2019 @ 6:27pm 
Can you maybe make it where the map is surounded by oceon? And maybe also a Island biome that is one Island with no water inside and surounded by water?
酱油菜,请指导 Sep 10, 2019 @ 7:05am 
你有没有想过要在岛上的地图上玩这个世界?你当然有!现在你可以了!
“群岛”就是它的名字的意思。现在你会发现岛链在你的世界地图的海岸线上徘徊。更具体地说,国防部为游戏添加了各种各样的新生物群落,每个生物群落都是相应的香草生物群落的一种以岛屿为基础的变种。
如果你在一个恰好与大陆相邻的群岛地图上玩游戏,你就可以毫无困难地把商队送到大陆上的定居点。如果你在一个群岛地图上玩,不直接连接大陆,你会发现交易有点困难,但不会比在一个香草“岛屿”瓷砖上玩更困难。
NEON⁧⁧ABYSS Jan 19, 2019 @ 8:40am 
Is this compatible with Realistic Planets??
Claire Burgdorf  [author] Dec 5, 2018 @ 4:31pm 
UPDATE:

- Fixed an error created by the fact that "Infectious Creatures" redefines cobras in a way that made the mod think they were mod-added rather than vanilla creatures.

- Rewrote XML patches to improve load efficiency slightly.
Critaa Nov 23, 2018 @ 2:31pm 
hmm..strange...only raids so far xD I guess I'm just a bit unlucky with phoebe
Claire Burgdorf  [author] Nov 23, 2018 @ 4:20am 
@Dantedeathhermit: I really wouldn't know about update plans, since I have nothing to do with that mod, but I will point out that so far as I'm aware, the b19 version works just fine in 1.0.
Dante Goldenrod Nov 23, 2018 @ 2:49am 
Is there any chance that Terra Project will be updated to 1.0? I want to use those cave biomes for my dwarves.
Claire Burgdorf  [author] Nov 22, 2018 @ 5:01pm 
@Critaa: There shouldn't be any problems. When having traders/raiders/visitors/animals show up, the game doesn't really worry about where you are on the world map; it only checks to see if there are traversable tiles on at least one of the game map's edges, to allow "walk ins" from off the map. And the maps produced by this mod have plenty of traversable edges.
Critaa Nov 22, 2018 @ 4:33pm 
Is there a problem with vendors passing by because of the islands? Playing like 4-5 hours now and no vendor so far D:
Claire Burgdorf  [author] Nov 10, 2018 @ 5:31am 
@Gis_Extra: They maps produced by this mod are collections of small islands on a lake or in the ocean. There really isn't room on them for rivers.
gis_extra Nov 9, 2018 @ 10:40pm 
Can the archipelagos have running water for water-based power? I am playing on one and there doesnt appear to be any moving water. Is this just chance or by design?
Kumi-Ankka Nov 7, 2018 @ 12:40pm 
cool. thank you
Claire Burgdorf  [author] Nov 7, 2018 @ 9:48am 
@Kumi-Ankka: Raiders don't actually have any trouble entering an archipelago game map, as all the game worries about when walk-on raids are generated is whether there is accessible land on any edges of the game map, not what tiles surround the game map's tile on the world map.

That said, you might sometimes have it happen that raiders enter the map, only to find themselves completely cut off from you by impassable deep water. If that happens, well, ranged combat could still be an option, but melee obviously won't. But they'll eventually get bored and leave again. :)
Kumi-Ankka Nov 7, 2018 @ 9:33am 
Does this mod affect raids because they cant get to the island?
PATO BIRUTA Oct 24, 2018 @ 5:10pm 
i love this:necroheart::necroheart:
Regularity Oct 21, 2018 @ 12:10pm 
Any chance you could upload a few more screenshots of archipelago maps local, so myself (and future visitors) could get a better idea of the sort of variations they come in?
Claire Burgdorf  [author] Oct 20, 2018 @ 12:20pm 
Whatever problem you're having is less likely to be due to a "fake" mod, than it is to be the result of a simple bug or a mod conflict. The first thing you need to do, though, is figure out which mod or mods are causing the trouble.
Sam Bass Otel-Ran Oct 20, 2018 @ 12:08pm 
ty, im having problems generating world and i think its because a fake 1.0 mod
Claire Burgdorf  [author] Oct 20, 2018 @ 12:05pm 
@Friedrich: The "real" 1.0 has been available for testing for a couple of weeks now. Yes, the mod works.
Sam Bass Otel-Ran Oct 20, 2018 @ 12:04pm 
does it work? cuz the real 1.0 was released the 17
Sova Oct 18, 2018 @ 2:38pm 
yeth