RimWorld

RimWorld

More Vanilla Biomes
517 Comments
shadowblade Jul 6 @ 6:29pm 
does it work with mythology animals?
Zylleon  [author] Jul 6 @ 8:28am 
Yep!
storminfinte Jul 5 @ 8:37pm 
When Odyssey releases, do you plan on patching this mod for it?
Zylleon  [author] Jun 25 @ 7:35am 
That's really weird, did you add any other mods around the same time, or are you using anything that could affect map generation (especially ruins)?

This mod shouldn't have any code that would affect structures or items on the map, or that would change wealth value of anything.
[Otter] Jun 24 @ 11:46am 
Hello, thanks for updating! I have noticed something unusual when starting in one of the added biomes. (Have tried the cloud forest one and the alpine one I believe.)

Colony wealth buildings starts between 800k-1million. In comparison a tropical rainforest vanilla biome starts at 150k~

Is this intentional?
Proxyer Jun 23 @ 12:01am 
Hi Zylleon, I update the Japanese translation for v1.6 (change ZBiome_Iceberg_NoBeach.label, Iceberg to ice floes). So I sent Pull request from GitHub. Please confirm and merge.
Thank you.
Proxyer Jun 22 @ 8:13pm 
Wow! Thank you for update works! :lunar2019wavingpig:
Zylleon  [author] Jun 22 @ 5:46pm 
Updated for 1.6
Big Head Zach Jun 21 @ 4:54am 
Eleventy-billion grasslands lol
Zylleon  [author] Jun 20 @ 10:51am 
I'm not sure that 1.6 adds any biomes to Core, I think it's all in Odyssey. Either way, I'll be working on updating this soon!
tanyfilina Jun 19 @ 10:12pm 
I don't think this mod is unnecessary with 1.6. It adds some nice biomes not covered there, specifically, mountain biomes like Cloud Forests and Alpine Meadows. Maybe new map features in 1.6 would make it possible for even more interesting new biomes in this mod instead of those covered in the DLC now!
Zylleon  [author] Jun 11 @ 4:58pm 
Updated with the last 1.5 release!
The auto-patcher broke and wasn't fixable. It has been removed, and replaced with xml patches. Full list of patched mods is in the description.
Jfluffy Jun 11 @ 9:58am 
o7
DeepXen Jun 11 @ 9:27am 
o7
SiaNKs Feb 16 @ 1:03pm 
Ok, after some testing, its even in vanilla, something else is bugging water, i will let u know once i find out
SiaNKs Feb 16 @ 12:57pm 
xd even concrete foundation disappears ...
SiaNKs Feb 16 @ 12:56pm 
Also i tried to place soil with Developer Mode on and same issue
SiaNKs Feb 16 @ 12:54pm 
Problem, while playing Desert Oasis, i found out i cant Dry out shallow water, the pump's progress is being saved but now and then whole area that got dry gets flooded for like 2s and then becomes dry again. I didnt dry whole lake YET, but also got another mod Soil Relocation Continued and even with this mod, when i place soil on water game see it as soil + water, then after few seconds soil gets covered with water like it would disappear. I got ReGrowth, this, Geological Landforms, Water Freezes, Soil relocation as mod's that impact map in major way. Idk if its only on Desert Oasis cause didnt played other places yet, but its worth looking into it (yeah i was testing it in God Mode, so its not like i tried to fill it once, or didnt try to play around)
Zylleon  [author] Feb 7 @ 8:21am 
Yes, they will work together
SiaNKs Feb 6 @ 3:46pm 
is it working fine with Geological Landforms? I added it in, and tbh never looked if there are extra Vanilla bioms cause i thought these two work perfectly. Now that i went back to description i see theres no mentioning of it
Zylleon  [author] Feb 6 @ 2:32pm 
You can disable any biomes you don't want
darkace77450 Feb 6 @ 12:46pm 
Out of curiosity, does the mod offer the option to enable/disable individual biomes, or is it an all-or-nothing package?
Zylleon  [author] Nov 13, 2024 @ 1:18pm 
I haven't been able to make good river Delta maps. Tried for a while with Map Designer, never got good results. Otherwise I would!
Mark Bobaba Nov 13, 2024 @ 2:18am 
Do you think you could add like a marshy delta biome when a river is next to the ocean? Love this mod though!!
Zylleon  [author] Nov 6, 2024 @ 4:17pm 
Another mod must be interfering with faction placement. I've used both mods together many times, and a quick test shows that faction placement is still as expected with MO and MVB both enabled: https://imgur.com/Hsstxtd

Do you have anything in the error log that would indicate a conflict?
Calel200 Nov 6, 2024 @ 8:30am 
Hey man your mod is not compatible with medieval overhaul , just saying cuse I love your mod and I want to try the medieval overhaul with your mod , but all factions only spaw on this mod biomes , so if you can fix this... Thanks
Zylleon  [author] Oct 16, 2024 @ 11:36am 
Yes
Non[Th]ai Oct 14, 2024 @ 7:35pm 
This mod is compatible with ReGrowth : Core ?
Zylleon  [author] Oct 13, 2024 @ 3:48pm 
Updated with patch!
Milkman Oct 13, 2024 @ 10:11am 
for sure!
Zylleon  [author] Oct 13, 2024 @ 8:24am 
If you're around this afternoon/evening (6-7 hours from now, ish) hop on Discord and I'll take some input as to what should spawn where
Milkman Oct 12, 2024 @ 3:05pm 
if you need any help with testing let me know
Milkman Oct 12, 2024 @ 2:52pm 
an hour and half is crazy work, fast af man
Zylleon  [author] Oct 12, 2024 @ 12:36pm 
Yeah no worries, I'll post back here once I've updated.

I'll be away from my computer through at least tomorrow evening, but the actual patch should take maybe half an hour including testing once I get to it. It's not too bad to do!
Milkman Oct 12, 2024 @ 12:12pm 
that sounded kind of like i was rushing you, im just super excited
Milkman Oct 12, 2024 @ 12:11pm 
Thanks so much zylleon! any chance you could let me know when its ready?
Zylleon  [author] Oct 12, 2024 @ 10:21am 
Rimworld mods are C# and xml. I'd be patching in xml, and I should have time to do that later this weekend
Milkman Oct 12, 2024 @ 8:58am 
what is that coded in if you dont mind me asking
Milkman Oct 12, 2024 @ 8:57am 
np i was honestly thinking it was my fault lol
Zylleon  [author] Oct 12, 2024 @ 8:36am 
I'll have to make a patch for the sea life. Thanks for letting me know!
Milkman Oct 9, 2024 @ 9:17am 
I have a problem getting the sea life from Biomes! islands not spawning for the sand bar biome. is there anything i can do to remedy this?
SOCIALISTBEES Oct 4, 2024 @ 9:05pm 
Tanks, problem solved
Zylleon  [author] Oct 4, 2024 @ 7:07am 
Yeah I should really add that to the description. I think Oasis is also renamed slightly in RP is enabled.
Viper Oct 3, 2024 @ 10:10pm 
oh, heh, i was wondering which mod "stormy savannah" was coming from... xD
Zylleon  [author] Oct 3, 2024 @ 4:30pm 
Grasslands gets renamed "stormy savannah" when Realistic Planents is present, to avoid confusion with RP's "Grassland" biome.

Unfortunately, the current version of RP also overrides Grassland's biome placement, putting it way further north than it should normally be. But it's definitely there.
Viper Oct 3, 2024 @ 4:01pm 
like i said in my old comment, Grasslands from here gets completely overridden by Savannah from Realistic Planets. If you are using that mod, that's why.
Zylleon  [author] Oct 3, 2024 @ 9:59am 
Grasslands should still be there. Do you have any other biome mods enabled? I believe that MVB's Grasslands is renamed if there's overlap
SOCIALISTBEES Oct 2, 2024 @ 11:50pm 
Grasslands are not appearing for me, no errors being thrown up. I guess I am just asking if that biome has been removed perhaps? I'm stumped.
Viper Aug 22, 2024 @ 1:05pm 
@Zylleon you don't need to worry about biome commonality, there's literally a mod called Choose Biome Commonality that already works 100% perfectly with your mod.

That said, it seems the Savannah from Realistic Planets (Continued) must have almost exactly the same criteria as your Grasslands, because I just can't get your Grasslands to show up no matter how I adjust commonality. Conversely, your Dense Oasis overrides their Oasis in the same way.
redwolf5502 Aug 4, 2024 @ 3:48pm 
Appears this isn't importing non-vanilla animals into maps in use. Can confirm tick box is properly checked to allow this in mod setting, am in Alpine meadows (supposed to draw from Boreal I believe) and only vanilla mobs have a spawn rate. Known issue?