RimWorld

RimWorld

Realistic Planets - Fan Update
212 Comments
L Oct 25, 2022 @ 11:23pm 
update?
Miyuki Nov 5, 2021 @ 8:14am 
when 1.3 update?
HellWatcher Aug 19, 2021 @ 2:52am 
@wcz90 you see Mlie's work yet. Like 547 mods revived and counting.
https://steamcommunity.com/sharedfiles/filedetails/?id=1541984105
Substance_Abuser69 Aug 10, 2021 @ 10:57am 
"fan update". This is peak rimworld. Dude is out there modding mods.
Windows XP Jul 25, 2021 @ 6:10pm 
Windows XP Jul 25, 2021 @ 4:42pm 
ok well just looking around at the source, I replaced the defunct UI methods with Listing_Standard and then modified the FactionGenerator.NewGeneratedFaction() harmony patch so that it's compatible with the way 1.3 changed it and it actually works without spitting out errors.

I would still have to fix a bug where using this mod removes the new faction settings menu on the world creation screen but that's probably an easy fix. So I'll upload it to my workshop page once I fix that.
The Bard of Hearts Jul 25, 2021 @ 6:25am 
Looking forward to ANY such update as mentioned below. :d5_prinny:
Viravain Jul 25, 2021 @ 1:29am 
I got annoyed at the default planets in my Ideology runs so I spent the last hour figuring out how Rimworld mods work. As a result, until somebody else makes a proper update, you should be able to find a slapdash 1.3-only version of this mod under id 2556713143
Windows XP Jul 24, 2021 @ 9:05pm 
If no one makes a 1.3 update or says that they're working on one by the time I'm done updating all my own mods for 1.3, I'll do it myself and then post the link here. This is too useful of a mod to just not have.
Eddie Jul 24, 2021 @ 8:12am 
It's not so much patience as "we haven't heard from this mod updater or the original mod creator in forever". Cause man this mod is necessary
NerdCuddles Jul 23, 2021 @ 8:46pm 
@Zaphiel @TheBardofHearts @Nemteconto be patient or update it yourself
Zaphiel Jul 23, 2021 @ 12:32am 
1.3 please?
mrspleens Jul 21, 2021 @ 12:11pm 
Here to remind mod creators that stressing out to update your mod too quickly isnt good for you, do it at your own pace
The Bard of Hearts Jul 20, 2021 @ 7:24pm 
+1 for a 1.3 update! :steamhappy:
MahBR Jul 20, 2021 @ 6:24am 
1.3 come on men :c please
Bowen Jul 20, 2021 @ 12:31am 
Just confirming since it was asked.. no it's not functional as is for 1.3.
Ex Ossibus Fumus Jul 18, 2021 @ 6:50pm 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
Fiur Jul 6, 2021 @ 9:36am 
Mod is dead @creuso - I think it was dropped.
creuso Jul 6, 2021 @ 9:21am 
hey there is a way to disable the factions clumping together and being more diverse
JKLRD Jul 5, 2021 @ 3:53am 
1.3is coming,hope this mod is still fine after it
CrazyOatmeal Jun 24, 2021 @ 6:04pm 
Does this mod allow the creation of "crossroad" tiles? Settle an argument.
Devildog Jun 17, 2021 @ 12:03am 
V - Same
Everyone Jun 14, 2021 @ 8:29am 
Would be a great mod, but I get a continent of pirates, continent of empire, and another continent of bug faction. No thanks.
Fiur Jun 13, 2021 @ 5:19am 
Can I get this mod to work without the Faction Settlements clumping together in one place? I really want to use this mod - but if the factions just clump in one spot - it ruins my immersion in this wild and random world.
How can I work on that issue?
'atrick Jun 12, 2021 @ 5:10pm 
@Viper So you're saying, if I load Alpha biomes lastly/lower in modlist it'll probably work better?
Viper May 31, 2021 @ 3:27pm 
For those trying to get biome mods to work together, here's your load order:

1. Helixien Wasteland (If using it. The placement of this biome is entirely random, and will generate differently each time even with identical mod setup. It can be slightly overwhelming to the map so I think it's best to make a decision at game start "Will I play with Wasteland or without it this time?")

2. More Vanilla Biomes

3. Realistic Planets Fan Update

4. Alpha Biomes (Certain biomes have a tendency to be overwhelming on the map such as Ocular Forest, but having this mod above any of the others actually causes that problem to be far worse still. For the most part, it generates acceptably if you've got it last in this list.)

Settings changes for any of those mods are unnecessary - they work together acceptably by default.

Additionally, all of the mods I've recommended above have World Map Beautification applicability, so it really makes a great looking map.

Happy world generating!
CryoChick May 31, 2021 @ 1:00pm 
further looking into it. seemingly it is the symbol + being inside of the seed that did that
CryoChick May 31, 2021 @ 12:58pm 
I had a tile that is EIGHT cities in the middle of an ocean I would give the seed and gen info but it uses irl names and I don't feel comfortable giving that.
Naiyasfury May 16, 2021 @ 1:45pm 
@TurtleShroom, there is a mod option called "Consider temperature when placing factions" that's checked by default. In order to have random placement it needs to be unchecked

You'll also need to slide the Faction Grouping all the way to the left for Vanilla behaviour
Deaxsa May 11, 2021 @ 9:03am 
Is anyone else getting savanna as the same color as rainforest?
Abhijeet309 Apr 28, 2021 @ 7:09pm 
after addding this one i saw savana and other areas ... then i added the alpha biomes and suddenly savana and biomes from this mod disapear from map i dont see any logs error us well ... anyone know how to fix it i also removed the alpha biomes to see if it work but still no savana showing up ... what i need to do to fix this so i can see biomes from this mod again thank you
TurtleShroom Apr 23, 2021 @ 1:15pm 
This Mod causes a bizarre problem with Factions. It groups every Faction together. Like, all the Fierce Tribes are in one location, and all the Peaceful Tribes are elsewhere, and so on.
Vengyr Mar 22, 2021 @ 6:34am 
The interaction is kinda weird. Both this and MVB adds grasslands, so MVB renames it's Grasslands to "Stormy Savanna" to differentiate. But Stormy Savanna occupies way too much place and not where it is supposed to be.

RP's Grassland is a rather cold biome, while MVB's Grassland is a warm one. But you get MVB's Grassland near Tundra (where RP's Grasslands should be), and you don't get RP's Grassland at all.

There are issues with some other biomes not spawning too, this one is just the most obvious one.
Vengyr Mar 20, 2021 @ 3:15pm 
Could you update it so it works properly with More Vanilla Biomes. Right now the generation is kinda messy with both mods enabled, MVB author pointed out that you should update this mod for them to work proper together.
Hurgablurg Mar 12, 2021 @ 4:02pm 
Do the new biomes allow the spawning of modded animals? I recall reading that they borrow the spawn rates set by Vanilla biomes
Kyzer Mar 6, 2021 @ 9:48am 
sorry, axial tilt was supposed to be normal
Kyzer Mar 6, 2021 @ 9:35am 
Might I suggest a new preset?

(number means change from default middle value)
Sea Level: +1
Rainfall: -1
Temperature: +1
Axial Tilt: +1
Population: 0

This preset leads to worlds that have a high variety of biomes and realistic temperature ranges.
Dr. Quackers M.D. Feb 23, 2021 @ 11:00pm 
DESPERATELY NEEDS A RIMWAR PATCH!
Hurgablurg Feb 7, 2021 @ 11:53am 
Regarding the incompatibility with RimWar, it looks like you can still select many of the settings for RimWar in that mod's section in Mod Settings, as defaults.
Custom globe coverage is handled by Realistic Planets. The options presented on WorldGen Menu are gone, and within the Mod Settings it loses something: "Rival" and the "Win Condition" tied together, there is no "Player vs All" option, and "Random Faction Relations" and "Random Faction Attributes" are tied together.
Using this with RimWar just seems to remove some of the convenience of the set up. I'm not sure if changing the Mod Settings affects savegames or not.
Mur Derer Feb 5, 2021 @ 7:46am 
is this compatible with My little planet?
IronSquid501 Feb 3, 2021 @ 2:51am 
Thank you for keeping this alive! Are there any plans for enhanced compatibility with Empire?
PetLoverSpy Feb 2, 2021 @ 4:52am 
I love this mod! Started a game in Savannah yesterday, wanted something relatively basic but still not quite as easy as temperate forest.

I was wondering if there are plans for compatibility with Vanilla Animals Expanded, given how popular those are? I'll be trying to add them as wild spawns in my own game's xml files (I tried once before and broke map generation, oops) but I think many would greatly appreciate a compatibility patch for that if possible!
Clairelenia Feb 1, 2021 @ 11:48am 
@Saucy_Pigeon hey :) i am soo thankful that you have revived this mod at launch of 1.2. Without it i would not ever want to create planets anymore xD

I write this comment cause i wanted to ask ... Could you save another (tiny) game-enhancing mod? Or is anyone out there who could save this following mod? >

https://steamcommunity.com/sharedfiles/filedetails/?id=2012586738

It would be "Priority Treatment" ... this mod changed that doctors treat colonist/people who are hurt or in immediate danger immediately. Unfortunately in 1.2 it does not work anymore :(
Dr. Quackers M.D. Jan 27, 2021 @ 3:48pm 
Cant wait to see what your able to do to enhance compatibility.
Zylleon Jan 27, 2021 @ 12:21pm 
Found a conflict with More Vanilla Biomes:

RP replaces the biomeworkers for Grasslands and Oasis with your versions, probably to change where they spawn and make them more compatible with their world generation. Side effects are that it bypasses the settings (which are implemented in the MVB biomeworkers), and that grasslands spawn in much colder climates.

Maybe we need to change the MVB biomeworkers depending on if RP is installed, or have the RP biomeworkers read from the MVB settings? I'm not sure what the best solution would be, but want both mods to work smoothly together. Sent you a friends request to go over it (steam comments suck for conversations!)

Viper Jan 22, 2021 @ 10:35pm 
nevermind about the oasis issue, I have been doing some testing and the oasis problem comes from either More Vanilla Biomes or more likely RimUniverse - Biomes. Realistic Planets' Oasis still spawns when it's just Realistic Planets and Alpha Biomes alongside each other.

The main problem of overwhelming Gallatross Graveyard and Ocular Forest and other Alpha Biomes remains. Something changed with Alpha Biomes in the recent past because GG used to generate in nice strips along the edges of deserts alongside Realistic Planets, but now it's just massive blobs on 30-40% of the map. And Realistic Planets hasn't updated.
Viper Jan 22, 2021 @ 4:51pm 
can confirm this mod no longer plays nicely with Alpha Biomes. Dunno what changed, but the generation is no longer sensible. Absolutely massive amounts of Gallatross Graveyard, seemingly Oasis disappeared, and other oddities in generation.

The *used* to work together well enough, but I'm guessing something changed with Alpha Biomes that created the incompatibility. I mean, they still work, but Alpha Biomes will drown out the map now.
mayonnaise Jan 20, 2021 @ 4:16pm 
did this mod used to have an Oasis biome? i tried to gen up a huge desert planet for my new playthrough yet i couldn't find the Oasis biome i liked, which IIRC came from this mod?
Saucy_Pigeon  [author] Jan 11, 2021 @ 6:20am 
@[RTB] Sarianos
It should be possible to disable the entire setting, then use another mod that may provide that feature (if there is one). I might be able to add the requested feature in the future, but I cannot make any guarantees due to other time commitments.
[RTB] Sarianos Jan 5, 2021 @ 11:27pm 
@Saucy_Pigeon Would it be possible to add an option to disable specific factions from being affected by the faction clustering feature?