RimWorld

RimWorld

Biomes! Core
655 Comments
Draegon1993  [author] May 18 @ 1:52pm 
@rout Aw, thank you!
rout May 18 @ 10:10am 
Biomes mod are the best!
thehandofgod May 10 @ 11:27am 
@Shadowwake's comment is a working fix. Thanks!

For the record, the final version of your BMT_AteRawGastropod.xml file should look like this;

https://pastebin.com/HUAZY24j
Shadowwake May 7 @ 5:05pm 
For those encountering the raw fish error, a temporary but easy fix for you:
Navigate to the mod folder, find the file BMT_AteRawGastropod.xml, and paste the following code BETWEEN </ThoughtDef> and </Defs> at the bottom. It's a brute force fix, simply adding the thought def into a similar file so the mod core can find it. Shouldn't cause any problems.

<ThoughtDef>
<defName>AteRawFish</defName>
<thoughtClass>Thought_FoodEaten</thoughtClass>
<showBubble>true</showBubble>
<icon>Things/Mote/ThoughtSymbol/Food</icon>
<durationDays>1</durationDays>
<stages>
<li>
<label>ate raw fish</label>
<description>I had to eat raw fish. We should be cooking that kind of food before eating it, or at least add some salt.</description>
<baseMoodEffect>-2</baseMoodEffect>
</li>
</stages>
<nullifyingGenes>
<li MayRequire="Ludeon.RimWorld.Biotech">RobustDigestion</li>
</nullifyingGenes>
</ThoughtDef>
元素冰子 Apr 28 @ 3:56am 
沙丁鱼 脱水 极重!!!!
Deimos kai Aischylos Apr 25 @ 2:23pm 
I second the request about the "aterawfish" def. I don't even use the Island Biome, just the core.
Shadowwake Apr 17 @ 7:30am 
Any chance of getting that thought def error fixed for the raw fish? It's the only red line in my error log at this point and i'd like to clear it out.
moth hunter Mar 21 @ 2:20pm 
will do XD
Draegon1993  [author] Mar 19 @ 6:07pm 
@moth hunter Huh, never really thought that it's better but you have a point lol. Oh well, consider it a happy feature.
moth hunter Mar 19 @ 2:42pm 
I've been wondering for a while now about hermetic armor from this mod compared to vanilla marine armor. Am I missing something or does hermetic armor make marine armor basically obsolete? It seems like it's clearly the better choice while at the same time much cheaper. Aside from a slight reduction in sharp protection, it has better stats all round.
Draegon1993  [author] Mar 7 @ 2:58pm 
@Admiral Lazuli' Yep!
Admiral Lazuli' Mar 4 @ 7:24pm 
does this mod work alongside Regrowth?
delzaron Feb 27 @ 3:14pm 
I got a problem : when I try to generate a world, The menu is still displayed front of the map. f I try to close it, it goess back, and the buttons on the bottom disapear. So, there is no way to solve it instead restart the game.
Draegon1993  [author] Feb 11 @ 9:53am 
@fabio.pinhao.mello It largely just adds things used across the mod series. Not much on its own, really.
fabio.pinhao.mello Feb 11 @ 9:47am 
Do you have a list of things that this mod alone adds to the game? I included it in my game but have not yet added the other biome mods.
Dust Feb 10 @ 10:07pm 
I have this mod and the other biome mods, my faction bases seem to be loading normally. I do have some mods that modify faction base generation though, not sure if thats fixing it.
thehandofgod Jan 20 @ 7:07am 
Really hoping for an update to get rid of the the thoughtdef error pop up on rimworld launch. I know its probably harmless but its urking me. :-(
Draegon1993  [author] Jan 17 @ 5:08pm 
@Iceobeasty What the hell? I'll look into it
Iceobeasty Jan 17 @ 4:05pm 
Love this mod to death but its a pretty disruptive bug
Iceobeasty Jan 17 @ 4:04pm 
This mod instantly destroys faction bases when attacking. Tested using just this mod and dependencies
Shadowwake Jan 16 @ 7:44pm 
@Korvon not sure if it was this mod or not, but one i used combined them into the regular torches as a selectable option, similar to choosing a material. Check there, if still missing.
Draegon1993  [author] Jan 11 @ 1:12pm 
@Korvon We don't have any replacements for wall torches so idk what is going on on your end
Korvon Jan 10 @ 10:40pm 
either this or caverns is killing vanilla wall torches not sure maybe there is suppose to be some replacement in your mods somewhere
Draegon1993  [author] Jan 10 @ 7:22am 
@EnglishGigaChad1---8 No idea how it would override basic power armor as I have both in my current run just fine, and it's a completely different def name
If you have a log regarding either issue that would be helpful.
EnglishGigaChad1---8 Jan 9 @ 10:12pm 
One of your new armor sets added completely bugged out. It seems to mainly be a related to slave supression based on what I was able to glean from it, and that it overrides the current powered armor. I will try and see if changing the def names will fix the issue, as it seems to override basic powered armor.

I am half-tempted to just code my own patch for Biomes prehistoric. Only issue is deciding on a caliber for the sentry gun, which I guess would be .600 Nitro Express. You guys make the only CE compatible dino mod.
CrackaJack Jan 9 @ 5:04am 
hey i just tested this because i was scared of all the errors you guys mentioned, there are none with only the base game+biomes wastelands+errorchecker+visual exceptions- btw why are u all reporting bugs(mostly conflicts-.-) on the comment page, it looks depressing
Draegon1993  [author] Jan 7 @ 6:19am 
@Breadmond Yes. unfortunately we cannot figure out WHY that is happening. The logs did not help for once :/
Breadmond Jan 6 @ 7:35pm 
I tried to install regrowth wastelands but when I had it enabled, the world wouldn't generate, only bringing this up because someone else also appears to have had the same issue
Aelflead Wayne Jan 4 @ 3:36am 
BMT_CoreApparel.xml has two defs that override vanilla powerarmor defs, should change those to a patch
Draegon1993  [author] Dec 29, 2024 @ 6:05pm 
@MysteryBlank Ah, looks like the same issue others have been having. Sadly we cannot figure out what is causing it yet.
MysteryBlank Dec 28, 2024 @ 7:11pm 
Biomes Cores some of the spawning of is incorrect or something but lots of red error trying to spwan biomes of core biome.

https://pastebin.com/wv38pwC7

Hope this helps, no dlc needed.
Draegon1993  [author] Dec 28, 2024 @ 4:50pm 
@Behemoth64 Ah, so the issue I was having when trying to patch for it was not just on my end. Good to know
ShadowX116 Dec 28, 2024 @ 4:10pm 
Problem there is I've never even heard of that mod.
So there's multiple conflicts going on. :x
Behemoth64 Dec 28, 2024 @ 2:47pm 
@Draegon1993 Regrowth : Wasteland cause the error, when I have it, it barf all of those error messages when creating a world. Without it, all works fine
Behemoth64 Dec 28, 2024 @ 2:05pm 
I think those errors might come from Regrowth, I have just Biomes! and it works, but when I add Regrowth it does the error things when trying to make a world. I'm going to try every single regrowth biome mod to see
Draegon1993  [author] Dec 27, 2024 @ 2:25pm 
@thehandofgod Log please
thehandofgod Dec 27, 2024 @ 1:53pm 
I'm also getting a bunch of red errors now on launch with Rimworld since this mod was updated. I've also confirmed that it is this mod causing the errors.
Draegon1993  [author] Dec 27, 2024 @ 12:46pm 
So for the world gen error, unfortunately the logs are not helpful thus far. They show the errors but not what's causing it, so until we know what the mod conflict is, we sadly cannot fix it
Behemoth64 Dec 27, 2024 @ 11:15am 
Got a similar problem ever since the new release of Polluted, can't generate a world while the Biomes! mods are on.

Error in WorldGenStep: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref F6E085B0] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not generate world features of def Island: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref AD81A66D] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


[More lines for each biomes]
ShadowX116 Dec 25, 2024 @ 7:36pm 
Here's the pastebin: https://pastebin.com/thxPZAZ5

Lmk if there's any issue getting to it, thanks!
Draegon1993  [author] Dec 25, 2024 @ 7:26pm 
@ShadowX116 The full log would be helpful, yes
ShadowX116 Dec 25, 2024 @ 6:53pm 
@Urinal Cake I'm also unable to make a new world. Part of the log shows the following:

Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object [Ref 53CCB0E1]

Error in WorldGenStep: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index [Ref E963A50B]

Could not generate world features of def Island: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index [Ref AD81A66D]

The previous string plus other code repeats, but includes each biome that's part of Islands.

I haven't played in a week or two, and the only thing I changed with my game was removing Rimworld of Magic, and Kure's Magic Class Expansion. If the author(s) have need of the rest of the log, I can regenerate it later. I've tried to verify n such with no change. ;-;
Draegon1993  [author] Dec 25, 2024 @ 8:33am 
I too am getting the weird melee issue. We'll look into it.
Draegon1993  [author] Dec 25, 2024 @ 7:49am 
@Zriatt So far as I can tell, that log gives us no useful information unfortunately
Zriatt Dec 24, 2024 @ 6:27pm 
I was able to replicate it, no mods other than ludeon expansions, harmony and Biomes Core. Pawns in melee range while drafted will not auto attack hostiles in melee range. Forced attack works, and undrafted while set to attack hostiles also works, just not drafted melee range auto attacks. Managed to trap a ranged raider with a drafted melee guy with walls in forming a U shape, raider would occasionally punch him trying to get distance from him but my drafted melee guy would not attack the hostile dude without input from me.

And tested without any mods other than ludeon expansions as control and it differs: Melee pawns will auto attack hostiles while drafted

https://pastebin.com/EXmfrwXP
GrandPa Dec 24, 2024 @ 6:01pm 
@Draegon1993 trying it with only this mod alone. It show one red error AteRawFish.

Pawn dont melee, but range Pawn work fine. no error showen.

NPC Pawns work fine in melee and range.
Urinal Cake Dec 24, 2024 @ 5:30pm 
Is anyone else having issues with this mod/mod series preventing you from creating a new world?
Draegon1993  [author] Dec 24, 2024 @ 5:07pm 
@GrandPa Literally no idea how that could have happened from the update
GrandPa Dec 24, 2024 @ 5:05pm 
eeh seem that the update made my melee unit into hippie garden gnomes. will simple not fight unless i tell them to. only mod updated since i played this morning....
Zriatt Dec 24, 2024 @ 4:26pm 
https://gist.github.com/HugsLibRecordKeeper/b6676c378da824ec8bf8effed5743c79

No object/pawn/item has a properly rendering information menu, and since this mods update, Dubs Mint Menu for growing zones is also busted, don't know if that's related or not. I know the issue has been reported with a stacktrace, but I didn't see logs yet. The issue renders me unable to change plant zone types.