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https://steamcommunity.com/sharedfiles/filedetails/?id=2260097569
After talking with Odeum yesterday he and I came to an agreement, starting with 1.5 and going forward BiomesKit, as well as the World Map Beautification Project will be integrated into ReGrowth: Core. Of course with a setting to disable the changes to the world map.
The BiomesKit functionality will stay the same for any modder who uses it in their mods!
Oh, my bad. Looks like that tag doesn't exist after all. Sorry, i was skimming my tags list I made over a year ago.
What you can use instead is minimumLandNeighbors. That should work just as well.
XML error: <maximumWaterNeighbors>5</maximumWaterNeighbors> doesn't correspond to any field in type BiomesKitControls.
"minimumWaterNeighbors" is working as expected, but "maximumWaterNeighbors" is not recognized during loading.
Basically, i want my biome to spawn on peninsulas only, and without both minimum and maximum water neighbors set to 5, it also spawns on islands.
It is not a really a titanic problem, but i thought you might want take a look into this.
BiomesKit only deals with placement of a biome on the world map. You'd need a separate mod to control the biome itself.
That problem you're running into is because of the vanilla beachmaker, which ignores the biomedef and just spawns the same standardized beach everywhere. Currently there's no universal framework for custom beaches that I ama ware of, so you'll need to get help from the modding community as a whole to make your own beachmaker, or commission a modder to do it for you in the marketplace.
I forget how stone types work, but I think it works similarly in that it's not defined in the biomedef in vanilla.
<forcereplaceterrainSandwith>RedSand</forcereplaceterrainSandwith>
and something like:
<forcerockspawn>RedCoral</forcerockspawn>
Is something like this possible and if so, how to do it?
I successfully created my biome today and everything is working nicely except two things:
1.) Alltho i specified five different terrains that include two of my newly made terrains, and those do not include vanilla Sand terrain, the game spawns vanilla Sand terrain on any nodes adjacent to sea water and then more sand nodes inland from there (usually 10-30 of them).
2.) Mostly for immersion reasons i would like my biome to spawn my modded mountain/rock/chunk type. Is there any way to force the game to do so 100% of the time for each iteration of my modded biome?
- To put it in simple words, my biome is called "Red Coral Beach" and i want my modded red sand to be next to the shore, and i want at least some of the mountains to be made of my Red Coral rock.
Sorry for bothering you with all this!
You can use minElevation and maxElevation tags for that. An elevation near 0 should set the biome around sea level. It won't be exactly one tile, but you can use minimumWaterNeighbors and maximumWaterNeighbors to prevent them from spawning surrounded by only water or land. With those tags you should get pretty close to what you want.
S'what I do.
https://i.postimg.cc/BnZP9pYB/Biomes-Kit-Versions.png
As far as I know, yeah.
Biomeskit by default places the biome on every available tile, so massive chunks is actually the standard behavior.
The <frequency> tag is used to control how many of the available tiles actually get the biome. Just set it high(or remove it to get the default value of 100) and you'll get mostly uniform chunks. You can use the <usePerlin> tag to enable perlin noise. This does the same thing as frequency, but less randomly, generating more natural looking shapes. Use <perlinCulling> to control how many tiles are disqualified, with higher being more. The default value is is 0.99(this is a multiplier, so 0.99 = 99%).
I haven't heard from the author since I suggested the fix so idk.
Unless I can't read, it looks like Urban Biome hasn't been updated since August 16th.
Miscellaneous 'Core' (an Urban Biome dependancy by the same author) has been updated, perhaps it went there instead. Curious though while I'm debugging a mod list if this has been fixed.
Good news! I found a solution!
It needs to be applied on Urban Biome, though, so I'll notify haplo.
Might be a problem with the patch for urban biome.
I'll look into it.
World generates fine but throws a bunch of missing texture errors over the Urban Biome entities in non-vanilla biomes.
I'm actively working on fixing any bugs that get reported.
Damnit
Move WMBP or Biomes! Core above BiomsKit for the moment if you have those installed. I'll look into it when I can.
"Error while instantiating a mod of type BiomesKitHarmonyStarter; System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: void Verse.Log.Error(string)"
and later
"Error in static constructor of BiomesKit.ErrorLogs: System.TypeInitilaizationException: The type initializer for 'BiomesKit.ErrorLogs' threw an exception. ---> System.MissingMethodException: void Verse.Log.Warning(string)"
and then the world map is totally glitched graphically - just all of it gone bright red (although I've not yet noticed any mechanical glitches).
am running a pretty heavy modlist so guessing it may be compatibility. main one that would interact with BiomesKit is the MorrowRim biomes which have it as a dependency. it seemed to be working fine previously.
Share your modlist
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <567df3e0919241ba98db88bec4c6696f>:0
at BiomesKit.BiomesKitWorldLayer+<Regenerate>d__1.MoveNext () [0x0012e] in <e33e2f20c8b4407cb2c844fa7b6798c2>:0
at RimWorld.Planet.WorldRenderer+<RegenerateDirtyLayersNow_Async>d__9.MoveNext () [0x0007f] in <7927e938de4c4089b4add4215e58d5b1>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)
world beautification project basically doesn't work for me and there is this errror
I just tried activating those mods and I didn't get an exception.
If you are on the rimworld discord, the trobuleshooters there can help you narrow down which mod conflict is causing this.
In the meantime, it looks like a dictionary issue. That gives me something to look into.
Thanks for letting me know. I'll have to look into this.
Are you using any other mods that affect worldgen?
Could not regenerate WorldLayer: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <567df3e0919241ba98db88bec4c6696f>:0
at BiomesKit.BiomesKitWorldLayer+<Regenerate>d__1.MoveNext () [0x0012e] in <e33e2f20c8b4407cb2c844fa7b6798c2>:0
at RimWorld.Planet.WorldRenderer+<RegenerateDirtyLayersNow_Async>d__9.MoveNext () [0x0007f] in <c36f9493c9844ddaa7fb5c788416098f>:0
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
RimWorld.Planet.<RegenerateDirtyLayersNow_Async>d__9:MoveNext()
Error:
Exception from asynchronous event: System.ArgumentException: An item with the same key has already been added. Key: BiomesKitWorldLayer
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at WorldEdit_2_0.MainEditor.Tiles.TileEditor.WorldFinalizeInit () [0x00086] in <42e9113c358a
...
at (wrapper dynamic-method) RimWorld.Planet.World.RimWorld.Planet.World.FinalizeInit_Patch1(RimWorld.Planet.World)
...
I note this mainly so anyone else won't have to figure out which combo is causing the problem. Removing any one of the three mods fixes it.
Glad to hear it.
BiomesKit should be great for adjusting biome placement after the fact.
I'm currently testing it locally to try to "fix" map placement for other mods - for example, I use Alpha Biomes and Realistic Planets together, and they aren't the best combo, but Alpha Biomes has a ton of stuff in its DLL besides map generation so I prefer not to mess with it.
If I like how it works out, I'll use it for my own future biome mod too.
World Map beautification Project: my own mod.
BiomesKit hasn't really taken off yet, but we'll see.