RimWorld

RimWorld

Mashed's Ashlands
366 Comments
SirMashedPotato  [author] Aug 2 @ 11:02am 
@Guineatown20806, yea cliff racers only show up in the biomes added by this mod.
Guineatown20806 Aug 2 @ 4:49am 
@SirMashedPotato, hi just a quick question: How does the Cliff Racer mechanic exacly work? Because in my playthrough, the number has been constantly stuck at 100.000. Not dropping or increasing. Do the Cliff Racer's only affect you when you have your colony in a Ashland or any Ashland biome? I have looked through the Cliff Racer configs in the mod settings of Mashed Ashlands. Not noticing anything off. Am I doing something wrong?
SirMashedPotato  [author] Jul 30 @ 1:06pm 
@GhostLiner, you probably want to bring this up with world builder instead.
GhostLiner Jul 30 @ 7:59am 
Hey I know this might be a lot to ask, but I noticed that when used with Worldbuilder the volcano are placed incorrectly if you load the world in a seperate session

Do you think it would be possible to tag the volcano's position as needing to be saved by worldbuilder with a patch (and maybe allow them to be moved/renamed as well) ? They go well hand in hand (to make an interesting world) so I thought I'd ask
SirMashedPotato  [author] Jul 29 @ 9:41pm 
Yes
the_rapture Jul 29 @ 3:30pm 
Is this mod compatible with the ESCP mods?
GhostLiner Jul 26 @ 5:16pm 
I love this mod, it really got a glow up since I last played with it and using it on an odyssey save I get to actually experience more of it per save, thank you so much for it
Guineatown20806 Jul 26 @ 4:50am 
@SirMashedPotato Yeah I would. I don't know if mods like this exist already on the Rimworld workshop. But it would be cool to have mods that add new creatures that are invasive OR species whose numbers explode and need to be managed, via its configuration you could apply this to any creature.
ilyvion Jul 26 @ 2:23am 
Missed opportunity of not calling it "Mashedlands." 😅
Bosh Jul 25 @ 11:35am 
LETS GOOOOOOOOOOOOOOOO
SirMashedPotato  [author] Jul 24 @ 9:03pm 
Thanks :zaggrin:
Rubus Jul 24 @ 7:37pm 
Yippee!
GOD_OF_NOOB Jul 24 @ 7:00pm 
Thank for a good mod
Sits Jul 24 @ 3:08pm 
Hi Mashed! I added a bug report, wasn't sure if you got notified of them or not so I thought I'd mention here, also wanted to say thank you for this mod it's been a must-have for me in all my playthroughs for a long time!
SirMashedPotato  [author] Jul 24 @ 1:31pm 
@Guineatown20806, if someone was interested in making those mods, I guess you would get them.
Guineatown20806 Jul 24 @ 5:02am 
Looks amazing. How did I never see this mod until 1.6??? It gives a (just made up name) "Vanilla expanded: Volcanoes" or Regrowth: Volcanoes vibe. Too bad that I have a decently advanced colony, I don't want to start fresh at the moment and world edit 2.0 isn't updated. By any chance, could we get mods or mods with animals that are an "invasive species" that you have to actively look out for and regulated the population so it doesn't get out of control? I find that an amazing feature and cool addition, I honestly never saw before using this mod.
✶ Fitz001 ✶ Jul 24 @ 3:30am 
🦀
Vexacuz Jul 22 @ 7:29pm 
Oh, its back.

Awesome.
Vagineer1 Jul 22 @ 4:25pm 
Now we just need the Skooma mod for some premium Rimorrowind gameplay
Scionin Jul 22 @ 4:02pm 
Was and still is my favorite biome to play in Rimworld
Moon Jul 21 @ 7:12pm 
Gosh your mods always top tier, love you and your mods <3
SirMashedPotato  [author] Jul 21 @ 1:33pm 
🦀
cyanobot Jul 21 @ 2:48am 
🦀!
SirMashedPotato  [author] Jul 20 @ 2:10pm 
@royallyTipsy, I don't believe anything soft requires ReGrowth anymore. There's still a little bit of support for the world map beautification part of it, but that should be it. Sulphuric water handles it's steam effect with core functionality now, instead of ReGrowth/VE Framework.

I've removed the old Geological Landforms for 1.6 in favour of landmarks/tile mutators, so you won't get those without Odyssey enabled. I have tested alongside Geological Landforms and Biome Transitions, and everything appears to be working fine. If someone wants to re-add the old landforms in a patch mod they are more than welcome to.
Bherdani Jul 20 @ 9:41am 
you are the beeeeeeeeeeeeeeeeeest <3 ty for update
royallyTipsy Jul 20 @ 6:22am 
While update is great news by itself, lovely patch notes as well. "Mudcrab merchant" made me laugh out loud, while the fantasy of having an ebony/glass spaceship is something I'd like to try now.

I do have a couple of questions however. How much of the mod is now dependent on Regrowth? Notes say you removed the weather events, and lava is now also vanilla/Odyssey thing. What else is left now?

What about Geographic Landforms? Have you moved on to Odyssey landmark feature, or it is still dependent somehow (and out of curiosity since I do own Odyssey, how does it work with vanilla game?)?
Fenchel-Honig Jul 19 @ 10:58pm 
thanks for the update! love this mod!
MercuryRiver Jul 19 @ 10:15pm 
Hurray! Very excited to try the update thank you!
SirMashedPotato  [author] Jul 19 @ 9:14pm 
Finally updated to 1.6. Check the change notes for a reasonably full list of changes, there's far too many to list out here.
SirMashedPotato  [author] Jul 13 @ 2:00am 
@WalrusMan, not sure, I don't like changing base game stuff more than I need to.
WalrusMan Jul 13 @ 12:00am 
sounds good, yeah the Odyssey lava is a big improvement so outright replacing the old lava makes sense. Will this mod interact with the new lava fields biome, maybe an option to disable it? Seems a bit redundant and its kinda just a temperate forest with lava lakes and snails, your biomes are quite a bit more differentiated
SirMashedPotato  [author] Jul 12 @ 1:45pm 
@WalrusMan, currently the lava from this mod does use some of the new 1.6 features, however I have opted to swap to the odyssey lava if that is enabled, because it just looks so much nicer.
WalrusMan Jul 11 @ 10:31am 
Really looking forward to the 1.6 update with Odyseey. Curious if you'll integrate the new lava stuff in any way?

Regardless this is one of the most interesting and cohesive mods I've seen for this game. I don't generally like crossover content but Morrowind stuff is easy enough to imagine existing within the RW setting.
SirMashedPotato  [author] Jul 5 @ 7:23pm 
A bit of news on the 1.6 update for this mod. I have a version ready that currently works with unstable. However I do not know how many issues Odyssey is going to cause, plus I will need to implement some Odyssey specific features such as fish, so it will not be released on Steam until some time after Odyssey has released.
GOD_OF_NOOB Jun 30 @ 4:37am 
I hope this mod will have more animal
royallyTipsy Jun 18 @ 11:06pm 
I see I should tempted my expectations then XD Well, I am happy to know it will be updated eventually. Be well.
SirMashedPotato  [author] Jun 18 @ 11:03pm 
@royallyTipsy, oh I haven't even started yet, been too busy updating other mods and finishing another mod. Chances are this mod won't get updated until some time after Odyssey releases, as I want to see how that works, and possibly do a larger content update based on that.
royallyTipsy Jun 18 @ 9:03pm 
It's funny to think how I first came to this comment section because I noticed lava not being warm, but soon lava will finally be yet another feature of the base game. Finally vanilla, huh?

I imagine you are hard at work making cliff racers a truly _winged_ menace right now. Just how much will you have to edit to become compatible with new update anyway? I do hope it's going well.
SirMashedPotato  [author] Jun 9 @ 5:49pm 
@Cultanis, thanks :zaggrin:
Cultanis Jun 8 @ 10:46pm 
Love this mod. I got the itch to put together a Loveletter from the Fifth Era/c0da collection recently. Glad to have this on 1.5!
SirMashedPotato  [author] Jun 3 @ 1:56pm 
Answered on discord, but for anyone else, you'd change line 130 to false in this file 1.5/Defs/ThingDefs_Races/Races_Guar.xml
wpmaura Jun 2 @ 8:13am 
Odd question, the guar keep digging up ashrams, but there flagged as not allowed when dug up is there away to change the default to allowed?
SirMashedPotato  [author] May 5 @ 7:44pm 
@rout @wobbed dot com, thank you both :zaggrin:
Head May 5 @ 5:42pm 
This mod is amazing!
wobbed dot com May 5 @ 2:42pm 
I barely even play normal biomes anymore, it's all ashlands all the time for me. Ashland marsh + foggy rain + dynamic flooding mod is the comfiest experience I've had in 1000+ hours at this game. Like being right back in Seyda Neen.
SirMashedPotato  [author] May 4 @ 2:23pm 
@UrbanWolf33, why thank you :zaggrin:
UrbanWolf33 May 3 @ 10:07pm 
Just want to stop and say thanks the mod, Im a big ES fan and been having a great time playing an ashlander tribe, keep up the good work. :steamthumbsup:
dabeek Apr 4 @ 1:37pm 
That's... Not a bad idea. I'll go ask Ferny on his discord.
SirMashedPotato  [author] Mar 27 @ 2:45pm 
@royallyTipsy, yea I did almost all of the art, except the nix-steed which was done by the wonderful pphhyy. I too am very curious to know more.

I get not everyone wants to use IP mods, and that's perfectly understandable. But in my (obviously biased) opinion, there is nothing particularly outlandish in this mod when compared to certain parts of already established rimworld lore.

Now if someone wanted to make a retexture/re-theme mod, I'd be all for that. In fact there's a ton of fantastic rimworld artists out there, many with their own unique style, and I'd absolutely love if even one of them spent the time to create a retexture for this mod.
royallyTipsy Mar 27 @ 7:38am 
I suppose to each their own, but I personally that both quality and aesthetic fits vanilla (extended) as it is. While quality of course is the achievement of whoever is the artist behind the mod (if it isn't you, @Sir), but aesthetic, well, I suppose I just found that Morrowind's aesthetic fits the "definitely not Earth-planet" concept without any need to change it. Given I remember dev quotes about how MW was inspired by Star Wars, I am not at all surprised.

I find it honestly puzzling why one would want a vanilla reskin, and in fact curious as to your reasoning, @dabeek. What do you expect to see in such a reskin?