RimWorld

RimWorld

Realistic Planets Continued
125 Comments
@Kothliim thanks so much!
Kothliim Jul 24 @ 1:16am 
I've done the "hard part" of updating this mod to 1.6 (the dll), so I'll make sure the xml stuff is up to date and put it up soon
Vandegrand Jul 17 @ 3:57am 
i'm waiting on update so much too
D3K43 Jul 15 @ 4:35pm 
I just tried it. The whole planet spawns as one big temperate forest and...nothing else
D3K43 Jul 15 @ 4:28pm 
So has anyone checked if this mod still works in 1.6 regardless of the lack of an update?
Dealer Jul 15 @ 2:50am 
NerdCuddles
Yes. But base game rimworld generation really sucks, and my enjoynment of stuff like vehicles expanded or even some features of the Geological landforms partially depends on this mod.
NerdCuddles Jul 14 @ 9:07pm 
1.6 was a massive update with a LOT of changes to how the game functions, and to world generation. This mod is going to take time to update. Be patient.
Rim Baby Jul 14 @ 12:24am 
Looking forward to this update!
Shoegobby bop Jul 13 @ 9:16pm 
Literally zero patience.
Dealer Jul 13 @ 4:06pm 
I adore this mod, but I really wish it gets updated to 1.6. The generation changes between vanilla and realistic planets are hell and heaven.
эвил заза Jul 12 @ 11:05pm 
my mom is kinda fat
Sephira jo Jul 10 @ 6:23pm 
I hope this mod updates to 1.6
RAD EMERALD Jul 6 @ 3:43am 
pls update 1.6?
Hades the King Jul 4 @ 3:58am 
Hello, I would like to ask if this is compatible with the World Map Beautification Project - for Realistic Planets mod that the original was made to be compatible with
eaglegundam Jul 1 @ 3:16am 
ok looks like faction mods dont work with it
MEGAMANYX Jun 25 @ 1:18pm 
For some reason I don't have a population slider when I try to create a new world...
RAD EMERALD Jun 24 @ 12:51am 
1.6?
Your Local Inquisitor Jun 23 @ 8:47pm 
The hero we needed! :steamhappy:
Patch May 23 @ 11:34pm 
You're a life saver @Nishe

Thank you for helping me figure out that I'm not going crazy
Tulipalo Mar 11 @ 1:22am 
hi, the mod is very cool, but I noticed two problems for myself
1 if there are VE series mods and BIOS! for each fraction, there is only 1 last
2 The mod conflicts with all mods that change the interface of the creation of the world
Nishe Mar 8 @ 6:07am 
Found an incompatibility between this and Progression: Storytellers, causing the menu options to not show on the world generation screen, making this mod basically useless. In case anyone else is trying to find why the options aren't showing.
Dealer Feb 19 @ 9:58am 
hey, is it possible for you to make a setting that controls the amount of rivers?
superawesomegoku Jan 24 @ 5:00pm 
For some reason this mod now uses a HUGE amount of game resources and costs me seconds per update cycle, really liked it but I cant play with it anymore.
Kalmorph Jan 18 @ 10:08am 
@_♣Caligula♣_ Mods that were patched by someone different than the original author to work in a new version of the game, but more than often, they aren't willing to maintain compatibility with other newer mods.
_♣Caligula♣_ Jan 8 @ 11:00am 
What is the continued fate?
Tonic Jan 8 @ 8:44am 
I'm running insectoids 2 just fine, unless there's something I missed
A Gas Canister. Jan 8 @ 6:03am 
Another real mod that gets the (continued) fate,
does not work with Insectoids 2
Tonic Jan 6 @ 4:16pm 
To correct myself, they both use grasslands not savanna. Also I found a mod that allows me to set biome commonality, "regrowth expanded world generation (continued)" it seems compatible, but I couldn't say if one is overwriting another. Either way the spit and duct tape that is my mod list seems to be holding together, so that's good enough for me
Tonic Jan 5 @ 6:25pm 
I'm using this with regrowth core and the fact that both mods use savannas drives me crazy lol, anyone know a world generation mod compatible with this mod that allows you to choose biomes
Corvus Jan 4 @ 5:09pm 
I know this is pretty unupdated and just a fan patch, but could we get an option to make tribals (based on tech level) spread out the same way pirates do, separately from the pirate option?
LINK Dec 22, 2024 @ 7:57pm 
At present, it is not possible to generate faction bases properly with the use of Insectoids 2, as each faction only has a maximum of less than 3 bases. After removing the swarm faction, factions can be generated normally. Perhaps it is possible to remove the faction when generating the map and then rejoin it in the archive to resolve the issue?
Maher Dec 6, 2024 @ 8:02pm 
Tried faction auto limiter, no dice. Think this mod is hard incompat with insectoids 2.
Serpa Nov 30, 2024 @ 12:36pm 
for some reason not compatible with rimworld of magic
tinfoil hat bird Nov 26, 2024 @ 8:59pm 
i wish there were more customisation to grouping factions and faction generation, considering things like where the faction would settle (biome-wise), what other factions they'd group with
(especially on modded factions like VFE Classical or the Xenos of the Rim series) but the settings are really minimal..
Radiosity Nov 1, 2024 @ 8:28am 
For the people having issues with factions not spawning correctly, try Faction Auto Limiter. Some mod authors don't add the maxConfigurableAtWorldCreation tag for their factions, so they don't spawn in as they should. This mod aims to fix that.
seekr Oct 27, 2024 @ 6:19am 
Yeah conflicts atleast with Insectoids 2. Made almost all the faction bases disappear.
TheBronzeWarrior Oct 20, 2024 @ 1:29pm 
can you make sea level actually matter? turned it all the way up and it did fucking nothing lol
InVinoVeritas Oct 14, 2024 @ 1:32pm 
Not a fan of the grouping factions together, as I've not come across a planet that encompasses all the factions needs and often just spawns one camp of each faction across the planet. It's a good idea in theory, but in practise it rarely works the way I would like it to.
Zylleon Oct 3, 2024 @ 4:40pm 
This mod overrides the BiomeWorker for Grasslands from More Vanilla Biomes, putting it way too far north, sometimes even north of boreael forest. Can this be adjusted for proper placement? It should be in ballpark of 40-60 day growing zones, maybe a little rainier than RP's savannah.
Антон789 Oct 3, 2024 @ 11:51am 
This mod cut the population density of the planet by about 80%
Ponky Sep 30, 2024 @ 6:02pm 
Idk if this has been noted, but this conflicts with SOS2. Planet generation fails and loops endlessly
Mad Dog Peter Sep 28, 2024 @ 7:49pm 
Maybe it's a conflict with the Vanilla Expanded Framework. When adding factions that require the Vanilla Expanded Framework, there will be an error and only a small number of factions will be generated. Other factions don't have this problem. For example, I have this problem when adding HALO - UNSC Faction (which requires the Vanilla Expanded Framework), but there is no such problem when adding some [RH2] Factions.
Mad Dog Peter Sep 28, 2024 @ 7:32pm 
@D3K43 I don't have VFE Insectoids 2, but still have the same problem,really need a function to specify the number of factions to spawn
Mask of Humble Sep 26, 2024 @ 3:00am 
I'd love if there was a mod like this but you where able to edit the amount of settlements each faction had, I want insects to rampid but there to only be 2-6 settlements of another faction
5g horse Sep 24, 2024 @ 4:40am 
this mod was so good someone threw rocks at my car window and stole my stuff
NerdCuddles Sep 20, 2024 @ 10:10pm 
This was my favorite mod back in 1.0, also yes pretty sure it works with my little planet
BeeKing Sep 18, 2024 @ 12:42pm 
Does this work with my little planet?
D3K43 Sep 17, 2024 @ 6:54pm 
Yeah I noticed that all factions were only generating 1 base spread out over the entire landmass. I do have VFE Insectoids 2 as well, and a lot of other people are reporting the same issue. Please advise?
Z03 Sep 16, 2024 @ 10:32pm 
does this have a patch for biomes core? it removes the lava terrain