RimWorld

RimWorld

Realistic Planets 1.6
68 Comments
Dealer 9 hours ago 
soo the snap settlements to coast of the vehicle framework works again so it don't really importnat rn
Snorri 19 hours ago 
New biomes added by the mod don't seem to have a new 1.6 riverbank features.
Kothliim  [author] Aug 2 @ 12:25pm 
@Vax are you still having that issue on the latest version?
Vax Aug 2 @ 8:21am 
Same as Legendary G. Have to load a map before a lot of the options show up. I'm just glad I figured that out.
tanyfilina Aug 2 @ 4:47am 
Does it work with the mod "choose biome commonality"? https://steamcommunity.com/sharedfiles/filedetails/?id=2582875043
Kothliim  [author] Aug 1 @ 6:13pm 
Worldbuilder and World Tech Level should be working now
тетеря, блин Aug 1 @ 12:46pm 
it's hard to notice something, if you haven't played both Odyssey and the mod :)
Legendary G Aug 1 @ 9:50am 
@Kothliim Not all the options load on world creation. They only do when you load a world, then go back. And the Other information such as infestation percent does not appear (Might be specific to Insectoids expanded)
Kothliim  [author] Jul 31 @ 9:04pm 
As far as I'm aware it works fine with Odyssey, but let me know if you notice anything.
тетеря, блин Jul 31 @ 11:57am 
the most important question is how it works with Odyssey? that DLC changes a lot biome related things.
Kothliim  [author] Jul 31 @ 4:15am 
@Legendary can you give me some more details? what exact issues are you facing?
Legendary G Jul 30 @ 8:23pm 
There are some compatibility issues with world builder. But from my not a coder perspective it shouldn't be a hard fix.
Sephira jo Jul 30 @ 9:28am 
First gen worked! That was temperate forest and was the one I was having the MOST trouble with previously.
Sephira jo Jul 30 @ 9:16am 
Noooo, I wanted to test it last night! But looks like I get to test it today. I'll run some world gens and let you know. Any biomes you need checked in particular?
Sir Doggy Jvla Jul 30 @ 7:25am 
Hey ! Mod seems to be incompatible with World Tech Level . Realistic Planet overrides the world tech level option which appears in the planet creation menu in any case of order in the mod list. Tested with only the two mods loaded
Zipzopdippidybopbop Jul 30 @ 5:28am 
As far as I know, nope!
Kothliim  [author] Jul 30 @ 4:33am 
Added preliminary My Little Planet and Medieval Overhaul support, still a little rough.

@Zip Does the Medieval 2 mod still throw errors?

@itchyrin I haven't tested MLP support too much yet, so let me know how it works

@Sephira Medieval Overhaul support is even more untested, so give it a whirl and let me know
Kothliim  [author] Jul 29 @ 7:12pm 
@Sephira if the most recent version of RP doesn't work with MO, I'll add it to the to-do list :P
Sephira jo Jul 29 @ 1:51pm 
I figured it might be that. I did try to reinstall this and then I couldn't get past selecting a story teller and removing the mod fixed it. I can get you my loadup log with you mod if you like. Otherwise I'll just wait for VR to add support for this branch of Realistic Planets :) I'm glad someone picked this mod up. It's a favorite.
Kothliim  [author] Jul 29 @ 1:36pm 
@Sephira I haven't tested at all with Medieval Overhaul, so I can't guarantee support as of yet. Also worth noting that some mods that previously had patches for the old version of Realistic Planets will possibly need to have those patches updated to use the new version's package ID.
Sephira jo Jul 29 @ 1:33pm 
I tried using this with Medieval Overhaul Patches and it made the worlds generate plantless, you'll want to add that as a note unless you've updated. But it looks like you've addressed that and I stepped in too late lol. I will test and see if you're working now :D Thank you so much
Kothliim  [author] Jul 29 @ 12:34pm 
Thanks, Zip :D

And thank you to everyone for your comments and feedback :)
Zipzopdippidybopbop Jul 29 @ 12:32pm 
Brilliant work bud =)
Kothliim  [author] Jul 29 @ 12:31pm 
Big update! Barren biomes (turns out it's NOT just oasis) should be fixed, and updated settings menu with full/proper integrations for Geological Landforms, Alpha Biomes, and Insectoids 2 :)

Next up is getting My Little Planet working again, then I'll probably take a little break to actually enjoy the game a little lol and maybe work on some other mods I have cooking...

And I haven't forgotten about getting settlements to clamp to water, but I don't really have a timeline in mind for that yet :P

Please test, and let me know in the Bug Reports discussion if anything is broken!
Zipzopdippidybopbop Jul 28 @ 12:47am 
@Kothliim Ahh so Odyssey sets the oasis landmark - gotcha.

Either way, impressed to see your diligence and speed fixing issues here. Kudos bud!
itchyrin Jul 27 @ 8:10pm 
Thanks! Take your time, appreciate all you do!
Kothliim  [author] Jul 27 @ 7:57pm 
@itchyrin yes, unfortunately the new planet generation system broke the compatibility that was there, and I have to completely rewrite it. It's on my to-do list :P
itchyrin Jul 27 @ 7:42pm 
This mod seems to have become incompatible with My Little Planet in the update to 1.6. Worked in the last version. I just wanted to say this here in case there's a quick fix or something, no pressure.
Thank you for your awesome work btw
Kothliim  [author] Jul 27 @ 6:20pm 
@Zip Vanilla doesn't add an oasis biome, but Odyssey does add an oasis landmark. The two can/should coexist, but I've added some toggles to the menu to disable certain biomes, as well as some options for Alpha Biomes and other mods, but it's all pretty rough right now. Working on a big update to clean all that up, and also fix the (very annoying) barren oasis bug.

@Duck Toggles have been added, but I've renamed grassland to prairie (and I noticed More Vanilla Biomes changed their grassland to stormy savanna), so they can both coexist alongside Odyssey's grassland.

@Dealer I will certainly try at some point lol, but this is already eating up a lot of my time, so brand new features are still a relatively low priority compared to just getting everything working and compatible with other mods.
I should point out other 1.6 mods has oasis and grassland too, not just DLC. It might be nice to toggle them in option.
Zipzopdippidybopbop Jul 26 @ 12:04pm 
One more thing - I'd maybe recommend removing the Oasis and normal Grassland biomes from the mod, as vanilla 1.6 already adds these (I disabled them in debug, but might be handy for future).

Just my advice bud =)

PS - Should also note that the actual Oasis biomes from this mod are barren - no grass or plants growing; just the raw terrain on map loading for the first time.
Dealer Jul 26 @ 10:40am 
Vehicle framework used to have a feature that would snap settlements to the coasts and was configurable how far it could, but that was never compatible with the previous version of realistic planets and it seemed to get completely broken after 1.6 so that's why I'm asking if you could add it. It also makes sense, as humans do tend to settle next to water, which would make sense as a feature for a mod called REALISTIC planets :p
Zipzopdippidybopbop Jul 26 @ 9:34am 
From one modder to another, I appreciate your efforts OP.

Scholar and a gentleman, well done =)
masternetra Jul 26 @ 7:42am 
Confirmed, issue is now fixed.
Kothliim  [author] Jul 26 @ 7:02am 
Ok, Vanilla Fishing Expanded should be fixed now (hopefully lol). I also dropped 1.5 support to keep things simple and focused on 1.6.
Zipzopdippidybopbop Jul 26 @ 6:25am 
I have Odyssey yes; also I usually load Realistic Planets after Fishing Expanded (at the bottom of my load order).
Kothliim  [author] Jul 26 @ 5:16am 
@Zip and @masternetra Do you have Odyssey? Are you loading Realistic Planets before or after Vanilla Fishing Expanded?
Zipzopdippidybopbop Jul 26 @ 4:02am 
I still get the red error warnings on bootup with regards to Vanilla Fishing Expanded, but some good news; the factions spawn normally on world map generation, including the Insectoid hive and the Odyssey merchant factions =)
DuckGoosebear PrairieDogLover Jul 26 @ 12:04am 
@A Duck crazy that vehicle framework had a setting for world generation. Also couldnt find in current 1.6 settings
A Duck Jul 25 @ 11:57pm 
Would it be possible to add a a feature to push faction bases towards water? Like be on river tiles and on coasts?

Or, generate them near rivers and coasts and draw roads between them?

Vehicles framework had an option to push them near coasts but it hasnt worked in years and is kinda crude.
masternetra Jul 25 @ 7:42pm 
And all mods are up to date.
masternetra Jul 25 @ 7:42pm 
1.6 obviously, steam doesn't let you stay on the old versions. At least not in anyway that I'm currently aware of.
Kothliim  [author] Jul 25 @ 6:59pm 
Propane Lakes addendum: Technically, they only spawn on tiles colder than -35, which is colder than the Sea Ice requirement and explains their extreme polar placement, but I guess it would be possible for them to spawn elsewhere on really cold planets. I just haven't played around too much with different world configurations.
Kothliim  [author] Jul 25 @ 6:54pm 
Just pushed a pretty big update that adds compatibility for Alpha Biomes and Insectoids 2, but it probably needs some testing. Let me know if you guys have any issues/feedback (e.g. Propane Lakes from Alpha Biomes only spawn in the extreme polar regions, even beyond the sea ice... is that the normal behavior?)

@masternetra Are you on 1.5 or 1.6? Are you using the latest version of this mod and Vanilla Fishing Expanded? Are you using any other mods that might be conflicting? Because I do not get that error message when using this mod + Vanilla Fishing Expanded.

@AZ Ok cool, great to hear :)

@Dealer I would have to look into that, it might be doable? Probably just some tinkering with the faction placement code, maybe I can add it as an option or something.
masternetra Jul 25 @ 1:47pm 
It's throwing a couple of errors at load.

Verse.PatchOperationAdd(xpath="/Defs/VCE_Fishing.BiomeTempDef[defName = "VCEF_BiomeCold"]/biomes"): Failed to find a node with the given xpath

Patch operation Verse.PatchOperationSequence(count=3, lastFailedOperation=Verse.PatchOperationAdd(/Defs/VCE_Fishing.BiomeTempDef[defName = "VCEF_BiomeCold"]/biomes)) failed
Dealer Jul 25 @ 11:08am 
would it be possible to add a feature that, while generating the planet, snaps settlements to nearby rivers and coasts?
Kothliim  [author] Jul 25 @ 6:58am 
@The360 I don't think there should be any conflict
The360MlgNoscoper Jul 25 @ 6:26am 
Realistic Lighting and Shadows has it's own version of axial tilt, that impacts lighting.
Kothliim  [author] Jul 24 @ 10:39pm 
@AZ What other mods are you running? I haven't notice that issue on my end.