RimWorld

RimWorld

Layered Atmosphere and Orbit
389 Comments
[Zerg03] MrHydralisk  [author] 12 hours ago 
Crying with Fear, ye, I tested and when that mod enabled 2 new layers related to the planet appearing in LAO settings, which can be enabled. Do be require new save, due to how planet generation work only during new game creation.
[Zerg03] MrHydralisk  [author] 12 hours ago 
toetruckthetrain, if you think it the case, then report it in Issue discussion thread and provide more info, cause if that was the case, then birds couldn't spawn in the first place.
Crying with Fear 19 hours ago 
[Zerg03] MrHydralisk is that going to be a case of enable it in the mod settings like with the layers and the moon?
toetruckthetrain 21 hours ago 
the birds cant seem to fly over air tiles
[Zerg03] MrHydralisk  [author] Dec 5 @ 10:23am 
Mod Star Wars KotOR Resources and Materials now added new Tatooine planet, when used with LAO.
chaotic_echo Dec 3 @ 7:05am 
Love this! Makes me tempted to try to mod some kind of add-on so the lower atmospheric sky islands could be inhabited/migrated to by roaming flight-capable creatures or visited by airship caravans.
Axderwraith Dec 3 @ 1:05am 
holy hell this is so cool
[Zerg03] MrHydralisk  [author] Dec 2 @ 2:42am 
Maxim, not suppose to unless some other mod forcing or override it. If you get more info you can report it in Issue discussion thread.
Maxim Dec 2 @ 2:39am 
Why would a faction without spacesuits attack my base on the moon?
T_GabiUel Dec 1 @ 10:19am 
Now I can play RimWorld and Kerbal Space Program at the same time. Great!
D3K43 Dec 1 @ 7:25am 
Does this work with VE Gravships? I've gotten a really weird bug where asteroids will spawn like, IN atmosphere. Like ON the ground. It looks like they're in space, but they're not.
lando Nov 30 @ 3:21am 
Sick mod
[Zerg03] MrHydralisk  [author] Nov 29 @ 2:17pm 
Ares, as long as it solver it a good news to me.
Ares Nov 29 @ 1:51pm 
Actually, per my comment in the bugs channel, I think I found out why the two mods weren't "playing nice." When sorting out the starting scenario issue, the mods seem to work together just fine. My apologies for wasting your time MrHydralisk.
Ares Nov 29 @ 11:56am 
Okay, now that its not 4 in the morning, I've managed to test the mods' interactions. Realistic Planets (found here: https://steamcommunity.com/sharedfiles/filedetails/?id=3533147031 ) totally prevents your mod from working. I will post in the relevant threads.
[Zerg03] MrHydralisk  [author] Nov 29 @ 1:37am 
Ares, not familiar with that mod, since no one reported issues regarding it so far as you can see in known compatability thread. So you can try asking their dev, maybe they encountered such. Overall unless they override some important method during generation it shouldn't overlap regarding layers and if it does, then you should be able to see error in logs. Report it in issue discussion thread once you get more info on it.
Ares Nov 29 @ 1:29am 
I'm trying to use your mod with Realistic Planets mod, but I'm running into the same issue as Happy Bunny. Is it possible that Realistic Planets is causing a conflict?
[Zerg03] MrHydralisk  [author] Nov 28 @ 8:11am 
Check FAQ it have all steps described. If it still not work provide more info in Issues discussion thread with what you do step by step.
Happy Bunny Nov 28 @ 12:20am 
I can not get this mode to work. New world, all layers turned on, nothing but vanilla surface and orbit. Restarted, played with settings, removed, reinstalled, nothing. Any ideas?
rulercamelot Nov 27 @ 6:55pm 
Just gonna put this here in case anyone else doesn't get the layers spawning.
I had to go into the mod options and turn them on since mine were not on by default, no clue why lol
hugossir12 Nov 24 @ 10:45pm 
it seems that the mod dont work with "save our ship 2"
The God Particle Nov 24 @ 9:35am 
Does this work with Medieval Overhaul regarding the minables?
[Zerg03] MrHydralisk  [author] Nov 23 @ 4:31am 
toetruckthetrain, high orbit contain only giant asteroids, thus since VGE adding normal ones closer to normal vanilla orbit they not really fititng for high orbit. In future updates it possible that more high orbit asteroids will be added here. Currently VGE is still new and they only started to add conditional content and compatability with other mods, so maybe they will decide that some of their new poi should spawn on high orbit too, which can be done with simplest conditional patch.
toetruckthetrain Nov 22 @ 10:40am 
its just got new asteroid types and i was wondering if its in the future to make those also spawn in high orbit
[Zerg03] MrHydralisk  [author] Nov 22 @ 1:56am 
I not familiar with VGE, so can't tell much, but there was no reports of any issues regarging VGE yet. LAO following a vanilla approach to layers and using added in Odyssey codebase, so there is rarely any issues with average mods. Only ones that usually overlap is mods regarding world map visuals and planet layers, but for the most part they already being solved. So ig you can ask VGE devs, if they found any issues during tests.
Needtopractice Nov 21 @ 7:33pm 
this is a great mod and it will be pleasant if VGE is compatible with this mod so that I can experience VGE in my present saves.r they compatible?if not ,any chance to be compatible?
toetruckthetrain Nov 21 @ 1:38pm 
planned compatibility with VGE's new asteroids?
[Zerg03] MrHydralisk  [author] Nov 18 @ 7:57am 
Nahtyrra, if you mean using current ver of LAO as framework, then that should be doable. Check For Modders discussion thread for detailed info on LAO's functionality and can use current layers as reference on how it can be implemented.
Nahtyrra Nov 18 @ 7:31am 
hey there, can i remove the planet and replace it with a "magnetic" molten core to keep floating islands around it? that would be so awesome as i like those planets from games like Septerra Core and Skies of Arcadia, please is it doable with this mod?
toetruckthetrain Nov 16 @ 8:34pm 
would it be possible to make ruins generation on the moon the same as on the ice sheet so nearly nothing spawns in the tiles? its really weird how much normal ass old houses can appear on the moon
Delta4Phoenix Nov 14 @ 10:25am 
Ah, thank you!
[Zerg03] MrHydralisk  [author] Nov 14 @ 9:04am 
Delta4Phoenix, check FAQ thread, you can see about it there.
Delta4Phoenix Nov 14 @ 7:16am 
Is it a known issue that if I try to make a new colony, using a modified preset I made before installing this mod, that only the vanilla layers get generated? (happened with Sky Islands too...)
LrXeeN Nov 13 @ 5:44am 
I didn't install the mod but there was no difference in the game.
[Zerg03] MrHydralisk  [author] Nov 9 @ 4:06am 
Reminder: for any issue report it only to Issue discussion thread and don't forget to always provide logs. The more info the better, even screenshots can help. Also don't forget to check FAQ.
Nepix214 Nov 8 @ 11:31pm 
Running into a super weird issue. I checked the ticks to generate every single planet layer, restarted the game, started a new gravship crew scenario, and the only layers are planet and orbit. I did a dev quicktest and then it generated all the layers properly. So I went back and ran a scenario with a gravship method of arrival but without spawning at the orbital relay. Same issue. No modded layers. So I went back and then did a scenario with just drop pods landing on a surface tile. Same issue again. I have absolutely no clue why this mod seemingly only works on dev quicktest scenarios.
Ohanno_Barghest Nov 6 @ 10:50am 
(I posted in Bug Reports)
Just letting those on the main page know: i had issues with RimThemes blocking all the mod options from appearing. if you have reduced mod-options for this mod, try disabling RimThemes!
Madlark Nov 3 @ 11:01am 
Not the bird OP, but honestly I think having tons of them is a nice feature and fits with the world quite nicely.
[Zerg03] MrHydralisk  [author] Nov 2 @ 6:35pm 
So, regarding birds, I tested it, again. The spawn rate is lower (depending on layer) and spawn limit itself is same as vanilla game intending. The reason why some people had so many bird on their islands is due to bird costing not that much spawn limit, so they can gather in high quantity if not hunted for a long time. Hunting attempts scare big chunk of birds right away. The reason you didn't experienced such on the planet surface is due to other wild animals with higher cost spawning too. So there was no problem found wth bird spawn on floating islands.
MorphingE Nov 2 @ 5:00pm 
Last comment outside of any bug report thread stuff. Sorry to blow up your comments section. Funny thing, adjusting the settings when this was the only mod active, then re-adding everything, kept the settings intact (as expected). So while it was annoying, I only really had to set it once and I'm good to go.
MorphingE Nov 2 @ 3:40pm 
For what it's worth, I removed all my mods and the settings appeared. I'll submit a bug/issue when I can.. but I have 600 mods so I'll try to see if I can narrow it down a bit first.
[Zerg03] MrHydralisk  [author] Nov 2 @ 4:11am 
Reminder: for any issue report it only to Issue discussion thread and don't forget to always provide logs. The more info the better, even screenshots can help.
ShadowCreator_ Nov 2 @ 4:05am 
I have the same situation @ MorphingE. I've uninstalled all mods except Harmony and I don't have any red errors.
MorphingE Nov 2 @ 1:18am 
I don't seem to have any mod options aside from the option to add fuel cost for traveling between layers. Am I just looking in the wrong place?
Madlark Nov 1 @ 1:32pm 
@Starlight-Ellie

Oddly enough, they were happening to me. Every faction advanced enough to have drop pods was raiding me just fine.
Starlight-Ellie Oct 31 @ 7:05pm 
It seems that the raids doesn't trigger in the sky islands, I understand that most of the raids are incapable of reach the island, but even the drop pod raids are not happening
Starlight-Ellie Oct 31 @ 12:58pm 
@Madlark you can spawn the quest with the dev mode, qith the debug actions menu > Generate quest > MechanoidSIgnal (choose any point, or the less points, I think it doesn't have any effect in the quest
Madlark Oct 26 @ 7:29am 
I started the included "sky island tribals" scenario, and after building the comms console, the gravship engine crash quest doesn't spawn. So I'm stuck on the island. Anyone else?
GoofyGuy73 Oct 25 @ 5:01pm 
YOU ARE THE BEST PERSON EVER!!!!!!!!!!!!!!!
[Zerg03] MrHydralisk  [author] Oct 25 @ 6:39am 
Reminder: for any issue report it only to Issue discussion thread and don't forget to always provide logs.