RimWorld

RimWorld

Helpful Bot's Hostile Environment Collection
32 Comments
CTH2004 Jan 3, 2020 @ 5:28pm 
Are you activly working on these?
Employee 432 Feb 25, 2018 @ 3:29pm 
Thanks for the response, yeah what I was looking for a base with 6 months of constant darkness, and 6 months of twilight. Basically I was looking for rimworld to calculate daylight accurately. I don't know what equation it is using, but it should be...

Altitude of Noon Sun=90-Latitude+Declination (+23.5 in summer, -23.5 in winter, 0 on the equinoxes, for example, at least on earth)

I'll ask around, see if anyone knows whether daylight can be modded.

I've currently got 53 pawns surviving throught the -135F winters. Now to throw them into pitch black. :)
Willowisp  [author] Feb 21, 2018 @ 8:42pm 
Interesting. Depends on your definition of "fix" really. I'm not hugely experienced with DLL mods so Im not the best authority on a mod of that type. From what I know of how the game is written and structured I'd guess that it would'nt be easy if possible at all. If it really is as you say, ZERO night, then you would have to somehow make an entirely new algorithm for how it designates time zones for determining length of night. Alternatively it could be one line of code; I just dont know. Honestly, it would be 1000% easer to teleport your main base to a location with nights through editing your save file.
Employee 432 Feb 15, 2018 @ 9:04pm 
I have a base at the one of the poles, and I spent a long time trying to figure out why the realistic darkness mod wasn't working. I was looking forward to lasting through a winter where the sun never rises with your mod. Turns out, there's nothing wrong with your mod, Rimworld calculates the amount of daylight completely wrong near the poles. Instead there's constant daylight at all seasons. Do you think it would be possible to create a mod to fix this?
xNBKx_Demonic Sep 3, 2016 @ 11:30pm 
shrunk it down to 67 , 112 is a little much XD
xNBKx_Demonic Sep 3, 2016 @ 11:24pm 
Here's a link to my collection if you did wanna check it out for yourself and for anyone else looking for a nice one stop shop/Full game overhaul colelction for immersion and extra content- while maintaining balance and a lore friendly atmosphere.

http://steamcommunity.com/sharedfiles/filedetails/?id=757746752&savesuccess=1
xNBKx_Demonic Sep 3, 2016 @ 11:20pm 
awesome , I wish you luck!
Willowisp  [author] Sep 3, 2016 @ 11:10pm 
That sounds awesome! You got me determined to fix it properly in the sense of making it work without just deleting devilstrand and healroot from the spawnlists. I must report that I'm 95% sure that its not possible without a dll mod. The effort that it would take just to get a few things to spawn rarely...bleh. Fixing it and testing it now.
xNBKx_Demonic Sep 3, 2016 @ 11:01pm 
absolutly man , thank you for the excellent mods, just included these in a personal full game mod collection of over 100 mods in hopes others will enjoy it as well, its a no CCL / A .15 collection to help ease these transitions a bit for newer players just coming into the game or impatient older players like myself lol. Thanks for the fast reply and info and for all your hard work , Ill just ignore that damn grass seed XD . Take care!
Willowisp  [author] Sep 3, 2016 @ 10:21pm 
The game seems to really disagree with me creatively on having decorative plants spawn in the wild. For the short term i'm just eliminating them but I think all i'd need to do to fix them would be to add wildspawn settings in their respective XML's. I'll know as soon as I can scrounge some time this weekend. Thanks for the feedback though!
Willowisp  [author] Sep 3, 2016 @ 10:18pm 
Yeah that damn seed bug; while it does'nt actually hurt anything, it bugs you after a while in dev mode. I've isolated the issue so I should have it patched out reasonably soon. As for the animal train you've spotted, that is straight up vanilla behavior. I noticed that one when I first started playing unmodded in A14. If you try out the deadly forest version you see a lot less of that going on but more colonist face-eating occuring as a consequence.
xNBKx_Demonic Sep 3, 2016 @ 9:18pm 
and I also get the same error spawn plantseed attempt spawnfrom edge of map
xNBKx_Demonic Sep 3, 2016 @ 9:16pm 
some of the animals that youve up the density of the spawn for sometimes spawn as a pile or stack and move aorunf stuck together and its like way to many , one stack was 20 elephants lol just figured ide mention it, didnt cause any errors but kinda broke immersion a bit.
Willowisp  [author] Aug 25, 2016 @ 8:58pm 
I have boomalopes spawnweight set to less than than in vanilla but i'll give them another pass and probably set it to 0.2 or 0.15 (they are 0.3 now)
Grishnerf Aug 25, 2016 @ 4:14pm 
i didnt mind the zoo at all ^^
maybe make one final EXTREME mod for that.
really enjoying your work, thx!


maybe one final note: can you do something about that stacked animal behaviour?
you know 10 boomalopes on one spot.
or can you generally make boomalopes less, dont like that animal and they spawn way to much.
Willowisp  [author] Aug 25, 2016 @ 4:04pm 
All three Kudzu mod's are now public, playtested, and zoo-free. Enjoy!
Willowisp  [author] Aug 25, 2016 @ 1:24pm 
@Grish Strange indeed; unfortunately, the kudzu series really only works on new terrain generation BUT the animal density and vegetation SHOULD gradually change even on old saves.
Grishnerf Aug 25, 2016 @ 7:58am 
while playing, i noticed that only at the map borders the vegetation grows. nothing in the middle.
but it is on a running save. maybe on new created maps there is no issue.

i get this error in the log in dev-mode (on running save!) :

System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingMaker.MakeThing( Verse.ThingDef def, Verse.ThingDef stuff)[0x00000] in <filename unknown>:0
at RimWorld.GenPlantReproduction.TrySpawnSeed (IntVec3 cell, Verse.ThingDef plantDef, SeedTargFindMode mode, Verse.Thing plant) [0x00000] in <filename unknown>:0
at RimWorld.WildSpawner.TrySpawnPlantFromMapEdge () [0x00000] in <filename unknown>:0
at RimWorld.WildSpawner.WildSpanwerTick () [0x00000] in <filename unknown>:0
at RimWorld.WildSpawner.DoSingleTick () [0x00000] in <filename unknown>:0


but it makes no problems without the log. i can play normal.
Grishnerf Aug 25, 2016 @ 3:23am 
first imrpession: really nice. it works on runnings saves, my fauna&flora is expanding and growing. makes nature dynamic and not that boring. and on the biggest map it gets more difficult to reach some points in time if everything is grown together. i like it.
wild animals seem to be okey right now, maybe they need to spawn into the map first, cause savegame and not a new map.
i killed nearly all the animals on the map before.
so ill see that later.

it is also no problem to create new maps together with miscellaneous core + mapgenerator mod.
they look so diverse and awesome! with rivers/lakes, dense woods, swamp areas etc. really nice.

works like a charm. thx!


only thing i noticed, but dont know if it is related with your mod (seems strange), that on world creation/chosing starting point my tundra areas are Pink colored :D
maybe some weird bug.
Willowisp  [author] Aug 25, 2016 @ 2:10am 
Kudzu released! Sleep time
Willowisp  [author] Aug 24, 2016 @ 9:04pm 
No worries, doing this stuff takes my mind off things. Alrighty then i'll release that first. Its all already been tested; just a matter of knowing which files to include.
Grishnerf Aug 24, 2016 @ 9:01pm 
the Hostile forest Kudzu mod (increased vegetation, trees, and predatory animals)
sounds nice.
but really no hurry! i feel kinda bad now :D
can test some stuff the next days if you want. im off now gnight.
Willowisp  [author] Aug 24, 2016 @ 8:56pm 
@Grish, Do you just want the kudzu mod (only increased vegetation & trees), the Hostile forest Kudzu mod (increased vegetation, trees, and predatory animals), or the Dangerous predators kudzu mod (increased vegetation, trees, predators and much stronger predators)
Grishnerf Aug 24, 2016 @ 7:48pm 
ahh that is sad to hear. im sorry. :/
take your time, rimworld doesnt run away!
Willowisp  [author] Aug 24, 2016 @ 7:29pm 
If I gave you my biome def folder this very moment with no edits, in any forested biome you'd be facing predator animals absolutely everywhere inside a jungle of trees so dense that movement would be very difficult.
Willowisp  [author] Aug 24, 2016 @ 7:27pm 
I will make a serious effort to push it out tonight. I mean I've been playing with the mod essentially for a long while now so its just a matter of packing it in a folder and making sure its not too harsh for a public release. The biome def file controls a lot of different variables and i've edited so much of my base game that I don't always know whats vanilla and whats not, even with backups of vanilla files.
Willowisp  [author] Aug 24, 2016 @ 7:20pm 
Sorry guys, I know this is TMI and i'll delete this comment shortly but my mother passed yesterday (yes really) so i'm going to see if I can't put it out tonight but theres no garuantees.
Grishnerf Aug 24, 2016 @ 4:38pm 
dont tease me like that im still waiting for that kudzu mod :D
Willowisp  [author] Aug 23, 2016 @ 1:39pm 
I'm working on the extra vegetation (Kudzu) mod right now. Because two of the mods rely on the biome defs i'm going to release Kudzu and Predators mods combined initially. afterward i'll separate the parts out to be downloaded individually.
Grishnerf Aug 23, 2016 @ 1:20pm 
wow dude! nice work.
i just wanted some extra vegetation.
i have that in vegetable-gardens-mod but i dont like the overall mod-theme (too much food :D )
mal_wilson Aug 23, 2016 @ 11:38am 
wow pretty much right when i checked the page too, now i just need something to change the weather permanently so i can have something like toxic fallout,rain or endless volcanic winter,blizzard,cold snap so i can really get the alien planet kind of feel so you dont feel like your stranded on a alternate earth every time
Willowisp  [author] Aug 23, 2016 @ 10:52am 
Will be releasing the Kudzu & Predators mod today.