RimWorld

RimWorld

[Discontinued] Realistic Planets Continued
HalfEnder776 Jul 27, 2021 @ 7:27pm
Compatability
Hello gog user here, since your currently upgrading the mod it would be nice if you could fix some of the weird compatibility issues the original had.

More Vanilla Biomes - currently when both mods are loaded more vanilla biomes with the same names as the ones from this mod are renamed to stop overlap, yet realistic planets disables it's overlapping biomes leaving only the differently named more vanilla biomes (so for example you wont get two oasis's instead you will get something called an extreme oasis). Would be nice to disable the biomes manually rather than them being auto disabled.

Vanilla expanded Plants - adds in biome specific fruit trees, would be nice to make then grow able in the added biomes

RegrowthCore - Changes Cacti to give food rather than wood, compatibility would be nice
< >
Showing 1-15 of 15 comments
Windows XP  [developer] Jul 28, 2021 @ 12:08pm 
I'll look into it. Generally the types of feature upgrades I plan to implement are things that reduce incompatibilities with other mods as described above.

I'm not currently aware of any mods that let you enable or disable biomes to use for world generation so that could be a potential feature to try and add.
HalfEnder776 Aug 1, 2021 @ 1:14pm 
Might be wrong but I think alpha biomes can be toggled individually.
HalfEnder776 Aug 1, 2021 @ 1:28pm 
Yep just checked it can
HalfEnder776 Aug 1, 2021 @ 1:30pm 
Also just remembered vannila furniture expanded power adds extra chemfuel ponds if the biome is a desert, of course the new deserts added by this mod dont count
Gray Sanddragon Dec 5, 2021 @ 2:54pm 
I think something conflicts with this mod causing the "Create World" screen to pop up a second time AFTER loading the chosen seed right on world gen. I didn't get an error though.
Dracon Apr 24, 2022 @ 8:25am 
Does this have full compatibility with SOS2? I'm not getting the new planet generation options for some reason :/
Windows XP  [developer] May 1, 2022 @ 9:18am 
I'm using Sos2 and I've never had problems. Even with my extensive mod list, I often have problems even reproducing errors people report. Post your mod list and I'll look into it.

The only definite problem I'm aware of right now is that a bionics mod I made that depends on EPOE makes world generation not generate factions. Maybe disable bionics mods except for EPOE and report back.
Last edited by Windows XP; May 1, 2022 @ 9:19am
Nilserrich Oct 13, 2022 @ 8:35am 
Is the thing about certain VE stuff not spawning in the new biomes a problem anymore?
Windows XP  [developer] Nov 5, 2022 @ 5:10pm 
I'm not sure. I played this for like 1000 hours with a decent sized modlist and never had any problems that I didn't fix once I found them. As for whether or not that will be a problem in 1.4, I'm not sure. Most problems updating to 1.4 have been ui related but if you encounter any issues, be sure to include the information I need to replicate the problem myself so I can look into it,
Last edited by Windows XP; Nov 5, 2022 @ 5:11pm
Friski Apr 3, 2023 @ 1:21am 
Hello. I would like to ask a question. Can the Real Ruin mod break the game with your mod? I just can't figure out what's breaking the whole thing.
Friski Apr 3, 2023 @ 1:28am 
And maybe it is. Because when I removed your mod, I noticed that when creating a planet, a menu pops up that asks you to set the number of ruins in the world. Because of this menu, the planet is not created and the mod started to give errors by the type that he could not create a cell with a certain biome. Although the problem may be in another fashion, but it's worth checking.
Crimson May 29, 2023 @ 8:29pm 
Is the sea level issue fixed yet?
bitbucket Jul 18, 2023 @ 8:02pm 
Not working with the current pre-release incarnation of SOS2. The generate planet button does nothing and the console throws an error:

Exception filling window for Planets_Code.Planets_CreateWorldParams: System.NullReferenceException: Object reference not set to an instance of an object.
at Planets_Code.Planets_CreateWorldParams.CanDoNext () [0x0002b] in <bf71ff9d9e8642bda75cdf431938741e>:0
at RimWorld.Page.DoBottomButtons (UnityEngine.Rect rect, System.String nextLabel, System.String midLabel, System.Action midAct, System.Boolean showNext, System.Boolean doNextOnKeypress) [0x000f2] in <95de19971c5d40878d8742747904cdcd>:0
at Planets_Code.Planets_CreateWorldParams.DoWindowContents (UnityEngine.Rect rect) [0x0042b] in <bf71ff9d9e8642bda75cdf431938741e>:0
at (wrapper dynamic-method) Verse.Window.Verse.Window.InnerWindowOnGUI_Patch0(Verse.Window,int)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) Verse.Window:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
thaipuff288 Oct 12, 2023 @ 1:40am 
Please make this compatible with "Rim War", cause after I'm enabled your mod the button of Rim War gone.
Last edited by thaipuff288; Oct 12, 2023 @ 1:41am
TokiMerr Jan 13, 2024 @ 3:11am 
is this compatible with rim war?
< >
Showing 1-15 of 15 comments
Per page: 1530 50