RimWorld

RimWorld

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Anima Forest Biome
   
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Mod, 1.5
File Size
Posted
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1.228 MB
31 Aug, 2024 @ 4:58pm
31 Aug, 2024 @ 7:42pm
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Anima Forest Biome

Description
The first explorers on the Rim to discover an anima forest thought they had found heaven itself. A beautiful expanse of anima trees that could have only been created by an archotech stretched virtually as far as the eye could see. Even the rarely seen thrumbo could be found in abundance. However as they camped down for the evening they carelessly set a fire, and the forest started to scream.

Inspired by the map for the final stage of the Archotech Nexus ending and this very old reddit post that never left my mind, I present the anima forest biome. Created by an archotech, the anima forest is filled to the brim with anima trees and grass which normally only spawn one per map. In addition, the wildlife present makes no logical sense,with a high concentration of thrumbos present and (mods depending) many anima-themed creatures. The greatest challege of the biome, however, stems from the anima trees themselves. Blanketing the map, there is virtually no space to build without cutting them down, meaning any pawn not psychically deaf is nearly guaranteed to suffer from mental breaks often.

Requirements

Royalty DLC: Since this obviously relies on the presence of anima trees
Regrowth: Core (and by extension both Vanilla Expanded Framework and Harmony

Recommended Mods

Vanilla Anima Tox: if there is any chance you will have a contaminated map
Anima Wood: so there is at least some benefit to having to cut down so many anima trees, though due to it's significant advantages over normal wood, potentially OP with this mod

Patched Mods
(The following mods have some interaction with this one, mainly animals from those mods spawning in this biome)

Anima Animals Combined: All animals added by this mod have a chance to spawn in the biome
Gulden Biome: Gulden Sheep, Capricorns, Rabbitgarqos, and Gulden Rats from this mod will spawn in the biome
Alpha Animals: Empress Butterflies, Animalisks, and Anima Collusi from this mod will spawn in the biome
VFME - Caravan Packs: Due to the abundance of thrumbos in the region, trade caravans will sometimes use them as pack animals in the area around an anima forest
Royal Thrumbos: Much like their standard cousins, royal thrumbos can be found in much higher numbers in an anima forest than anywhere else on the rim

Important Notes
  • The biome is extremely rare (a frequency of 6 whereas most biomes are somewhere in the 50-200 range) so if you generate a small world and can't find any, it is entirely possible that it was simply random chance and you should try either a different seed or larger world. Most 30% worlds should have at least 4 or 5 tiles with the biome.

  • In vanilla, anima trees and grass are protected from several things that normal trees and grass aren't. Anima trees can't catch fire, they cannot be struck by a falling meteor, nor can any animal eat them. Grass is flammible and can be hit by falling object, but has no nutritional value (unlike normal grass) and thus can't be eaten. To allow this biome to function normally these protections are patched out while this mod is active so it is highly recommended to disable this mod unless you are intending to play in this biome. In addition, the anima scream thought that is triggered when an anima tree dies in vanilla has a maximum stack of 3, this has been raised to 8, forest fires will utterly break any psychically sensitive pawns.

  • Likely because they cannot be eaten in vanilla, the "CompProperties_GiveThoughtToAllMapPawnsOnDestroy" comp that is used to detect an anima tree being destroyed and trigger the anima scream thought does not trigger upon an anima tree being eaten. I unfortunately lack the familiarity with rimworld's c++ patching system to fix this so unfortunately thrumbos eating trees on the map will not trigger the scream. If anyone more familiar with rimworld modding can fix this I will happily add it and credit you.

  • Special thanks to the Gulden Mod and the Winter Taiga Biome mod. I've never touched biome modding before so I used their mods as an outline for what was necessary when creating a biome mod.
12 Comments
Shimmer 25 Jun @ 3:05pm 
Sadly doesn't work with vanilla fishies :(
Tefnut 13 Sep, 2024 @ 7:35pm 
I would love a version of this thats all NEW anima content, though i know that would be way more work. Still, keep modding, while I've disabled this mod since i have enough biomes in my backlog, I love the idea!
Terry the mushroom 8 Sep, 2024 @ 1:27am 
they blind me-
Mr McNificent 4 Sep, 2024 @ 6:00am 
also if you use Graze Up, things that eat trees only lower their growth state instead. (fully grown trees become smaller/younger versions when eaten)

Highly recommend. Bypasses the problem when anima trees get eaten without the biome.
Mr McNificent 4 Sep, 2024 @ 5:56am 
*psychically deaf colony frantically cutting down trees as soon as a raid party appears*

muahahaha
Otto Von Bismarck 3 Sep, 2024 @ 4:37pm 
what a wonderful forest

time to get wood for my 1000x multiplier psych sensitivity caster colony's generator
Artemis 3 Sep, 2024 @ 1:51pm 
psychic screams everywhere!
IDIDEVERYTHINGRIGHT&THEYFLAMEDME 2 Sep, 2024 @ 2:28pm 
Great biome, my main suggestion: Can you add a fishing patch compatibility for VE- Fishing? If you look at the Gulden Forest mod, they just added a simple fishingpatch.xml that allowed for fishing on rivers in the biome.
shob 2 Sep, 2024 @ 11:58am 
oh my peak
sleepingpiranha 2 Sep, 2024 @ 11:26am 
The holiest biome in the universe.