RimWorld
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BiomesKit (Continued)
   
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19 września 2024 o 11:28
8 sierpnia o 13:26
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BiomesKit (Continued)

W 1 kolekcji stworzonej przez Zaljerem
Zal's Continued Mods
Przedmioty: 547
Opis
Original mod by Odeum
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2153006237
If the original author requests it, I will remove this update.

This functionality (and lots more) is contained in "ReGrowth: Core" by Helixien et al.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2260097569

Manual:
https://github.com/CosmicOdeum/BiomesKit/wiki

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I am aware this is contained within ReGrowth. I am a fan of more options for everyone.

If you run ReGrowth: Core, you don't need this mod. I suspect they could coexist, but do so at your own risk; it's really unnecessary.

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Original mod notes (1.4):

BiomesKit is a framework for the placement of biomes on the world map at worldgen. Previously, modders needed to utilize C# to add new biomes to rimworld. With BiomesKit, placement of a biome can be controlled with XML tags in the BiomeDef itself.

With BiomesKit as a dependency, you too can make your own biomes mod with minimal hassle! Features of BiomesKit includes but are not limited to:
* Spawning biomes based on factors like elevation, rainfall, hilliness and more!
* Restricting your biome to spawn only on specific vanilla biomes, or even biomes from other mods!
* Changing the hilliness of a tile to a specific level, or even randomizing it!
* Custom world map tile graphics for your biome! [This has now been separated out and is only available via World Map Beautification Project (Continued)]

BiomesKit works by adding tags in the BiomeDef through a modExtension. For example, here's how I did it on the tropical island for Biomes!
<li Class="BiomesKit.BiomesKitControls"> <randomizeHilliness>True</randomizeHilliness> <usePerlin>True</usePerlin> <perlinCulling>0.5</perlinCulling> <allowOnWater>True</allowOnWater> <minTemperature>15</minTemperature> <minRainfall>600</minRainfall> <frequency>5</frequency> <materialPath>World/MapGraphics/TropicalIsland</materialPath> <materialLayer>3509</materialLayer> </li>
Komentarzy: 10
TurtleShroom 25 września o 15:01 
Unfortinately, on my end, I can't seem to get the thing where it spawns ONE tile over a certain list of Biomes (rather than spawning in normal groups). The Biome loads perfectly fine when I generate a Map on it, but it only shows up if I use cheat codes to force it.
TurtleShroom 25 września o 14:50 
Thank you!
Zaljerem  [autor] 25 września o 14:19 
I've added a link to the manual and added the example from the original mod page to the description.
TurtleShroom 25 września o 14:15 
Do you have any instructions on how to use the Biomes Kit? I can't figure out how to make my custom Biome spawn correctly.
Zaljerem  [autor] 8 sierpnia o 14:05 
Make sure you unsub/resub and are on version 1.0.2, I had to push a fix.
TurtleShroom 8 sierpnia o 14:04 
Thank you!
Zaljerem  [autor] 8 sierpnia o 13:27 
Updated to 1.6.
TurtleShroom 11 lipca o 10:36 
Take all the time you need. I can wait!

Until then, I'll just disable the Biomes until then, unless I can get someone to convert them to C-Sharp.
Zaljerem  [autor] 11 lipca o 10:26 
This is not a trivial update for 1.6; been digging into it since unstable was available. As soon as I can, it will be updated.
TurtleShroom 11 lipca o 10:24 
I hope that you plan on updating this soon, when you get the chance! My Mod adds Biomes and needs this in place!