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CKAPP Tropical Rainforest Mod (Continued) (TSP)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
82.575 MB
7 Aug @ 11:33am
28 Aug @ 6:01pm
8 Change Notes ( view )

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CKAPP Tropical Rainforest Mod (Continued) (TSP)

Description
TurtleShroom Productions Proudly Presents: CKAPP Tropical Rainforest Mod (Continued)

Thank you for downloading the continuation of the CKAPP Tropical Rainforest Mod. It is my privilege to, with Mlie's encouragement, take another load off his shoulders and continue the ambitious project of bringing one of "Rimworld's" best Biome balance changing Mods back to the RW Steam Workshop. This Mod causes the Tropical Rainforest (and many other tropical Biomes) to be dense in vegetation and teeming with animal life. It greatly increases the amount and types of animals.

With "Odyssey" support, duplicated creatures are resolved (so, for example, tigers in this Mod are directly related to "Odyssey" Tigers) and adjusted to minimize both bloat and conflicts. The exotic forms of weather in "Odyssey" are also factored in, leading to realistic monsoons and flooding. In all, this Mod makes tropical climates more challenging and fun to play,as well as giving players a wealth of abundant resources to employ in their colonial endeavors.

This version fixes many, MANY bugs from the Mlie version, many of which I accidentally created myself. I give out special thanks to the user Bernau31 and Redrun, and both of their diligence in documenting the exact erorrs, down to the very Thing Defs and names of those involved! That was invaluable!

FUTURE PLANS:
1. Support for the Vanilla Factions Expanded Medieval Mod's Draught system (Dream Roots, Jitter Berries, etc.)
2. Support for the Medieval Overhaul Mod's Alchemy system (Dream Roots, Jitter Berries, etc.)
3. Further "Odyssey" integration, possible combining of Pawn Kind Defs and Thing Defs for duplicated animals



____________________________________

ORIGINAL DESCRIPTION

Update of KapTaiN_KaVerNs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1110093272

Removed the need for ModCheck and Harmony by using vanilla-patching.
Initial loading of a new map may take a while due to the large amount of plants that need to spawn.

Added patches for:


The purpose of this mod is to add a significant amount of new animals and plants to the Tropical Rainforest and Tropical Swamp Biome and increase their fauna and flora diversity.


Description
The new tropical biomes are challenging biomes with deadly diseases, strong animals, intense rainstorms and a thick jungle canopy that makes movement and expansion a challenge.

Added Animals :

Jaguar, Panda Bear, Tiger, White Tiger, Tapir, Junglefowl, Peafowl, Okapi

Added Plants :

Ferns, Palm Tree, Mahogany Tree, Strangler Fig, Bromeliad, Wild Rice, Bamboo, Taro, Stump Tree, Banana, Lemongrass, Coconut Palm, DreamVine, Heliconia, Jitter-Weed, Wild Smokeleaf, Wild Psychoid, Wild Cotton, Rafflesia, Hive in a tree

Added Consumables :

Taro Root, Coconuts, Bananas, Jitter Berries (drug), Lemongrass, Dream Root (drug and can be used to craft Neutroamine), Honeycomb

Some tips for surviving the rain forest:

- Clear out plants for pathing. The dense jungle will considerably slow down pawns.
- Wood is abundant, but trees take a long time to chop down. Prioritize time and resources and focus on smaller trees and plants when clearing large areas.
- Foraging is a viable food option. Look out for rice, bananas, coconuts and lemongrass.
- While rare, jitter berries, smokeleaf, psycoid, healroot and cotton can also be foraged.
- The rain forest provides a lot of cover. Clear out areas to hit enemies, or use the cover to your advantage.
- Some animals in the rain forest do a lot of damage and are very fast. Choose fights wisely and try to avoid being ambushed.
- The rain forest rains a lot, so consider this when deciding on power and building options.
- Remove rafflesias from your area as these drastically reduce beauty.
- You can stop plant movement sway in the vanilla options menu.

Compatibility

- A Dog Said ... compatibility patch is now integrated. Be sure to put this mod AFTER A Dog Said...

____________________________________
All animals and plants were designed by Coercion
Pith helmet was designed by Thirite


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

Change Log
21 Comments
TurtleShroom  [author] 20 Aug @ 9:02am 
It's been a privilege helping you, Redrun! I'm glad that this Mod has brought you so much fun.

If you don't mind, BTW, what is the Package ID for the Graze Up Mod? I should list that as incompatible.
Redrum 19 Aug @ 4:53pm 
Thank you!
Redrum 19 Aug @ 4:51pm 
Ok, I believe I have found the incompatible mod. "graze up" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2302739121

I removed it and watched the wild animals finally eat the plants from this mod.
TurtleShroom  [author] 19 Aug @ 2:22pm 
Nonetheless, I have pushed an update in case the previous changes didn't appear on your end. Hopefully, this should solve the problem.
TurtleShroom  [author] 19 Aug @ 2:21pm 
In my current tests, I spawned a Muffalo and used cheat codes to make his hunger go to zero. The Muffalo successfully ate the plants like he was supposed to do. I also spawned in an elephant to see if he would do the same, and he did.

In addition, a large pack of wild elephants has been walking around on the Map, and I have yet to see any of them starve.

There is no animal starvation on a rainforest Map using ONLY this Mod. In these tests, I CANNOT reproduce your bug.
TurtleShroom  [author] 19 Aug @ 2:12pm 
Alright, to keep you updated, I am running a test with ONLY this Mod and seeing if I can replicate the animals starving to death.
TurtleShroom  [author] 19 Aug @ 12:34pm 
@Redrun

Again, I sincerely apologize. I have tried for years to fix the bizarre bug where Pawns will pick up and eat goods. I fixed that and created a worse error. I promise you that I will get to the botom of this and I will work on it today. Your patronage and love for this Mod means you deserve nothing less than the best that I can give. I too love this Mod.
TurtleShroom  [author] 19 Aug @ 11:07am 
@Redrun

Crap, I must have not solved the problem. I'll try and solve the malnutrition problem this week. I am sorry that I harmed your experience so badly.
Redrum 19 Aug @ 7:57am 
This mod has been my all time favorite mod my entire time playing rimworld and sadly I believe I am on my last run using it. The constant death from malnutrition, and difficulty to set up a ranch makes it unplayable.
TurtleShroom  [author] 12 Aug @ 8:55am 
Sickly Trees have ten thousand HP because they decay like Stumps over time. I will fix the flammability, though! Thank you so much for your help!