RimWorld

RimWorld

751 ratings
Sky Islands
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Mod, 1.6
File Size
Posted
Updated
811.405 KB
17 Aug @ 2:04am
18 Aug @ 8:02am
6 Change Notes ( view )
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Sky Islands

Description
Adds an extra layer to the planet, between the surface and orbit: sky islands.

Like asteroids, sky islands are surrounded by impassable sky terrain and made of vacstone. Like surface tiles, sky islands have a biome, regular temperatures, weathers, and oxygen. They even have animals! Birds will periodically land on them.

You can land on them using transport pods, shuttles, or your gravship.


FAQ

Save game compatible?
This affects world generation, so no.

Modded biomes?
Sure, but I need to blacklist specific biomes in code, so let me know if you think a specific modded biome shouldn't appear, preferably with its defName.

Ancient Dangers?
As with regular maps, only on 25% of maps. In addition, they will likely be buried in the central rock formation when they spawn.


Compatibility

Medieval Overhaul: MO's mineable resources and gemstones appear on the island; no steel appears.


Changelog

v1.2: added a mod option so that Sky Islands are made of regular stone types instead of vacstone.
v1.1.2: fixed an issue where world generation would not create ocean tiles.
v1.1.1: fixed the Gravship starting scenario not working properly.
v1.1: fixed an XML issue, blacklisted some Alpha Biomes, bugs and ancient dangers can now spawn.


Credits

Me for the code.
Art by my wife.
Preview is from the Avatar movie.
Popular Discussions View All (2)
1
31 Aug @ 3:46am
Sky Island layer not generating.
oscarpgodspear
2
25 Aug @ 1:03pm
Cannot abandon Sky Island settlement
PMC "Russo-Turristo"
241 Comments
Zipforth 2 Sep @ 11:16pm 
This mod is really great! I love the middle ground between space and planet that lets me dip my toes in the shipbuilding without worrying about vacuum. One interesting thing is I recently accepted some refugees, and they spawned on the island successfully, but I thought they had broken when they couldn't leave. All I had to do was edit in a bridge to the edge of the map and they were able to walk off, completing the quest.
Niteus 2 Sep @ 6:23pm 
Sky islands don't seem to respect world size generations and spawn all over the place
Neanderthal 1 Sep @ 10:47am 
I'm not the best at diagnosing problems with mods, but I've found with grav ships and using lifters, whenever I land on a skylisand map tile, my lifters completely stop working for some reason. I have a larger mod list (340ish) so it could be anything but it's only after I land on one of these tiles. just thought it was worth mentioning! I enjoy the skyiskand map tiles, I think they're a great idea and addition. Keep up the great work!
Ironpanther617 30 Aug @ 8:48am 
Is this CE compatible?


............ sorry i ll see myself out.....
Alpharius 30 Aug @ 12:33am 
I'm having goldmahn's issue as well
I also think it'd be nice if we could have a scenario that starts us out on a sky island so we don't have to use icky dev mode
T10086 29 Aug @ 9:50pm 
May I ask if it is compatible with the Hospitality mod? The idea of running a gorgeous sky island hotel sounds incredibly exciting!
Suckeychicken 29 Aug @ 9:20pm 
dont know what the issue is but i dont appear to have a sky island layer.
goldmahn 28 Aug @ 2:14pm 
So I enable dev mode (god mode) and force create a sky island map, and it sticks around until I unpause the game. Then the map disappears as does the sky island.
pantswilder 28 Aug @ 12:41pm 
@Man of Questionable Origins, I am pretty sure I've gotten at least mech and spacer pirate drop pod raids on vanilla asteroid when landed there with mining crew in another playthrough with a main colony elsewhere. And many questions, like the quest to get a grav engine, or the OG ending quest to build/travel to a spaceship don't seem like they'd care where your colony is.
Man of Questionable Origins 28 Aug @ 12:24pm 
@pantswilder basegame asteroids simply won't generating most quests