RimWorld

RimWorld

[RF] Archipelagos [b18]
61 Comments
E-Claire  [author] 16 Sep, 2018 @ 6:28pm 
Cocomine 12 Sep, 2018 @ 5:59am 
Hoping
RandomEdits 11 Sep, 2018 @ 5:16pm 
Oh good. That means I can continue role playing as Japan.
E-Claire  [author] 11 Sep, 2018 @ 8:40am 
Hi, all. Sorry I've been gone so long. No promises, but if this one can be updated to B19 without too much trouble, I'll try to get it done soon. (Maybe this weekend.)
RandomEdits 1 Sep, 2018 @ 3:56pm 
I really want to play this. Update it pleae.
Cocomine 29 Aug, 2018 @ 1:22am 
Hope can update to B19
Korgi 16 Aug, 2018 @ 11:26am 
no raids?
Dfid 2 Jun, 2018 @ 12:16pm 
Any Ideas which Dinos spawn in which Bioms? Anybody got a List or smth?
go vegan 30 May, 2018 @ 3:41am 
I've got a problem of being unable to take quests since I don't get them. Even when using RimQuest, the blue envelope just won't appear. Can it be somehow linked to my colony being situated on an isolated archipelago?
The mod is great, though @Rainbeau Flambe
uniinu 7 Mar, 2018 @ 8:40pm 
Hello. I like this MOD, I am a bit scary, but I made Japanese translation MOD.
Thank you for a wonderful MOD.
E-Claire  [author] 21 Feb, 2018 @ 4:02pm 
@Aryiss: This mod doesn't make deep water passable. Presumably, you have another mod in your list which does so.
PlumpkinPatch 21 Feb, 2018 @ 12:59pm 
Hi, I was wondering if anyone else is having problems with pawns and mobs being able to cross deep water too? Is there something i'm missing that is making everyone Jesus? I was hoping that having islands would make it harder to access parts of the maps, like a maze of sorts. :/
Rincewind 31 Dec, 2017 @ 2:00pm 
oh really enjoyed this mod, first time i didn't get what is doing until i finally found few Archipelago areas. Highly recommend especially with bridges mod.
Garuda 1 29 Dec, 2017 @ 4:46pm 
It would be really nice if "Nature's Pretty Sweet" didn't flood everyhing :/
Reverie 27 Dec, 2017 @ 3:51am 
I've had the same problem, but without this mod installed. I guess "Nature's Pretty Sweet" somehow glitched out in yours? Had that problem 3 times, with sand, marsh and wet sand.
E-Claire  [author] 9 Dec, 2017 @ 7:14pm 
@Izin: I can only assume you made major changes to your mod list or did something equally significant to disrupt your saved game, as otherwise, I know of absolutely no way a mountain map could somehow "become" an archipelago map.
Izin Mystra 9 Dec, 2017 @ 6:19pm 
@Rainbeau: On the topic of changing tiles, perhaps and nature's problem again, but mountainous map I started got radically transformed into Archipelelago (LOL), no weather, no event, just a brand new game! O.o

Planned to make a base into the mountain, but half of the supplies got engulfed but 'Deep Ocean Water' tile 5min into 3x! LOL

Funnier still, the wild life got thenselves stuck on their personal 1-tile islands and starved to! ROFL

Mountainous-Archipelelago ROFLMAO
E-Claire  [author] 7 Dec, 2017 @ 6:28am 
@OccultEyes: Rain changing terrain tiles isn't a bug in "Archipelagos"; it's a bug in "Nature's Pretty Sweet." That mod's got some great ideas, but unfortunately, from what I gather, it's still riddled with bugs that the author needs to sort out. :)
「OccultEyes」 7 Dec, 2017 @ 6:26am 
I have a weird bug where rain will turn deep and shallow water tiles into land tiles. It is very weird, like there is a different Archipelagos map beneath being uncovered by the rain.
[Tech] Nogohoho 6 Dec, 2017 @ 6:59pm 
Wonderful for defense. Terrible for resources. A fantastic mod. :fhappy:
Flesh Forge 6 Dec, 2017 @ 12:57am 
Mystery solved!
E-Claire  [author] 5 Dec, 2017 @ 6:49pm 
UPDATE:

- Freshwater and ocean variants of each archipelago type now have different labels. (This is really no big deal unless you're using "Prepare Landing," and need to be able to tell the versions apart in the biome listing.)
E-Claire  [author] 5 Dec, 2017 @ 6:05pm 
@Flesh: The doubling on the list happens because there are actually two definitions for each archipelago type, an ocean (salt water) version and a lake (fresh water) version. They share the same label because it's strictly a behind-the-scenes distinction.

Or at least it's strictly a behind-the-scenes distinction if you're not using "Prepare Landing." :P

If I change the labels for the freshwater variants to indicate that they're lake rather than ocean island chains, that should resolve the issue. (It won't reduce the clutter on PL's list, but you'll be able to tell which entry is which.)

It'll be a quick fix.
Flesh Forge 5 Dec, 2017 @ 5:49pm 
FYI, your custom terrain types included in this mod appear oddly in Prepare Landing, I don't know if that's a bug exactly but you may want to look at that:
https://i.imgur.com/MJT5pLd.png

This might just as easily be something weird with Prepare Landing though.
Flesh Forge 5 Dec, 2017 @ 6:55am 
One more (cold bog archipelago in winter)
https://i.imgur.com/QKl2ji6.png
Flesh Forge 5 Dec, 2017 @ 6:53am 
Here's a couple of map examples based on this mod (you're welcome to use these in your mod promo images if you like)
https://i.imgur.com/Zc1WENj.png
https://i.imgur.com/Vc0tf4l.png
https://i.imgur.com/UB2o4vn.png
https://i.imgur.com/KvpB9Dg.png
Flesh Forge 3 Dec, 2017 @ 8:54pm 
I see, thanks.
E-Claire  [author] 3 Dec, 2017 @ 7:26pm 
UPDATE:

- Ambrosia can now sprout on islands as well as on the mainland. Also, alpha beavers have discovered the joys of island life.
Flesh Forge 2 Dec, 2017 @ 4:34pm 
Hey, possibly related to this, I have never gotten an ambrosia spawn on my archipelago map, about 10 years in. It might just be bad luck (randy random) but I usually have gotten of this incident by this point. Thanks!
E-Claire  [author] 2 Dec, 2017 @ 7:26am 
UPDATE:

- Wild plants added by mods will also now appear on appropriate archipelago maps.

(Yeah, I should have thought to add this when I added support for modded animals two weeks ago. Oh, well.)
Nandalee 27 Nov, 2017 @ 9:52am 
Thanks for the coming fix then :)
E-Claire  [author] 27 Nov, 2017 @ 8:20am 
@Nandalee: I think you might be right about this mod and "Wild Cultivation." I'll have to double-check when I get home, but I don't think either of the mods actually has any patching to allow the newly-wild plants to appear on islands. I'll have to fix that. I can also look at patching in some of VG's wild plants, too. Thanks for pointing out the oversight!
Nandalee 27 Nov, 2017 @ 8:09am 
Okay, I loaded a few more maps, I think it's archipelago and vegetable garden. Especially good to see on tropical archipelagos. No bananas, peaches, oranges, etc.

Anything you can do about this? Would be pretty good balanced to use both mods together due to food shortage on archipelagos.
Nandalee 27 Nov, 2017 @ 7:56am 
It seems this mod doesn't work together with your wild cultivation mod (I think it was yours, wasn't it?). I'm using archipelago, wild cultivation, vegetable garden and seedsplease (all B18) that might alter spawning plants. It's not spawning anything besides the plain old vanilla plants on the ilands generated by archipelago
:( haaalp >.<

by the way, you have done some quite awesome mods, thanks for the excellent work here
Sylaise 21 Nov, 2017 @ 11:05am 
Thank you for your reply and I'm sorry I didn't notice them at all. I'll try generating a bunch of 100% worlds and test them out.
E-Claire  [author] 21 Nov, 2017 @ 10:51am 
@Orion: You will sometimes find "swamp archipelagos" on your maps. But they're unfortunately a bit rare, as they're only likely to show up adjacent to swampy coasts.

However, if what you want is just a regular swamp map with larger bodies of water, you might want to take a look at my "Configurable Maps" mod. One of the settings you can change is the water level on the map. ;)
Sylaise 21 Nov, 2017 @ 10:18am 
Any plans to use the swamps? Not an island per se, but a vanilla swamp with huge and chaotic bodies of (swamp, green) water would make for an interesting map.
leprosyandacid 18 Nov, 2017 @ 1:35pm 
Thank you!
E-Claire  [author] 18 Nov, 2017 @ 10:06am 
- Animals added by mods will now be eligible to appear in archipelago biomes corresponding to the vanilla biomes to which they're assigned.

(Note: This should apply to any mods that add animals. No patches are necessary.)
leprosyandacid 17 Nov, 2017 @ 3:03pm 
Yay! They are a perfect match.
E-Claire  [author] 17 Nov, 2017 @ 2:44pm 
@Leprosyandacid: Not a bad idea. Every animal-adding mod would need to be patched in separately, so I can't and won't endeavor to include all of them, but the collab project mod is a big enough set that it would probably be worthwhile.
leprosyandacid 17 Nov, 2017 @ 2:05pm 
Rainbeau, I am loving this mod but could I make the suggestion that you add in a patch/compatability / whatever magic needed, so that it also spawns animals from the animal collab project mod? That mod has penguins and seals, which would be fabulous with this mod.
E-Claire  [author] 14 Nov, 2017 @ 7:46pm 
@Soup: No, this is specifically the a18 update to "Archipelagos." As I just said to Anmo, If you're still playing RimWorld a17, just use the a17 version of the mod.
pmcd124 14 Nov, 2017 @ 7:13pm 
does this work for a17?
E-Claire  [author] 14 Nov, 2017 @ 5:32pm 
@Anmo: I'd assume, then, that you're still playing RimWorld a17. This is an updated version of the mod for a18. If you're playing a17, you need to download the a17 version.
Captain ♥♥♥♥ 14 Nov, 2017 @ 4:24pm 
I'm getting an error message the the version of the mod that I downloaded is "for version 0.18.0"
E-Claire  [author] 13 Nov, 2017 @ 8:11pm 
Update:

- Added Chinese language translation files provided by kghostSATORI.
E-Claire  [author] 13 Nov, 2017 @ 4:44pm 
@Anmo: Is what not supposed to work for which version of what? I have no idea what you're asking.
Captain ♥♥♥♥ 13 Nov, 2017 @ 3:51pm 
Is it not supposed to work for this version?
Rubitron 5001 13 Nov, 2017 @ 1:26pm 
Wow I'm an idiot, nevermind I found it.