RimWorld

RimWorld

Alpha Biomes
3,095 Comments
soul together shandais 15 hours ago 
I'm sorry about that (lol)
Sarg Bjornson  [author] 17 hours ago 
This is a biomes mod, and I don't know what a distortion ritual is
thegreyjester 2 Sep @ 7:12am 
Nevermind, I just had a couple drop components. Just seems to be a very low chance!
thegreyjester 2 Sep @ 6:53am 
The Techno Trees don't seem to be yielding industrial components like the description says they should. I have my highest plants skill person harvesting them, and I just get the usual 18 wood from them. Are they unfinished, or am I just missing something?
Sarg Bjornson  [author] 1 Sep @ 10:38pm 
No, the biome doesn't have rivers, roads or deep deposits, same as Sea Ice. This is vanilla
Hazard Maks 1 Sep @ 5:33pm 
Just ran into the same issue with mechanoid intrusion... I didn't realize you can't drill deepchem anymore, because last time I played (about a year ago) I could have sworn that you could!
Tanyavich 1 Sep @ 1:59pm 
Is there a way I can enable deep drilling / scanning in Mechanoid Intrusion biomes? It stinks getting days into a run only to discover (with no indication or documentation anywhere) that one cannot drill in the biome. Being unable to scan for Deepchem is breaking my heart and my run.
Sarg Bjornson  [author] 29 Aug @ 8:28am 
Yes, give them time to go away
Stitches 29 Aug @ 8:03am 
I am having an issue where every animal has chemfuel nodules, it says its from this mod.
Sarg Bjornson  [author] 27 Aug @ 2:12am 
As far as I know, Helixien already fixed it in ReGrowth
nathan 27 Aug @ 12:50am 
i see just thouht i would mention in case it was easy to fix
Sarg Bjornson  [author] 27 Aug @ 12:40am 
Not this mod's doing
nathan 27 Aug @ 12:23am 
not a big deal but got a metorite drop of crag stone and they were a bunch of red xs i think it means that the textures did not load
Star Traveller 26 Aug @ 6:24pm 
wait, nevermind! i found them! for anyone else lost, they are in the "build biome structure" menu
Star Traveller 26 Aug @ 5:53pm 
when i open the menu to select which floors to build, the alien wood floors do not appear. even in dev mode, with everything enabled, they do not appear, so my colonists cannot construct them. they are, however, available through dev commands to change terrain
Sarg Bjornson  [author] 25 Aug @ 11:26pm 
@Xean, Natural: No

@Star Traveller: Define "construct the planks"
Star Traveller 25 Aug @ 10:28pm 
is anyone else having an issue where they are unable to construct the planks made from the added woods (mushroom stalk, crystalline, etc). i have them unlocked, but they don't show up in menu, even with dev mode. I can change it via dev commands, but cannot build them naturally
Xean 25 Aug @ 5:27pm 
Are vents even destructible?
Natural Selector 25 Aug @ 2:58pm 
Would I be able to stop de bloodrain if I destroy the bloodvents using my pawns or admin mod?
Sarg Bjornson  [author] 25 Aug @ 9:26am 
Yes
Xean 25 Aug @ 8:57am 
Just mine it and it pops out along with the chunks?
Sarg Bjornson  [author] 24 Aug @ 10:51pm 
Mine rose quartz
Xean 24 Aug @ 2:02pm 
I can't find where to craft Alcyonite, I seem to have forgotten
Reverie 23 Aug @ 3:26pm 
Could you tell me which file? Or a key word, I can RimPy that. I've no idea where you edit stuffable colors, I only ever re-saturated .png files :(
Sarg Bjornson  [author] 23 Aug @ 1:30pm 
@Silent: They heal

@Reverie: You can edit the xml, yeah
Silent 23 Aug @ 12:21pm 
what do healing waters???
I know it sounds, I just try to find facting solutions
Reverie 23 Aug @ 6:25am 
I've noticed that the floors made of Rose Quartz are now way less red than in 1.5 (for instance - Kemetic tiles). I used to caravan out for these stones for some lively colors. I guess others found them too saturated :(

But I wonder - is this editable in some .xml file so I could change it locally or is that something in the assemblies and RIP to my red floors?
Sarg Bjornson  [author] 22 Aug @ 11:21pm 
@Bosh: Same

@PanicOregon281: Yeah, that's on them to fix
PanicOregon281 22 Aug @ 6:18pm 
is anyone else getting errors on world generation when using AlphaBiomes with "Jelly's Better Map Sizes [Semi OCD Edition]"? I'm getting errors with it, but no log outputs even mentioning alpha biomes, just VEF, MapPreview, etc compiler and transpiler errors with postfixes.
The log outputs are more bizarre, than the actual error occuring.
Bosh 22 Aug @ 5:10pm 
Does the Blood rain vent give the same kind of blood rain as anomaly does or is it something different?
Sarg Bjornson  [author] 22 Aug @ 12:43pm 
Yes, just wait
Rhodry 22 Aug @ 12:14pm 
can we get a way to remove chemfuel nodules off animals? my animals got this when entering a tile with this as modifier to that tile
Sarg Bjornson  [author] 22 Aug @ 6:11am 
You mine rose quartz
Tantalus 22 Aug @ 3:34am 
Hi, loving the new biomes and currently trying my hand at an Ocular forest colony but I can't figure out how to get Alcyonite Chunks at all. Can anyone help?
Sarg Bjornson  [author] 16 Aug @ 10:40pm 
Oh....
Contrived 16 Aug @ 1:52pm 
So since propane lakes are now features that can show up outside the pole biomes, could we get an alt recipe for propane pumps etc. that doesn't use crystalline wood? Since it doesn't exist outside its biome.
Sarg Bjornson  [author] 16 Aug @ 12:04pm 
It's a tile mutator. It uses the same timers as the heat / smoke / toxic vents in base Odyssey:

<onDurationMtbDays>12</onDurationMtbDays>
<offDurationMtbDays>4</offDurationMtbDays>

So on average, 12 days of blood rain per 4 days of NO blood rain. That is hell
Natural Selector 16 Aug @ 11:54am 
What are all these "features in tiles?", I'm playing in a map with bloodvents and a couple of other features and it's been raining nonstop since the first day, for a year or so except some random hours where the blood vent stopped and started again. It says it's from alpha biomes but I can't manage to find any information anywhere
Sarg Bjornson  [author] 16 Aug @ 9:18am 
Well, that hediff is only applied by a game condition, and that game condition only appears in tiles with the tile mutator.

Furthermore, the hediff goes away after leaving the tile.

So what you have is a mod conflict that makes something there not work properly.
Azerbaijan_Technology 16 Aug @ 8:49am 
I know this question might be unrelated. But does anyone know why does all of my animal have permanent hediff called "chemfuel nodules"?
I can't be certain which mods adds this but i did see some tiles having the chemfuel nodule feature under smart odyssey, I didn't settle on those tile yet all my animals are infected with it. Frankly game ruining.
Annabellee 15 Aug @ 4:45pm 
Are you taking landmarks ideas?
Sarg Bjornson  [author] 15 Aug @ 1:52am 
No, that's not this mod's doing, you have a mod conflict.

Try with only this mod
AVE 15 Aug @ 1:48am 
Wait what happened to this mod? When I load up a game, I no longer see Biomes from this mod, just base game/odyssey biomes with features from various biomes in this mod.

For example I started in a plains, but I'm getting hardened slime and mechanoid intrusion grounds both. This is very strange...is there a way to change it back to the way it was in the configuration settings? To restore the biomes themselves and do away with the new features?
programmed.messiah 14 Aug @ 6:23pm 
Thank you for the update! :steamthumbsup:
Princess Katsume 14 Aug @ 6:07pm 
will biome transitions be available in a current save or would they only show up in a new save?
Yinyang107 14 Aug @ 3:32pm 
Wait, I have buildable propane pipes now despite not being on a propane map. But at least I have the tar buildings I actually was looking for!
Yinyang107 14 Aug @ 3:25pm 
Thanks for the update! tar buildings are working fine in my tar pool lava biome now
Sarg Bjornson  [author] 14 Aug @ 1:19pm 
v5.108:

Added compatibility for Biome Transitions
Propane and Tar buildings can now be built on any biome if it has the required tile mutator
Reworked the way propane pumps work. Reduced energy needs to 50W. Increased output. They won't keep producing propane if the net is full
Reworked the way propane heaters work. They now... actually work. Each pump will support two heaters.
Reworked energy needs of propane smelters, smithies and stoves
Added workgivers to propane smelters, smithies and stoves so they actually work now........ Was I drunk?
Rime nodules will appear in drug policies now
Added a recipe to turn propane into chemfuel to the refinery
Propane fuel tanks are now just called "propane", like base game chemfuel
Added StuffExtension to this mod's stones so they hopefully stop popping up in ruins
B flat 14 Aug @ 12:03pm 
I have a rather niche problem with the "build biome structures". I don't have a furniture tab, or rather I moved everything from it when I organized my architect. Is it possible to move that button somewhere else, so it's not just that one thing in it? Tab-sorting lists all biome buildings, but doesn't see that button for some reason.
Sarg Bjornson  [author] 14 Aug @ 10:28am 
Give it time