RimWorld

RimWorld

Alpha Biomes
3,144 Comments
DEINOSS 12 Oct @ 12:26am 
peak
nomSlime 7 Oct @ 11:17am 
Cant you build floors on bridges since odisey? it seems that has not been implemented for the asphalt bridges yet
selageth 7 Oct @ 9:13am 
Is there a way to get rid of the red fog in the ocular forest biome? Something similar to how the alien compliance center makes every colonist "okay" with the strange weather? The to hit debuff is hefty. I like it, but I'd like some way to reduce it for my own pawns even more.
Sarg Bjornson  [author] 5 Oct @ 1:58am 
Most likely. They inherit from their own base, GU_ChunkBase, so if some weird mod out there tries to modify base game chunks these won't be affected
8015 5 Oct @ 1:53am 
I looked at them in RIMMSqol and they were not in the stone chunk category, maybe some kind of mod conflict ...
Sarg Bjornson  [author] 4 Oct @ 10:52pm 
Dunno, they are just chunks. Nothing special about them
8015 4 Oct @ 3:41pm 
I have a weird issue with cragstone chunks in the forsaken biome, no storage accepts them recipes at the stonecutter table do not accept them as input.
Dust 27 Sep @ 11:35pm 
Are there plans to make Alpha biome map mutators searchable on the world map? Many of them, like ambient radiation, techno trees, vents only show up in search if they have a settlement on them.
Dust 26 Sep @ 11:22pm 
Ty, good to know I can stop soaking my colonists for a bit.
Sarg Bjornson  [author] 26 Sep @ 10:53pm 
Not yet
Dust 26 Sep @ 4:23pm 
Mutagenic Ocular water give anything besides Flesh tentacles and malevolent eyes for pawns?
Dust 26 Sep @ 3:02pm 
Oooh random gene shenanigans. My favorite :D
Sarg Bjornson  [author] 26 Sep @ 11:39am 
It can be any gene, so shenanigan potential is off the charts!
Dust 26 Sep @ 10:58am 
Loving the new map modifiers.

Anyone tried out "Low level radiation" yet to see what the "mutations" are?
Sarg Bjornson  [author] 24 Sep @ 3:58am 
Not caused by this mod itself. Probably ReGrowth
Hugalafutro 24 Sep @ 3:48am 
Hi I just had an Onyxglass meteor fall and the textures are all violet squares with crosses. I tried redownloading to no avail.
Sarg Bjornson  [author] 23 Sep @ 10:55pm 
What is a "seed"?
DonaldJTrump 23 Sep @ 5:55pm 
quick question, i bought a seed from a trader called "giant gamma" its basically a plant sun light. but i cant figure out how to use it. doesnt work on the fungal graval you can sow in caves or planters pots or even outside could someone explain what they are and how to use them?
Echopraxia 20 Sep @ 2:56am 
@Sarg Bjornson Understandable, given that you have a bazillion fantastic mods to upkeep, but hopefully you'll tuck the thought away for later if/when you get some time down the road! In the meantime, I'll see if I can get creative with selective roof removal.
Sarg Bjornson  [author] 20 Sep @ 2:46am 
@Echopraxia: I love the idea, I'm just too busy at the moment!

@OnlyFlans: It goes away, it will just be 4 times as often ON than it is OFF. It's literally the same mechanic as base Odyssey vents!
OnlyFlans 20 Sep @ 2:18am 
I somehow got about 10 hours into a permanent death pall map before I realised the death pall is NEVER going away. I thought it would be a thing that happens for a day or two a few times a year, but holy crap. That combined with a duck breeding explosion that led to 200+ duck corpses scattered over the map led to an utterly miserable experience and I genuinely don't know why I was so stubborn as to not quit earlier.

This makes Feralisk-infested Jungle look like a visit to the cat cafe. If you want it there as an ultra-challenge landmark that could be interesting, but maybe add in a warning that this game will be a keyboard-pounder.
Echopraxia 20 Sep @ 2:04am 
Is there any chance of us getting Ocular Bonsai Trees in the future? Biological Corruptors is one of my favourite Ideology memes, but I was sad to see I can't have mini ocular trees dotted around indoors. :steamthumbsup: Either way, cheers to a fantastic mod I added three years ago and haven't played without since!
Sarg Bjornson  [author] 20 Sep @ 12:59am 
<3
Atist☆rry 20 Sep @ 12:50am 
I just wanted to say thank you, the amount of content added with the 1.6 update of this mod is insane
Hydra 18 Sep @ 9:33pm 
Hey I have no idea if this would be the job for another mod or even this one
Decided to go live on a map with frozen vents and well...all the animals go and die on them with no self preservation, I just watched a dinosaur die there and I can barely even get the bodies cause apparently it can give my mechs frostbite lol
Sarg Bjornson  [author] 16 Sep @ 7:51am 
Yes, it's something that needs to be adapted still. Same for tar lakes
Bosh 16 Sep @ 7:45am 
Are propane lakes supposed to spawn rarely on glacial planes? Because without access to crystal wood for the biome structures they're kind of useless.
Sarg Bjornson  [author] 16 Sep @ 4:59am 
Trippy XDD Yeah, that'd be the camera mod
Bosh 16 Sep @ 4:53am 
I don't think propane lakes are supposed to look like this. Looks normal when zoomed in though, maybe it's a bug with Camera+?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569182242
MoJoTheJoJo 14 Sep @ 6:30pm 
I don't, I just got my ass kicked my entire run but I adapted, double edged sword with the death pall vent though.
Sarg Bjornson  [author] 13 Sep @ 10:52pm 
Why do you want all tile mutators to be a walk in the park?
MoJoTheJoJo 13 Sep @ 1:53pm 
No. Seriously. Why the hell does the death pall vent spew 24/7?
Sarg Bjornson  [author] 13 Sep @ 11:53am 
That's what asphalt is there for
KiltedBastich 13 Sep @ 11:51am 
Any chance of making the tarry mud bridgeable? I can understand not being able to build on it, but a bridge shouldn't be hard. I'd prefer if the tar itself was, too, but that's not as big a deal. I just figure, we would be able to build bridges over that in the real world, so why not in RimWorld?
Caek 12 Sep @ 11:29am 
Well, it fixed itself. Huh. This stuff really is an anomaly :P
Caek 12 Sep @ 8:33am 
Figured as much, but it seems like I'm having some dwarfy rolls on this thing since my first one on lasted about 17 days, and the first off lasted about a single day or two; enough to get the novice title in, but being barraged by the new anomaly music makes me sad since it's losing the charm of being rare.

I'm guessing it is safe to adjust those numbers myself to fit my scenario and slow things down, but adjusting the numbers down a lot didn't seem to do anything (I set the on duration to 4 days and the off to 16, but this doesn't seem to work). Is that part in the assembly through a script or something? I don't mind pulling the source from git to recompile but I'm not sure if I have to. I did check the save file and surprisingly it doesn't seem like there's anything in there to track the numbers - I've modded Paradox games before, so Rimworld is a completely different beast, but I'd have expected to find some kind of timer in there.

This stuff's an anomaly, if you will.
Sarg Bjornson  [author] 11 Sep @ 11:05pm 
Yeah, MTB means "mean time between". 12 is the mean.

They will be on, on average, 3 times more than they will be off.
Caek 11 Sep @ 8:09pm 
Played a bit more - going on fifteen days now, since we're well into Jugust. I checked the defs and they have these lines:

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

The funky thing there is based on what you've mentioned before, it should've ended by now since it's been more than twelve days. It is metal as fuck to see a sanguophage one shotting hordes of shamblers with the starting masterwork longsword, but I might fiddle these numbers to a more equal footing since I can't actually get the Empire to show up and give me a psylink for 'em since there's hostiles on the map they can't deal with. Might be something to add with the mod options but dunno how hard that is to implement.

Just guessing, but the onDurationMtbDays is probably, like, it can start to have a chance to end after twelve days, but isn't guaranteed to? I'm just trying to figure out if I'm just super unlucky on the check, or if something's busted somewhere on my end.
Caek 11 Sep @ 7:20pm 
Little question, but how long do the vents keep pumpin' for deathpall? I'm running a sanguophage game and set myself up in a place like Transylvania or something, but they've been bumping for eight days straight and started on...well, day zero. I don't mind them pumping often, but I'd like to get a feel for it and plan around it more.
-=Ðﮐ=- Arctic Howler 11 Sep @ 11:39am 
Hopefully there's a way/time that this and VE architect can be compatible material wise, rose quartz bridges in ocular forest my love D:
Natural Selector 8 Sep @ 5:19am 
Damn... thank you !
Sarg Bjornson  [author] 7 Sep @ 4:37am 
Furniture -> Biome buildings
Natural Selector 7 Sep @ 4:12am 
Hello, for some reason I can no longer build any of the buildings included by this mod. They appear in the research tab as unlockables but I can't no longer find any alpha biomes tab or anything related in the building menu. The only things I can build are the exotic door, wall and column, but can't refine alcyonite chunks.
Tiny Spoder 7 Sep @ 3:01am 
Hello, i been a long time user of this mod and really enjoy it playing with it. Just a question out of curiosity will there be more new biomes created in the futured or planned
Sarg Bjornson  [author] 6 Sep @ 10:56pm 
Volcanic ash with rain as a weather type ONLY happens in the pyroclastic conflagration, I haven't patched it to appear in tundras. You have either another mod doing that, or a mod conflict
PinkyWind 6 Sep @ 4:44pm 
there is any way to disable volcanic ash with rain? it happens all the time in the tundra and there is no volcano near the colony
Fetch 5 Sep @ 5:34pm 
Having an issue with Ocular Warping ritual. When I start it at an ideogram or altar, the Ocular Dryad won't come to the ritual. Everyone gathers and the animal comes, but the dryad looks like he's fidgeting in place. I've tried varying the animal used, changing the Ocular Priest, and different altars. When I start it at a ritual spot instead, it proceeds normally.
Sarg Bjornson  [author] 5 Sep @ 9:40am 
I mean, it's a single player game, you can do whatever you want... but the intention is that you are just supposed to build around them, NOT get rid of them
Ruin 5 Sep @ 8:50am 
Can the derelict Archonexus/Archotech structures be destroyed or used in some way, or do i need to dev mode destroy them to remove them?
soul together shandais 4 Sep @ 1:23am 
I'm sorry about that (lol)