RimWorld

RimWorld

Realistic Planets Continued
125 kommentarer
DuckGoosebear PrairieDogLover 24. juli kl. 2:51 
@Kothliim thanks so much!
Kothliim 24. juli kl. 1:16 
I've done the "hard part" of updating this mod to 1.6 (the dll), so I'll make sure the xml stuff is up to date and put it up soon
Vandegrand 17. juli kl. 3:57 
i'm waiting on update so much too
D3K43 15. juli kl. 16:35 
I just tried it. The whole planet spawns as one big temperate forest and...nothing else
D3K43 15. juli kl. 16:28 
So has anyone checked if this mod still works in 1.6 regardless of the lack of an update?
Pineapple Dealer 15. juli kl. 2:50 
NerdCuddles
Yes. But base game rimworld generation really sucks, and my enjoynment of stuff like vehicles expanded or even some features of the Geological landforms partially depends on this mod.
NerdCuddles 14. juli kl. 21:07 
1.6 was a massive update with a LOT of changes to how the game functions, and to world generation. This mod is going to take time to update. Be patient.
Rim Baby 14. juli kl. 0:24 
Looking forward to this update!
Shoeeater25 13. juli kl. 21:16 
Literally zero patience.
Pineapple Dealer 13. juli kl. 16:06 
I adore this mod, but I really wish it gets updated to 1.6. The generation changes between vanilla and realistic planets are hell and heaven.
эвил заза 12. juli kl. 23:05 
my mom is kinda fat
Sephira jo 10. juli kl. 18:23 
I hope this mod updates to 1.6
RAD EMERALD 6. juli kl. 3:43 
pls update 1.6?
Hades the King 4. juli kl. 3:58 
Hello, I would like to ask if this is compatible with the World Map Beautification Project - for Realistic Planets mod that the original was made to be compatible with
eaglegundam 1. juli kl. 3:16 
ok looks like faction mods dont work with it
MEGAMANYX 25. juni kl. 13:18 
For some reason I don't have a population slider when I try to create a new world...
RAD EMERALD 24. juni kl. 0:51 
1.6?
Your Local Inquisitor 23. juni kl. 20:47 
The hero we needed! :steamhappy:
Patch 23. maj kl. 23:34 
You're a life saver @Nishe

Thank you for helping me figure out that I'm not going crazy
Tulipalo 11. mar. kl. 1:22 
hi, the mod is very cool, but I noticed two problems for myself
1 if there are VE series mods and BIOS! for each fraction, there is only 1 last
2 The mod conflicts with all mods that change the interface of the creation of the world
Nishe 8. mar. kl. 6:07 
Found an incompatibility between this and Progression: Storytellers, causing the menu options to not show on the world generation screen, making this mod basically useless. In case anyone else is trying to find why the options aren't showing.
Pineapple Dealer 19. feb. kl. 9:58 
hey, is it possible for you to make a setting that controls the amount of rivers?
superawesomegoku 24. jan. kl. 17:00 
For some reason this mod now uses a HUGE amount of game resources and costs me seconds per update cycle, really liked it but I cant play with it anymore.
Kalmorph 18. jan. kl. 10:08 
@_♣Caligula♣_ Mods that were patched by someone different than the original author to work in a new version of the game, but more than often, they aren't willing to maintain compatibility with other newer mods.
_♣Caligula♣_ 8. jan. kl. 11:00 
What is the continued fate?
Tonic 8. jan. kl. 8:44 
I'm running insectoids 2 just fine, unless there's something I missed
A Gas Canister. 8. jan. kl. 6:03 
Another real mod that gets the (continued) fate,
does not work with Insectoids 2
Tonic 6. jan. kl. 16:16 
To correct myself, they both use grasslands not savanna. Also I found a mod that allows me to set biome commonality, "regrowth expanded world generation (continued)" it seems compatible, but I couldn't say if one is overwriting another. Either way the spit and duct tape that is my mod list seems to be holding together, so that's good enough for me
Tonic 5. jan. kl. 18:25 
I'm using this with regrowth core and the fact that both mods use savannas drives me crazy lol, anyone know a world generation mod compatible with this mod that allows you to choose biomes
Corvus 4. jan. kl. 17:09 
I know this is pretty unupdated and just a fan patch, but could we get an option to make tribals (based on tech level) spread out the same way pirates do, separately from the pirate option?
LINK 22. dec. 2024 kl. 19:57 
At present, it is not possible to generate faction bases properly with the use of Insectoids 2, as each faction only has a maximum of less than 3 bases. After removing the swarm faction, factions can be generated normally. Perhaps it is possible to remove the faction when generating the map and then rejoin it in the archive to resolve the issue?
Maher 6. dec. 2024 kl. 20:02 
Tried faction auto limiter, no dice. Think this mod is hard incompat with insectoids 2.
Serpa 30. nov. 2024 kl. 12:36 
for some reason not compatible with rimworld of magic
tinfoil hat bird 26. nov. 2024 kl. 20:59 
i wish there were more customisation to grouping factions and faction generation, considering things like where the faction would settle (biome-wise), what other factions they'd group with
(especially on modded factions like VFE Classical or the Xenos of the Rim series) but the settings are really minimal..
Radiosity 1. nov. 2024 kl. 8:28 
For the people having issues with factions not spawning correctly, try Faction Auto Limiter. Some mod authors don't add the maxConfigurableAtWorldCreation tag for their factions, so they don't spawn in as they should. This mod aims to fix that.
seekr 27. okt. 2024 kl. 6:19 
Yeah conflicts atleast with Insectoids 2. Made almost all the faction bases disappear.
TheBronzeWarrior 20. okt. 2024 kl. 13:29 
can you make sea level actually matter? turned it all the way up and it did fucking nothing lol
InVinoVeritas 14. okt. 2024 kl. 13:32 
Not a fan of the grouping factions together, as I've not come across a planet that encompasses all the factions needs and often just spawns one camp of each faction across the planet. It's a good idea in theory, but in practise it rarely works the way I would like it to.
Zylleon 3. okt. 2024 kl. 16:40 
This mod overrides the BiomeWorker for Grasslands from More Vanilla Biomes, putting it way too far north, sometimes even north of boreael forest. Can this be adjusted for proper placement? It should be in ballpark of 40-60 day growing zones, maybe a little rainier than RP's savannah.
Антон789 3. okt. 2024 kl. 11:51 
This mod cut the population density of the planet by about 80%
Ponky 30. sep. 2024 kl. 18:02 
Idk if this has been noted, but this conflicts with SOS2. Planet generation fails and loops endlessly
Mad Dog Peter 28. sep. 2024 kl. 19:49 
Maybe it's a conflict with the Vanilla Expanded Framework. When adding factions that require the Vanilla Expanded Framework, there will be an error and only a small number of factions will be generated. Other factions don't have this problem. For example, I have this problem when adding HALO - UNSC Faction (which requires the Vanilla Expanded Framework), but there is no such problem when adding some [RH2] Factions.
Mad Dog Peter 28. sep. 2024 kl. 19:32 
@D3K43 I don't have VFE Insectoids 2, but still have the same problem,really need a function to specify the number of factions to spawn
Mask of Humble 26. sep. 2024 kl. 3:00 
I'd love if there was a mod like this but you where able to edit the amount of settlements each faction had, I want insects to rampid but there to only be 2-6 settlements of another faction
5g horse 24. sep. 2024 kl. 4:40 
this mod was so good someone threw rocks at my car window and stole my stuff
NerdCuddles 20. sep. 2024 kl. 22:10 
This was my favorite mod back in 1.0, also yes pretty sure it works with my little planet
BeeKing 18. sep. 2024 kl. 12:42 
Does this work with my little planet?
D3K43 17. sep. 2024 kl. 18:54 
Yeah I noticed that all factions were only generating 1 base spread out over the entire landmass. I do have VFE Insectoids 2 as well, and a lot of other people are reporting the same issue. Please advise?
Z03 16. sep. 2024 kl. 22:32 
does this have a patch for biomes core? it removes the lava terrain