RimWorld

RimWorld

Biomes! Polluted Lands
249 Comments
Latex Santa 12 Aug @ 9:21am 
@Draegon1993
Turn it from a bug into a feature that can be turned on / off.
It honestly sounds interesting. Thank you for your time.
Draegon1993  [author] 11 Aug @ 8:10am 
Ah that issue is not resolved yet. For the life of us we can't figure out what is causing it. It miiiight be the custom faction though
ItsKairoKay 10 Aug @ 7:09pm 
i assume whatever the comments like 6 messages below would say.
Draegon1993  [author] 10 Aug @ 3:16pm 
@Zef The pustule hornet issue as in...?
Zef 10 Aug @ 3:11pm 
Has the pustule hornet issue been fixed? Can we use it now?
Draegon1993  [author] 9 Aug @ 1:00pm 
@YutaniWakazashi They don't break each other, at least. We don't usually patch for alpha animals though, it'd be something on their end
YutaniWakazashi 9 Aug @ 9:07am 
Is the Biomes! series compatible with Alpha Animals?
GLaDOS_cz 29 Jul @ 9:38am 
Thank you!
Draegon1993  [author] 29 Jul @ 7:50am 
We're looking into the pustule hornet issue
GLaDOS_cz 29 Jul @ 3:59am 
Pustule hornets are spawning in swarms randomly on completely clean tiles and are truly a pain to deal with. Not even warning message about them.
nikkipuppy10 19 Jul @ 12:26am 
Can also confirm, same issue as walrus man
ThroatGOAT 18 Jul @ 6:51am 
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Hexley 17 Jul @ 8:09am 
That last update also fixed my issue, not sure why fishing would cause it but it works now.
Draegon1993  [author] 17 Jul @ 6:28am 
Vanilla Fishing Expanded issue should be fixed now
Hexley 17 Jul @ 5:11am 
Can confirm I am getting the exact same issue as WalrusMan. Just disabling this fixed it (Biomes Core and Prehistoric seem fine for me).
WalrusMan 17 Jul @ 1:37am 
When I have this mod and the biomes core enabled, I'm unable to select next on scenario selection. The button just doesn't do anything. Disabling these two fixed it (after exhaustively going through a ton of mods lol), but I'm not sure what the problem is. I'm also getting red errors related to fish but that seems like the only error I'm getting regarding this mod on the log. Could that really be so big a bug so as to not let me play the game?
Mortagon 16 Jul @ 10:27pm 
Getting a few red errors about fish including "XML error: Could not find parent node named "VCEF_RawFishBase" for node "ThingDef". Full node: <ThingDef ParentName="VCEF_RawFishBase"><defName>BMT_Tumorfish</defName><label>tumorfish</label><description>Despite their bodies being lumpy and gross-looking, they are fairly nutritious.</description><graphicData><texPath>BMT_PollutedLands/Things/Item/Fishes/Tumorfish</texPath><graphicClass>Graphic_StackCount</graphicClass></graphicData><statBases><Mass>0.01</Mass><Nutrition>0.01</Nutrition><MarketValue>0.22</MarketValue></statBases><ingestible><specialThoughtDirect>AteRawFood</specialThoughtDirect></ingestible><uiIconForStackCount>1</uiIconForStackCount></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
"
Pet Mudstone 16 Jul @ 4:08pm 
Yeah what Jiopaba said, I manually discovered that Odyssey, VFE, and Polluted Lands all cause the game to break when working together. I documented as such in the Official Bug Report Thread.
Jiopaba 16 Jul @ 3:48pm 
Hey Draegon, the fishing thing is actually an issue with a few other mods I've seen so far. There's usually compatibility patches for VE Fishing that specify what kind of fishing zone a Biome is in various biome mods. The problem is that Odyssey has no such concept, so specifically it's a patch that needs to be enabled if VE:Fish is detected but disabled if Odyssey is also detected. I'm not sure if you can do the opposite of a MayRequire or what, but it's an odd little problem.
Reprogrammed Automaton 16 Jul @ 2:47pm 
That is where the asynchronous hits if you don't try to load a save... The game then complains about the reading policy for some reason.

There seems to be more logs about it in bug reports in addition to the ones I posted.
Tydarius 16 Jul @ 10:09am 
Same here, was trying to figure it out for a bit but fortunately only added a handful of mods before it refused to progress past the Choose Scenario screen
Draegon1993  [author] 16 Jul @ 10:08am 
@Brooke Yomotsu Got an error log? Sounds like an incompatibility issue
Brooke Yomotsu 16 Jul @ 9:37am 
Aw, for some reason Biomes: Prehistoric works just fine in 1.6, but this one doesn't (it stops me from even getting past the "Choose Scenario" screen, clicking next does nothing) :pumpcry:
Draegon1993  [author] 16 Jul @ 6:50am 
We'll look into it regardless. This is weird.
Draegon1993  [author] 16 Jul @ 6:40am 
@mikester112 Weird, we don't have a 1.6 patch for VE fishing in here. I'll look into it
Draegon1993  [author] 16 Jul @ 6:38am 
@Norve Nope! We haven't changed anything since 1.5
mikester112 16 Jul @ 4:05am 
VE Fishing changes to use Odyssey's fishing system to add new fish to the game if Odyssey is enabled but the VE Fishing patch in this still tries to hook into VE Fishing's system regardless if Odyssey is enabled or not which causes red errors on startup when Odyssey is enabled with VE Fishing.
Norve 16 Jul @ 1:57am 
Really like playing with the mod, but I have a quick question - does this mod expand or change Scarlands biome content (like mobs, events and etc.) from Odyssey DLC?
Draegon1993  [author] 15 Jul @ 6:55pm 
@Reprogrammed Automaton I'll have one of my coders look at it. And that is precisely why I had to make the mod! Vanilla polluted biomes are boring as hell
Reprogrammed Automaton 15 Jul @ 6:46pm 
I am getting a failure to load a save or generate a map with the latest update, verfied game files and it says its on 1.6 but it gives me an asyncronous event the instant I add the mod, works fine without it.

https://gist.github.com/HugsLibRecordKeeper/d8429b91f49810805ebf0859eeba5e6d

Kinda sad because this mod really makes poluted biomes fun to play in rather then just barren....
WalrusMan 15 Jul @ 4:55pm 
THanks for such a quick update, thought it would take a bit longer. Cant wait to add it back in and start a new world.
Draegon1993  [author] 15 Jul @ 4:38pm 
@CrispyCthulhu We're thinking about it :D
CrispyCthulhu 15 Jul @ 4:16pm 
It would be cool if some of the polluted animals had extra abilities if you have Odyssey
Draegon1993  [author] 15 Jul @ 3:40pm 
@Computica For 1.6 no, for earlier versions yes.
Computica 15 Jul @ 3:38pm 
Do we really need path finding fw with 1.6???
Draegon1993  [author] 15 Jul @ 3:32pm 
Updated for 1.6 with a small caveat on the aquatic animals!
Roque the Rogue 1 Jul @ 9:56am 
Ah, do ping me if you need beta testing the new version. I'm in the discord.
Draegon1993  [author] 1 Jul @ 9:25am 
@Roque the Rogue It likely doesn't work well for 1.6 tbh. We're working on updating though!
Roque the Rogue 1 Jul @ 7:34am 
Has anyone been testing this mod in v1.6?
Draegon1993  [author] 26 Jun @ 6:04pm 
@Vilhelm Not really. The disease shouldn't be that common unless you're getting it from a source
Vilhelm 26 Jun @ 5:26pm 
Never figured it out. One was a waster with a taking psychite and other the with 3 mutations was a sanguophage. Ty for the response though. Is there a way to turn off the mutations?
Vilhelm 25 Jun @ 5:03pm 
Never figured it out. One was a waster with a taking psychite and other the with 3 mutations was a sanguophage. Ty for the response though.
Draegon1993  [author] 18 Jun @ 6:27pm 
@Vilhelm Uhh, no. Not at all. Are they taking the drug that causes it, maybe?
Vilhelm 18 Jun @ 4:30pm 
I am getting Mutapox non stop is that normal? I am only 2-3 hour into game play and i have a colonist with 3 of the mutations and another with one.
Zombie kidd 18 Jun @ 6:45am 
do it work with regrowth?
Draegon1993  [author] 13 Jun @ 7:04pm 
@pug So far as we've seen so far, it only includes stuff for flying and amphibious animals, not aquatic ones, so PF will still be needed for that aspect
pug 13 Jun @ 5:51pm 
Are the Biomes! mods still gonna need the Pathfinding Framework now that flying and swimming are vanilla?
Dizzy 10 Jun @ 12:48pm 
This mod's LoadAfter.xml doesn't set it to be loaded after Vanilla Fishing Expanded, so mod sorters don't necessarily place it after it. Loading the mod before VFE results in this mod's fish failing to generate and causing issues with debug mode actions.
Head 10 Jun @ 9:43am 
Thanks for the update
Myphicbowser 2 Jun @ 7:21am 
It was for a modded faction, one of the VFE Classical factions, the Central Empire