RimWorld
Biomes! Polluted Lands
253 comentarii
Draegon1993  [autor] cu 4 ore în urmă 
@Halloween Hmm, so I tried doing a patch for the Odyssey biomes but the PL animals don't seem to be spawning. I'm going to have my coder take a look at it
Halloween cu 7 ore în urmă 
@Draegon1993 Thank you so much for responding! I wanted to a grasslands playthrough and this should really liven it up.
Draegon1993  [autor] cu 8 ore în urmă 
@Halloween Omg, I forgot to patch this mod for the Odyssey biomes! I'll do that tomorrow probably.
As for ones without commonality, yes, generally they are event or trader only :D
Halloween cu 12 ore în urmă 
Do these animals/plants spawn in the new biomes like grasslands in odyssey? I want to do a pollution run where I pollute a grassland but don't know if any of these animals will spawn there.

Also looking at your github, if a animal does not have a biome commonality, does this mean they don't spawn outside of event/traders? Or does it mean they can spawn in any biome?
Latex Santa 12 aug. la 9:21 
@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  [autor] 11 aug. la 8:10 
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. la 19:09 
i assume whatever the comments like 6 messages below would say.
Draegon1993  [autor] 10 aug. la 15:16 
@Zef The pustule hornet issue as in...?
Zef 10 aug. la 15:11 
Has the pustule hornet issue been fixed? Can we use it now?
Draegon1993  [autor] 9 aug. la 13:00 
@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. la 9:07 
Is the Biomes! series compatible with Alpha Animals?
GLaDOS_cz 29 iul. la 9:38 
Thank you!
Draegon1993  [autor] 29 iul. la 7:50 
We're looking into the pustule hornet issue
GLaDOS_cz 29 iul. la 3:59 
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 iul. la 0:26 
Can also confirm, same issue as walrus man
ThroatGOAT 18 iul. la 6:51 
Acest comentariu nu a fost încă verificat de sistemul nostru automat de analizare a conținutului. Va fi temporar ascuns până când verificăm dacă include sau nu un conținut dăunător (de exemplu, linkuri către site-uri web care încearcă să fure informații).
Hexley 17 iul. la 8:09 
That last update also fixed my issue, not sure why fishing would cause it but it works now.
Draegon1993  [autor] 17 iul. la 6:28 
Vanilla Fishing Expanded issue should be fixed now
Hexley 17 iul. la 5:11 
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 iul. la 1:37 
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 iul. la 22:27 
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 iul. la 16:08 
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 iul. la 15:48 
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 iul. la 14:47 
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 iul. la 10:09 
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  [autor] 16 iul. la 10:08 
@Brooke Yomotsu Got an error log? Sounds like an incompatibility issue
Brooke Yomotsu 16 iul. la 9:37 
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  [autor] 16 iul. la 6:50 
We'll look into it regardless. This is weird.
Draegon1993  [autor] 16 iul. la 6:40 
@mikester112 Weird, we don't have a 1.6 patch for VE fishing in here. I'll look into it
Draegon1993  [autor] 16 iul. la 6:38 
@Norve Nope! We haven't changed anything since 1.5
mikester112 16 iul. la 4:05 
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 iul. la 1:57 
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  [autor] 15 iul. la 18:55 
@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 iul. la 18:46 
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 iul. la 16:55 
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  [autor] 15 iul. la 16:38 
@CrispyCthulhu We're thinking about it :D
CrispyCthulhu 15 iul. la 16:16 
It would be cool if some of the polluted animals had extra abilities if you have Odyssey
Draegon1993  [autor] 15 iul. la 15:40 
@Computica For 1.6 no, for earlier versions yes.
Computica 15 iul. la 15:38 
Do we really need path finding fw with 1.6???
Draegon1993  [autor] 15 iul. la 15:32 
Updated for 1.6 with a small caveat on the aquatic animals!
Roque the Rogue 1 iul. la 9:56 
Ah, do ping me if you need beta testing the new version. I'm in the discord.
Draegon1993  [autor] 1 iul. la 9:25 
@Roque the Rogue It likely doesn't work well for 1.6 tbh. We're working on updating though!
Roque the Rogue 1 iul. la 7:34 
Has anyone been testing this mod in v1.6?
Draegon1993  [autor] 26 iun. la 18:04 
@Vilhelm Not really. The disease shouldn't be that common unless you're getting it from a source
Vilhelm 26 iun. la 17:26 
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 iun. la 17:03 
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  [autor] 18 iun. la 18:27 
@Vilhelm Uhh, no. Not at all. Are they taking the drug that causes it, maybe?
Vilhelm 18 iun. la 16:30 
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 iun. la 6:45 
do it work with regrowth?
Draegon1993  [autor] 13 iun. la 19:04 
@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