RimWorld

RimWorld

Sky Islands
245 Comments
Tirith Amar 9 hours ago 
For some reason if i play the gravship scenario(and scenarios based on it) the sky island layer isnt generating.
If i do any other scenario it generates, though like others said it doesnt respect world size generation, spawning over the endless ocean.
LarsSvengard 11 hours ago 
raids!! we need raids!!! and winston waves!!
Bones 14 hours ago 
I like how the islands can be all manner of biomes regardless of where they spawn, but would love an option to increase/decrease the amount of islands - I personally want more always, but could see why some might want only a few.
missed opportunities 5 Sep @ 8:35am 
I'm having a funny bug with islands' biomes rerolled every time I load a save. It's going to take some time to find the cultprit is 500 mods I currently have
Zipforth 2 Sep @ 11:16pm 
This mod is really great! I love the middle ground between space and planet that lets me dip my toes in the shipbuilding without worrying about vacuum. One interesting thing is I recently accepted some refugees, and they spawned on the island successfully, but I thought they had broken when they couldn't leave. All I had to do was edit in a bridge to the edge of the map and they were able to walk off, completing the quest.
Niteus 2 Sep @ 6:23pm 
Sky islands don't seem to respect world size generations and spawn all over the place
Neanderthal 1 Sep @ 10:47am 
I'm not the best at diagnosing problems with mods, but I've found with grav ships and using lifters, whenever I land on a skylisand map tile, my lifters completely stop working for some reason. I have a larger mod list (340ish) so it could be anything but it's only after I land on one of these tiles. just thought it was worth mentioning! I enjoy the skyiskand map tiles, I think they're a great idea and addition. Keep up the great work!
Ironpanther617 30 Aug @ 8:48am 
Is this CE compatible?


............ sorry i ll see myself out.....
Alpharius 30 Aug @ 12:33am 
I'm having goldmahn's issue as well
I also think it'd be nice if we could have a scenario that starts us out on a sky island so we don't have to use icky dev mode
T10086 29 Aug @ 9:50pm 
May I ask if it is compatible with the Hospitality mod? The idea of running a gorgeous sky island hotel sounds incredibly exciting!
Suckeychicken 29 Aug @ 9:20pm 
dont know what the issue is but i dont appear to have a sky island layer.
goldmahn 28 Aug @ 2:14pm 
So I enable dev mode (god mode) and force create a sky island map, and it sticks around until I unpause the game. Then the map disappears as does the sky island.
pantswilder 28 Aug @ 12:41pm 
@Man of Questionable Origins, I am pretty sure I've gotten at least mech and spacer pirate drop pod raids on vanilla asteroid when landed there with mining crew in another playthrough with a main colony elsewhere. And many questions, like the quest to get a grav engine, or the OG ending quest to build/travel to a spaceship don't seem like they'd care where your colony is.
Man of Questionable Origins 28 Aug @ 12:24pm 
@pantswilder basegame asteroids simply won't generating most quests
pantswilder 28 Aug @ 6:57am 
Hello, first off, thank you for making this mod it is very cool! Second, so I have just started a new playthrough, and I wanted to make a sky island my main colony, so I started with a transport shuttle and flew to the nearest sky island on day one, abandoning my initial map. I've set up a base and every thing is going fine, but after a full in-game year, the only events I've received have been cargo drop pods and psychic drones. No raids, no diseases, no mad animals, no quests, etc. I am not sure if this is expected trying to settle a sky island, or if it is possible some other mod interaction is causing a problem.
10TP 27 Aug @ 1:27pm 
this could be terraria
Legend of Chaos 27 Aug @ 1:01am 
This mod doesn't work with Millra and Miho race
例:millra miho 自带的逆重剧本
使用非原版逆重引擎剧本时无法查看空岛与轨道
Banzai_Samurai 25 Aug @ 9:57pm 
A compatibility patch for Vehicle Framework so that it plays nice with VFE and player settings from that mod would be nice. Alternatively, since these islands are low orbit, adding an option to allow non space-faring craft to land on them would be cool. If birds can land on these things, why can't I use a helicopter or plane?
Banzai_Samurai 25 Aug @ 9:46pm 
@Alpharation You should provide a log, but also if you have Yayo's Caravan animations, that was the mod causing problems for me.
Alpharation 25 Aug @ 7:13pm 
I just cant get it to work. It makes the sky islands as well as anything in space fail to render. i can land, but its just a blank screen with the planet in the background.tried moving it up and down in the mod order, but it made no difference.
Huehuecóyotl 25 Aug @ 4:45am 
In general it seems that events need to be told to explicitly fire on the surface because they try to fire on the same layer as the colony.
toetruckthetrain 24 Aug @ 3:19pm 
i did a little more testing and sending a shuttle to peace talks does not work it actually just atomizes everyone inside
toetruckthetrain 24 Aug @ 3:08pm 
this needs a compatibility patch with factional war (and a lot of quest mods), if you are in the sky, peace talks and faction battles spawn in the sky, certain quests that allow you to give fighters to other factions to take a tile just spawn one in the sky (and the tile isnt a sky island its a normal ground tile) and sometimes peace talks spawn on tiles that didnt exist so theyre nearly impossible to access, also theres a few quests where people from factions without shuttles are meant to show up at your base and when you accept the quest and they just sort of dont arrive
BarelyBrandon 24 Aug @ 8:34am 
5 Kingdoms comes to mind, really cool mod
Bast 24 Aug @ 8:14am 
Also would it be possible for the sky islands to trigger space habitat or maybe have something similar?
Bast 24 Aug @ 8:14am 
And can confirm that you are indeed able to settle on the island, just spend enough time there and with a grav anchor to name the place. Though i did a grav ship start so not sure if it is 100% correct if you started from scratch
DerpyCharizard 24 Aug @ 4:24am 
Would be nice to start on a sky islands. Great mod tho
video game enjoyer 23 Aug @ 5:32pm 
can confirm that this needs to be right after harmony and then it works fine. makes me want to figure out how to put enemy bases on these things for a skies of arcadia playthrough. really cool!
Luv N Hugz |UwU| 23 Aug @ 4:43pm 
Can anyone point me in the direction of a mod that makes STARTING on one of these work?
epicgamer 23 Aug @ 3:57pm 
if it's not already set up, it'd be cool if the 'sky' terrain was passable/traversable for colonists with wing or gas-bag (alpha genes) xenogenes, letting you use 'flying' pawns to traverse the map easier- imagine a whole base set up with that in mind!
unfortunately main ways of settling, ie caravan, (or im guessing using a grav anchor, haven't used one yet) aren't possible when confined to a sky island, since cant caravan into the same tile, and can't get quest for the gravship, then on the map there isn't any settle option when clicking on the sky island im currently on
Ash the Orca 23 Aug @ 3:36pm 
@I like shrubs, fruit and nuts there should be an option for it on the map, IIRC. Should also be some guides on settling new colonies if you google them
L. Velociraptor 23 Aug @ 3:24pm 
@Metalocif -- I've seen you mention on other mods of yours that you do take commissions... Would you be open to commissions for this mod, specifically for improvements such as random generation, defining "map edge" for game functions that need it, etc?

I really like the concept of this mod and want to support it in terms features/compatibility. I'd love to donate time/effort as I'm a software engineer and work in C#, but I haven't quite broken into modding Rimworld yet so I feel I could better contribute in other ways at current. Definitely open to hear ways in which I could help contribute if you aren't open to commissions here. :p2cube:
for context to my prev comment, i abandoned starting colony and all colonists/animals are currently on island
still kinda new to odyssey and rimworld in general, is there a way to settle on one of these islands? I'm able to set up home area and build stuff, just unsure if this counts as "settling" since wealth isn't increasing
Nordak Balrem 23 Aug @ 11:12am 
Issue is that the pawns are hard coded to walk from map edge to perform the ritual. I'm surprised it starts.
Nordak Balrem 23 Aug @ 11:06am 
VOID, that doesn't work in orbit either.
Nordak Balrem 23 Aug @ 11:03am 
Alpha anything except alpha genes breaks the generation, Not a fan of Sarg and his VE goons anyhow. Map preview and map designer mods work fine.
V.O.I.D. Advisor L22B 23 Aug @ 11:02am 
This breaks sanguophages HARD- got a sangouphage meeting with my settlement on the sky island. Sanguophages didn't spawn. One minute later the blood torch appears, and the meeting starts progressing- with NOBODY THERE.
Nordak Balrem 23 Aug @ 10:33am 
It's fucking mod order.... re-added all mods but with sky islands directly after libraries and it generates fine on 100% worlds
Nordak Balrem 23 Aug @ 10:28am 
Re-added rimworld of magic, not the conflict
Nordak Balrem 23 Aug @ 10:23am 
Not sure what is breaking it, I removed all mods but the library mods and it generates, most of these were genetics mods and rimworld of magic. Going to tweak some more.
Nordak Balrem 23 Aug @ 10:16am 
Yeah can't get it to generate properly on any world size over 5%. :(
Nordak Balrem 23 Aug @ 8:54am 
Everything works for quick test but no generation if I gen a world
Nordak Balrem 23 Aug @ 8:48am 
What's funny Is I don't see the error in debug
Nordak Balrem 23 Aug @ 8:40am 
Having trouble getting the layer to generate for full map
V.O.I.D. Advisor L22B 23 Aug @ 4:49am 
This breaks RH2's V.O.I.D. If you are on a sky island the negotiation party will spawn but never talk to you.
Palaiologos 23 Aug @ 12:57am 
Do you think you would be able to add compatibility with Asteroid Grounds in the future? Or maybe the terraformer mod would be easier? It looks like the "air" around the islands is basically invisible water. I'm able to build bridges and foundations, but being able to expand my floating castle in the sky with terra firma would be perfection