RimWorld

RimWorld

Increased Forest Density - Deadly Version V6 B18
208 Comments
bash 13 Oct, 2021 @ 3:16am 
how's the performance with all those trees?
masterheap 9 Jul, 2021 @ 10:10am 
I personally would still use this mod - quick and easy settings to make for a crazy world.

However, I do see the point that with various map editors one could create their own.

I still support the "one stop shop" and would gladly keep using your Mod.
Willowisp  [author] 9 Jul, 2021 @ 8:33am 
Hey guys, with mods like world designer, is this still relevant/necessary?
Sage 29 Apr, 2020 @ 1:54pm 
Raspberry bush's are red X's like the textures are not there
"The" SeanMacLeod 25 Nov, 2019 @ 4:22pm 
@masterheap
I found this on the workshop (keyword search "Forest Density"):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1913512091
It's a useful skill; you can use it yourself! :bigGrin:
masterheap 25 Nov, 2019 @ 10:53am 
I miss this mod and wish it would update. :,(
Ъ 25 Oct, 2018 @ 8:15am 
Why not 1.0
Deadsnake_at 13 Sep, 2018 @ 12:11pm 
i took this mod as a base and started to update my defs for B19 its not quite done yet i only increased the flora and fauna but predators are not as deadly as in this mod but its better than playing without increased spawn in my opinion if anyone wants to try it here is the link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1511432102
Keksus 9 Sep, 2018 @ 3:04am 
Will there be an update for B19?
a siege of herons 30 Aug, 2018 @ 2:20pm 
V 19 please
DavidObed 11 May, 2018 @ 9:37am 
@vagabond If you take targeted pawn indoors the preditor will then go eat meat bait. (run for your life!) The whole point is making this harder not easier.
Frying_Dutchman 3 Apr, 2018 @ 12:59pm 
This mod isn't deadly enough, can you make it harder? It just seems too easy for me.
MORROGANDER 1 Apr, 2018 @ 4:00pm 
My constructor with a resolver get killed by 2 foxes on the 3rd day 20 tiles aways from home... wow GJ, this force me to plan carefully on pawn movements.
Willowisp  [author] 17 Mar, 2018 @ 2:07am 
I'm not sure, it depends on how they scripted their animal additions.
Davi 8 Mar, 2018 @ 1:31pm 
Not specifically the biome itself but it does add new animals and other things.
Davi 8 Mar, 2018 @ 1:31pm 
Would this work with the 'cave biome' mod?
Willowisp  [author] 24 Jan, 2018 @ 4:24pm 
Sorry, I started a job at Apple (still a PC guy shhh don't tell them) and they don't let me breathe even for a second so my time is nil. Anyways... The deadly version here is going to be hell at first but once you get some walls up you should be good. If you are tribal starting in non-mountains you just might be SOL, luckily, you can start with one of the lower difficulty versions of this mod and work your way up as you progress.
GrumpyOldMan 24 Jan, 2018 @ 10:26am 
fuck it i'm manning up
GrumpyOldMan 24 Jan, 2018 @ 7:11am 
So i'm considering trying this mod but i would like to ask for someone's opinion first.

I play tribal mode only, it's my favourite kind of start, I also like to start with only 2 colonists made at the image of me and a friend of mine and start with nothing.

I also have tribal essentials and shooting skill enhanced (low level shooting your shoot less).

ANYWAY my point is I'm fucking scared is this mod good for tribal starts?
Vagabond 9 Jan, 2018 @ 1:50pm 
Because as of now predators will always attack my pawns before other things that are available to eat in the vicinity. Tried setting small traps of meat around where my colonist worked as to keep the predators away from him. But they seemed to always attack him rather than to just eat the fresh meat.


Cause of the way I play the game right now my colonist/colonists can barely kill a rabbit, so would be nice of having a way of luring the predators away until you can fight them.
Vagabond 9 Jan, 2018 @ 1:50pm 
Love this mod!
It has made the game so much more intense.

When I start it's like oh my oh my oh my, got to chop that wood! quickly build a small shed. Hunker down on the floor and watch as the sun goes down while a symphony of carnage ensues beyond of the door, into that dark forest outside.


So some suggestions, might want to be able to add some selection on the forest growth.
Like 25% 50% 75%.
Because full on this mod is killing my poor computer with all the trees.

And make the animals go after dead corpses or fresh meat on the ground before attacking colonists or pets.
Willowisp  [author] 5 Dec, 2017 @ 2:15am 
I can probably add that but it will take some time.
kizwn 4 Dec, 2017 @ 9:02pm 
Thanks a lot. Any chance to get it for swamp biome? with deadly animal?
Willowisp  [author] 3 Dec, 2017 @ 10:00pm 
Wow this took forever to update and test. Buts its done; I hope you guys enjoy! As always, please let me know if you notice anything amiss.
Lil'Bastard 24 Nov, 2017 @ 3:09am 
update please!
vafken 20 Nov, 2017 @ 10:31pm 
a18 plz
LordZarmack 24 Aug, 2017 @ 8:38am 
if the issue pops up ever again you know the fix-- its to do with pathways of your agressive animals/ hostile ones. trying to get to player pawns/ pets-- so delete the doors or change them and should fix =)
LordZarmack 24 Aug, 2017 @ 8:37am 
-i assumed may be linked becouse of animal spawns/ pathway issue - aka- seemed to be trigegrd by them being hostile to colonists, or player pets. - but was the fence stopping them pathwaying to my pawns/pets-- i put up a wooden door insted of the mods gate, and it stoped. instantly-- causes the game to lag right down and spaz --
LordZarmack 24 Aug, 2017 @ 8:36am 
seems to be a bug with the "Wooden picket fence". - never seen it ever before.
Willowisp  [author] 24 Aug, 2017 @ 8:26am 
Glad you figured it out, cause' i've never seen that before lol.
LordZarmack 24 Aug, 2017 @ 1:31am 
dw-- solved it- deleted a wooden fence gate-- totaly fixed it -- dumb shit
LordZarmack 24 Aug, 2017 @ 1:21am 
LordZarmack 24 Aug, 2017 @ 1:21am 
yo- getting this issue. recognise it?
Willowisp  [author] 11 Aug, 2017 @ 3:31am 
Just a warning to everyone. A17 eliminated the need to keep my def files vanilla-formatted and I will be combined my def files. I don't know how workshop will handle this so if anything funny occurs please let me know! Just to be clear, i'm worried that it won't delete the now-superflous def files and just leave them in the folder to haunt your dev mode with "duplicate def" messages.
"The" SeanMacLeod 21 Jul, 2017 @ 10:12pm 
@Helpful Bot
It was just an idea I've been playing around with
"The" SeanMacLeod 21 Jul, 2017 @ 10:09pm 
BTW, luv the boldface warning text, as if "Deadly Version" was somehow not clear enough to stop people from asking you why the predators were eating their colonists at such an alarming rate.....I bet you got reeeeeeeeeeally tired of that, HB.....
Willowisp  [author] 21 Jul, 2017 @ 10:05pm 
Is that a link? If so I can't click on it, but i'll search for it.
"The" SeanMacLeod 21 Jul, 2017 @ 10:03pm 
Here's a scenario for ya: Gilligan's Planet :spacerunplanet:
Willowisp  [author] 21 Jul, 2017 @ 9:54pm 
Currently i'm playing on world seed "Elysium" @ 100% generation and 1 tick less global temperature and rainfall. Its the only seed i've found that has a ancient highway running through a boreal forest mountain. NW of where your camera appears after generation in case anyone wants to check it out.
Willowisp  [author] 21 Jul, 2017 @ 9:18pm 
I'm actually with you there, I like smaller colonies. I admit that I start myself out with a tribe of 4 "ancients"; durable and young colonists of great quality that will likely be my very best until late game. From there I try to only accept colonists that I think will A, not hurt my precious ones, and B will augment a tradecraft i'm missing or who can give their life for the elders. That usually means I play most of the game with a small colony split into castes until i'm able to develop new "ancients"
MarQan 21 Jul, 2017 @ 9:08pm 
Was just about to correct my mistake.
You're right, it does work! Sorry, I'm not sure why I wasn't noticing it. It's really nice, very hard to miss it. Still have to manually attack, but at least I see them coming.

I actually had to google "shrines", enver knew ancient dangers and such were called that.

So you also like torturing yourself with impossible scenarios...
I'm more into the lone-wolf scenarios though... kind of envying people who like the big colony management stuff, you can have much more impressive colonies that way.
Willowisp  [author] 21 Jul, 2017 @ 6:48pm 
I can tell you with absolute 100% certainty that it works for animals hunting your colonists for food. I can say that because it literally is my first line of defense at getting my attention to it happening. I'll have to check whether it is the manhunter animals setting I use but without a doubt, I use the minimap to alert me to getting hunted. I won't lie, if I were to play without the aid of mountains i'd have to disable a few of the hostile mobs from an array of mods I use. But there are ways of making mountains deadly to explore. My current method is by cranking up( like 5x vanilla ) the number of shrines that appear and using mods like "Ghost Army" to make exploring those shrines a nail-biting experience. That makes it difficult to make space for bases inside the mountains because some shrines, nomatter how fortified or strong you are, will turn you into the mines of Moria in a heartbeat.
MarQan 21 Jul, 2017 @ 3:21pm 
Thanks for the tip, I didn't know Minimap has that functionality. It took a while to figure out what you meant exactly, but I could try it out today.
However that's only for maddened animals, in my experience, and doesn't include the ones that are just hunting for food and just randomly chose your colonist.
Luckily after the early-game it becomes less of an issue, since not much predators remain around my base.

I also use multiple perimeter walls. This mod actually made me go back to mountain maps. I still don't do mountain bases, but I love being cornered in a small valley, trying to survive, slowly expanding and gaining more land.
The other thing you also mentioned is that things on the map just feel so much more distant, because of how dangerous it is to go out, love it!

I'll try to make some simple, inexpensive defenses outside my base, that sounds like a good idea. Sending out a grower and a constructor to build some wooden traps and walls.
Willowisp  [author] 20 Jul, 2017 @ 4:43pm 
Once you have a stable base of operations you need to plan out routes in which you want to make safe for travel. Use natural barriers like mountains and water to your advantage and build walls, paths, and lights ( for those using my darkness mod ). Take note however that completely protecting your paths is'nt economical so try to build to slow potential predators enough for you to be able to escape. I believe this mod allows for growing walls of trees if you don't want to actively build walls. Set a growing zone to plant a full line of trees that will heavily slow or force circumvention.
Willowisp  [author] 20 Jul, 2017 @ 4:37pm 
Interesting. So first i'll say that one of the absolute best ways to get an early warning is to use the minimap mod and set the radius of manhunter animals to some ridiculous value so that the moment they start hunting you from across the map, your entire minimap flashes red. That gets my attention way more often than not and is my PRIMARY early warning detector. Secondly, I build layers of perimeter walls ASAP to slowly push out indigenous predators because in early game I have zero chance against bears and little chance against other predators. I always play on very large maps and thanks to this mod, I can rarely can get across the map to collect the meat left on the ground without taking on extreme risk.
MarQan 20 Jul, 2017 @ 3:50pm 
I'm really enjoying this mod, every single feature of it.
Trying to use it with the Cthulhu pack, but I'm facing the same 2 problems, no matter how I set up my games. Both are the results of how bad vanilla Rimworld handles these sort of things, and not issues with the mod itself.

The 1st comes from the broken predators, which just leave corpses lying around after they ate their far too small portion, giving your colony a ridiculous amount of free meat.

2nd is the result of how the game handles wild animal attacks: a growling predator charges at your colonist from a mile away, and you only get a warning once their teeth is already deep in your colonist's flesh. Turrets don't attack, traps won't trigger, other colonists won't do anything and no notificaiton until it's too late.
I've got a mod that makes traps activate on neutral animals, which helps keep the yard clean, but nothing other than that.

Anyone has a solution to these problems?
Willowisp  [author] 16 Jul, 2017 @ 6:33am 
your best bet actually is with the keyword robot. I just perused recent mods and found at least two robot mods with hunter companions
Myrthandeline 16 Jul, 2017 @ 5:08am 
@Helpful Bot I was considering the "learn and do it yourself" option but if it beyond the abilyties of an experienced modder then what a total ignorant player like me can do? ><
"follower" and "pet-like", those are key words I didn't try! thanks for the advice :)
Willowisp  [author] 15 Jul, 2017 @ 11:40pm 
@ EJ - Thank you. As for your idea; that would be beyond my abilities. While I understand that my personal playstyle is quite different than others probably is (extremely villager selective, smaller villages built like a fortress in the mountains), I have never hunted without drafting. I wouldn't even trust my pawns to hunt BEFORE i started putting all the woodland creatures on cocaine steroids. Supposedly, the job you refer to is for pets, but we all know that just leads to us losing a pet from friendly fire. Which leads my train of thought to followers being the answer to your question. I know theres mods out there that add pet-like followers or slaves that can help you during hunts.
Myrthandeline 15 Jul, 2017 @ 9:27am 
I like the map generation of this mod, I like the more dangerous creatures of this mod but actually, there is a problem with this. See, I'm a roleplay kind of player, who plays Rimworld as a story, And every pawn has their own personnality (Psychology!) and everything; so I'm tired of my ->characters<- loosing a body part each time they leave the safety of the fence. And I'm tired of having to draft all of them when they need to hunt.

But I know a solution: a mod that would make pawns stay together! (I do not know a thing about modding, so I can't make it myself and I don't even know if it is possible). I imagined it like this: to leave home area they have to be with another pawn which has the job "follow <pawn name>". or alternatively jobs (hauling and hunting) which when taken automatically gives another pawn the job "follow".
I've been looking for a mod like this but have never found it. If somebody knows a similar mod please tell me!
thanks for reading.