RimWorld

RimWorld

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Biomes! Islands
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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47.732 MB
27 Mar, 2020 @ 8:23pm
30 Apr, 2024 @ 12:49pm
42 Change Notes ( view )

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Biomes! Islands

In 2 collections by Draegon1993
Biomes! Mod Series
7 items
Biomes! Team Suggested Mods
27 items
Description
[www.patreon.com]



This mod adds several types of islands for your enjoyment, from tropical to arctic! The islands are all unique and each one comes with lots of new plants and animals, including:

Sea Life: Bring the water to life with complete aquatic ecosystems, from seaweed to sardines to sharks!

Birds: from the tiny kiwi to the great omegadodo--and seagulls. So many seagulls.

Crabs: Tough, dangerous, give good leather when slaughtered. Hermit, blue, fiddler, clutter and more!

Crops: Devil’s claw, coconuts, oranges! Everything you want to find on an island!

AND MORE - play to find out!




Our goal as a mod series is to add new environments that we feel the vanilla game is sorely lacking, which in this case is islands! Biomes! Islands currently adds six types of island, Tropical, Atoll, Boreal, Tundra, Temperate, and Desert, each with things to make them unique from vanilla biomes!

Islands are isolated, requiring transport pods to leave (or modded transports like STRS), but traders, visitors, and raiders will still swim out to you at the normal rate.

Temperate Islands are mild and pleasant, a great introduction to island life.

Atolls have a unique beauty along with unique challenge. Building is made difficult both by lack of ore, and by the large lagoon taking up a great deal of space. The Atoll does make up for this in one way however, with a stunning abundance of wildlife; the adorable kiwi and the majestic manta ray are just two examples.

Desert islands are somewhat barren, but still have plenty of fish! Settle here to see lots of unique crabs - some of which can haul.

Tropical Islands are jungle-level dense when it comes to vegetation but have a lot more land for building on. They can also generate with mountains and have lots of natural food you can gather. These islands have more dangerous predators but are still great for a tropical getaway!

Boreal Islands are cold, but ultimately hospitable. Watch the ocean for schools of whales!

Tundra Islands are cold, isolated, and desolate with rocky beaches. Planning is critical to survival here.


Suggested mods to use alongside Islands:
Sandcastles for beach-time fun!
Boats
Natural Paths for pretty paths made from natural terrain
Vanilla Furniture Expanded - Architect for the heavy bridges!!
Vanilla Fishing Expanded for the delicious fish!

This mod is compatible with many mods, important ones being Boats and other biomes mods! :D




Mod head: Draegon

Bendgeidfran: Sound effects
Draegon: Art, especially the crabs
Evalynn: Art
Erin: Art, especially the sea otter and other cute creatures
Luizi: Art, especially the flamingos
Odeum: XML and C#, especially for the use of BiomesKit
Pullmylever: Music
Pyrce: C#, especially the use of SwimKit and TerrainMovementKit to allow for aquatic animals
Zylle: XML and C#, especially terrain generation


Special thanks:
Jecrell: Many thanks to him for the amazing Biomes! word logo design.
OskarPotocki for the awesome new Biomes! backgrounds!

Ottersholdshands for the trailer he made for us!

Japanese translation by Lucifel



Q: What makes your islands unique?
A: We add multiple new plants and animals as well as unique terrain generation! Many of the animals are also purely aquatic!

Q: Will this mod continue to be updated?
A: Yes! We're hoping to add some TLC updates in the future!

Q: Does this work with other biomes mods?
A: Yes, yes it does!

Q: Do raids still happen on islands?
A: Yes, both drop pod raids and walk-in raids still happen.

Q: Can this be added mid-game?
A: Yes, but the new biomes themselves will NOT show up.

Q: CE compatible?
A: No, but if you make a patch let us know!

Q: How do I feed tamed aquatic animals?
A: You use fish food! Fish food is made like kibble, in the butcher bench! It doesn't degrade at all, even in water!

Q: Why am I getting a black screen after loading the mod after the update?
A: You need the new mod requirement for Islands, Pathfinding Framework!


[ko-fi.com]

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Popular Discussions View All (11)
238
24 minutes ago
Bug reporting: POST BUGS AND ISSUES HERE
Draegon1993
61
3 Jul @ 2:58am
Suggestions thread: Post suggestions here!
Draegon1993
8
19 May, 2024 @ 12:34pm
[SOLVED] Compatibility between Alpha Biomes and Biomes! Islands
WaxWorm
1,345 Comments
Dawn's Art Stash 23 hours ago 
Gosh I love seeing this mod around. I hope the odyssey landmark function nestles well in with the Biomes! mods. I should give it a shot on a new save
Draegon you literally a hero, thanks so much :YuukaStare::love13:
Darth Rinvey 21 Jul @ 9:17am 
+1, you did a great job, thx for keeping update your mod
TheOrigami 20 Jul @ 10:19pm 
I love this mod. Take your time. I'll be here for it when its released
lorsieab2 20 Jul @ 10:12pm 
<3 take your time!
Draegon1993  [author] 20 Jul @ 5:59pm 
Hi everyone, so there's been a lot of comments while I was at work! In essence we are indeed working on updating all our mods. As SalSalvador13 said we're working on moving away from Pathfinding Framework. This is due to the author no longer modding. We're going to get our own pathing systems if the PF author doesn't want us incorporating the systems directly.

Biomes! Islands is not going anywhere any time soon. Odyssey has islands yes, but they're a different (and not as fun imo) take on them! We intend to improve the mod eventually too, especially the textures.

Due to having to get an aquatic animal pathing system done, it may indeed be a while before we get Islands updated for 1.6, but we'll see!

The birds are easy to switch over to the new system, just tedious. The fish however.... not so much haha.

Our main focus at the moment is getting Caverns updated for 1.6, which is going well, but isn't easy. After that we'll be focusing on getting our other ones updated ^-^
WarKittyKat 20 Jul @ 5:00pm 
Yeah the issue with this one is probably you've got so many birds and fishies and they all need to be updated to use the new native movement framework instead of pathfinding framework. It'll be updated when the devs manage to get all those handled.
MercuryDoll 20 Jul @ 12:49pm 
I trust that the team is already working fervently making Islands and Caverns work nicely in the new version, with and without Oddyssey. And this time, i will use it to its full extend.
SalSalvador13 20 Jul @ 11:53am 
@ghostmare

The mods author is focusing on moving away from pathfinding framework, that’s why Prehistoric and Polluted lands have been updated, despite r both also relying on pathfinder framework in the past, work on the mod is still happening, but it might take a while before it launches to 1.6
Ghostmare 20 Jul @ 11:50am 
@Latex Santa Mile has too many mods to update, he has no time to pick up new mods.You can message Zaljerem if you want.