RimWorld

RimWorld

1,969 ratings
Biomes! Core
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.281 MB
27 Mar, 2020 @ 8:22pm
15 Jul @ 2:36pm
69 Change Notes ( view )

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Biomes! Core

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


Biomes! Core provides the framework for the Biomes! mod series and is required for any Biomes! mods to work. Place this mod BEFORE any other Biomes! mods! This mod does and will contain the things that will be a feature across all the biomes. In addition, this mod contains core functionality available for use by other modders.

See our github wiki to see the full list of available functionality. https://github.com/biomes-team/BiomesCore/wiki

Some great examples of the useful stuff we have:
Biome placement on the world map, custom terrain generation, aquatic plants, controllable plant temp range, and more!
Unique animal behaviors and features, such as hermaphroditic animals, pack tactics, filth eating, and more!

The wiki is still a work in progress, and some features may still be undocumented.

The intention of the mod series is to make the worlds of Rimworld more varied and interesting, This mod will add multiple new Biomes to the world along with the plants and animals to populate them.

THIS MOD DOES NOT ADD ANY BIOMES ON ITS OWN.

Our Biome Mods
Biomes! Islands
Biomes! Oasis
Biomes! Prehistoric
Biomes! Caverns
Biomes! Fossils
Biomes! Polluted Lands




Mod head: Draegon

Dendroid: Sounds & Music
Luizi: Art
Elseud: Art
SirVan: Art
Detvisor: Art
Danzen: Art
Fluffysminion: Art and XML
M00nlight: XML and C#
Thekiborg: XML and C#
Joseasoler: XML and C#
Zylle: XML and C#
Sergkart: XML and C#

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

Japanese translation by Lucifel



Q: Are you recruiting?
A: We are always willing to take on more team members, although we currently need xml programmers more than anything else!

Q: Can I suggest something?
A: Sure thing, comment below!

Q: Does this mod work alongside other biome mods?
A: Yes.

Q: How do your biome mods compare to other biome mods?
A: Our biomes feature lots of new content with a vanilla-adjacent feel. We add beautiful, unique biomes unlike any other!

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]

[discord.gg]
Popular Discussions View All (8)
25
19 Jul @ 6:43am
PINNED: Official Bug Report Thread
Draegon1993
5
8 May @ 12:35pm
RawFish error
Mosshollow
2
10 Mar @ 10:17am
Error log spam when opening information panels, menus
knaifuwaifu
711 Comments
Daemon Trooper 19 Jul @ 4:13am 
Hey, I hope nobody already wrote about it.
Pontoon bridges can be built over "Deep Water"s, but when removed, the tile has been turned to sand.
Revertable with dev mode, but wanted to warn you.
Draegon1993  [author] 18 Jul @ 12:34pm 
@Black★Rock Shooter As best we can, at least. Compatibility is generally a good thing :D
Black★Rock Shooter 18 Jul @ 12:28pm 
Curious question but will Biomes be changing to reflect the 1.6 changes with map features and such?
CrackaJack 17 Jul @ 7:11am 
you dont say o.O sounds good
Draegon1993  [author] 17 Jul @ 5:53am 
@Bobbarækus We're actually working on an undead mod atm, so it might end up having a biome in it. We'll see though!
Draegon1993  [author] 17 Jul @ 5:53am 
@overfiend_sfd When does it show up, exactly?
overfiend_sfd 17 Jul @ 1:54am 
This red error has started to pop up after latest update:

Mod BiomesTeam.BiomesCore has multiple RimWorld.ThoughtDefs named AteRawFish. Skipping.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DefDatabase`1<RimWorld.ThoughtDef>:AddAllInMods ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_0 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
Bobbarækus 16 Jul @ 11:47pm 
I've been looking around for a biome that would suit a medieval undead/vampire/profaned playthrough and I've not really been able to find anything that fits. So I'd like to suggest a new biome:

Blightlands - A harsh, inhospitable biome of infertile black soil, acidic lakes and gnarled, leafless trees, shrouded in perpetual night. Where healthy animals are a seldom sight and those which wander in quickly find themselves prey to the horrors that lurk in the shadows.

Looks-wise maybe inspired by the vampire lands of Warhammer fantasy/AoS and similar settings.
Ghostmare 16 Jul @ 12:43pm 
Thank you so much for your work!
Touka 16 Jul @ 12:19pm 
thank youu!