RimWorld

RimWorld

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Realistic Planets Continued
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Mod, 1.5
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5.351 MB
17.4. klo 20.53
18.5. klo 14.04
4 muutosilmoitusta ( näytä )

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Realistic Planets Continued

Kuvaus
I wanted to use this mod, so I fixed it, may as well share it. I promise no support. Updated source code is included, do whatever you want with it. All credit for original work goes to its original author.

NEW for 1.5:
-sea level slider now works
-pollution generation is now implemented for owners of biotech, finally
-new option to exclude pirate settlements from grouping, as they are not "nations"

~~~

Mod Feature Overview:


-"coverage" anywhere from 5% to 100%

-"sea level" slider, dune to waterworld

-"rainfall" slider is relative to its sea level

-"axial tilt" setting affects seasonal temperature shifts

-Splits out several vanilla-like biomes: Grasslands, Steppes, Savannas, Temperate deserts, Oases and Permafrost

-Faction Settlement placement can take their people's temperature preferences into consideration and can group them like nations

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Compatibility:

Adding this to an ongoing save will not be much help to you because your world will have already generated. Removing this from a game that generated its world will break your save.

Works with a lot of other planet generation mods and biomes. Does not work with some (probably). Supports Faction Control. Pairs great with geological landforms, biome transitions, and exploration mode

~~~

Developed from https://steamproxy.net/sharedfiles/filedetails/?id=2557451791
and https://github.com/Xeraster/RW_Realistic_Planets_Continued_1.3
All credit for previous releases goes to their original authors, who are listed there, and on older release pages

All the descriptions from the old version should still be valid if you need additional info



89 kommenttia
seekr 19 tuntia sitten 
Nvm I had to disable the 'faction control' mod.
seekr 20 tuntia sitten 
I'm on the other end on this, how do I even get those factions to group together? What settings do I have to use?
InVinoVeritas 14.10. klo 13.32 
Not a fan of the grouping factions together, as I've not come across a planet that encompasses all the factions needs and often just spawns one camp of each faction across the planet. It's a good idea in theory, but in practise it rarely works the way I would like it to.
Zylleon 3.10. klo 16.40 
This mod overrides the BiomeWorker for Grasslands from More Vanilla Biomes, putting it way too far north, sometimes even north of boreael forest. Can this be adjusted for proper placement? It should be in ballpark of 40-60 day growing zones, maybe a little rainier than RP's savannah.
Антон789 3.10. klo 11.51 
This mod cut the population density of the planet by about 80%
Ponky 30.9. klo 18.02 
Idk if this has been noted, but this conflicts with SOS2. Planet generation fails and loops endlessly
Mad Dog Peter 28.9. klo 19.49 
Maybe it's a conflict with the Vanilla Expanded Framework. When adding factions that require the Vanilla Expanded Framework, there will be an error and only a small number of factions will be generated. Other factions don't have this problem. For example, I have this problem when adding HALO - UNSC Faction (which requires the Vanilla Expanded Framework), but there is no such problem when adding some [RH2] Factions.
Mad Dog Peter 28.9. klo 19.32 
@D3K43 I don't have VFE Insectoids 2, but still have the same problem,really need a function to specify the number of factions to spawn
Mask of Humble 26.9. klo 3.00 
I'd love if there was a mod like this but you where able to edit the amount of settlements each faction had, I want insects to rampid but there to only be 2-6 settlements of another faction
5g horse 24.9. klo 4.40 
this mod was so good someone threw rocks at my car window and stole my stuff