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)
237
22 Jun @ 11:30am
Bug reporting: POST BUGS AND ISSUES HERE
Draegon1993
60
15 Jan @ 9:18am
Suggestions thread: Post suggestions here!
Draegon1993
8
19 May, 2024 @ 12:34pm
[SOLVED] Compatibility between Alpha Biomes and Biomes! Islands
WaxWorm
1,315 Comments
gunns22 23 Jun @ 1:01pm 
And I already submitted this to the Alpha Bees main comment thread.
gunns22 23 Jun @ 1:00pm 
LOG! https://gist.github.com/HugsLibRecordKeeper/6886f224ed9e4b42780c739c27131233

So, while rooting around looking for a much bigger problem with my supermassive modpack, I discovered this red error. For this log specifically, I ran ONLY Alpha Bees, Biomes! Islands, and all of both mods' dependencies and still got this error.

Sorry about moving this to the main Comment thread, but it seems the official bug reporting thread has been dead for some time now.
Myphicbowser 12 Jun @ 2:27pm 
Oh thats a shame to hear, hopefully there is enough tools in 1.6 to make coding aquatic only creatures easier, good luck guys!
Draegon1993  [author] 12 Jun @ 2:26pm 
@Myphicbowser Yeah, we're most likely going to need to. The mod author quit modding, unfortunately
Myphicbowser 12 Jun @ 2:24pm 
Oh if I /can/ ask, do you think you'll make your own version of the Pathfinding framework? It hasn't been updated in a long while (Only once after Anomaly released) and odds are it'll conflict with ALL the new pathfinding stuff going on in 1.6
Draegon1993  [author] 12 Jun @ 2:17pm 
@Myphicbowser You're welcome! Yeah, unfortunately it seems like they added stuff for flying, and amphibious creatures, but no aquatic, which stinks!
Myphicbowser 12 Jun @ 2:15pm 
Ah thats a shame, but reasonable! I was hoping since they're adding new movement stuff for Water and such they would've made it possible, thanks for the quick answer!
Draegon1993  [author] 12 Jun @ 2:13pm 
@Myphicbowser From what I can gather so far, players will just need it for the fully aquatic animals
Myphicbowser 12 Jun @ 11:54am 
With the new movement stuff coming in 1.6, will this still need Pathfinding Framework? If you happen to know that ofc
Draegon1993  [author] 9 Jun @ 6:03pm 
@MANDRAC Nope, sounds like something went wrong