RimWorld
ReGrowth: Core
1.696 Yorum
Bodacious Cowboy 24 Haz @ 10:08 
I have the same issue as @Head, my mod options have vanished for this mod.
VitaKaninen 19 Haz @ 4:49 
@stehchem The mod was last updated on Feb 18th.
Deggial 17 Haz @ 1:14 
Hi Helixien,
do you forsee any issues with the upcoming "space few" of grav ships and the beautiful graphics of the included "World map beautification"? Because with (sub-)space flights, those visuals will become even more relevant!

Will you add support for the new terrain types of "Odyssey"?
miliyx 15 Haz @ 1:27 
Could you add Alpha Biomes support for WMBP?
Wednesday 13 Haz @ 10:08 
@LeanWolf 1.6 camp solution is inferior to this one, vanilla is leaving unusuable tiles after leaving camp for example, I hope they keep the camp function from this mod.
LeanWolf 12 Haz @ 14:28 
So, the camp functionality got integrated to Oddisey?
Head 11 Haz @ 11:42 
Grasslands are integrated into the base game now. Awesome to see more biomes!
Alison 11 Haz @ 9:46 
o7
大大虾 11 Haz @ 9:43 
o7
Helixien  [yaratıcı] 11 Haz @ 9:18 
There will be no 1.6 update before the official release. Like always, "1.6 when" comments will be deleted and blocked.
Stick God 10 Haz @ 8:44 
Hey, There's a giant error on the Ice sheet hills on the map, anyone know how to fix it? Could not load UnityEngine.Texture2D at WorldMaterials/BiomesKit/IceSheet/Hills/LargeHills in any active mod or in base resources.
MeinHerzinFlammen 7 Haz @ 12:26 
Please make it possible to save the map of the camp when leaving it.
Head 24 May @ 7:26 
Does anyone else have a issue where the ReGrowth mod settings disappear? It just doesn't show up anymore in the mod settings list
G-gentleman 23 May @ 12:32 
Is translation built into the mod?
niko.k.sam 16 May @ 15:38 
The patch with RJW seems to be broken. It's giving me missing textures for the humpokus.
Viren 8 May @ 7:16 
To anyone complaining about using a build from years ago, maybe just update your game?? I don't understand people jesus xD
Head 2 May @ 7:05 
Added a sorting rule to load this after Medieval 2 and it works fine now.
VitaKaninen 30 Nis @ 14:18 
Can you add books for berry and mushroom cultivation? I like to do no-research runs, and only rely upon books to unlock my tech, but books do not exist for those subjects, so I can never unlock them.
Wish Granter 20 Nis @ 17:39 
Thank you guys for the great work!
Daevinski 20 Nis @ 8:36 
Either this mod or one of the ReGrowth addons is not playing well with the new Vanilla Quests Expanded - Cryptoforge in the list. It's something with the ordering rules.

Both mods active together messes with the position of the other mods in the list, which results in red errors at the main menu. It doesn't happen with just one of the mods, though.

I tried RimSort, RimPy and even just the in-game mod manager Auto-Sort, but it doesn't matter.
JoeOwnage 15 Nis @ 7:43 
@Bronk Hotblast same here
Bronk Hotblast 14 Nis @ 20:08 
I am getting a conflict between this mod Vanilla Expanded: Medieval 2
RAD EMERALD 13 Nis @ 6:44 
HEY, WHERE REGROWTH SAVANNA!
Ostrich 12 Nis @ 11:40 
could i get a link to the 1.3 version of regrowth? Currently coming back to the game and trouble shooting, my save has the grey screen of death, and have found that this version of regrowth breaks my game upon loading because i only play 1.3.
Sumatris 4 Nis @ 6:35 
I just noticed that my wind turbines are all but idle during a monsoon despite the tooltip talking about strong winds. Any chance you could do rectify this? Much obliged :-).
0。0 1 Nis @ 3:28 
ResearchTabDef need two Tags
<generalTitle></generalTitle>
<generalDescription></generalDescription>
Reidlos 30 Mar @ 9:48 
The mod options like hot springs fog, what mods work with that? does standalone hotspring?
Nexus 26 Mar @ 18:33 
I use WMBP but im thinking of swapping over to this, I was just wondering, is it compatible with alpha biomes? just cause i know WMBP required an add on mod for it and im not sure if this one does as well
Rohzdear 26 Mar @ 5:28 
I see [WD] Realistic Darkness mentioned in compatibility. Is this compatible with Moonlight/Moonlight Continued also? Which one would you recommend over the other?
Keeper 22 Mar @ 18:26 
@El Punto, that worked thank you very much! Medieval 2 does need to be loaded before Regrowth Core.
BigGovernment 22 Mar @ 5:17 
I can get regrowth and M2 to load together. I don't think that's it.
Pixelly_ 21 Mar @ 20:38 
@Brooke, I can't even get a map to generate so I think something with regrowth and medieval screwed it.
El Punto 21 Mar @ 18:37 
A patch to add a load rule stating this mod should be loaded after medieval 2 might do the trick.
El Punto 21 Mar @ 18:33 
@Keeper I had the same issue. I suspect you're loading "Vanilla Factions Expanded: Medieval 2" after this mod. Try moving that mod above this one in the load order.

This mod is adding an entry to "sowResearchPrerequisites" in Ideology-Plants.xml while the other mod is adding an entirely new "sowResearchPrerequisites" node in PlantsPatch.xml causing the duplicate error if done in that order.
Keeper 21 Mar @ 16:28 
@Crucible: It's in relation to a research tech for plants.
Keeper 21 Mar @ 16:28 
XML error: Duplicate XML node name sowResearchPrerequisites in this XML block: <plant><fertilityMin>0.01</fertilityMin><fertilitySensitivity>0.15</fertilitySensitivity><growDays>40</growDays><dieIfLeafless>true</dieIfLeafless><harvestYield>8</harvestYield><harvestTag>Standard</harvestTag><harvestedThingDef>VFEM2_RawGlowstool</harvestedThingDef><maxMeshCount>4</maxMeshCount><neverBlightable>true</neverBlightable><visualSizeRange>0.4~0.7</visualSizeRange><topWindExposure>0.05</topWindExposure><wildClusterRadius>3</wildClusterRadius><wildClusterWeight>5</wildClusterWeight><purpose>Food</purpose><pollution>Any</pollution><sowResearchPrerequisites><li>RG_MushroomCultivation</li></sowResearchPrerequisites><immatureGraphicPath>Things/Plant/_Immature/Glowstool_Immature</immatureGraphicPath><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><sowResearchPrerequisites Inherit="False"><li>VFEM2_Alchemy</li></sowResearchPrerequisites></plant>
Brooke Yomotsu 21 Mar @ 8:58 
for some reason regrowth mods just completely stop any world i generate from generating any sort of trees or plants at all while used with the "Biomes!" series of mods
Crucible 21 Mar @ 8:49 
@keeper what exactly is the clash with VE Medieval 2?
Keeper 19 Mar @ 0:41 
Is it possible to get a patch to work with the Vanilla Expanded Medieval 2 mod?
dabeek 18 Mar @ 15:49 
@Helixien Does the WMBP code in this mod also cover Alpha Biomes?
dabeek 18 Mar @ 15:49 
@HIVEMIND The mod includes it.
UnofficialName 17 Mar @ 16:40 
This mod does the same thing as WMBP.
HIVEMIND 16 Mar @ 16:44 
why incompatible with beautification map?
Helixien  [yaratıcı] 12 Mar @ 4:51 
@Swinfough: As far as I know that is vanilla behaviour.
Swinfough 10 Mar @ 12:46 
Although true you can just go to the map border to leave in such case, it means having to manually load all materials and anesthetize any animals you have with you in order to carry them out. Regardless, I'd say 10/10 mod. Recommend to anyone looking at these comments.
Swinfough 10 Mar @ 12:00 
great mod, but you are unable to reform a caravan to leave an area if there are hostiles, even if the hostiles are neutral (like insects that spawn in a cave)
nuwaa 9 Mar @ 18:17 
I wanted to change the Faction Placement setting in your mod to avoid Medieval Overhaul's Faction from setting up a base in the ice field, but I couldn't figure out which file to change.
I think there used to be such a setting in the Patches folder, but I can't find the appropriate file in any folder.
Could you please tell me the name of the file that should be changed?
Niylark 3 Mar @ 7:39 
disabling the new world map graphics in settings doesnt actually work... is there anything i can do to fix it? its an accessibility thing for me. i can't easily make out the differences in the terrain graphics and its totally fucking with me
JoeOwnage 2 Mar @ 5:11 
Does bathing help with heatstroke? Will pawns go to the bathing zone if overheated?
Bitterholz 1 Mar @ 3:06 
Am currently troubleshooting a few issues regarding CE mod interactions, in between of some errors Ive seen a ReGrowth patch for VRE: Androids fail, Ive never even subbed to it. Now Im wondering what exactly it does to Androids and maybe other races, cuz I was under the impression that biome mods dont really interact with race mods etc. Could you shed some light on this, havent found info elsewhere?