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Other types of bees (non-tiered) Mechanoids Branch (with Vanilla Factions Expanded: Mechanoids) Post-Endgame Branches (tier 6) Archotech Branch (with More Archotech Garbage)
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#RIMWORLD BIOMES PATCH#
Genetic Branch (with Genetic Rim patch installed) Fisher Bees (with Vanilla Fishing Expanded).Spicy Bees (with Vanilla Cooking Expanded).Skeletal Bees (with Rim of Madness: Bones).Specialized Branches (tier 3) Biome Branch I have also created a simple crossbreeding chart to help you get started, which you can find at the Ludeon post:
#RIMWORLD BIOMES MOD#
Most of the mod is pretty well explained in the item and research project descriptions. Killing two or three bison usually provides enough leather (or wool if you are willing to tame them). They provide a large quantity of leather compared to other creatures that spawn in the same biomes. Pollination: plan your growing zones around your beehives and increase your crop production A large plant eating mammal appearing in the savannah wilderness. Research: discover new exciting bee combinations Will you find the Luciferium-producing bees? Resource gathering: many of the bees produce combs with more things than honey and wax. Wax lighting: candles are a quaint and cheap way to light your base Mead brewing: turn honey into mead to make your colonists happy (and drunk). Cooking and building: honey can be used as an ingredient in cooking, and wax can be used as a building material. Honey making: Centrifuge the combs produced by the bees to get honey and wax. Bee breeding: Mix two breeds of bees in a beehouse, and use a brood chamber to multiply them, and an hybridization chamber to get new species (more than 30)! Are you in an extreme biome? There are low-efficiency climatized beehouses available for you until you can get bees that modify allowed temperatures! Tropical Forest: very green vegetation, allot of rivers, somewhat darker colors, some purples in terrain.- Beekeeping: find wild bees in all biomes, build beehouses to put them to work! A single beehouse won't do much, so prepare to build a few. Temperate Forest: Plains, forests, lakes with lush farmland around them. I might be able to get this to do something like, if there is a mountain nearby, have one side be mountainous, but I'm not quite sure. Yes you can make a load of money with it, but better spend your time on expanding your base and getting things running. Then there are skills, that arent that important early on. So far it seems to check if there is a certian tile next to this one(water) and if there is choose a random side of the map and work out a new Biome (beach) out so far onto the map. A doctor on the other hand will seldomly have medical work to do, so its best he has at least another job. But I might be able to fix that by screwing with its noise map. I've checked out the BeackMaker for coasts and it is really shitty right now if you have interesting terrain on the map.
#RIMWORLD BIOMES FULL#
Lik, not practical, but just to demonstrate, I could have volcanoe lava coming in from one side, into a map full of sprawling caneons with the occasional oasis. I can make 2~ 'biomes' in the same map, 3 if I tweak the BeachMaker to place something else besides water coming in from a side. I've messed with the GenStep_Terrain, so far I can make mountains more sprawly and have generally more U like shapes. So far all I've done with that is make it so trees don't spawn in low fertility areas to make plains. I've messed with GenStep_Plants and found a way so certain plants spawn under certain conditions. On the technical side if you want to know so far what I've found, and can freely edit. So far it seems pretty possible to make the maps look pretty, but I am running out of creative ideas and not really sure what the gameplay needs.
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Whats missing, what do you want to see, what would be fun and lastingly enjoyable, exc. I'm delving into the assemblies to do what I can with how RimWorld sets up maps and am looking for input from people and long time players.
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