RimWorld

RimWorld

413 ratings
Gulden Biome
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Mod, 1.5
File Size
Posted
Updated
9.217 MB
9 May @ 4:31am
9 Jul @ 3:58am
7 Change Notes ( view )

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Gulden Biome

Description
This mod is an updated version of pphhyy's gulden biome. It will be maintained and updated.
Do leave new ideas in the comments. Thanks!



Adds Foliage fit for gods. A new beautiful biome with some extra goodies and more hopefully to follow.


This biome mod was inspired by the game elden ring and was a learning experience for me so i can pump out other biome mods. As such it will be updated with more content as time goes on either to teach myself new things or just because i think it would fit this mod.
Gulden adds a new complete biome intended to make things easier. All plants give beauty as well as a new stone material and sheeps wool doing the same. As well as a better herbal medicine which is as good as the industrial med, and last a new berry that acts kinda like chocolate reducing recreation.












Is it compatible with CE?
Ask CE!

Can it be added or removed from a save?
Added? yes it should be fine, removed you may need to do some things to remove any mod safely.


Vanilla Fishing Expanded You can fish like in any other biome

Royalty gulden berries,ambrosia and fungus are all valid options for royals

Clean textures changes the biomes soil to a custom ones. It's for the purpose of avoiding the green grass texture.

Regrowth- Core Compatible with the integrated beautification option

Vanilla Genetics expanded Animals function the same as the vanilla counterparts.

Vanilla Brewing Expanded You can make ambrandy out of gulden ambrosia as well!


Ludeon.RimWorld
Ludeon.RimWorld.Ideology
Ludeon.RimWorld.Royalty
ReGrowth.BOTR.Core
pphhyy.GuldenNew


-SirVan Banner and animals
-Oduem for the biome kit which is now integrated into regrowth
-Mashed and Rick for helping pphhyy with bugs
-Mashed WorldMapBeautificationProject patch
-pphhyy Art & XML
-Rick XML, but it was bad and he should feel bad.
-Alite help to update this mod to 1.5
-Sovereign updating this mod and ironing out bugs
-Elseud Guldenrat sprite
-Catlover Guldenrat description
-Kusko25 elyxr biotech addiction graphic
203 Comments
Nefere 11 hours ago 
how long do the rune bears usually stick around? the letter says they'll leave after a while but for me, they never do, and this has become an issue on some early colonies as they for some reason like to wander right up to my base and hunt my pawns instead of wild animals
Vercreek 12 Oct @ 12:00am 
Ah sorry, apparently it was from Roo's side, and there's gonna be a fix in the next update, but thank you anyways!
Sovereign  [author] 10 Oct @ 4:05am 
@Vercreek https://discord.gg/S83zNJy3
post it here

@Yoshaaa! never heard about that. It works just fine on my end.
So it only displays it incorrectly?
Vercreek 10 Oct @ 2:51am 
Sorry, I'm not sure whether to forward this to Roo or this one [Issue with Roo's Fae and Satyr Expanded] , but I had an issue in where one of their factions can't send a trade caravan because they're trying to use the Capricorn, but it doesn't seem to be on the carrier list. Here's a full log of the error

Cannot generate arriving trader caravan for Fae of Bonsho because there is a pawn kind (Capricorn) who is not a carrier but is in a carriers list.
UnityEngine.StackTraceUtility:ExtractStackTrace () ---

[can't seem to post the full error log due to comment limits, if I could message you somewhere about it that'd be great!]
Yoshaaa! 6 Oct @ 4:52pm 
i found out what was wrong, apparently it just says i need gilded bloom even though i can actually use any medicine i want so it works
Yoshaaa! 6 Oct @ 9:50am 
i cant do surgeries without gulden bloom and its incredibly frustrating, this is a really cool biome mod so im very disappointed :(
Sovereign  [author] 15 Sep @ 4:03am 
i mean it is called gulden biome after all
Arieslia 15 Sep @ 12:23am 
this one is cool. that's all i really have to say, the idea of a golden biome is really cool. also, i feel like this is probably an Elden Ring inspired thing on some level.
Sovereign  [author] 10 Sep @ 2:08pm 
@Doctor Worm you need to tell me what those errors are. I cant do much otherwise.

@Tornbery dont really think there's much to be fixed, there's not really a bug here. I can look into optional mod comp tho.

@Zalera that would need c# that i'm not capable of. I can't do much about that but i love the idea.

@Necromancer4Life yes build in compability

@Cadet CStinky nope. Have u checked this with a tool?
TheBronzeWarrior 1 Sep @ 6:12pm 
@Cadet CStinky it probably has to do a lot more background stuffs but idk