Tilt the Planet! - Realism Overhaul
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Want a more earth-like experience?
Tilt the Planet is known for its realistic world generation (biomes based on rainfall and temperature), environmental systems (seasons and weather), agriculture (plant growth and yields), and infrastructure (building costs, storage, and resource processing).
It pairs well with other realism-focused mods such as Combat Extended, Vanilla Expanded, and Medieval Overhaul to make RimWorld feel more like a colony builder rather than a colony painter.
All balance settings are enabled by default to provide the intended experience for new players. Individual systems can be disabled in the mod settings, and all settings can be changed from the main menu before loading any saves.
[b]Note: Tilt the Planet is a realism overhaul that makes significant gameplay and balance changes and is still in active development. Enabling or updating it mid-save may disrupt existing colonies, especially logistics, production chains, and wealth. It is strongly recommended to configure settings before adding to an in-progress save.[/b]
Realistic World Gen
Create earth-like planets:
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[*] Biomes [b]transition smoothly[/b] from desert to shrublands to grasslands to forests
[*] Mountains are [b]colder and drier[/b] than surrounding terrain, allowing cool colonies even in the tropics
[*] Oceans [b]increase rainfall and moderate temperatures[/b] of nearby tiles, allowing more European-like climates
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Realistic Seasons, Weather, and Temperature
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[*] Summer days can be long, winter days can be short, and if you are very adventurous, you can even experience [b]Polar Day and Polar Night[/b] if you settle in the arctic or antarctic circles.
[*] [b]Moon phases are dynamic[/b], from dark moonless nights barely lit only by the faintest hint of starlight to bright moonlit nights that feel like deep twilight.
[*] [b]Shadows[/b] trace a slightly different path every day as the sun moves throughout the year. If you visit the polar regions during the midnight sun season, the shadows will spin a full 360 degrees in one day.
[*] Experience the deep blues of [b]twilight[/b] give way to rising red sun as it crests the horizon.
[*] Weather and Events are more visceral than ever: Storm clouds block the sun, the color of the sky shifts, and shadows disappear. Neon blue lighting vividly lights the sky, Green auroras flicker dimly at night, and if you are lucky enough to get a total Eclipse during the day, you can watch day slowly change to night until only a dim glow remains.
[*] Weather is [b]not just cosmetic[/b]: plants struggle to grow without the sun, daily temperature swings narrow, and temperature typically drop a few degrees, just like real life.
[*] Deserts are much [b]hotter[/b] than in vanilla and have very large daily swings. The tropics in general are a bit cooler and have small daily swings with little-to-no seasonal variation. Polar regions have almost no daily variation, but extreme seasonal variation.
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Lighting Rebalance
Lighting matters like it never has before:
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[*] Lighting is [b]essential[/b] for a productive colony. Colonists need light to read, walk quickly, and work.
[*] [b]Planning around the seasons matter more for neolithic and medieval starts.[/b] Without electrical lighting and heating, your colonists will depend on the warm summer sun to boost productivity and get them through the cold, dark winter.
[*] Want even more realism? Enable Dark Rooms (in Settings) to make rooms without lighting pitch black.
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Material Realism
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[*] Buildings have realistic costs - making structures a significant investment and reward.
[*] Resource Processing and Mining Yields have been increased to match real-world mining output
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Plant Realism
More realistic agriculture: and drug-manufacturing:
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[*] Plants [b]grow best in conditions like their native earth-biomes[/b]. For example, Rice grows best in tropical climates where it’s never cold nor hot, while Potatoes and Strawberries are cold-tolerant but hate the heat. Corn is most tolerant of warm temperatures, but can’t handle a freeze and its growth will stall if subjected to blistering midsummer heat.
[*] Plant [b]yields and growth times match their earth-counterparts[/b]. Strawberries have very low yield, but grow fast and can be harvested multiple times. Rice produces abundant nutrition but rots soon after maturity, making harvesting on-time much more important than other plants.
[*] [b]看天吃饭 (heavens decide if we eat).[/b] A streak of bad weather can ruin a crop, necessitating a temporary return to meat or buying food from traders. But a good streak of weather may allow a surplus of food for a long time.
[*] Drug plants [b]work very differently than in vanilla[/b]. Unlike food crops, drug plants produce massive yields, but these yields are worth almost nothing unless processed into usable products. Labor is the true bottleneck here, not growing skill. Like all plants, they eventually rot if you can't use them in time and have to be regrown.
[*] [b]Trees give significantly more wood but fires produce less heat.[/b] Will you build more fires, smaller rooms, or thicker walls to keep warm?
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Stack Size Rebalance
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[*] Bulk items like wools, leathers, food, and construction materials can be stored - realistically - by the thousands in a stack (no more need for 100m^2 warehouses for the same item between traders)
[*] Max stack size can be reduced in settings if your colonists prefer to have multiple stacks of the same item.
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Emergent Gameplay
The combination of these balance changes allow new gameplay:
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[*] Logistics matter - Processing materials next to a construction site will vastly speed up construction compared to hauling them across the map.
[*] Increased lifespans make trees harder to replace. Choose carefully whether to source wood from your current map or seek it from nearby tiles.
[*] Higher food yields mean less farming space is required to feed your colony, but realistic temperature and light requirements mean more care must be taken to plant the right crops at the right time of year to ensure a good harvest.
[*] And much more for you to discover!
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Mod Compatibility
It is [b]compatible with most mods[/b] natively, with special compatibility patches for popular mods like Vanilla Events Expanded, Vanilla Plants Expanded, Alpha Biomes, More Vanilla Biomes, Medieval Overhaul, Medieval Medicines, Handy Lanterns, and Dub’s Skylights.
Actively Developed
This mod is [b]continually improving[/b] due to the daily feedback from a community of thousands of players. [b]Thank you![/b]
FAQ
I have too many of X Biome!
If you have another mod that adds biomes, this mod may not have support for them yet. In the meantime, simply disable the worldgen setting for this mod and let me know which biomes you would like support for.
I get Red Xs in world gen / use Regrowth 2
You need this compatibility patch: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3619669427]https://steamcommunity.com/sharedfiles/filedetails/?id=3619669427[/url]