Tilt the Planet! - Realism Overhaul
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[b]This mod brings the challenges and meaning of real life into Rimworld - without losing the fun.[/b]
It does this - not through simulation or micromanagement - but through two key changes that change how the game feels and plays.
The first is Environment.
The environment has been completely changed to make the map come alive and feel dynamic.
Clouds dynamically dim the sky, the moon phases change, and the nights are pitch black on moonless nights without artificial outdoor lighting.
The sun angle changes throughout the year - allowing longer summer days and shorter winter nights the farther from the topics you go - culminating in full Polar Day and Polar Night if you cross the Polar Circles.
Realistic worldgen places biomes right where you would expect them to be - with biomes respecting realistic rainfall and temperature requirements.
Plants thrive in their natural habits - from quick-growing cold-tolerating potatoes to sun-loving heat-tolerant corn.
Cold snaps and heat waves can appear at any time - possibly turning spring back into winter, or extending summer long enough to net a second harvest.
Through these and other changes - you’ll find joy in the world “just making sense” and re-experiencing Rimworld as if it was your first time all over again.
The second is Material Realism
Effort and Permanence give meaning and that elusive sense of accomplishment.
But when you can build a bedroom in 1 in-game hour - it really doesn’t feel much like an accomplishment.
It also just feels wrong that a bed takes more wood than the room around it.
Material Realism changes all that. Rome wasn’t built in a day - and now neither will your base.
But like Rome - you can build something to be truly proud of.
Construction costs (and mining yields) have been increased across the board to make logistics matter.
Cutting the stone on site (outdoor work penalties for non-electrical workbenches have been disabled) prevents countless hauling trips and separates construction zones from livable areas.
Structure HP has been drastically increased to reflect the amount of materials required to build them.
When you build a castle - you can rest assured it will take a determined assault to knock it down.
Your colony won’t just be your pawn’s base - it will feel like a home to be proud of.
FAQ
Can I enable only parts of the mod?
All parts of the mod (except basic lighting changes) can be disabled in Settings.
Can I add or remove this from an existing save?
Technically yes - but it is NOT recommended. With default settings - the mod makes significant balance changes to provide the intended experience. If you wish to try enabling or disabling realism settings on an existing save - BACK UP YOUR SAVE first. New games will have no issues.
I’ve heard this mod breaks saves
All changes are communicated through an in-game popup on the main menu, in this page’s comment section, and in the mod’s Change Notes. If a new setting is added that significantly impacts existing gameplay (very rare) - it is always communicated through the above channels.
If you're still unsure - simply disable Commitment mode or backup saves to allow instant rollback.
I want to leave detailed feedback
Feedback can be given at the Tilt the Planet discord server:
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FQ2aPnYFVD9]https://discord.gg/Q2aPnYFVD9[/url]
Can I incorporate parts of this mod into another mod
Not without written permission.
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]