RimWorld

RimWorld

What is the purpose of 10 tiles border at the edge of map?
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Last edited by Unexpected Katz; Feb 4, 2019 @ 7:03am
Originally posted by Astasia:
It's where units spawn when entering the map on foot. You can't build there to make it impossible to block off access points to your map.
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Showing 16-29 of 29 comments
Unexpected Katz Feb 4, 2019 @ 12:49am 
Originally posted by Sh33p:
Originally posted by M.K.:
Well, you DO have some map mods active, from that second screenshot, maybe that is what stuffed up your map selection.
But most likely your map has a much bigger clear area, and you had the bad luck to start in a side canyon of it.

Mind sharing your planet creation specs? The "planet" tab on that second screenshot of yours.
Seed: cole
Coverage: 100%
Temperature: i believe it was 1 from left
Rainfall: max rainfall
Did i missed something?

Also i don't think so - they spawn there, and there are literally no targets for them to move from that spot. Herbivors have no plants to eat (it's something between -20 -30 celsiuses), and meat eaters don't need to travel for food, since it is near them. They are moving normally when i put some food outside. This spot may look nice for defending, but it is horrible for trading caravans. Before they come to my base, they want to move from this region because of extreme low temperature, so whenever some caravan is spawning i have to rush my most social guy to it, to have a chance to actually trade. And yes, i agree, there may be more open border spots on map, but i didn't discovered them yet.

Oh and you are true that i have mods that alter generation of the world, but they are work on world level, not colony - that's why i said they are irrelevant in this case.
Last edited by Unexpected Katz; Feb 4, 2019 @ 12:57am
Unexpected Katz Feb 4, 2019 @ 12:52am 
Originally posted by Jigain:
That is an interesting map, to say the least. I'm betting my right sock there's more exits elsewhere on the map, but you did indeed spawn in a map with a single entrance / exit uncovered, so I'll concede I was wrong. :)
Well, it is something new for me as well - i can say this is first time i have so good position on map, with only one choke point. Normally there are at least 3 already discovered map exits + some uncovered ones. If you'd ask me about such map yesterday i would say it is most likely impossible to generate.
M.K. (Banned) Feb 4, 2019 @ 1:00am 
On generating the same location, I get the same world-map. Mountain ranges, rivers, etc.
But the local map is **vastly** different, it is the usual about 40%-50% rock, with just the east wall fully blocked.

You seem to have a local-map-modifying mod at work there.
Unexpected Katz Feb 4, 2019 @ 1:05am 
Originally posted by M.K.:
On generating the same location, I get the same world-map. Mountain ranges, rivers, etc.
But the local map is **vastly** different, it is the usual about 40%-50% rock, with just the east wall fully blocked.

You seem to have a local-map-modifying mod at work there.
Are you sure, you picked same spot on world map as i did? Also, it's not like terrain can generate different a bit in every colony regardless of same world position?
Security Cam #7 Feb 4, 2019 @ 1:50am 
Originally posted by Sh33p:
Also, it's not like terrain can generate different a bit in every colony regardless of same world position?
Nah every single tile has a seed applied to it just like your world and those seeds are based on your world seed.
Last edited by Security Cam #7; Feb 4, 2019 @ 1:51am
Unexpected Katz Feb 4, 2019 @ 2:01am 
Originally posted by Smelly Fish:
Originally posted by Sh33p:
Also, it's not like terrain can generate different a bit in every colony regardless of same world position?
Nah every single tile has a seed applied to it just like your world and those seeds are based on your world seed.
Hmmm...i guess it really must be some mod.
Krow Feb 4, 2019 @ 2:21am 
While it is possible to get a start like Sh33p's without any mods, it is very rare. That said, in the few types of those maps that I have seen where you spawn in a tiny canyon, in my experience, all raids will come from that one spot UNTIL you reveal the rest of the map. I can pretty much guarantee if Sh33p digs deep enough into the 'mountain' he'll hit the other side and reveal the rest of the map.

I'd be interested to see if it's possible to have a map where that isn't the case but I haven't seen one yet.

If Sh33p isn't playing on Commitment Mode I'd be interested to see what happens if he dug a decent length tunnel through the map.
M.K. (Banned) Feb 4, 2019 @ 2:41am 
Maybe just try Devmode, switch hidden off. It will show all undiscovered locations.
(Also shows all embedded minerals, so rather cheaty...)
Astasia Feb 4, 2019 @ 2:47am 
If you are playing with vanilla map gen then 100% a great deal of the fogged area contains more openings and several other exits off the map. For a while you will get away with just having that one opening, but eventually the game will start spawning things in the fogged areas and they will dig to you and open things up. Using dev mode one of buttons at the top opens a tab with a bunch of toggle options, one of them is draw fog, if you turn that off it will show you the entire map. You may not want the spoilers, just letting you know that option exists.

Originally posted by Smelly Fish:
Originally posted by Sh33p:
Also, it's not like terrain can generate different a bit in every colony regardless of same world position?
Nah every single tile has a seed applied to it just like your world and those seeds are based on your world seed.

There are likely a lot of mods that change the effects of seeds even if you wouldn't think they would. It was also the case for a long time that having a different OS version would drastically change the worlds generated by a seed, I don't know if that was ever changed. There used to be a number of popular seed threads in this forum way back in the day, but they died out because the seed system for the game has always been so unreliable.
Unexpected Katz Feb 4, 2019 @ 2:48am 
Originally posted by M.K.:
Maybe just try Devmode, switch hidden off. It will show all undiscovered locations.
(Also shows all embedded minerals, so rather cheaty...)
So i used dev mode and dig through map (not like i care about minerolz) But that sweet spot was indeed sweet when everything else was undiscovered. So there is 1 map exit on West wall(which we already see), 4 more on South wall of the map (all undiscovered), and 2 on East map (also undiscovered). North border is just a mountain, so i can safely expand there (which was my idea at the beggining). I can post image if you want to see it yourself. This map is pretty sweet inded (i mean it's starting position), but map seems pretty normal after all digging. Without any precise measurment, about 30-40% of map is not a mountain, just normal dirt/marsh with little more of shallow water.
-edit-
Here is image after all diggin':
https://steamcommunity.com/sharedfiles/filedetails/?id=1644785492
Last edited by Unexpected Katz; Feb 4, 2019 @ 2:53am
Pyroshine Feb 4, 2019 @ 4:51am 
Also tried the seed an got a map that mostly large hills instead of mountainous. With only the north edge completly blocked
Unexpected Katz Feb 4, 2019 @ 4:58am 
Originally posted by Pyroshine:
Also tried the seed an got a map that mostly large hills instead of mountainous. With only the north edge completly blocked
Then it is partially the same, as mine map has only North blocked completly.
Immortalits Feb 4, 2019 @ 6:48am 
Originally posted by Jigain:
To add to this, I've never seen a map spawn with more than one edge completely covered, even in the densest of mountain ranges. Granted, it's anecdotal evidence so take it with a grain of salt, but with the amount of time I've played Rimworld and the amount of maps I've generated, I find it difficult to believe a map can naturally generate without at least three directions pawns and animals can approach from.

Le edit: Note to self, drink morning coffee BEFORE posting on forums, so you can remember the difference between empirical and anecdotal evidence.

There are an extremely rare few maps (mountainous), wher there are 2 edges blocked or almost 2 edges.
Immortalits Feb 4, 2019 @ 6:57am 
Originally posted by Astasia:
If you are playing with vanilla map gen then 100% a great deal of the fogged area contains more openings and several other exits off the map. For a while you will get away with just having that one opening, but eventually the game will start spawning things in the fogged areas and they will dig to you and open things up. Using dev mode one of buttons at the top opens a tab with a bunch of toggle options, one of them is draw fog, if you turn that off it will show you the entire map. You may not want the spoilers, just letting you know that option exists.

Originally posted by Smelly Fish:
Nah every single tile has a seed applied to it just like your world and those seeds are based on your world seed.

There are likely a lot of mods that change the effects of seeds even if you wouldn't think they would. It was also the case for a long time that having a different OS version would drastically change the worlds generated by a seed, I don't know if that was ever changed. There used to be a number of popular seed threads in this forum way back in the day, but they died out because the seed system for the game has always been so unreliable.

And now there's a mod, called 'map reroll', so you can pick a general map with base characteristics, like what stones are on it, if there is a river or not, what biome it is in, etc. and then generate it, if you like it, you play it; if you don't, then you start rerolling the map and the whole layout will be generated over (you get a set of 9 minimaps for a single reroll you can pick from them or continue generating more maps to chose from).
Generally around 4-5 sets are more than enough for me to puck an 'ideal' map for my tastes.
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Date Posted: Feb 3, 2019 @ 6:19pm
Posts: 29