RimWorld

RimWorld

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Geological Landforms
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
10.906 MB
Mar 5, 2022 @ 2:10pm
Feb 27 @ 9:16am
51 Change Notes ( view )

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Geological Landforms

In 2 collections by m00nl1ght
m00nl1ght's Mods
4 items
m00nl1ght's Essentials: Medieval World [1.5]
36 items
Description
Adds 43 landforms to the game, which generate biome-independently.

You can see an example of each landform in the image gallery on this workshop page.

The goal of this mod is to make map generation more interesting and varied, compared to the vanilla experience of having either a cliff or a coast on one edge of your map.

Some of the landforms significantly affect gameplay and can make the game both easier or much more challenging in various ways. For example, Islands and Archipelagos are very remote but provide very little stone and ores, and Canyons and Rifts are very easy to defend and have plenty of ores, but provide very little natural resources like food, light, wood, and space to grow plants or keep animals.

Landforms of the selected world tile are listed at the bottom of the world map "Terrain" tab. Each landform only generates on tiles within its appropriate temperature range, rainfall amount and other conditions.

The landforms are optimized for the standard map size (250x250). Using a larger map size is also fine, but the landforms might not generate correctly if the map is too small.

Direct downloads for non-Steam users are available here: GitHub Releases[github.com]


Add-ons

Biome Transitions: Generates maps with multiple biomes on them when you settle at the border between two or more biomes on the world map.


Creating your own landforms

Pretty much everything about the landforms provided by this mod is fully configurable, including where and how often they appear on the world map, and how exactly they affect map generation. This mod includes a node-based landform editor that can be accessed from the mod settings.

If you would like to create new landforms, this is also possible. If you don't know how the internals of RimWorld's map generation and the math behind it work yet, I recommend using one of the existing landforms as a template, so you can play around with the values and see what they do.

Landforms are stored as xml files, so if you want to share a landform you created, simply upload its file to a filesharing service and post the link. You can find the landform files by clicking the "Open custom landform data directory" button in the mod settings.


FAQ

> How is this mod different from other map generation mods?
Geological Landforms does not add or modify any biomes, and instead adds a separate layer to map generation that can then independently be applied to any biome, including ones added by other mods.

> How do events and raids work on islands?
All landforms (should) always leave at least one part of the map edge walkable, which allows events and raids to happen normally. For islands specifically, at least one side will always have shallow water to allow entering and leaving the map.

> Can I add this mod to an existing save?
Yes, it can be added at any time. Of course existing colony maps will not be affected, only new ones generated after the mod was added.

> Can I safely remove this mod from an existing save?
Yes, unless you have settled on an impassable mountains tile, which is not supported by vanilla. In that case, move to a normal tile before removing the mod.

> How can I easily find a specific landform on the world map?
Select any tile, open the "Terrain" tab and click the "Search for landform nearby" button. Alternatively, you can install Prepare Landing which allows filtering all world tiles based on selected criteria. Geological Landforms contains an integration patch that adds a filter for landforms, you can find it in the "Terrain II & Temp" tab.

> Does this mod prevent overhead mountain from collapsing?
Yes, Geological Landforms disables roof collapsing on any maps that are on Impassable Mountains world tiles. This is necessary because the cave landforms that appear on those tiles have roof areas much bigger than what vanilla would allow with the roof collapse mechanic enabled.


Recommended Mods

  • Map Preview: Adds a map preview to the world map. It shows you the map that will generate if you settle on the currently selected world tile.

  • Prepare Landing: Allows filtering all world tiles based on selected criteria, including specific landforms, so you can find your perfect starting spot.


Compatibility

  • Biomes! Islands: Compatible, and there is an integration feature that allows the plants and animals from Biomes! Islands to spawn on coastal landforms.

  • ReGrowth Collection, Alpha Biomes and other biome mods: Compatible, landforms will generate in any biome as long as its requirements (temperature, rainfall, etc) are fulfilled.

  • Map Designer and [KV] Configurable Maps: Compatible, but not all settings from those mods will still apply if there is a landform present, and some will override landforms.

Geological Landforms provides a XML DefModExtension that authors of biome mods can use to control which landforms are allowed to spawn in their biomes. More details and an example are available on the Wiki page[github.com].


Credit

This mod uses Harmony[github.com], thanks to Andreas Pardeike for creating this awesome patching library.

The landform editor uses the C# library "Node Editor Framework" by Seneral, a flexible and modular framework for creating node based displays and editors in Unity.

Landform ideas:

Included translations:

This mod is inspired by multiple great mods from earlier versions which unfortunately seem to be abandoned. Geological Landforms does not use any content or code from these mods though.


Links

[discord.gg]
[github.com]

Popular Discussions View All (4)
322
Apr 18 @ 3:57pm
PINNED: Bug Reports
m00nl1ght
109
Jan 10 @ 2:21pm
PINNED: Suggestions and Ideas
m00nl1ght
1,307 Comments
m00nl1ght  [author] May 11 @ 3:28pm 
@MaxTBNR

Geological Landforms does not modify factions or their settlements. So probably one of your other mods is involved. If you post a HugsLib log, I can check if there is any useful information to tell you which mod it is.
MaxTBNR May 11 @ 4:58am 
is there a way to fix the glitch where only one settlement of each factions spawns
m00nl1ght  [author] May 9 @ 7:37pm 
@✦

That issue has been fixed months ago. Please make sure you have the latest version of the mod. If so, then report it in the Bug Reports section and include a full log file.
May 9 @ 1:17pm 
Reporting that the game still hangs/crashes when loading the labyrinth map form Anomaly. Removing the mod resolves the issue :sad_creep:
m00nl1ght  [author] May 5 @ 10:26am 
@莫名某某

Yes, you can use it together with mods that change river size.
莫名某某 May 5 @ 7:32am 
Can this mod be used together with Grand Rivers Reborn? I like the meandering river generated by this mod. It looks very vivid. But the small rivers on the world map are like canals on the map, not even enough to support the operation of waterwheels. I think the rivers that can be shown on the world map should be a little larger.:steamsad:
heath thacker Apr 20 @ 2:44pm 
secluded valley lamo shapped like a kitty
Skakk Apr 12 @ 8:57pm 
I have been having the same issue as Mithril but cant say its this mod. I hope he can post up a report to try and identify or eliminate this mod.
I have given up trying to have a game the last 2 months due to 20mins loading time with a large modlist, to then have it crash on map gen. I also have a large modlist and agree with Thale its most likely a mod conflict as no problems with this mod alone.
Thale Apr 12 @ 6:06pm 
I have a 500+ modpack running and have not experienced the issues MiTHRiL has. It is probably a mod conflict somewhere else.
m00nl1ght  [author] Apr 11 @ 11:14am 
If there is an issue, report it in the Bug Reports section and include a HugsLib log. Otherwise there is no way for me to fix it...