RimWorld

RimWorld

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Map Preview
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.181 MB
Apr 28, 2022 @ 9:26am
Aug 17, 2024 @ 10:55am
55 Change Notes ( view )

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Map Preview

In 2 collections by m00nl1ght
m00nl1ght's Mods
4 items
m00nl1ght's Essentials: Medieval World [1.5]
36 items
Description
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.

The size of the preview window can be changed in the mod settings. To easily turn the preview on/off, you can use the small toggle button in the bottom right of the world map.

This mod was developed as a QoL addition for Geological Landforms and works great alongside it, but can also be used without it.

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


Additional Features

  • Reroll map seeds (RimWorld 1.4+ only): You can reroll the seed for individual world tiles. This feature is disabled by default and can be enabled in the mod settings. The main difference to the Map Reroll mod is that the rerolling happens on the world screen, before the actual map is generated, which is better for mod compatibility.

  • True terrain colors: Instead of a fixed color palette that only supports vanilla terrain, this mod dynamically extracts the actual texture colors from all terrains, including those added by other mods. So basically you will see the terrain how it will actually look when you settle on that tile. If for some reason you prefer the original fixed color palette from Map Reroll, I added an option to disable this feature in the mod settings.

  • Exact preview generator: Since version 1.6 this mod now uses its own preview generator instead of the original one from the Map Reroll mod. It is more accurate and most importantly compatible with other mods that modify or add map features, for example Terra Project Core, CaveBiome and various other biome mods.

  • Faster caves and river generation: Significantly speeds up generation of maps that have caves or a river. This feature slightly changes how maps with a river generate, and can be disabled in the settings if this is not desired.


FAQ

> Can I safely add or remove this mod from existing saves?
Yes.

> Does this also work during an ongoing game, after selecting the starting location?
Yes. For example you can use it when starting a caravan or creating a second settlement.

> Does this slow down world map generation?
No. Nothing additional is generated until you actually select a tile and trigger the preview.

> How long does it take to render the preview when you click a tile?
Usually less than a second, unless there is a huge cave or complex modded biome on the tile, then it can take a bit longer.

> Will the preview/map be the same when I select the same world tile again later?
Yes, RimWorld generates maps with a seeded RNG, so same world seed + same location = same map. Unless some other mod messes with that system.


Compatibility

Terrain added by other mods is supported via the "True Terrain Colors" feature (make sure it is enabled in the mod settings).

If you find any mods that cause the previews to be inaccurate or incomplete, please let me know so I can add a compatibility patch.

When reporting bugs or mod conflicts, always upload your log file via HugsLib (press Ctrl + F12 directly after the problem happened) and include the link in your message. Without a log file there is no way for me to figure out what exactly is wrong or how to fix it.

Not compatible with the Multiplayer mod.


Credit

Map Preview extensively uses Harmony[github.com], thanks to Andreas Pardeike for creating this awesome patching library.

This mod uses modified code and graphics from the mod Map Reroll created by UnlimitedHugs.

Idea for mod concept by orbittwz#2340

Included translations:
  • Korean - submitted by Seanggag
  • Russian - submitted by Dmitry6
  • Chinese Traditional - submitted by SY1102
  • Turkish - submitted by penu
  • Spanish - submitted by Ferchu


Links

[discord.gg]
[github.com]

Popular Discussions View All (4)
294
Apr 25 @ 10:21am
PINNED: Bug Reports
m00nl1ght
854 Comments
GreedBC 14 hours ago 
Ok thanks for confirming, keep up the good work!
m00nl1ght  [author] 14 hours ago 
@GreedBC

Only natural terrain is included in the previews. Structures such as roads, buildings and ruins are not generated on preview maps.
GreedBC Apr 28 @ 7:01pm 
Any idea why I'm not getting any roads in the map preview window but if I settle there, they are in the map? Tell me if it's a known bug or if it has happen to another person before please.
In the meantime I'll go test for mod conflicts. Appreciate it.
Dlitz Apr 24 @ 8:56am 
Ok thanks, I've sent the link over
m00nl1ght  [author] Apr 24 @ 6:06am 
@Dlitz

If you found an issue, report it in the Bug Reports section and include a full HugsLib log (press Ctrl + F12 after the issue happened).
Dlitz Apr 24 @ 3:10am 
Is there any way to resolve the conflict with VFEM2? When used with VFEM2, the map of the VFEM2 script will not be generated properly, and the error log description is caused by the fog of war
m00nl1ght  [author] Apr 5 @ 12:51pm 
@Swiggy

Map previews are not retained in any way, neither in memory nor your save file.
Swiggy Apr 5 @ 11:35am 
question. When you generate a preview, does it technically save the world tile? If so, it seems like that would be a significant memory hog after a while. I tend to settle 2 tiles at a time and something like this would be useful. But from what I understand, even after you abandon a tile the memory of the generated map still stays, bogging down your game. I tend to go into dev mode and delete a tile site even after abandonment to truly remove it from the game.
m00nl1ght  [author] Mar 23 @ 7:01am 
@chmura

You could try removing mods that might affect terrain, and then refresh again. Or alternatively, completely disable true terrain colors in the mod settings.
chmura Mar 23 @ 6:01am 
This did not help