RimWorld

RimWorld

Map Designer
987 Comments
Lyrdian Sep 18 @ 5:23pm 
Gotcha, love this mod. Keep up the good work!
Zylleon  [author] Sep 18 @ 6:56am 
Vita- thanks for the report! I'll look into that

Lyrdian- gradually. The issue is that map generation changed substantially and a lot of this mod had to be rewritten, some of it from scratch. I'm still picking away at it.
Lyrdian Sep 17 @ 11:26pm 
When are the other features coming back, or is there a particular issue you are trying to resolve? I really enjoyed the features that are temp disabled... Having some really big issues trying to get my maps close to what i had before Ody dropped.
VitaKaninen Sep 16 @ 11:41pm 
I have all rock types except for limestone enabled. I included a screenshot of my settings below.
Raith Sep 16 @ 11:28pm 
perhaps I can help with that @vitaKaninen so, Ice in map designer is considered a rock type. if you happen to check that mark off for the rock type, the ice shouldn't be spawning anymore. unless of course you have all rock types enabled. then there might actually be a bug then.
VitaKaninen Sep 16 @ 10:24pm 
I am still having an issue with Ice spawning where it shouldn't. Here are my settings, and here is the dev test map: https://imgur.com/a/PzRREoK
What am I doing wrong?
Seth'cor Sep 13 @ 10:08pm 
Just an update, I was able to make it error, seems to be Geological land forms causing an incompatibility, and me not realizing I had to select the coast land form from the beta section, I got an error log, will submit it over in the bugs section.
Zylleon  [author] Sep 13 @ 10:05pm 
Do you have coastal or river features selected, or are they set to "none"? Everything is off by default, with beta mode you have to enable everything you want including rivers
Seth'cor Sep 13 @ 9:42pm 
no crashing, it seems that when i enable beta mode, it just makes it so it can not generate costal or river features, there is no error or crash, just an update to the generation preview, if i had a costal tile selected it becomes a flatland looking area. If i select a river same thing, or it just fails to generate a preview.
Zylleon  [author] Sep 13 @ 9:24pm 
Need more info: Is it crashing, booting you back to the world map, generating a map incorrectly, or something else? Anything in the error log? And what do you mean by disabling the water settings?
Zylleon  [author] Sep 13 @ 7:03am 
You need to make your changes before you generate the map, existing maps won't change. I recommend using Map Preview alongside this mod to see your changes in real time.

You dont have to save or apply a template unless you want the same set of settings later
LARGELinCHARGEL Sep 13 @ 3:21am 
I think I may be dumb, but I can't seem to get the mod to work. I open the Options, Mod Options, click Map Designer, make my changes, save them as a template, and then hit apply template, and then nothing happens. No changes are made, nothing. I leave the map for a world view, and then I try to apply again, nothing happens. Am I doing something wrong?
Zylleon  [author] Sep 12 @ 5:39am 
It's called "ancient warehouse" and should be under AncientStructure
superzako Sep 12 @ 5:30am 
well everything is fine for odyssey options, but i cannot find underground warehouse option. is it impossible?
Zylleon  [author] Sep 11 @ 6:05pm 
UPDATE: New Odyssey beta!
New Odyssey tab (must have Odyssey enabled). Opt in.
You can now select one or more features for your map. THIS TAB IS IN BETA and undergoing active development, use at your own risk!
Zylleon  [author] Sep 10 @ 2:00pm 
No, that's been a feature for at least a few patches. Originally added around 1.3 I think, for the special biome rocks in Biomes! islands and Alpha Biomes.

For 1.6, I did change the wording and back end functionality somewhat, because 1.6 added an actual "biome rock" type flag. Prior to 1.6, the code basically had to guess which rocks were biome-limited.
VitaKaninen Sep 10 @ 1:53pm 
Ok, thanks. That's what I was asking about. Is that a relatively new feature? I remember looking for that a while back, and I thought you said you might implement it, but I never saw patch note for it
Zylleon  [author] Sep 10 @ 1:11pm 
There's a separate checkbox to prevent special rocks, like ice, from spawning in the wrong biomes. Use that one, not the one next to "ice" in the big list. It should still allow ice to spawn normally.
VitaKaninen Sep 10 @ 12:50pm 
That's what I mean. If I uncheck the box, doesn't that disable Ice from spawning? If I uncheck granite, then none of my maps will have granite on them, even if they would have spawned with granite in vanilla. Doesn't Ice act the same way?
Zylleon  [author] Sep 10 @ 12:45pm 
No, it should still be allowed to spawn normally unless you disable it
VitaKaninen Sep 10 @ 12:30pm 
Right, but won't that also prevent it from spawning like it normally would in vanilla?
Zylleon  [author] Sep 10 @ 12:05pm 
There should be an option to disable "special" stone types like ice. I don't remember the exact phrasing offhand, but it should be either on the Terrain tab or in the rock selection window
VitaKaninen Sep 10 @ 10:58am 
Were you able to add the option to revert the stone types back to vanilla? I keep getting ice in warm maps, but if I disable it, I expect I won't get it when I go to colder maps where it ought to be spawning.
Zylleon  [author] Sep 10 @ 7:29am 
Currently working on options to add Odyssey features to maps. After that I'll work on reinstating the rest of the pre-1.6 stuff!
ephemeral_jl Sep 9 @ 8:05pm 
longing for perfectly round island and all sea no land ((((( map feature decides when going back to play rimworld XD
Raith Sep 5 @ 9:04pm 
question; will the smoothness for the mountains return to their original glory like back in 1.5?
-=GoW=-Dennis Aug 30 @ 3:04pm 
Lol, thank you very much!
Zylleon  [author] Aug 30 @ 12:14pm 
Sorry about that, thought I'd re-enabled the caves toggle weeks ago, but forgot to push the update!

It's back and working now.
-=GoW=-Dennis Aug 30 @ 9:26am 
Figuring highest chance for success is asking here, given this mod cannot yet change landmarks - did anyone find a different mod or way (dev mode, save game editing) to at least remove a landmark from a tile? All suitable tiles insist to generste with caves for me and ooenly accessible insect hives don't do well with VFE Tribal wild men start at all. Always used this mod in prior runs to get rid of them. Of anybody knows something I'd be very grateful - would like to start my run :D
Zylleon  [author] Aug 26 @ 7:35am 
If I remember right: merchants and raiders require a clear space of a certain size to spawn, with no roof. I think animals can spawn where there is roof
SmoothPepsiColah Aug 25 @ 5:51pm 
I have a question I can't find.

Say you spawned on a map surrounded by mountains, like, the tile, not the world map, and there is no entry ways or exits.

If I mine a path, will merchants and animals and raiders be able to come through? I might be completely isolated with drop pod raids as my only company.
A Good Boy Aug 24 @ 3:49pm 
so i can use this too change shallow water too deep?
Zylleon  [author] Aug 20 @ 7:38am 
Yep, I had to disable some options for 1.6. I'm gradually working on reinstating then, about halfway there now!
kittysmuggler Aug 19 @ 10:36pm 
lake option is gone D:
Zylleon  [author] Aug 11 @ 4:27pm 
Updated with fix for pocket maps.

I was able to reproduce the error and the fix has been tested. But since this bug only shows up in specific circumstances, please let me know if the fix works or doesn't work for you, and I'll go back to the drawing board.
织屿人 Aug 11 @ 1:27pm 
Thanks a lot for the quick reply and for working on a fix so soon! Really appreciate your dedication. Please remember to take some rest too—your health comes first. :):happy_seagull:
Zylleon  [author] Aug 11 @ 1:23pm 
Yep, this will be fixed this evening.
织屿人 Aug 11 @ 1:17pm 
Hi! I've noticed an issue with Map Designer when entering portals or ancient vault areas in Odyssey DLC:sad_seagull:. The game throws this error:

"JobDriver threw exception in toil MakeNewToils's initAction for pawn ... driver=JobDriver_EnterPortal ... NullReferenceException at MapDesigner.Patches.RockTypesPatch.Finalizer ..."

From the stacktrace, it seems that Map Designer’s finalizer is trying to remove ThingDefs (rock types), but one of them is null, causing the crash during map generation.

**Suggested fix**: in the `RockTypesPatch.Finalizer` method, add a null check such as:

```csharp
__result = __result.Where(def => def != null).ToList();
Dark Luminary Aug 11 @ 12:28pm 
Yeah mod is completely broken right now. Entering into a pocket map will basically brick the save.
Mosley Gaming Aug 11 @ 11:49am 
I can confirm that this mod doesnt work anymore and everytime i try to enter another level / dimension / pit gate, it craete a duplicate and a graphical glitch appears, any chance for a fix or i should just disable it for now?
Zylleon  [author] Aug 11 @ 10:17am 
Yep, that makes sense. The planned fix should address all maps without a defined "biome", which should include all the pocket maps and any other weird edge cases that I don't know about yet!
kate Aug 11 @ 10:09am 
Just confirming that I'm seeing this issue with all "pocket maps" (i ran into it with ancient stockpiles.) hoping for a resolution!
Zylleon  [author] Aug 11 @ 8:03am 
I've copied what I need. Thanks again!

This basically confirmed what Freterz gave as the problem and gave me the exact line of code that's causing it.
Devilcer Aug 11 @ 7:47am 
Great. Can you copy it or save it? It's uploaded anonymously, so I don't think it will be accessible for long. If not, I can send it again later.
Zylleon  [author] Aug 11 @ 7:44am 
Thank you! This looks like a pretty quick fix; I should be able to update this evening when I'm home.
Devilcer Aug 11 @ 7:37am 
I put the log here: https://write.as/9cieft2bj29cz.md
Zylleon  [author] Aug 11 @ 5:35am 
Can one of you post the error? If it's the same thing on repeat I just need one, otherwise (or if you're not sure) can you dump it on Pastebin and post a link?
Freterz Aug 11 @ 5:24am 
Getting same bug with Fleshbeast Pits, this mod is trying to patch RockTypesPatch.Finalizer, and the pit doesn't have PlanetTile def, so it's posting null. Other than this, great mod, thanks for modding!
Devilcer Aug 11 @ 5:01am 
I think I've found a bug. It seems that when trying to generate the Fleshbeast Pit, it generates a map that cannot be entered and causes a lot of error logs. I tried it with just this mod and the official DLCs. Its seem it works fine if I unload Odyssey, so may is a interaction between Anomaly-Odyssey-MapDesigner.

I cant put the error log here, is quite long.
Friski Aug 11 @ 3:02am 
Ошибка при входе в любую компактную карту.