RimWorld

RimWorld

Map Designer
962 Comments
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.
lack_money Aug 10 @ 11:43pm 
아 업뎃하고 오류 생긴거였구나 난 또 뭐라고
-=GoW=-Dennis Aug 10 @ 10:06pm 
Can this remove landmarks like caves?
whynot Aug 10 @ 9:20pm 
theres an error when entering pit or underground
Green Party Dew Aug 10 @ 12:03pm 
Dose this mod add and remove over head mt?
Zylleon  [author] Aug 10 @ 11:54am 
Should be fixed now. Made some adjustments to the checkbox for biome-specific rocks - it will now check for that flag in the rock def.
VitaKaninen Aug 8 @ 8:20am 
Thanks!
Zylleon  [author] Aug 8 @ 8:18am 
Thanks for the report! I've added it to my to-do list for this weekend.

In the meantime, the previous version (with the rock patch completely disabled) is still available on GitHub at the link above
VitaKaninen Aug 7 @ 11:33am 
I am getting solid ice showing up as part of the map generation in places that it shouldn't, such is during summer near the equator. If I disable ice in the settings, then I expect that it will not be allowed to spawn at all. Is there a way to just set the rock generation to vanilla?
Zylleon  [author] Aug 5 @ 9:12am 
Nikuksis - can you please try using "reset everything" on the first tab, and let me know if the issue persists? I will also need the error logs
DhOfi Aug 3 @ 2:13am 
Thank you very much Zylleon for the rock type selection :) Great work!
Nikuksis Aug 2 @ 3:31pm 
Mod is awesome, thank you!
Tough with last update it has bugged stone type generation for me. Any tile on the planet just had olid Ice and Vacstone only. Disabling the mod fixed the issue. Probably i had some outdated configs or something, but it shouldn't be used then.
Thunderbird Aug 1 @ 11:20pm 
Thanks @Zylleon !
Zylleon  [author] Aug 1 @ 10:17pm 
Proxyer - thank you!
hoopybees Aug 1 @ 6:53pm 
Amazing thanks for your hard work!
Proxyer Aug 1 @ 6:13pm 
Hello, author Zylleon.
I update the Japanese translations for update Aug 2, 2025. So I sent Pull request from GitHub. Please confirm and merge. Thank you.
Zylleon  [author] Aug 1 @ 2:03pm 
BACK AND BETTER THAN EVER!

Rock type selection re-enabled, with improvements:
- Button to disable all rock types
- On a related note: if ALL types are deselected, warns that map will use random types
- New tooltips show the in-game description of each rock
- Color shown next to each rock. Since many modded rocks use one-off graphics rather than being colored in xml, this will generally display the color of things made with the rock. If this breaks, will display an icon indicating that the color is not found.

Solid ice from Odyssey will display the color not found icon; everything else I tested with works great. Solid ice can still be selected and deselected, it just won't show the color.
Yurivw Aug 1 @ 11:27am 
I thought I was going insane, thought I had hallucinated the rock type selection option. Can't wait to see it back.
Thunderbird Jul 31 @ 2:53pm 
Hope we got the rock selector back, THE feature I don't find in other mods and matter so much for me. I'm bored of all those maps with 3 stone types, one is enough :lunar2019madpig:
Zylleon  [author] Jul 31 @ 8:11am 
Yes, it's compatible.

I'll be working on rock type selection this weekend for sure
UncleRippu Jul 31 @ 6:01am 
does this mod have compatibility with realistic planets?
jmanthedude Jul 29 @ 8:37pm 
Thank you for the amazing mod btw!
jmanthedude Jul 29 @ 8:36pm 
If all i'm looking for is a rock type selector at the bare minimum is there a mod currently updated that works? It's all I'm waiting on to really start a new playthrough.
Zylleon  [author] Jul 29 @ 11:54am 
I'm hoping to get everything back to where it was or better! It will be slow - it took a long time to write all of this, it'll take a while to rebuild it, and I'm playing a lot of wow classic right now. But I'm aiming for regular updates, reinstating everything piece by piece.

Next pieces I'm aiming for are riverbanks, beach terrain, better selection for coast angle, and the rock type selector.

Some of the 1.6 changes could even enable new features, which is something I'm still exploring.
Seizure Salad Jul 28 @ 8:45pm 
Thanks for continuing to maintain the mod. I noticed some of the river options were missing but I figured it would take some time to rewrite. This mod is essential if you dont feel like rerolling the map a billion times.
Zylleon  [author] Jul 28 @ 8:31am 
Yep, some controls were disabled for 1.6. I've been working on rewriting them - some of the river and beach controls have already been re-enabled.

Lynxian - generally, this mod changes the parameters used to generate the map. The map doesn't generate and then get overridden; it just generates differently the first time, based on your settings.