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I am having serious issues with Vehicle Framework, no map exits can be found by default and sometimes travellers who leave via aerial vehicle just get swallowed by the void.
Raiders also have issues reaching the map, frequently a raid notification will appear, the game greezes for a bit, and then nothing happens or the raiders go straight back home.
But then again, maybe the void swallowing pawns is connected to Slave Bars.
Using the "Regenerate All Grids" command in dev move makes it possible to leave and enter maps, but it's not all that reliable and the other issues persist.
the mod that adds the Dark forest is Vanilla Factions Expanded - Medieval 2. i also use medieval overhaul and i must have just smushed the names together.
I Mean the Landmarks from Odyssey, i Kept trying to set up near the mountains in areas that had the "Ore Rich" modifier. a lot of them where also paired with either an Ancient Quarry, A Hollow, And one time a Terraforming scar. And it only happens in the dark forest biome. if i travel to any other landmark in the dark forest the preview dosent work, however if i go to a temperate forest or arid shrubland then all the landmark previews are fine.
What do you mean by "POI", a landmark from Odyssey, a quest location, or something else? If possible please give a specific example so I can try to replicate. Also what is "Medieval Overhaul 2", I can only find the normal "Medieval Overhaul".
If you found an issue, please report it in the Bug Reports section and include your log file.
Currently there are no mods reported to cause incorrect previews. If you find out which mod causes it for you, please let me know, so I can look into it. It's probably not Map Designer.
If you found an issue, please properly report it in the Bug Reports section and include a full HugsLib log.
Sorry, currently support for mod-added orbital maps is not planned.
System.InvalidOperationException: Nullable object must have a value.
[Ref 1F6F09BE]
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Nullable`1[T].get_Value () [0x00008] in <51fded79cd284d4d911c5949aff4cb21>:0
at RimWorld.TileMutatorWorker_Lakeshore.GetCoastAngle (RimWorld.Planet.PlanetTile tile) [0x00011] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.TileMutatorWorker_Coast.Init (Verse.Map map) [0x00007] in <24d25868955f4df08b02c73b55f389fe>:0
at MapPreview.MapPreviewGenerator.GenerateContentsIntoPreview
oh sorry, wrong mod page. Map Preview working well, any problem with that
What do you mean by "second orit" ?
Those warnings mean that you have some mods installed which contain patches conflicting with Map Preview. You can still use it, but it's possible that previews will not be fully accurate.
[Map Preview v1.12.22] Detected potential conflict: The mod "Save Our Ship 2" (ShipInteriorMod2) adds a destructive patch that will likely override or break some functionality of Map Preview.
[Map Preview v1.12.22] Detected potential conflict: The mod "Custom Quest Framework" (QF_Patch) adds a destructive patch that will likely override or break some functionality of Map Preview.
Yes, only natural terrain
Are you using an external translation mod? If so, I have no control over it. If such a mod is broken, contact the author of the translation and ask them to fix it.
If there is a bug in this mod directly (not some external mod) the please report it in the Bug Reports section with log file included.
No problem, glad you like the mod
My bad, I had no idea grasslands just didn't spawn geysers. When I looked this up I got no information so I assumed it was the mod, and it was not.
This mod does not modify geyser spawns. Though it's possible it could be a conflict with some other mod you have. If you can confirm that and figure out which mod it is, I can look into it.
Interesting idea, but out of scope for this mod, sorry.
You could accomplish this by actually having it generate maps at double the specified size and then trimming off excess, so even if someone clicks on one of the cornermost points, there's still enough land generated to use.
Thanks for the quick response!
No, reroll is not supported for asteroids.
I can't replicate this, steel spawns normally even after 100 rerolls for me. It could be a conflict with some specific mod you have. If so, if you can figure out which mod, I can look into it and create a compatibility patch if possible.
Known issue? And if so, is there a fix/workaround? Compacted Machinery seemed to still spawn without issue. May have impacted adjacent hexes as well, since I was having trouble finding steel anywhere other than structures I could deconstruct
Sorry I can't replicate this. If you can find out what triggers it, I can look into it more.
No, previews show only natural terrain.
any way to get roads and pre-existing structures to show up in the preview?
You have the mod "Desire Paths (Continued)" installed which is causing errors because it is not compatible with Rimworld 1.6
This mod does not remove any map sizes.
Yes
Thanks for the comment, glad you like it!
Looks like asteroids do not follow the same predictable generation as normal maps. I'll see if I can fix it in a future update.
No problem, glad you like the mod