RimWorld

RimWorld

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Better Map Sizes
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.728 MB
16 maj, 2020 @ 15:59
29 sep @ 10:24
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Better Map Sizes

Beskrivning
Enables custom map sizes through the Advanced menu on the world map during map generation.
Also allows for setting the default map size to use when generating tiles (in case you forget to use the Advanced menu)

NOTE: There are no checks on the sizes you input. If you put in sizes too small or too large, it may fail in spectacular ways. If that happens, please send me a video of your computer catching fire.

Known incompatibilities:
  • RimCities - RimCities custom map setting will always override the sizes set by this mod regardless of load order. Workaround: Disable RimCities custom size setting. Note that I don't know how RimCities will handle truly custom map sizes.

Save safe:
- This mod doesn't add any functionality to the game itself. Only to map generation. Therefore
- This mod is safe to add mid-save (though it's rather pointless)
- This mod is safe to remove from a save (for example, if you want to reduce the number of mods). The map size you've selected is saved to your savefile.

Non-steam download (and source code): https://github.com/MadaraUchiha/BetterMapSizes/releases
236 kommentarer
Pakistaniel 9 okt @ 17:34 
@Phooenix good lord how is your FPS with those giant map sizes when sped up?
Madara Uchiha  [skapare] 7 okt @ 23:43 
@Chetwood from what I gather, the patch from VEF is optional and is only activated when some flag is enabled in the XML, I'm assuming that flag is enabled when Map Preview is also enabled, or by some other condition.
某零氪非酋 7 okt @ 19:57 
This reminder may be unnecessary, but the new size adjustment page is on the faction number settings page, not on the planetary map.:steamhappy:I spent a long time checking my mod list for this,LOL
Chetwood 7 okt @ 17:06 
@Madara Uchiha glad to help for whatever my layman's probing is worth - if it helps, I noticed that Map Preview correctly accommodates Better Map Sizes but does not reflect the map modifers from Alpha Biomes in the preview window, which makes me suspect the two transpilers must be implemented substantially differently. Also, in my testing BMS + VEF worked fine, but BMS + VEF + AB broke consistently when BMS was set to 400x400 - even on tiles AB wasn't touching, and even with the mutators disabled in the settings, as if the second transpiler was always firing but not always doing anything. Hope this helps and thank you!
Madara Uchiha  [skapare] 7 okt @ 14:56 
@Chetwood thank you for the detailed report and debugging! I'll look into what VEF does and see if it's inherently conflicting or if I can more intelligently detect the point I'm interested in to modify so they both work. I'll try to find the time to look at it over the weekend, no promises though.
BlackWaterAquifer 5 okt @ 9:22 
@Chetwood, thank you for explaining that you ran into the same issue as me and explaining your fix. I wish this was easy as modding the old Red Alert .text files ages ago. Hopefully the main OP will come up with a fix sooner or later.
猫与星象仪 3 okt @ 1:08 
@Chetwood Oh my gosh, dear, thank you so much! 💖
I spent over 4 hours today uninstalling and reinstalling all kinds of mods, trying to figure out what was causing the issue. In the end, I could only confirm it was related to either MapPreview or Vanilla Expanded Framework. Since I don’t understand coding, I couldn’t find a real solution myself.

Thanks a lot for sharing this info — now I’ll see if I can try to fix it somehow… or just trust MadaraUchina to unleash his wisdom and solve it for us (lol).
Chetwood 2 okt @ 16:36 
@BlackWaterAquifer @猫与星象仪
I ran into the same issue. The issue in my mod list was VEF + Alpha Biomes.

Vanilla Expanded Framework (VEF) adds a second Harmony transpiler for the InitNewGame() function (as mentioned below) which conflicts with this mod. However, my game only starts to break when Alpha Biomes is also installed. Alpha Biomes adds three map modifiers for the Odyssey DLC which use the VEF code. It seems that as long as no other mod tries to use the code in VEF the game shouldn't break.

I got it "working" by using dnSpy to open up VFE.dll in VEF and delete the two methods under the "VEF.Maps.VanillaExpandedFramework_Game_InitNewGame_Patch" class. I also used the mod settings for Alpha Biomes to disable those three map modifiers. Now my game has a new red error on startup, but I can get past map generation.

To be clear: I DO NOT RECOMMEND THIS! PROBABLY A BAD IDEA! But every time I launch Rimworld, I'm doing something I shouldn't be doing, so I did it anyways.
Phooenix 2 okt @ 14:45 
@Zencerd
I have my main colony at 1000x1000, and i wouldn't go further than this. It takes like 10-15 minutes to walk with a pawn across the map.

And i would lower it to like 400x400 later, so other areas load faster, unless you like waiting 6-7 minutes for the map to generate, and maybe having 600x600 in the rimcities settings.
猫与星象仪 2 okt @ 13:43 
Hello dear Madara Uchiha, thank you so much for making this mod! 💖
I’m really glad to see it updated to version 1.6! However, while using it I ran into the same issue as @BlackWaterAquifer — the map could not be generated. Because of the character limit, I can’t post the full error log here. Could you please let me know how I can provide it to you so that you can take a look at the problem?

Once again, thank you for everything you’ve done! 🙏
(Also, I’m sorry for using a translator.)