RimWorld
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Map Designer
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.265 MB
28 May 2020 @ 2:49
11 Ağu @ 16:26
60 Değişiklik Notu ( görüntüle )

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Map Designer

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More options for unique, customized maps!

Map designer makes all changes relative to the original map. Found a seed that's *almost* perfect? Make your changes and roll the same seed! Changing stone type won't change mountain shape, smoothing the mountains will smooth them in place, increasing soil fertility will make bigger patches in the same place, and so on.

Big changes can make the map unrecognizeable. Put the mountains where you want, turn the river sideways, and design your ideal map on almost any tile! You can use a preset, start with a preset and make changes, or design your map from scratch.

Use from mod settings under Options > Mod Settings > Map Designer.

AS OF 1.6, CONTROLS HAVE BEEN TEMPORARILY DISABLED:
  • MAP FEATURES
  • RIVER BANKS
  • RIVER STYLE
  • BEACH TERRAIN
Please report anything else that you find not working!




General: Presets
  • Fertile valley- A secluded valley surrounded by mountains. Higher fertility, more plants, and fewer ruins. If your tile has a river, the river will have fertile soil on the banks.
  • Barrens- A relatively desolate landscape with small, spiky hills. Lower fertility and less plants than normal. Extra steam geysers.
  • This isn't natural- Strange, unnatural mountains littered with ancient dangers.
  • Fishing village- Large hills to dig into, but little solid ground otherwise. Swamps may have NO solid ground outside of the mountains.
  • Canyon- A narrow canyon with several types of rock. If your tile has a river, the river will follow the canyon.
  • Mod author's choice- My preferred settings. Slightly smaller hills create lots of defendable pockets, and increased fertility for good farming. Yes, it's a bit cheesy.
  • Random- This will randomize your settings every time you apply it.

Mountains:
  • adjust from flat to almost completely solid
  • adjust size and shape of hills
  • disable caves
  • customize hill placement to create ridgelines, ravines, valleys, and so on.
This video does a good job of explaining the mountain shaping options.

Terrain
  • fertility
  • water level
  • pick stone types

Things - change the amount of:
  • plants - applies to existing maps
  • animals - applies to existing maps
  • ruins
  • steam geysers
  • ore
  • disable rock chunks
  • anima trees - applies to existing maps

Rivers:
  • change river width
  • add river banks with your choice of terrain (rich soil, sand, etc)
  • change rivers into springs, forks, or oxbows
  • pick river direction
  • pick river location

Map Features: optional special features you can add to your home map.
  • Perfectly round islands: your map will generate as one or more perfectly round islands, surrounded by shallow water. Raids and trade caravans will still path in normally from the sides.
  • Natural lakes: adds a configurable lake to your map
  • Natural island: turns your map into a highly configurable island

This is still under development and options may change or be added from time to time. Please report any issues.

Requires Harmony



Safe to add and remove, but terrain that has already been generated will not change. New maps such as caravan encounters and second bases will generate with your new settings. Plant and animal density sliders will work on existing maps.

Use with Map Reroll. You can change settings between rerolling!

Use with Map Preview. See what your settings look like before landing, and the preview will update live as you change settings! Thanks to m00nl1ght for making this possible.

Biome mods: Compatible
Biomes! Islands-- Compatible. If islands spawn with way too much sand, set Terrain > Fertility to default

Plants, wildlife, and biome overhaul mods: Compatible

Mods that affect map generation: Mostly compatible
Real Ruins-- Compatible
Coastlines-- Compatible
Grand Rivers Reborn-- Compatible
Epic Rivers-- Compatible

Biome Transitions-- issues reported with river placement not working

Mods that add stone: Compatible, but Map Designer settings will override other settings for the number and type of stones allowed on the world map. Choose your stones on the Terrain tab.
This includes: Cupro's Stones, [K] Extra Stone

-----

Configurable Maps-- not compatible, will override most Map Designer settings




Map Designer alters vanilla defs and GenSteps rather than overriding them or adding new things. Mods that assume vanilla map generation should be compatible. If a mod overrides some or all of vanilla map generation it will also override the corresponding Map Designer settings, but maps will still generate without error.

The exception is Map Features, which add a new GenStep to the "Base_Player" MapGeneratorDef.

Please let me know of any issues you find.



Japanese translation by Proxyer
Russian translation by TbMA, with edits by m0nka
Spanish translation by Crusader

UdderlyEvelyn for helping with the code to save/load custom presets
TDarksword for river positioning fix



Get it from Github[github.com]
[ko-fi.com]
Discord[discord.gg]-- see upcoming features!
My other mods
Popüler Tartışmalar Tümünü Görüntüle (9)
81
19 Şub @ 17:11
SABİT: Feature requests
Zylleon
13
8 Ağu @ 8:31
Bugs
SebSeb
1
19 Şub @ 6:16
Deep Drill bug
Alpharius
953 Yorum
Zylleon  [yaratıcı] 11 Ağu @ 16:27 
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 11 Ağu @ 13:27 
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  [yaratıcı] 11 Ağu @ 13:23 
Yep, this will be fixed this evening.
织屿人 11 Ağu @ 13:17 
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 11 Ağu @ 12:28 
Yeah mod is completely broken right now. Entering into a pocket map will basically brick the save.
Mosley Gaming 11 Ağu @ 11:49 
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  [yaratıcı] 11 Ağu @ 10:17 
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 11 Ağu @ 10:09 
Just confirming that I'm seeing this issue with all "pocket maps" (i ran into it with ancient stockpiles.) hoping for a resolution!
Zylleon  [yaratıcı] 11 Ağu @ 8:03 
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 11 Ağu @ 7:47 
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.