RimWorld

RimWorld

Save Maps (Continued)
145 Comments
Mlie  [author] 27 Aug @ 9:35pm 
@Anime Was A Mistake
Would probably helped if you said what mod you had an issue with, as its a server that gives support for hundreds of mods.
Or if you followed the few steps described under the Reporting Issues section, instead of posting in the general chatting channels.
One could say that its pretty arrogant to demand that others should read your information when you skip theirs.
Anime Was A Mistake 27 Aug @ 3:21pm 
Mod blatantly does not do what it says it does, when asking for assistance on the discord I was ignored - others got responses so I switched chat. I got scolded for repeating messages. Jerk behavior, broken mod, c'est la vie.
toetruckthetrain 26 Aug @ 3:26pm 
ill make an actual log report once i have the time but for now ill leave it here that ancient mechanoid defenses, ancient dangers, and insects have suddenly turned passive to me when i reloaded this, might be another mod but again, ill look into it and make the proper report when i have the time to start up rimworld
Mlie  [author] 18 Aug @ 8:06am 
@メジロ魔苦院です Please see the Reporting Issues section described above
Mlie  [author] 11 Aug @ 4:47am 
As mentioned, it all depends on your mods. There are no guarantees.
ASS 11 Aug @ 2:53am 
it looks to be working at first but then bugs
Kumiko!! 10 Aug @ 1:25pm 
The mission system is broken? For some reasson 20days have passed and i dont receive any missions or caravans, i am using the same faction,and ideology of my old same that was completely normal
Mlie  [author] 8 Aug @ 7:43am 
@BERGMANN Please see the Reporting Issues section described above
BERGMANN 8 Aug @ 7:32am 
the whole map is uh... blue. game menus bugged and all
Protok 5 Aug @ 1:25am 
I want to clarify the meaning of what I wrote. The mod has the function of accurately copying the map and all the objects on it. And he does it well. But this is not enough to transfer a colony to a new map within one click. You will need several mods and actions more.
Protok 4 Aug @ 2:55pm 
The problem is that when SM-script loading things on new map it doesnot change objects id.
This shows in log for hundreds of different objects.

Cannot register Verse.Building Wall24713, (id=Thing_Wall24713 in loaded object directory. Id already used by Verse.Building Wall24713.
Exception registering Verse.Building SteleLarge24710 in loaded object directory with unique thing ID 24710: System.ArgumentException: An item with the same key has already been added. Key: 24710
[Ref D9A0254E] Duplicate stacktrace, see ref for original
Protok 4 Aug @ 2:55pm 
If save after loading and open that save-file then we can search duplicated objects by ID from log and delete them from map. Walls, grass, sarcofagus and any map obects can have same ID as loaded objects from our SM. We cannot delete or change all intersecting ID's manually.

It should be done by SM-script itself! SM should change the loaded object ID if this ID is already in use. Like Character Editor does.

In its current state, Save Maps is unusable. I've been trying to use it for many years, and every time I finish one colony, I want to move it to a new one. But it never worked out. Visually, the transfer is done, but it is impossible to play because the objects are bugged and the save file is too.
Danielle Russell Is Hot. 3 Aug @ 10:41pm 
I tried it out with a old save on 1.5 and saved the map, went into dev quick test and got the same thing happened with the same mods I saved the map with.

It could be a conflict with map reroll and map preview of you are trying to retrieve a map from 1.5

The new version of map preview has a reroll option now.
Sexter Morgan 3 Aug @ 11:21am 
that's a damn shame but it is what it is thanks for replying quick
Mlie  [author] 3 Aug @ 10:11am 
Depending on your mods, it might or might not work. There is no way to guarantee it.
Sexter Morgan 3 Aug @ 9:59am 
same terallis for me and the entire map gets broken instead nothing loads
Terallis 2 Aug @ 2:21pm 
Actually, different issue. So I saved everything on one map. When I loaded with override into the new one... everything is broken. Error log just spams with a bunch of different ref numbers on this same error.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref C6B7658E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GameComponentUtility.GameComponentTick_Patch1 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch10 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Terallis 2 Aug @ 2:09pm 
Wait! I figured it out. I used the wrong button. There's a "General" save everything on map, and there's the stuff under Save Maps.
Terallis 2 Aug @ 1:50pm 
For some reason, it doesn't actually seem to be saving anything on my end. I'll go through the dev menu as mentioned and everything, save, and it'll even prompt me for a name. But it doesn't actually seem to save any files in the mentioned directory.
Protok 2 Aug @ 10:21am 
The wrong behaviour is that it's considers all shelves and growing zones as covered by Home Area. No matter you delete this area above them it would be copied. Also there is incorrect coordinates save of some shelves and it makes them disappear.
Protok 2 Aug @ 8:47am 
"Save in home area w/o colonists" - somehow saves lots of things around the map, absolutely not in Home Area. It's a pain.
Terallis 1 Aug @ 10:41am 
Dayum! Been looking around for some sort of method for NG+, and this is the closest to such a thing. Awesome!
PAXMA 31 Jul @ 2:51pm 
@Mlie, thank you for updating this mod. Now I recommend using it instead of my guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531119407
xxxJohnGamerxxx 31 Jul @ 10:26am 
Thanks for the update, ive been checking this page every other day now i can finally import all my old maps
Alerios 19 Jul @ 3:55am 
Oh my apologies
Mlie  [author] 19 Jul @ 3:51am 
@Alerios Please see the Reporting Issues section described above
Alerios 19 Jul @ 3:44am 
I guess you have this error preventing the devmode menu to open. I didn't found an other issue for the mod haha.
Alerios 19 Jul @ 3:43am 
at Verse.GenAttribute.HasAttribute[T] (System.Reflection.MemberInfo memberInfo) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
at Verse.GenAttribute.TryGetAttribute[T] (System.Reflection.MemberInfo memberInfo, T& customAttribute) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.DebugTabMenu_Actions.InitActions (LudeonTK.DebugActionNode absRoot) [0x00080] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.TrySetupNodeGraph () [0x00040] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.SwitchTab (RimWorld.DebugTabMenuDef def) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
<0x2728d36fd40 + 0x0013a> <unknown method>
at Verse.DebugWindowsOpener.ToggleDebugActionsMenu () [0x00013] in <981a33edf24d499488b0f820d94638e1>:0
at Verse.DebugWindowsOpener.DrawButtons () [0x000dd] in <981a33edf24d499488b0f820d94638e1>:0
Alerios 19 Jul @ 3:42am 
Exception filling window for Verse.ImmediateWindow: System.MissingMethodException: Method not found: void LudeonTK.DebugActionAttribute..ctor(string,string,bool,bool,bool,bool,int,bool)
[Ref 33D49705]
(wrapper managed-to-native) System.MonoCustomAttrs.IsDefinedInternal(System.Reflection.ICustomAttributeProvider,System.Type)
at System.MonoCustomAttrs.IsDefined (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00027] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Reflection.RuntimeMethodInfo.IsDefined (System.Type attributeType, System.Boolean inherit) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Attribute.IsDefined (System.Reflection.MemberInfo element, System.Type attributeType, System.Boolean inherit) [0x00088] in <51fded79cd284d4d911c5949aff4cb21>:0
andrewmin133 16 Jul @ 3:54am 
@Mlie thanks for your hard work!
Mlie  [author] 16 Jul @ 3:49am 
@andrewmin133 You can see the progress in the updated-mods channel
andrewmin133 16 Jul @ 3:41am 
@mlie Great to know, which channel can I check for progress? Is this one close? thanks
Mlie  [author] 12 Jul @ 9:19am 
@Andrewkndd Updating all my mods, see discord for progress
Andrewkndd 12 Jul @ 8:47am 
I really need this mod in1.6. If you have any update plans or anyone knows about similar features, please let me know. Thank you very much:steamsad::steamsad::steamsad:
Looking forward to the 1.6 update.
Moz 24 Jun @ 2:57am 
All good, appreciate the work you've done for the modding community, I'll check it out and report my findings if needed once the DLC drops!
Mlie  [author] 24 Jun @ 2:54am 
@Moz No idea, been too busy updating mods to look into the news about it, sorry
Moz 24 Jun @ 2:51am 
I didn't know that, thank you very much Mlie! Yeah I just want to keep my same colony as I've put time into its design, but i also want the multi threading and new DLC along with the 1.6 update.


Also, do you think the new terrain generation from the DLC will mess with the world generation much?
Mlie  [author] 24 Jun @ 2:37am 
@Moz You can use the same world generation settings and choose the same tile if its just the map-layout you want to reuse. But there should be no real issues just using the same save in 1.6.
Moz 24 Jun @ 2:34am 
Oh I was just thinking because idk if I need a new save for the new DLC (I want my same map but I want to update to 1.6 along with the new DLC)
Mlie  [author] 24 Jun @ 1:01am 
@Moz You shouldnt need to if your mods are updated correctly
Moz 24 Jun @ 12:54am 
would this work for transferring my modded 1.5 save to 1.6? (once all my mods are updated of course)
Mlie  [author] 18 Jun @ 2:05pm 
@seppi141 Updating all my mods
seppi141 18 Jun @ 12:18pm 
I would be very happy about an update for 1.6
Mlie  [author] 12 May @ 11:18am 
@gamer12 Probably
gamer12 12 May @ 11:02am 
Does this work with modded saves?
ProfileName 22 Apr @ 11:34am 
So, is it possible to use this but also keep stuff like researches? I am planning to use this as a save restarter, but was worried about stuff like researches and the like. (might be a slight mess)
Pvt. Parts 24 Mar @ 7:39am 
@el perro loco seems so, sounds like a late game saver since old colonies tend to lag like ass
el perro loco 19 Mar @ 3:14am 
so if I save my map with this mod. I get to keep all the houses, furniture and everything I built? And can I paste the map into a new save file? Is that what this mod does?
SkipPyP00S 25 Jan @ 4:54am 
Ok, for some reason, the pawns don’t go to bed even though the beds are assigned to them. Reassigning the beds doesn’t help. Everyone just collapses from exhaustion, lol. I guess I’ll have to move on.