RimWorld

RimWorld

World Presets
96 Comments
AlphaHawk59 24 Aug @ 3:15pm 
@Azravos Ok, It was My Little Planet causing the error. I disabled Realistic Planets but that did nothing, then I disabled My Little Planet and that fixed it. It's weird because World Presets would save the planet size from My Little Planet in 1.5
Azravos  [author] 23 Aug @ 11:41pm 
AlphaHawk59: Ah, based on what i see in the log. The problem is caused by either the mod "mylittleplanet" or "Realistic planets" or both. This kind of conflict is probably unavoidable if one or more mods are tampering with the same planet generation/load mechanics in the game that my mod also does to make preset loading possible.

Try to run the game without one or both of those mods and it should work. (Keep in mind though that presets saved with those mods active still might not be loadable even if you were to deactivate those mods. As i suspect they could be altering planet data too much for it to be compatible with the games default planet generation)
AlphaHawk59 23 Aug @ 8:29pm 
The same things happening to me. I make a new world, change a factions name, save the preset, then quit to menu. When i load it, it says "Loading World Preset" then goes back to the world presets page. The log shows 7 messages:

https://pastebin.com/z6byPfgg

The second and last messages are red.
Azravos  [author] 19 Aug @ 9:30am 
jagdpenguin: Hmm, there is either a mod conflict or you're using a preset file that is saved with certain mods on or off. If you enable developer mode in RimWorld options you'll probably see an error message.
jagdpenguin 19 Aug @ 9:12am 
This mod is just not working for me, When i try to spawn a world it never loads and instead goes back to the preset menu.
Lucinda ⛧ 19 Aug @ 7:24am 
I remember doing the same on older versions and the same happened
Azravos  [author] 19 Aug @ 5:57am 
Lucinda: My mod is using the same save/load logic as the game itself uses. So if something is spawning that shouldn't be spawning after loading a preset, it's probably something the mod is doing. Has loading a preset worked without spawning cities when using RimCities in earlier versions of either WorldPresets or RimWorld?
Lucinda ⛧ 18 Aug @ 8:53am 
Hey, I've been making sorta my own version of a Earth map somebody made because I really didn't like how they made the factions there, I wanted to make two versions of it one with the mod RimCities and when I load in a preset with RimCities on a bunch of cities spawn around the map. Is there any way you could change that?
Azravos  [author] 16 Aug @ 10:29am 
Malonumas: No this mod only handles save/load of a world. Faction Customizer (link in mod description) should be able to do what you want.
Malonumas 5 Aug @ 10:45pm 
Is it possible to add additional factions to an existing preset?
IssaRino 21 Jul @ 11:30am 
Yup, both of them work. Thank you for your work!
Azravos  [author] 21 Jul @ 8:39am 
Pawns should now spawn properly even without ideology enabled. And I'm also hopeful that I've managed to get the gravship scenario to work with presets. Test it out and let me know if it doesn't.
Azravos  [author] 21 Jul @ 2:55am 
With that being said though. I think there is a bug that makes it so that if you don't have ideology active it won't ever work. I'll see if I can fix this.
Azravos  [author] 21 Jul @ 2:52am 
IssaRino: Ah yeah, unfortunately you need to keep in mind what DLCs/mods you used when you saved the world preset (hence why you get warning when loading a preset that was generated using mods/DLCs that are currently not enabled).

Say if the factions in the saved preset contains ideology stuff the game will try to load defs for those which wont exist because Ideology has not been loaded. Leading to an immediate crash.

I have yet to find a solution that would fix this in a way that won't lead to me having to code DLC/mod specific fixes for this for each and every DLC/mod. Which wouldn't really be sustainable.
IssaRino 20 Jul @ 9:41pm 
Hi, so after playing again, I've figured out that the characters weren't spawning in due to Ideology being disabled. I thought I could let you know and post it here in case anyone else has been getting the same issue.
Trainee86 18 Jul @ 5:07pm 
@Username Not now. There was 'WorldEdit 2.0' for v1.5 but the modder is inactive for years now.
Lucinda ⛧ 17 Jul @ 5:42pm 
Is there any mod to customise tiles to have alongside this mod?
Azravos  [author] 17 Jul @ 3:14am 
Yeah, I've realized that there are quite a lot of issues with 1.6. But seeing as most scenarios work though I'll leave it up anyway. I'm hoping I'll be able to rewrite the logic to work with most of 1.6 features before my vacation is over.
тетеря, блин 16 Jul @ 6:35am 
on world generation:

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F1448497]
at WorldPresets.Pages.Page_WorldPresetSelect.HandleModSpecificActions (System.Xml.XmlDocument doc) [0x00053] in <df2484a10b754367bbd21498b5c753a5>:0
at WorldPresets.Pages.Page_WorldPresetSelect.LoadSelectedPreset () [0x000ff] in <df2484a10b754367bbd21498b5c753a5>:0
...

Exception filling window for WorldPresets.Pages.Page_WorldPresetSelect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref ACD33EAC]
at RimWorld.Page_SelectStartingSite.PreOpen () [0x0000b] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.WindowStack.Add (Verse.Window window) [0x0001f] in <fcfab19af5d14a608a65ebd77f29482f>:0
...

https://gist.github.com/HugsLibRecordKeeper/876d142acb61b007b9176052dc1944c7
Anon 15 Jul @ 1:45pm 
Breaks the scenario when starting the gravship crew scenario
Reel 12 Jul @ 5:02pm 
@тетеря, блин
Yep
тетеря, блин 12 Jul @ 2:44pm 
does it work with «My Little Planet»? in case you know.
Wolf von Isles 9 Jul @ 12:22pm 
how does this even work? there is a save option and absolutely nothing else. It's nice to know the file path for the presets but are they supposed to go somewhere?
Cultanis 19 Jun @ 11:26pm 
I'm pretty sure this is incompatible with World Tech Level, mod is working after removing it.
Meyst 5 Jun @ 5:50am 
FYI: Not compatible with Rimworld Exploration Mode.
Generating a world from the preset would straight up crash to main menu after world generation, and loading an exact preset would make the world void (and remove most pawns).

Still a great mod, thank you for it!
qux 29 May @ 6:11am 
Hi,
The XML files don't support the MayRequire tag. Do you have any idea why?

I'm trying to add traits from mods to pawns.

<li MayRequire="VanillaExpanded.VMemesE">
<def>VME_Elder</def>
</li>

They should only load if the mod is present, but even if it isn't present, the game loads the <li>, and I get error messages.
Azravos  [author] 28 May @ 6:17am 
IssaRino: I just tried several load/save cycles with worldpresets and worldedit combined and the game started up fine with colonists landing in pods successfull as per usual. So I'm unsure as to what could cause your problem. You could try to enable "development mode" in game options and see if the dev log screen offers a clue as to what is happening (one of the white icons that appear on top-middle of the screen when development mode is enabled)
IssaRino 28 May @ 1:28am 
I have been solely using WorldPreset for save/load. It's fine if you'd don't know, I appreciate the work you've put into the mod and helping out. I'll be checking it out on my own time as well in case it's a problem from my side, which is most likely the case. Do let me know if you find out something though, cheers.
Azravos  [author] 27 May @ 10:48pm 
IssaRino: Sorry no, unless it's something that has happened in the last month or so (I haven't played RimWorld for quite awhile).

I also use WorldEdit, in fact it was the sole reason that i made this mod. Because the template save/load function of worldedit did not work as well and it kinda seemed like it started the simulation a bit before save/load which caused some weird quirks.

If I have some time later this week I'll check if WorldPresets has been broken due to a RimWorld patch or WorldEdit change or something. But I'm abit doubtful. Are you sure you're actually using WorldPresets save/load and not WorldEdit's save/load (template)?
IssaRino 27 May @ 2:48pm 
Hi, so I've been working on a world with WorldEdit along side your mod. But, whenever I start a game, the colonists don't spawn in. Like the world still there, and it's not in an end-game state. I've tried it without any mods except for World Preset. Do you know what might cause this?
Azravos  [author] 26 May @ 11:42pm 
qux: Regarding the mod conflict. Yeah I try not to get too much involved in conflict solving. Because If I did, I'm afraid I'd probably not get to do anything else but solving conflicts. Due to the nature of how mods just either overrides or appends to existing RimWorld functions. Conflicts are pretty much unavoidable.
Azravos  [author] 26 May @ 11:39pm 
qux: Ah, I wasn't aware you could do that. I'll update it as soon as I'm able.
qux 26 May @ 1:30pm 
There is possibly an incompatibility with World Tech Level :

[WorldTechLevel v1.1.4] Detected potential conflict: The mod "World Presets" (azravos.worldpresets) adds a destructive patch that will likely override or break some functionality of WorldTechLevel.
Patch method: static System.Boolean WorldPresets.Patches.Page_CreateWorldParams_Patch::CanDoNext(System.Boolean __result, RimWorld.Page_CreateWorldParams __instance, System.String& ___seedString, System.Single& ___planetCoverage, RimWorld.Planet.OverallRainfall& ___rainfall, RimWorld.Planet.OverallTemperature& ___temperature, RimWorld.Planet.OverallPopulation& ___population)
Target method: virtual System.Boolean RimWorld.Page_CreateWorldParams::CanDoNext()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
qux 26 May @ 11:52am 
Hi, could you add this in your about.xml ?

<loadBefore>
<li>FunkyShit.Mods.WorldEdit</li>
</loadBefore>
Psyckosama 17 May @ 8:28pm 
Okay, what mod order do I use to get this working with Worldedit?
Lucinda ⛧ 18 Apr @ 3:04am 
Roads don't show when I place them, it says they are there but I can't see them.

This issue appeared after installing this
Rct.Iturriaga 6 Feb @ 11:20pm 
@Poindexter thx!
Poindexter1985 27 Dec, 2024 @ 5:15pm 
Just a compatibility note: this mod appears to be incompatible with Progression: Storytellers by ferny (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3361425712) . That mod seems to modify the new game setup screens in a way that prevents the World Preset selection screen from ever appearing.

I was just banging my head against the wall, thinking I must be an idiot because I couldn't figure out how to load the presets I saved. Thought I'd share the info to save others from that same frustration.
irrelevantredundancy 17 Nov, 2024 @ 4:13pm 
@ Azravos

Update: I have moved this mod to my main steam account.

I was wondering what was going on. I was looking at my mod list notes and then looking for this in the inactive list so I could enable it, but it wasn't there. I couldn't figure out why they weren't there. No worries, it's just one of those great "see I knew I wasn't imagining things" moments.
Azravos  [author] 11 Nov, 2024 @ 1:07pm 
Darknote: You're probably using a mod that isn't compatible with World Presets. You could try and enable dev mode in game options. That will let you see any errors being generated.
Darknote 6 Nov, 2024 @ 8:18am 
This mod does not seem to work? I load preset, it remembers just faction names, I have to select the same settings once more, and when I click next (after clicking Generate Planet), it takes me back to the main menu...
Reel 21 Oct, 2024 @ 10:27am 
Will do. I've also just noticed that this mod saves SiteMaps & VE Outposts from previous playthroughs, which is absolutely awesome.

The Outposts won't work, but you'll still be able to visit the sitemaps as if they were there in the previous playthrough.

(Outposts will have the pawns from previous playthroughs stored, but you won't be able to control them as packing it up will create a bugged caravan, even after recruiting said pawn with DevMode. Honestly, I wouldn't bother trying to fix it, just a funny interaction I noticed.)
Azravos  [author] 21 Oct, 2024 @ 9:31am 
Reel: I did add the mods you mentioned (including vanilla extended). Generated some planets of different sizes and different parameters and saved them as presets. They all loaded without errors.

Ah, yeah, that's gonna be a bit of a problem then. A tip for the future is to always start a game on the planet you've generated as well and then save it as a game save. Since WP allows saving a preset from an active game now (with the player faction being removed when such a preset is loaded) there is less of a risk of losing what you've made. (Because you could always just fallback to loading that saved game instead and then save a preset from that).
Reel 21 Oct, 2024 @ 9:24am 
I'm not exactly sure how I can do that, when I try to load the older saves it just locks me back out into the preset selection screen. I did try removing ReGrowth Worldgen to fix my small planet save, but it only loaded the vanilla-size version
(I think it overwritten that save, despite a lot of the world-details and name locations being the same in the RWS file V_V)

Forgot to mention but thanks a lot for the quick fix!
Azravos  [author] 21 Oct, 2024 @ 9:15am 
Reel: You could try to re-save the planets and see if that helps. Seeing as before today my mod did not include the GameComponent for my little planet in the worldpreset files which is now required to be there to enable loading a planet with a different planet size than the default one.

The fact that you're getting a problem with a vanilla size though is weird. Could be that the mods you mentioned have their own Game.components that contains worldgen info the mods need for the planet to be able to generate properly. I dunno.
Reel 21 Oct, 2024 @ 8:53am 
The Good: It works excellent with My Little Planet now. I should be able to work with this, saving & loading a tiny planet works consistently.
It even works when I design the planet on a 40 modlist, and then switch over to my 840+ modlist. No issues whatsoever on new planet saves.

The Bad: My previous world files are no longer able to be loaded, including the ones in Vanilla scale.

The Cause: I believe it's related either to "ReGrowth: World Generation (Continued)" or "ReGrowth: Core" (The BiomesKit related stuff. It could also be a local problem on my end, which can be fixed by simply remaking the planets.)
Hopefully other players won't run into the same issue, I can also provide the RWS file if you'd like to take a look.

LOG: https://gist.github.com/HugsLibRecordKeeper/f31bef85187d7d236470a404b7e15476
Azravos  [author] 21 Oct, 2024 @ 8:03am 
Reel: There, changes uploaded.

It should now both correctly read new preset saved with my little planet. As well as resetting the static variable before loading so as to not crash presets that have been saved without using my little planet.

Let me know if it still doesn't work.
Reel 21 Oct, 2024 @ 7:31am 
Excellent, I've been following up on the conversation here. Hopefully everything goes well!

On an unrelated note, I tested this mod with Save our Ship 2 and I believe it appears to be working perfectly.

I do still need to test this in an actual playthrough, but this means that planetary travel between two saved planets is possible and will not only restore TPS for longer-term playthroughs, but also save the previous planet that the player has travelled from.

Once I'm finished designing my planet mods, it should be able to offer the player a diverse pool of planets to travel to, much like many of the other space travel games like No Man's Sky & Starfield.
Azravos  [author] 21 Oct, 2024 @ 6:59am 
Reel: I think the way I'll solve this for now is to make a list of gamecomponents that are the only gamecomponents that WP save/loads from. For which my little planet component is the first (and hopefully the only) one.

I'll post here when the changes are done.
Azravos  [author] 20 Oct, 2024 @ 11:18am 
Ignis: ah, thanks for clarifying.