RimWorld

RimWorld

Misc. MapGenerator
279 kommentarer
Emelio Lizardo 3. sep. kl. 13:24 
Such a nice mod, really enhances imersion.
Haplo_X1  [ophavsmand] 10. aug. kl. 22:29 
You can try to find a mod setting that reduces the chance of items spawning. Unfortunately this mod will take a while to update..
Dosboy 10. aug. kl. 3:57 
@Hablo_X1. Sorry, you are right. Maybe you can help me. I absolutely love going to other map tiles and finding ruins and even cities, but don't want to start with a ton of stuff in my home tile. I play naked brutality. My current game I am using the other mod you talked about and not this one here and I used Dev mode to delete all the things it gave me on my home map. Would I be better the other way around? Keep this mod and remove the other one?
Haplo_X1  [ophavsmand] 9. aug. kl. 12:16 
??? I haven't updated this yet. Also this kind of extensive resources I had only on Real Ruins maps. Do you play with that by chance?
Dosboy 7. aug. kl. 21:07 
My spawn map had 147 herbal meds and 59 regular meds, a Fabrication bench and a ton of other expensive things... kind ruined things from the get go... may want to tune it down a bit
slipstream1993 17. juli kl. 14:11 
pls update to 1.6
Hans-Landa 9. feb. kl. 13:18 
You forgot to add Miscellaneous 'CORE' as a dependency to the modpage.
Slightly_Selling_Chocolate 12. jan. kl. 20:23 
Using this mod starts me off with 6k building wealth and ruined a good start on a VFE Tribal wild men scenario by inflating my wealth too early. Rolled a map without the mod and started with 600 building wealth instead. Shame because I love the better ruin generation.
MangoCobra 19. nov. 2024 kl. 20:55 
Weidly, I've got an issue where this mod is causing the starting pawns to... Not spawn?

I'll try to figure out what is conflicting with it.
Zorg56 19. okt. 2024 kl. 2:13 
It dosent seem to be doing so, and it appears, atleast on a github, that this section of code is commented out.
Haplo_X1  [ophavsmand] 8. okt. 2024 kl. 2:51 
Roof should be created automatically when it is a closed room.
Zorg56 5. okt. 2024 kl. 6:18 
Is there a way to create roof for the buildings blueprints?
TracerFoxTEK 6. juli 2024 kl. 0:21 
Xylem 5. juli 2024 kl. 19:14 
This mod adds a lot of flavor to exploration without going as far as Real Ruins. Thanks!

However, I have a problem: many ruins spawn with shelves. Often these are hidden in fog. When I attack and destroy a mech base, my guys will automatically start hauling everything to random shelves all over the map. And often they're in fog so I can't immediately stop them.

Could you set the shelf stockpiles to hold nothing by default? Or maybe there's another solution?
Haplo_X1  [ophavsmand] 11. maj 2024 kl. 3:04 
Hmm, maybe I've forgotten to update some file.. I'll take a look when I can access my computer.
RogueCmdr 10. maj 2024 kl. 18:04 
This is 1.5 but the mod manager says its 1.4
Eny Ace 13. apr. 2024 kl. 5:41 
Waiting to 1.5 <3
Nishe 28. aug. 2023 kl. 5:58 
So I'm doing a fallout play through atm and I have to say, this mod goes so well with it. There's enough ruined buildings around that it looks like the remains of a civilisation, but they're also sparse enough and dilapidated enough that it looks sufficiently ruined by atomic war. Also means there's cool little huts you can take shelter in, and I'm even finding caps lying around in some of them like a real fallout game https://ibb.co/bHvmdmB
Very cool!
lilwhitemouse 22. dec. 2022 kl. 13:05 
Do the materials get randomized on download?
Maybe you needed to clear the cache so materials get turned into the new ones you have?
NRFBToyStore 21. dec. 2022 kl. 22:13 
@separat.mn I've had that issue before, it wasn't a "fog of war", as much as a "missing material". Like, I had a STONE mod that got updated, when it did, it changed a def, so all STONES of that type, instead of loading a mountain block, would create what you described. It continued into new maps too until I started a new save. Have not experienced sense.
Haplo_X1  [ophavsmand] 16. nov. 2022 kl. 10:50 
Materials are really randomized. It will just take something out of the pool of materials.
If there is the full map in the fog of war, maybe there is a problem with the fog creator when there is no real room to be found. Can you tell me what message ('This was created by XYZ') you get.
separat.mn 15. nov. 2022 kl. 15:08 
I can confirm that your modification works very well with Geological Landforms. However, I have a problem that I don't even see in the error console. It's probably not your mod's fault, but maybe you could explain to me how your mod works. Well, on the example of the faction base - sometimes I generate faction maps that instead of walls are covered with fog of war (you can't walk through them, you can't discover them). I assume that maybe some modification of mine changes the type of material used to build the wall, or your mod uses assigned specific materials for construction? does it randomize them from the database?
Haplo_X1  [ophavsmand] 11. nov. 2022 kl. 14:16 
I don't know if it works with Geological Landforms. I haven't tested it yet.
separat.mn 10. nov. 2022 kl. 10:40 
Hi. How to load propertly Your mods in mod load order with Geological Landforms ?
Haplo_X1  [ophavsmand] 25. okt. 2022 kl. 12:40 
Yes. it is updated to 1.4
DisKorruptd 25. okt. 2022 kl. 11:58 
Standard issue question with every new update... does this work with 1.4?
Haplo_X1  [ophavsmand] 21. jan. 2022 kl. 13:43 
Thanks for the info. Is fixed :)
VolatileGlitchAviator 20. jan. 2022 kl. 16:13 
it says the link isn't available error 404
Haplo_X1  [ophavsmand] 20. jan. 2022 kl. 14:01 
Yes, if you understand how the xml works you can create your own buildings.
Take a look into the tutorial, there it is shown how to do your own.
Greg 20. jan. 2022 kl. 13:01 
can I use it to design and place my own designed structures with furniture, pipes, wiring etc?
VolatileGlitchAviator 12. okt. 2021 kl. 21:52 
How does this mod work with real ruins? does the stuff from real ruins still spawn on the map along with this stuff?
JACK 5. okt. 2021 kl. 3:51 
I did some serious searching to find this mod after I saw someone on youtube use it! can't wait for my next new colony, I feel like finding some ruins will take some of the tedium out of the early game when you're just trying to get a roof over your head and all your buildings end up pretty boring :) thanks!
Scorpio 27. juli 2021 kl. 11:03 
has the real ruins issue been fixed?
Hades the King 11. juni 2021 kl. 15:29 
Oh no :(. hmmmm. Do you need the red errors themselves?
Haplo_X1  [ophavsmand] 11. juni 2021 kl. 11:14 
Hmm, that is strange. The error shows that he can't find the classes that are assigned in the XML and defined in the dll file..
Hades the King 11. juni 2021 kl. 2:52 
I just checked and I have the .dll file there. I also just checked and my antivirus says it hasnt quarantined anything recently
Haplo_X1  [ophavsmand] 10. juni 2021 kl. 13:07 
That looks like you are missing the .dll file. Please check if your Anti-Virus may have quarantined it. It should be here: ...\steamapps\workshop\content\294100\704182588\1.2\Assemblies\MapGenerator.dll
Hades the King 10. juni 2021 kl. 9:27 
Hi there seems to be a few red errors with this mod specifically

https://gist.github.com/2a99ea2eb995cae6aec04f33111c3445
Heres the hugslib logs if you need them :)
Haplo_X1  [ophavsmand] 13. maj 2021 kl. 17:05 
Hmm, then there was something changed, because I have a patch for that integrated..
I'll have to look into that issue.
TurtleShroom 13. maj 2021 kl. 11:44 
Worse yet, this Mod breaks the Real Ruins Mod. I just tested it.
TurtleShroom 4. maj 2021 kl. 19:36 
Your Mod seems to be affecting the way Raider Bases work. With this Mod enabled, they almost never spawn any loot. Normally, I just get dozens of rows of beds, a table and chairs, and a few batteries and Turrets. It's a shame, because the Urban Ruins thing is the coolest thing ever!
TurtleShroom 3. maj 2021 kl. 17:08 
TurtleShroom 3. maj 2021 kl. 17:05 
Does this work with stuff like the Real Ruins Mod?
AngleWyrm 8. apr. 2021 kl. 13:07 
If this project's issues resurface on your priorities list (possibly as some form of masochistic torment?) then I've linked this issue as a request for Compatibility for Soft, Warm Beds, [github.com] so if it's status changes I'll be alerted.

If I find anything that seems worthy of note, I'll tag it as a clue for the detective's wall of clues.
Haplo_X1  [ophavsmand] 24. mar. 2021 kl. 9:19 
Hmm, currently not, I have only integrated the <buildingMaterial> tag..
AngleWyrm 23. mar. 2021 kl. 23:23 
In creating custom blueprints, I've come across an issue with spawned items: The bedding from Soft Warm Beds is being generated with metallic material instead of leather/cloth textiles. And since metallic materials aren't an option in the "make bed" tab, the bedding can't be used.

Is there a setting that will let me specify what category of material to use?
Haplo_X1  [ophavsmand] 23. mar. 2021 kl. 12:45 
Thanks for the Info. I've added it to the description :)
AngleWyrm 23. mar. 2021 kl. 1:09 
Made some custom ruins blueprints to add some more variety.
More Blueprints
Redeye 15. nov. 2020 kl. 22:15 
thank you, I'll try it out tomorrow.
Haplo_X1  [ophavsmand] 15. nov. 2020 kl. 14:42 
Yes, there is a chance setting. That is something I've changed, because the simple buildings where too high in their chance. Should now be better.