RimWorld

RimWorld

Better Map Sizes
246 Comments
[H.M] Hellfire 5 Nov @ 3:37pm 
any chance the compat issue can be fixed? right now the mods breaks if you go any size larger than vanilla with alpha biomes instaled
Madara Uchiha  [author] 2 Nov @ 2:36am 
@pgames-food Sizes are determined at map generation but is then stored in the savefile. So you can add it mid-game but it won't change the existing savefile in any way. Also, I found that slightly larger than the maximum size the game allows is the sweet spot, especially if you have a strong computer.
pgames-food 31 Oct @ 4:14pm 
the other question was this :)
after playing with default map sizes, im now kind of wishing that my main starting map base was bigger :) so that i can build up more defences, add more buildings from tons of mods, and make some large kill zones etc :)

but if there a particular size that seems to be a good match for not breaking the game (in terms of too big and lots of lag), which can still have lots of space to expand? :lunar2019piginablanket:
pgames-food 31 Oct @ 4:12pm 
hi can i check a couple of things?

when the mod says this:
"This mod is safe to add mid-save (though it's rather pointless)"

would adding it mid-save, only then affect new generated maps like from quests?
jpaterson8942 31 Oct @ 2:18pm 
I think I can confirm the Alpha Biomes thing. Maps load on any 'standard' size, but as soon as I enter a custom size, it crashes. After removing Alpha Biomes, a 400x400 map now generates properly. I had my player log read only to prevent bloat, so I don't have anything helpful to share.
Killer29687 30 Oct @ 2:35pm 
so to be absolutely sure there is no advanced menu anymore in world map? the mod doesnt implement that?
Camping_Zone 27 Oct @ 10:43am 
ive got this with alpha biomes and it didnt stop any loading
Aogucidur 27 Oct @ 7:27am 
Conflict with Alpha Biomes - Crashes at 90% Load

Love this mod! Reporting a conflict with the "Alpha Biomes" mod.

The Issue:

With both mods active, I can generate a world and go through character creation normally.

However, when starting the game, the map loading screen fails at 90% with an error.

The Fix:
Disabling only Alpha Biomes resolves the issue completely. The problem occurs specifically during the final stage of map loading.

Hope this info helps for future compatibility. Thank you for your work!
Camping_Zone 26 Oct @ 10:11am 
This makes the map preview on satelites change but then it generates the map with vanilla sizes. even changing mapsize and initialmapsize in the save doesnt work.
Camping_Zone 25 Oct @ 2:06pm 
How can I use it with asteroids? they are so small
Pakistaniel 9 Oct @ 5:34pm 
@Phooenix good lord how is your FPS with those giant map sizes when sped up?
Madara Uchiha  [author] 7 Oct @ 11:43pm 
@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 Oct @ 7:57pm 
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 Oct @ 5:06pm 
@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  [author] 7 Oct @ 2:56pm 
@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 Oct @ 9:22am 
@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 Oct @ 1:08am 
@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 Oct @ 4:36pm 
@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 Oct @ 2:45pm 
@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 Oct @ 1:43pm 
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.)
BlackWaterAquifer 30 Sep @ 1:41pm 
@MadaraUchina, thanks for the response. i had spent 2 hours pull mods out and in, and was just frustrated about crashing to main screen when trying to embark. I have used this mod as a stable for my custom games back in 1.5 with no errors whatsoever. I would have to attempt to play tons of games to see who the cluprit is. do you know an easier way to spot a potencial mod error in the beginning debug screen?
Zencerd 30 Sep @ 3:19am 
how big can i make the maps in this mod?
Snowdrop 30 Sep @ 12:49am 
Thank you for your work. As you updated the main mod, I can discontinue the fork version. I just made a fork version with the mind to have it "just working", as I don't program in C# on a daily basis.
Madara Uchiha  [author] 29 Sep @ 11:42pm 
@BlackWaterAquifer, the only things this mod "destructively" touches is InitNewGame() and Dialog_AdvancedGameConfig (the map size and starting season selection dialog). If there's any other mod that touches those two places (the start of the game after finalizing your colonists, and the map size selection dialog), those are the suspects. Without your mod list it's impossible to tell, but I wouldn't expect a specific fix for this mod any time soon, this mod is very small and very simple.
Zairya 29 Sep @ 9:34pm 
hurrei \o/
BlackWaterAquifer 29 Sep @ 7:31pm 
I moved this mod to the top and then bottom of my load order, and it crashes on embark. I dont know how to export logs and my mod list is huge. thank you for 1.6 Op, i will wait until this plays better with my mod list.
Madara Uchiha  [author] 29 Sep @ 10:26am 
@Sterydziak right now! Thanks for the patience. I released the 1.6 update a couple minutes ago, it should also resolve the bug introduced by the update (and not fixed in the fork) where the settings page superseded the world generation selection.

pings: @brady @NuJi @4Csongor4 @namoth @Skodalek @Snowdrop
Sterydziak 21 Sep @ 5:23am 
When can we expect the mod to be updated to version 1.6?
3Rival3Destiny3 26 Aug @ 3:59pm 
Thank you for looking into updating this fantastic mod. Good luck!
Madara Uchiha  [author] 22 Aug @ 1:06pm 
Updating this mod to 1.6 appears to be more tricky than simply recompiling against the new version. I am looking into what's going on.
Skywatcher68 17 Aug @ 10:29am 
NuJi 16 Aug @ 6:17am 
pls 1.6
4Csongor4 15 Aug @ 6:41pm 
pls 1.6
namoth 30 Jul @ 8:43am 
any chance it be uppdated for 1.6 ? i like my mortars actually having some resonable space to counter siege across ^^
Skodalek 29 Jul @ 3:02am 
1.6pls!!!
Dark 27 Jul @ 2:59am 
Amazing must have mod. Very tragically incompatible with Alpha Biomes. Causes a crash on map generation.
Snowdrop 11 Jul @ 12:26pm 
Update: I have uploaded new version with fixed Advanced menu. My job here is done.
Snowdrop 11 Jul @ 12:01pm 
Update: I managed to get working advanced menu, but first I will confirm everything before release
Snowdrop 11 Jul @ 10:13am 
Maybe in the future I will fix advanced menu, but first I need to get know API first
Snowdrop 11 Jul @ 10:10am 
Also, as mentioned by Noverian, use mod settings instead of advanced menu
Snowdrop 11 Jul @ 10:09am 
I made a fork with a fixed About.xml to show compatibility with the new version. Also, I bumped all libs versions.

https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3522897843
Noverian 11 Jul @ 9:20am 
Seems to work on 1.6, but you need to change the map size you want in the mod settings and not on the advanced settings when generating a planet.
Marcel 11 Jul @ 8:55am 
Pls we need this mod to be compatible for 1.6
Server Hamster 11 Jul @ 8:50am 
Is this going to work for 1.6? It seems to be generating a 250x250 even when I set it to larger. I need my *b i g m a p*
VelxraTV 8 Jul @ 4:09am 
Hmm added this to my current game and it prevented the colony from rendering correctly. Most of the colony was grey and the lower left of the screen would appear while also flashing. Started a new colony to test that issue and it continued there to. This was in 1.5

Really hoping this gets patched and also working for 1.6
cc0518 6 Jul @ 2:31am 
1.6 please?
Madara Uchiha  [author] 1 Jul @ 1:54pm 
@Thurnis Haley it is not.
Thurnis Haley 30 Jun @ 2:28pm 
Is this the mod that's added the plant density and animal density sliders underneath the map size slider when I click "Advanced" in the tile selection screen?
10-4 Apricot 27 Jun @ 12:06pm 
Im having an Issue with the custom map size input not showing on the menu when making a new colony, I assumed it was a mod conflict with RimCities custom map size but disabling it didnt work does anyone have any ideas? i dont have a log that crashes out when i open it so im lost of what it could be.
Tree4Life 25 Jun @ 11:01pm 
need this for 1.6 i wanna inject it into my veins!