RimWorld
Map Designer
993 comentarios
iGeo 30 OCT a las 12:16 
I have a weird bug with his mod, visitors and raiders break when they have to leave the map if the map is big enough and the closets map border is blocked and they are far from another border, they will walk aimlessly on the map instead of running to a border and leave the cell. I am using a 400x400 map, with half of the map plain and half mountain, on the mountain side there is a deep valley that conects to the open plain side, so if my base is deep in the valley they bug at the moment they have to leave and, instead of walking to the boerder, they roam around until they die.
Zylleon  [autor] 26 OCT a las 10:30 
Opt into the Odyssey beta, that will allow you to put most landmarks on most tiles
WillowTheWisp 26 OCT a las 9:42 
Would there be any way to use this mod to add landmark features into the map? I'm running into an issue where I'd really like to play on an iceberg in the far north, but I spend a good hour or so just trying to find the right map to give me that.
Lasse [dk] 9 OCT a las 0:47 
That sounds great. I will be looking forward to it comming back.:steamhappy:
Zylleon  [autor] 8 OCT a las 9:38 
Correct, that's been disabled for 1.6 along with some other mod features. I've been gradually working on reinstating them.
Lasse [dk] 8 OCT a las 7:24 
The "map features" section is not showing.

I want to create a lake of deep water with an island in the middle.

I remember I could do this in an older version. Now there is no way to create a lake other than with the odyssey, which does not allow me to set the water level, move position, change size or allow other features to spawn in the lake.
Lyrdian 18 SEP a las 17:23 
Gotcha, love this mod. Keep up the good work!
Zylleon  [autor] 18 SEP a las 6:56 
Vita- thanks for the report! I'll look into that

Lyrdian- gradually. The issue is that map generation changed substantially and a lot of this mod had to be rewritten, some of it from scratch. I'm still picking away at it.
Lyrdian 17 SEP a las 23:26 
When are the other features coming back, or is there a particular issue you are trying to resolve? I really enjoyed the features that are temp disabled... Having some really big issues trying to get my maps close to what i had before Ody dropped.
VitaKaninen 16 SEP a las 23:41 
I have all rock types except for limestone enabled. I included a screenshot of my settings below.
Raith 16 SEP a las 23:28 
perhaps I can help with that @vitaKaninen so, Ice in map designer is considered a rock type. if you happen to check that mark off for the rock type, the ice shouldn't be spawning anymore. unless of course you have all rock types enabled. then there might actually be a bug then.
VitaKaninen 16 SEP a las 22:24 
I am still having an issue with Ice spawning where it shouldn't. Here are my settings, and here is the dev test map: https://imgur.com/a/PzRREoK
What am I doing wrong?
Seth'cor 13 SEP a las 22:08 
Just an update, I was able to make it error, seems to be Geological land forms causing an incompatibility, and me not realizing I had to select the coast land form from the beta section, I got an error log, will submit it over in the bugs section.
Zylleon  [autor] 13 SEP a las 22:05 
Do you have coastal or river features selected, or are they set to "none"? Everything is off by default, with beta mode you have to enable everything you want including rivers
Seth'cor 13 SEP a las 21:42 
no crashing, it seems that when i enable beta mode, it just makes it so it can not generate costal or river features, there is no error or crash, just an update to the generation preview, if i had a costal tile selected it becomes a flatland looking area. If i select a river same thing, or it just fails to generate a preview.
Zylleon  [autor] 13 SEP a las 21:24 
Need more info: Is it crashing, booting you back to the world map, generating a map incorrectly, or something else? Anything in the error log? And what do you mean by disabling the water settings?
Zylleon  [autor] 13 SEP a las 7:03 
You need to make your changes before you generate the map, existing maps won't change. I recommend using Map Preview alongside this mod to see your changes in real time.

You dont have to save or apply a template unless you want the same set of settings later
LARGELinCHARGEL 13 SEP a las 3:21 
I think I may be dumb, but I can't seem to get the mod to work. I open the Options, Mod Options, click Map Designer, make my changes, save them as a template, and then hit apply template, and then nothing happens. No changes are made, nothing. I leave the map for a world view, and then I try to apply again, nothing happens. Am I doing something wrong?
Zylleon  [autor] 12 SEP a las 5:39 
It's called "ancient warehouse" and should be under AncientStructure
superzako 12 SEP a las 5:30 
well everything is fine for odyssey options, but i cannot find underground warehouse option. is it impossible?
Zylleon  [autor] 11 SEP a las 18:05 
UPDATE: New Odyssey beta!
New Odyssey tab (must have Odyssey enabled). Opt in.
You can now select one or more features for your map. THIS TAB IS IN BETA and undergoing active development, use at your own risk!
Zylleon  [autor] 10 SEP a las 14:00 
No, that's been a feature for at least a few patches. Originally added around 1.3 I think, for the special biome rocks in Biomes! islands and Alpha Biomes.

For 1.6, I did change the wording and back end functionality somewhat, because 1.6 added an actual "biome rock" type flag. Prior to 1.6, the code basically had to guess which rocks were biome-limited.
VitaKaninen 10 SEP a las 13:53 
Ok, thanks. That's what I was asking about. Is that a relatively new feature? I remember looking for that a while back, and I thought you said you might implement it, but I never saw patch note for it
Zylleon  [autor] 10 SEP a las 13:11 
There's a separate checkbox to prevent special rocks, like ice, from spawning in the wrong biomes. Use that one, not the one next to "ice" in the big list. It should still allow ice to spawn normally.
VitaKaninen 10 SEP a las 12:50 
That's what I mean. If I uncheck the box, doesn't that disable Ice from spawning? If I uncheck granite, then none of my maps will have granite on them, even if they would have spawned with granite in vanilla. Doesn't Ice act the same way?
Zylleon  [autor] 10 SEP a las 12:45 
No, it should still be allowed to spawn normally unless you disable it
VitaKaninen 10 SEP a las 12:30 
Right, but won't that also prevent it from spawning like it normally would in vanilla?
Zylleon  [autor] 10 SEP a las 12:05 
There should be an option to disable "special" stone types like ice. I don't remember the exact phrasing offhand, but it should be either on the Terrain tab or in the rock selection window
VitaKaninen 10 SEP a las 10:58 
Were you able to add the option to revert the stone types back to vanilla? I keep getting ice in warm maps, but if I disable it, I expect I won't get it when I go to colder maps where it ought to be spawning.
Zylleon  [autor] 10 SEP a las 7:29 
Currently working on options to add Odyssey features to maps. After that I'll work on reinstating the rest of the pre-1.6 stuff!
ephemeral_jl 9 SEP a las 20:05 
longing for perfectly round island and all sea no land ((((( map feature decides when going back to play rimworld XD
Raith 5 SEP a las 21:04 
question; will the smoothness for the mountains return to their original glory like back in 1.5?
-=GoW=-Dennis 30 AGO a las 15:04 
Lol, thank you very much!
Zylleon  [autor] 30 AGO a las 12:14 
Sorry about that, thought I'd re-enabled the caves toggle weeks ago, but forgot to push the update!

It's back and working now.
-=GoW=-Dennis 30 AGO a las 9:26 
Figuring highest chance for success is asking here, given this mod cannot yet change landmarks - did anyone find a different mod or way (dev mode, save game editing) to at least remove a landmark from a tile? All suitable tiles insist to generste with caves for me and ooenly accessible insect hives don't do well with VFE Tribal wild men start at all. Always used this mod in prior runs to get rid of them. Of anybody knows something I'd be very grateful - would like to start my run :D
Zylleon  [autor] 26 AGO a las 7:35 
If I remember right: merchants and raiders require a clear space of a certain size to spawn, with no roof. I think animals can spawn where there is roof
SmoothPepsiColah 25 AGO a las 17:51 
I have a question I can't find.

Say you spawned on a map surrounded by mountains, like, the tile, not the world map, and there is no entry ways or exits.

If I mine a path, will merchants and animals and raiders be able to come through? I might be completely isolated with drop pod raids as my only company.
A Good Boy 24 AGO a las 15:49 
so i can use this too change shallow water too deep?
Zylleon  [autor] 20 AGO a las 7:38 
Yep, I had to disable some options for 1.6. I'm gradually working on reinstating then, about halfway there now!
kittysmugglers 19 AGO a las 22:36 
lake option is gone D:
Zylleon  [autor] 11 AGO a las 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 AGO a las 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  [autor] 11 AGO a las 13:23 
Yep, this will be fixed this evening.
织屿人 11 AGO a las 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 AGO a las 12:28 
Yeah mod is completely broken right now. Entering into a pocket map will basically brick the save.
Mosley Gaming 11 AGO a las 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  [autor] 11 AGO a las 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 AGO a las 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  [autor] 11 AGO a las 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 AGO a las 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.