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RimWorld => Mods => Releases => Topic started by: UnlimitedHugs on March 28, 2016, 05:23:43 PM

Title: [1.3] Map Reroll (2.7.1) - Pick your starting map
Post by: UnlimitedHugs on March 28, 2016, 05:23:43 PM
(http://i.imgur.com/ZRDicQl.png)

Description:
This mod allows you to generate new starting maps for your colonies.

(http://i.imgur.com/mIDgjmh.png) (http://i.imgur.com/mIDgjmh.png) (http://i.imgur.com/q4mFQjW.png) (http://i.imgur.com/q4mFQjW.png) (http://i.imgur.com/Xr8TTWL.png)

Features

Usage

Changelog

2.6.0: Rimworld 1.2 compatibility, tweaks
- Added button to re-enable rerolling after "Keep this map" as used
- Map size setting now accepts arbitrary numbers
- Optimizations for faster preview generation

2.5.2: Minor fix, backported features
Changes for Rimworld 1.1:
- Fixed rerolls failing when a language with missing important strings is active
Changes for Rimworld 1.0:
- Fixed Prepare Carefully compatibility issue- animals changing genders on reroll
- Geyser arrows will not be automatically hidden while the game is paused
- Added encounter map size (75x75)

2.5.1: Fixed compatibility with Rimworld 1.0

2.5.0: Updated for Rimworld 1.1, unreleased additions
This and future releases are compatible with both Rimworld 1.1 and 1.0.
- Fixed Prepare Carefully compatibility issue- animals changing genders on reroll
- Geyser arrows will not be automatically hidden while the game is paused
- Added encounter map size (75x75)

2.4.0: Updated to Rimworld 1.0

2.3.4: Mod compatibility tweaks
- Restored "Configure map" button for Kiame's Configurable Maps

2.3.3: Updated to B19, tweaks and fixes
- Added map stripping (memory cleanup)
- Map disposal now happens before map generation
- Rerolls will always respect the 'has caves' tile feature
- Fixed rock overwriting rivers on previews
- Fixed 'could not find drop spot' error
- Added ROM Vampires compatibility fix
- Added ModSync config

2.2.3: Compatibility tweaks
- Fixed startup error when loaded with certain other mods
- Dice button and windows should now always display on top

2.2.2: Drop pod fix
- Fixed player launched drop pods causing errors on arrival

2.2.1: Fix, compatibility tweak
- Fixed preview generation of river maps
- Added compatibility patch for the Configurable Maps mod
- Added button to previews window for quick access to Configurable Maps settings

2.2.0: Updated to B18
- Added caves to preview generator
- Added setting to hide caves on previews
- Maps can now be resized when rerolling (see mod settings)

2.1.2: Mod conflict fix
- Added error handler to prevent unknown mod conflict from breaking map rerolling.

2.1.1: Important fix
- Fixed resources being consumed on each map load
- Geyser arrows will expire even if the game is paused
- Added option to disable geyser arrows entirely

2.1.0: UI rework, new features
- Added "Keep this map" button
- Rerolls no longer expire after naming the colony
- Improved the look of the reroll controls window
- Added setting to change the default map size of the world
- Consumed resources now replaced with more appropriate rock type
- Fixed purchased preview pages not being saved

2.0.0: Rewrite, added map previews
- Rewritten rerolling logic for better stability & performance
- Additional settled maps can now also be rerolled
- Added map preview system
- Map reroll cost is now per preview page, rather than per map
- Overhauled reroll control visuals
- Removed the secret feature
- Added arrows pointing to rerolled geysers
- All rerolling can now be done while the game is paused

1.6.1: Important fixes
- Fixed errors when generating maps other than your starting map
- Reroll controls will now be hidden on the world map
- Creating a caravan will now lock the reroll map button
- Having no colonists on the map will prevent rerolls
- Added tooltips to the reroll button to explain the lockout

1.6.0: Updated to A17
- Added rerolling support for loaded games
- Refactored the code base

1.5.3: Compatibility fix
- Added Crash Landing compatibility

1.5.2: Minor fixes, translation
- Deterministic rerolls: rerolling on the same seed and tile will produce the same sequence of maps
- Fixed interface issues when scaling is above 1x
- Colonists on rerolled maps will now remember their pod landing for artistic purposes
- Added Chinese translation

1.5.1: Minor fix
- Fixed a potential error on map reroll

1.5.0: Updated to A16
- Added a notification and sound for secret discovery

1.4.6: Minor fix
- Updated HugsLib (settings order fix)

1.4.5: Mod update news fix
- Updated HugsLib to 1.0.4

1.4.4: Important fixes
- Fixed errors on saving/loading maps
- Fixed duplicate pawns in save
- Fixed shrine corpses accumulating in the save each reroll
- Damage and effects on colonist health will now carry over between rerolls
- Fixed hurt colonists spawning with a red tint after a reroll
- Added dev mode setting to suppress cryptosleep sickness
- Updated HugsLib to 1.0.3 (CaveworldFlora compat fix)

1.4.2: Compatibility fixes
- Fixed compatibility with Prepare Carefully
- Deep Drill will no longer get stuck on invalid resource
- Updated HugsLib to 1.0.1

1.4.1: Hotfix
- Fixed error on loading an existing map

1.4.0: Content update
- The mod is now dependent on the HugsLib library, which comes included
- Added in-game settings
- Added update news
- Added free rerolls option
- Added secret feature
- Colonists will now be fully reset between rerolls, fixing a number of issues

1.3.1 - 12/9/16,
- Dice widget will no longer hide under the learning helper window
- Dice widget should no longer appear on the loading screen
- Removed artifacts from textures

1.3.0 - 31/8/16
- Updated to A15
- Interface widget now properly hides on loaded games
- Added config setting for logging consumed resources
- Added config setting to offset the interface widget

1.2.1 - 30/7/16
- Minor fix: colonists auto-generated during rerolls are now properly disposed of

1.2.0 - 29/7/16
- Updated to A14
- Silly loading messages are back!
- Reroll window will now stay open after a rerolled map load.

1.1.4 - 1/5/16
- Fixed incompatibility with latest release of Prepare Carefully

1.1.3 - 28/4/16
- Added compatibility patch for the early A13 release of Prepare Carefully.

1.1.2 - 28/4/16
- Scaled down the dice widget and added size setting to the xml config.

1.1.1 - 10/4/16
- The geyser reroller will now do its best to pick new locations for all new geysers.
- Fixed a bug with map rerolling: after enough rerolls the generator would fail to find places to put stuff.

1.1.0 - 7.4.16
- Ported to A13.
- Silly loading messages had to be cut for now.

1.0.2 - 1.4.16
- World seed will no longer change after a map reroll.

1.0.1 - 29.3.16
- Added EdB Prepare Carefully compatibility.


Pack policy
Feel free to use and include wherever. Credit is optional.

Source
Github (https://github.com/UnlimitedHugs/RimworldMapReroll)

Download

Github releases: Latest (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/latest), All releases (https://github.com/UnlimitedHugs/RimworldMapReroll/releases)

HugsLib library (required): Latest (https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest)

Also available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761315214).
Title: Re: [A12d] Map Reroll (1.0) The perfect spawn awaits!
Post by: Simulacrum0 on March 28, 2016, 06:34:56 PM
This does not work with Prepare Carefully. I started with 5 re-rolled and got the 3 pawns you get before you use Prepare Carefully.
Title: Re: [A12d] Map Reroll (1.0) The perfect spawn awaits!
Post by: UnlimitedHugs on March 28, 2016, 06:42:23 PM
Compatibility to come in the near future, if all goes well.
Title: Re: [A12d] Map Reroll (1.0) The perfect spawn awaits!
Post by: Simulacrum0 on March 28, 2016, 06:44:21 PM
Good to hear, i would much rather take my chances on a bad map than with bad pwns.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 29, 2016, 03:40:10 PM
Updated to 1.0.1

Good news! Map Reroll now comes with 100% more Prepare Carefully compatibility.
The implementation is rather hacky for now, so I paged EdB to put some hooks in his code.
Still, it does work, so do enjoy.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: Dugalle900 on March 30, 2016, 03:59:39 PM
Welp, another must have mod from you. Thanks m8
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 30, 2016, 04:56:18 PM
That is always great to hear. Thank you for your feedback.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: Simulacrum0 on March 30, 2016, 11:02:39 PM
This changes the map you get by changing the world you are on if you pick a location by the temperate this wont help you.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 31, 2016, 07:09:23 AM
It does indeed change the world seed to get the map to change. Still, the properties of your embark location should always remain the same on every reroll, including the biome. Not sure what issue you are having, could you explain more fully?
Also, I guess I could set the world seed back to what it was originally was after each reroll, in case it does affect something I'm not aware of.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: brucethemoose on March 31, 2016, 05:11:19 PM
This + Prepare Carefully is exactly what I needed in my life.

You'll update this for Alpha 13, right?

Also, I haven't downloaded it yet, so sorry if this is a stupid question, but is there an option to disable the resource cost?
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 31, 2016, 05:29:12 PM
Keeping an eye on the Rimworld Reddit to catch the update as soon as it lands- so I can get with the updating as soon as possible. Lots of people will be playing again, so this was a great time to release.

As for disabling the cost, take a look at MapReroll/Defs/MapRerollDefs/MapReroll.xml
You'll want to set both geyserRerollCost and mapRerollCost to zero.
Take care!
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: Simulacrum0 on March 31, 2016, 06:01:48 PM
biome stays the same but temperate does not, i play on maps with winter tep at -100f or higher if i reroll i lose that.
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 31, 2016, 07:49:43 PM
Oh, I see. Interesting, I shall look into it. Thanks for the heads up!
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: UnlimitedHugs on March 31, 2016, 08:31:36 PM
Updated to 1.0.2

Resolved the issue with the changing seed. This should address the changing temperature levels.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: LadyAth on April 03, 2016, 07:33:06 AM
Thank you SO much for this mod!  The amount of times I have re-started my setups (with and without EdB's Prepare Carefully) just to get the kind of map I want, more than justifies me downloading and using Map Reroll.  *hugs!!!*
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 03, 2016, 08:18:09 AM
Oh yes, many restarts were had back in the day. ;D
Glad you enjoy it, and have some hugs yourself! Got plenty of those to spare.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: Simulacrum0 on April 03, 2016, 11:20:30 PM
re-roll shrines?
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 04, 2016, 08:44:50 AM
Are you suggesting to place a shrine on map generation, that would take on the functions of the GUI? If so, that is a really neat idea. It would definitely be more immersive than clicking buttons. Something to consider for future versions.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: Simulacrum0 on April 04, 2016, 05:00:35 PM
no I'm suggesting to button to re-roll shrines on the map, i have restated a few times because of bad shrine placement.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 04, 2016, 09:20:57 PM
Oh. Well, those would be tricky to reroll without damaging the rest of the map. I'd say it's better to just roll a new map a few more times.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: Simulacrum0 on April 05, 2016, 03:48:54 PM
cant you make a button to re-roll the same seed? that would redo shrines.
Title: Re: [A12d] Map Reroll (1.0.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 05, 2016, 04:15:44 PM
Looked at the code, and, surprisingly, shrines are indeed not affected by the seed.
No promises, but I'll poke around and see what I can do.
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 07, 2016, 01:00:04 AM
Updated to 1.1.0

After much poking and prodding, I'm pleased to bring you a working version for A13.
Things are running smoothly, except for the the custom loading messages- due to changes in the loading process they had to be dropped. Might squeeze them back in later, we'll see.
Enjoy your shiny new colony in A13!
Title: Re: [A12d] Map Reroll (1.0.1) The perfect spawn awaits!
Post by: Mathenaut on April 07, 2016, 02:18:48 AM
Quote from: UnlimitedHugs on March 31, 2016, 05:29:12 PM
As for disabling the cost, take a look at MapReroll/Defs/MapRerollDefs/MapReroll.xml
You'll want to set both geyserRerollCost and mapRerollCost to zero.
Take care!

Perfect
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: shedninji on April 07, 2016, 05:21:11 PM
Why is the option to reroll the start in Alpha 13? It seems whenever I make a new colony with the mod on it just continues to run as normal without giving me the option to change the map.
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: shedninji on April 07, 2016, 05:30:42 PM
Nvm. figured it out. Turns out the mod file wasn't install properly.  :o
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: anonymous456 on April 08, 2016, 04:55:07 AM
Did I do something wrong or is the "reroll Geysers" option not working? I can reroll the map with no issues, but pressing the Geyser-button does nothing.

Edit: Nevermind, works perfectly now o.รด

Great mod
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 08, 2016, 02:26:18 PM
Geysers are a bit tricky- sometimes the generator just sticks them right where they spawned initially, since I use the built-in methods of placing them.
If it becomes too much of an issue, I could add some additional checks, so there are no repeats.
Title: Re: [A13] Map Reroll (1.1) The perfect spawn awaits!
Post by: MsMeiriona on April 09, 2016, 03:14:04 PM
Oh my gods, this is what I needed and never knew about. So many times I've reset, taking hours to try and not get a bullshit spawn.


Beautiful.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 09, 2016, 06:19:45 PM
Updated to 1.1.1

A minor bug fix release. Geyser are now unlikely to be placed in the same spot when rerolled. Thank you for the report, IgorKeefe.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: cassiusworthington on April 11, 2016, 08:44:24 PM
:( aww It does not work with EdB Prepare carefully. (Alpha 13)
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 11, 2016, 09:41:50 PM
Tested it yesterday, and found it was working with the early release EdB put out. Except for your animals, which get lost in the reroll process.
In any case, let's give EdB a few more days to work out the issues.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: EdB on April 12, 2016, 12:02:47 AM
Quote from: UnlimitedHugs on April 11, 2016, 09:41:50 PM
Tested it yesterday, and found it was working with the early release EdB put out. Except for your animals, which get lost in the reroll process.
In any case, let's give EdB a few more days to work out the issues.

Oops.  I will take a look and fix the animal problem.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: luminisone on April 13, 2016, 12:55:22 PM
Hmmm  :-[ 

I extracted the mod into the Mod folder in the game directory, but I can't find your mod when I open up the game. Where does it show up in the UI?
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 13, 2016, 09:31:30 PM
The mod needs to be enabled through the Mods button in the main menu, as usual.
After that, a set of dice will appear in the upper right corner of the screen during the game. Works only when a new game is started, loaded maps don't count.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: darkrage000 on April 26, 2016, 09:16:06 PM
Issue found...
not just animals getting lost in a reroll, but many things brought in by Prepare carefully. 15 sets of nano armor/helmets and other things dont spawn in
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: UnlimitedHugs on April 27, 2016, 06:21:04 AM
Quote from: darkrage000 on April 26, 2016, 09:16:06 PM
15 sets of nano armor
Now here's someone who likes to prepare carefully  :D
I'll assume EdB will see this when he gets around to the animal thing. Thanks for the report.
Title: Re: [A13] Map Reroll (1.1.1) The perfect spawn awaits!
Post by: Kaballah on April 28, 2016, 02:41:54 PM
This happens for me as well, when geysers are rerolled it's OK but when the map is rerolled your mod applies the default starting equipment (1 knife, 1 pistol, 1 survival rifle etc).

I like how this mod works very much, but since you'd really just be doing this at embark time, I think you should make the control  (the dice graphic) a bit smaller and less obtrusive.
Title: Re: [A13] Map Reroll (1.1.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 28, 2016, 03:51:25 PM
Updated to 1.1.2

Scaled down the icon and added a config option in case you want it even smaller.

As for the Prepare Carefully issues, I could hack together a new compatibility patch. But, since it would take time and effort for what is essentially throwaway code, I'd rather wait for EdB to update. Still, if we see no news on that front for a while, it's always an option.
Title: Re: [A13] Map Reroll (1.1.3) The perfect spawn awaits!
Post by: UnlimitedHugs on April 28, 2016, 05:37:29 PM
Updated to 1.1.3

Eh, screw it. Did it anyway. :P
The Prepare Carefully prerelease should now reroll properly- both your animals and equipment are safe.
Title: Re: [A13] Map Reroll (1.1.3) The perfect spawn awaits!
Post by: Lumaan on April 28, 2016, 05:40:43 PM
Quote from: UnlimitedHugs on April 28, 2016, 05:37:29 PM
Updated to 1.1.3

Eh, screw it. Did it anyway. :P
The Prepare Carefully prerelease should now reroll properly- both your animals and equipment are safe.
8)
Title: Re: [A13] Map Reroll (1.1.3) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Kaballah on April 28, 2016, 08:40:43 PM
Thanks!
Title: Re: [A13] Map Reroll (1.1.3) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Soap on April 29, 2016, 01:55:55 PM
You are my Idol =))
Title: Re: [A13] Map Reroll (1.1.3) The perfect spawn awaits! (Prepare Carefully fix)
Post by: dj84722 on April 30, 2016, 12:52:21 AM
This mod no longer works for me with the latest version of prepare carefully, i keep getting the error:
Could not execute post-long-event action. Exception: System.TypeLoadException: Could not load type 'EdB.PrepareCarefully' from assembly 'MapReroll'.

I have tested this with only Map Reroll and prepare carefully active, and have deleted both those mods and re downloaded the latest versions
Map Reroll 1.1.3
Prepare Carefully 0.13.0.4
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: UnlimitedHugs on May 01, 2016, 07:01:34 PM
Updated to 1.1.4

Fixed the compatibility issue with Prepare Carefully 0.13.0.4.
Thanks for the report, dj84722!
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Kaballah on May 01, 2016, 07:50:29 PM
This is a really useful mod if you like to tinker with biome settings, it saved me a lot of time  :)
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: UnlimitedHugs on May 02, 2016, 09:26:22 AM
Glad to hear it.
I'm considering making something to control the starting temperature of your biome- a lot of people seem interested in the challenge extreme temperatures provide.
A tropical ice sheet or a frozen over jungle could be interesting.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Listen1 on May 02, 2016, 12:37:05 PM
I for one would like to roll in maps that have a beach or a water lake. Like the looks of it and you can build your defense/pre-defense using one to keep melee of reach.

It's quite hard to find maps with large pools, but I guess it is just my concern.

Amazing mod btw
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Ixath on May 02, 2016, 03:13:20 PM
I'd love to be able to pick the actual resources it starts with too. Only granite.. all of them, granite marble slate, etc.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: UnlimitedHugs on May 02, 2016, 06:57:03 PM
Rockbass, you can tweak the amount of water that gets generated in the core biome defs- more specifically, in the terrainPatchMakers section. If you lower the thresholds of WaterShallow and WaterDeep, you can get some nice lakes. Beach type maps are probably not yet a thing, though.

Ixath, the game shows the types of stone you will get when picking a landing site on the world map. If the mod ever grows into a tweakable map generator, I suppose selectable rock types could be a thing. I wouldn't hold my breath for that, though :)
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Listen1 on May 03, 2016, 07:09:17 AM
Thanks! I'll give it a try. Nothing like having a nice beutifull lake beyond your growing area.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: Madeiner on May 30, 2016, 07:30:04 AM
Heh, i found this after about 3 hours of rerolling with EdB prepare carefully.
I like basebuilding with a very particular map style.

I changed a couple lines in the defs:

<geyserRerollCost>0.0</geyserRerollCost>
      <mapRerollCost>0.0</mapRerollCost>

So that i don't get less resources for rerolling a hundred times. (Is that correct?)

Also, if you are going to implement temperature changes, i'd very, very much like it :)
(i'm especially looking for a big excursion so i have to consider both air conditioning and heating based on time of the year)
Can somebody elaborate on how to tweak the core biome defs?
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits! (Prepare Carefully fix)
Post by: UnlimitedHugs on May 30, 2016, 06:50:56 PM
Hey, Madeiner.
That is correct, setting both of these settings to zero will make rerolling free.
I'm still on the fence about the temperature tweak feature- would need quite a bit of work, and plenty of testing to make sure it works right. Also, it would become a separate mod, since it doesn't really fit into Map Reroll. Still, your voice has been noted. :)
As for the biome defs, check Mods/Core/Defs/BiomeDefs - there's lots of neat stuff to tweak.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: The King of Nipples on July 07, 2016, 09:10:24 PM




Edit
This has been answered after checking the replies on the mod again




________________________________________________________________________________
if I change the xml to this <?xml version="1.0" encoding="utf-8" ?>
<Defs>
   <MapRerollDef>
        <defName>mapRerollSettings</defName>
      <geyserRerollCost>0.0</geyserRerollCost>
      <mapRerollCost>0.0</mapRerollCost>
      <diceWidgetSize>48</diceWidgetSize>
        <enableInterface>true</enableInterface>
    </MapRerollDef>

</Defs>

instead of this <?xml version="1.0" encoding="utf-8" ?>
<Defs>
   <MapRerollDef>
        <defName>mapRerollSettings</defName>
      <geyserRerollCost>1.0</geyserRerollCost>
      <mapRerollCost>2.0</mapRerollCost>
      <diceWidgetSize>48</diceWidgetSize>
        <enableInterface>true</enableInterface>
    </MapRerollDef>

</Defs>

will the map and geyser re-roll cost nothing
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: UnlimitedHugs on July 18, 2016, 05:06:05 PM
To those waiting for an update- it's pretty gnarly, to be honest.
With the advent of scenarios there is no longer a clean boundary between setup data and game data, so a whole new approach is needed if I am to crack this one. Results may not be forthcoming for a while.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: LadyAth on July 26, 2016, 12:50:09 PM
I am happy to wait until you can find a way around the data changes.  Your mod is well worth it!
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: UnlimitedHugs on July 26, 2016, 01:58:34 PM
Thank you :)
It's always great to hear back from you guys.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: 123mind123 on July 26, 2016, 04:45:42 PM
Hey! Will this awesome mod come to 14?
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: UnlimitedHugs on July 26, 2016, 05:00:50 PM
It most likely will. No promises or timelines, though.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: 123mind123 on July 26, 2016, 05:19:42 PM
If there is any way some random stranger like me can help let me know! Since this mod is escentual for a desert oasis map I am going for.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: UnlimitedHugs on July 26, 2016, 06:19:38 PM
Well, raise a glass of your drink of choice to the success of this venture :D
We shall prevail.
Title: Re: [A13] Map Reroll (1.1.4) The perfect spawn awaits!
Post by: 123mind123 on July 26, 2016, 06:36:31 PM
CHEARS!
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: UnlimitedHugs on July 28, 2016, 12:19:34 PM
Updated to 1.2.0

Aww yeah, there it is, folks. While I was at it, I re-added the custom loading messages for that extra bit of sass.
Enjoy, and I trust you will report any issues you may find.
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: stigma on July 28, 2016, 12:29:15 PM
Quote from: UnlimitedHugs on July 28, 2016, 12:19:34 PM
Updated to 1.2.0

Aww yeah, there it is, folks. While I was at it, I re-added the custom loading messages for that extra bit of sass.
Enjoy, and I trust you will report any issues you may find.

Nice! Does this work with the A14 version of prepare carefully?
I feel that is a question that is pretty relevant to ask since these mods obviously synergize for those who like more control.

-Stigma
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: StormySunrise on July 28, 2016, 12:40:44 PM
This mod is the best utility for me, i always get maps with a mountain but the mountains have 0 defensible locations so most of my colonies are dwarven forts that usually die by 24 hive infestation on Extreme :(
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: UnlimitedHugs on July 28, 2016, 12:51:50 PM
Quote from: stigma on July 28, 2016, 12:29:15 PM
A14 version of prepare carefully
Tested it, and there seems to be some conflict.
I'll investigate.
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: UnlimitedHugs on July 28, 2016, 12:57:54 PM
Quote from: StormySunrise on July 28, 2016, 12:40:44 PM
This mod is the best utility for me, i always get maps with a mountain but the mountains have 0 defensible locations so most of my colonies are dwarven forts that usually die by 24 hive infestation on Extreme :(

Makes me want to make a mod where, like, 90% of the map is solid rock with tunnels, and besides raiders bugs will wander in through those. You know, to say hello and give hugs. Could make for some interesting gameplay.
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: UnlimitedHugs on July 28, 2016, 01:19:06 PM
So, update on Prepare Carefully: it actually does work and is compatible.
Just gotta remember to restart your game after enabling it :)
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: kaptain_kavern on July 28, 2016, 01:42:22 PM
Yay! I was waiting for this one. Thanks a lot
Title: Re: [A14] Map Reroll (1.2.0) The perfect spawn awaits!
Post by: 123mind123 on July 28, 2016, 10:01:55 PM
Thanks man!  ;D
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: UnlimitedHugs on July 29, 2016, 06:16:51 PM
Updated to 1.2.1

Fixed a minor bug- colonists generated during a reroll are now properly... uh... sent to a farm upstate.
This should prevent phantom relationships from popping up in visitors- nothing to worry about if you're already playing on a map rerolled with yesterday's version.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: Arkar1234 on July 29, 2016, 11:09:41 PM
Quote from: UnlimitedHugs on July 29, 2016, 06:16:51 PM
Updated to 1.2.1

Fixed a minor bug- colonists generated during a reroll are now properly... uh... sent to a farm upstate.
This should prevent phantom relationships from popping up in visitors- nothing to worry about if you're already playing on a map rerolled with yesterday's version.

the 1.2.1 version doesn't seem to be on the download page D:
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: z00p on July 30, 2016, 06:46:12 AM
Thanks for your mod!

Quotethe 1.2.1 version doesn't seem to be on the download page D:
Could you use github to make the releases and download links?
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: Anbalsilfer on July 30, 2016, 08:35:35 AM
Just a FYI, when the minimap is activated (in Mod Options) and in its default position, it completely covers up the Map Reroll icon. It can be moved out of the way though. You might want to throw in a warning somewhere about that.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: UnlimitedHugs on July 30, 2016, 11:47:14 AM
Quote from: Arkar1234 on July 29, 2016, 11:09:41 PM
the 1.2.1 version doesn't seem to be on the download page D:
Uploaded the missing file. Looks like mediafire doesn't like my new firewall :P

Quote from: z00p on July 30, 2016, 06:46:12 AM
Could you use github to make the releases and download links?
That seems like a solid idea. Less moving parts and proprietary software. I'll look into it.

Quote from: Anbalsilfer on July 30, 2016, 08:35:35 AM
Just a FYI, when the minimap is activated (in Mod Options) and in its default position, it completely covers up the Map Reroll icon. It can be moved out of the way though. You might want to throw in a warning somewhere about that.
Thank you. The minimap is part of CCL, but I'll see what I can do. Maybe just draw the button on top, or something.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: LadyAth on July 30, 2016, 12:10:23 PM
Ooooh you have just made my weekend!  Thank you sooo much for updating  :-*
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: UnlimitedHugs on August 01, 2016, 02:31:09 AM
Moved all my stuff over to Github. Of course, there's no fun in doing it manually, so I had to invest like 10 hours into writing an automated build system ;D
That was the most intense coding I have done in a while, so thank you for the suggestion, z00p.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: z00p on August 01, 2016, 05:09:46 AM
Thanks to you! For your time and for your mods, they're so useful!
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: Topper on August 01, 2016, 05:13:57 AM
is this going to make it on to steam?
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: UnlimitedHugs on August 01, 2016, 01:51:43 PM
Quote from: z00p on August 01, 2016, 05:09:46 AM
Thanks to you! For your time and for your mods, they're so useful!
It's my pleasure and privilege. :)

Quote from: Topper on August 01, 2016, 05:13:57 AM
is this going to make it on to steam?
I have no plans for a Steam release at the moment.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: 123nick on August 25, 2016, 10:18:00 PM
this works with EDB prepare carefully, right?
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: UnlimitedHugs on August 26, 2016, 06:14:58 AM
Quote from: 123nick on August 25, 2016, 10:18:00 PM
this works with EDB prepare carefully, right?

Yep, I haven't seen any issues.
Title: Re: [A14] Map Reroll (1.2.1) The perfect spawn awaits!
Post by: Mudder on August 26, 2016, 10:25:24 PM
As others have said... This will save me hours!
Title: Re: [A15] Map Reroll (1.3.0) The perfect spawn awaits!
Post by: UnlimitedHugs on August 31, 2016, 08:41:06 AM
Updated to 1.3.0

There you go folks, your A15 build fresh off the press.
The update was significantly easier this time, I'm glad to report.
I also added a setting to the def that allows to move the dice button around, in case you have something else in the way.
Title: Re: [A15] Map Reroll (1.3.0) The perfect spawn awaits!
Post by: Szara on August 31, 2016, 11:27:09 AM
Speaking of which, when I first installed the mod I spent about fifteen minutes trying to figure out where the darn button was.. Because it was hidden by the CCL minimap.
Title: Re: [A15] Map Reroll (1.3.0) The perfect spawn awaits!
Post by: UnlimitedHugs on August 31, 2016, 12:12:50 PM
Quote from: Szara on August 31, 2016, 11:27:09 AM
Speaking of which, when I first installed the mod I spent about fifteen minutes trying to figure out where the darn button was.. Because it was hidden by the CCL minimap.

Yeah, it's an issue. The question is how to detect and interact with CCL without making it a requirement to use the mod. I'll see if I can whip something up.
Title: Re: [A15] Map Reroll (1.3.0) The perfect spawn awaits!
Post by: UnlimitedHugs on September 10, 2016, 12:59:13 PM
Thanks to Vassteel's kind contribution this mod is now available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761315214).
Title: Re: [A15] Map Reroll (1.3.1) The perfect spawn awaits!
Post by: UnlimitedHugs on September 11, 2016, 11:18:08 PM
Updated to 1.3.1

A minor bug fix release, mainly to keep the dice widget from hiding under the Learning Helper panel.
Title: Re: [A15] Map Reroll (1.3.1) The perfect spawn awaits!
Post by: Notnaws on October 03, 2016, 09:56:21 AM
I love this mod and have been using it a lot!

Here are some bugs:
1) if you pick up a starting weapon and then reroll, you keep it and another spawns, so you have two
2) if you let a pawn get hungry, tired, etc and then reroll the rerolled pawn starts hungry and tired
3) if you take damage in combat and then reroll, the rerolled pawn is bright red for a while
4) if your pawn starts addicted to a drug, the addiction is gone after reroll

Here is code to fix 1 and 2 - MapRerollController.cs line 84:

pawn.health.Reset();

// destroy their gear in case they picked up their starting weapon
pawn.equipment.DestroyAllEquipment();

// reset joy, hunger, etc
pawn.needs.SetInitialLevels();

pawn.DeSpawn();


I'm not sure how to fix 3 and 4.
Title: Re: [A15] Map Reroll (1.3.1) The perfect spawn awaits!
Post by: UnlimitedHugs on October 03, 2016, 10:21:49 AM
Quote from: Notnaws on October 03, 2016, 09:56:21 AM
Here are some bugs:
1) if you pick up a starting weapon and then reroll, you keep it and another spawns, so you have two
2) if you let a pawn get hungry, tired, etc and then reroll the rerolled pawn starts hungry and tired
3) if you take damage in combat and then reroll, the rerolled pawn is bright red for a while
4) if your pawn starts addicted to a drug, the addiction is gone after reroll

Yeah, I knew someone would catch on sooner or later :D
All good points, thank you for taking the time to test and report this. I'll probably include fixes for these in the next release.
Also, extra kudos to you for looking through the code, and even finding the appropriate fixes!
Title: Re: [A15] Map Reroll (1.3.1) The perfect spawn awaits!
Post by: hiepbg on October 04, 2016, 02:07:49 AM
I have red screen when i rolled the map several times.

Can you add an option for mountain position (top, bottom, left, right) in mountainous map ?

Thank you for great mod ! :D
Title: Re: [A15] Map Reroll (1.3.1) The perfect spawn awaits!
Post by: UnlimitedHugs on October 04, 2016, 05:21:29 AM
Quote from: hiepbg on October 04, 2016, 02:07:49 AM
I have red screen when i rolled the map several times.

Can you add an option for mountain position (top, bottom, left, right) in mountainous map ?

You probably mean errors in the console. Next time that happens, close the game and send me this file- "RimWorldWin_Data/output_log.txt" from your Rimworld game folder. I might be able to help then.
As for choosing the position of terrain features, that would be way too much work.
Title: Re: [A15] Map Reroll (1.4.0) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 18, 2016, 05:17:05 AM
Updated to 1.4.0

Update time! 8)
Following the number one feature request of free rerolls, I have added some in-game settings to that effect. But, as an incentive to those who like to pay for their rerolls, I have also added a secret feature for you to discover.
If you do find out what it is- well done! But I ask that you allow others the pleasure of discovering it for themselves.
I have also reworked the way colonists are handled, which should resolve a number of outstanding issues. Changes to your colonists no longer carry over during rerolls, so you can go punch that Megatherium you've been meaning to punch.
In other news, I have completed my modding library, which will allow me to roll out in-game settings and update news features to my mods. The library comes included in this release, and here (https://github.com/UnlimitedHugs/RimworldHugsLib) are some more details for the extra curious among you.

Also, if you play on a Mac or Linux, I'd appreciate if you let me know if everything is still running as expected for you.
Title: Re: [A15] Map Reroll (1.4.0) New: In-game settings, secret feature
Post by: kaptain_kavern on October 18, 2016, 11:28:00 AM
Congratz on the update.

This library things intrigued me. I have to look into that (thx for letting us know)
Title: Re: [A15] Map Reroll (1.4.0) New: In-game settings, secret feature
Post by: DavidMM18 on October 18, 2016, 01:04:54 PM
(http://i.imgur.com/P96UG9R.jpg)

The newest update throws a pretty bad error when Auto Seller (725952961) is also in the modlist. Mod order doesn't seem to matter.

This is also spammed in the output log.

NotSupportedException: The invoked member is not supported in a dynamic module.
  at System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () [0x00000] in <filename unknown>:0
  at RWAutoSell.ASReader.RebindRules () [0x00000] in <filename unknown>:0
  at RWAutoSell.ASReader.LoadAll () [0x00000] in <filename unknown>:0
  at RWAutoSell.MainTabWindow_AutoSell..ctor () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabDef.get_Window () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButton (RimWorld.MainTabDef def, Single posX, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.DoTabButtons () [0x00000] in <filename unknown>:0
  at RimWorld.MainTabsRoot.MainTabsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRootMap.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)
Title: Re: [A15] Map Reroll (1.4.0) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 18, 2016, 06:45:06 PM
Quote from: DavidMM18 on October 18, 2016, 01:04:54 PM
The newest update throws a pretty bad error when Auto Seller (725952961) is also in the modlist. Mod order doesn't seem to matter.

This is also spammed in the output log.

Oh wow, that does look nasty. Thanks for letting me know!
Unfortunately, the issue is on AutoSell's side, so I asked Supes to roll out a small fix, so we can all play nice together. If not, I'll have to cut some corners in my library.
For now, if you use AutoSell, I recommend staying on the previous Map Reroll version.

Quote from: kaptain_kavern on October 18, 2016, 11:28:00 AM
Congratz on the update.

This library things intrigued me. I have to look into that (thx for letting us know)

Thank you. Feels good to finally have ingame settings in- it's been coming for a while.
Title: Re: [A15] Map Reroll (1.4.0) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 18, 2016, 10:41:53 PM
Auto Seller update: Good news! Supes was very forthcoming and already released a new version, fixing the compatibility issue.
Let me know if you get any other problems.
Title: Re: [A15] Map Reroll (1.4.1) New: In-game settings, secret feature
Post by: DavidMM18 on October 19, 2016, 01:24:24 PM
Well I found two bugs with 1.4.1 with using Edb Prepare Carefully, although this one doesn't show up in debug log or output log. Edb PC custom pawns load into the map fine the first time, but re-rolling the map resets it to the original pawns that appear before you use the prepare carefully button. I tried reversing them in load order, it doesn't seem to make a difference. Forgot to check if it affects animals/item but it might.

Second bug (it also is affected by the first) is that if you have more pawns through prepare carefully than a scenario allows (ie. 4 prepared carefully pawns and the scenario only allows 3) it throws the error pictured below this paragraph. I first discovered this while using 12 prepared carefully pawns (Edb mod page says it can only show 10 but it allows me to use 12 max) and scenarios can only allow 10 max. I don't know if 1.4.0 had this problem but previous versions didn't have any issue going over the limit with Edb PC.

(http://i.imgur.com/E17cmQ0.png)
Title: Re: [A15] Map Reroll (1.4.1) New: In-game settings, secret feature
Post by: str82azz on October 19, 2016, 03:44:01 PM
having issues with deep drill since installing the latest version..
after initial batch of resource drill (for instance steel) resource bellow becomes
-hugslib reload detector- and pawns just stand in place after
"progress to next lump" comes to 100..
mind you..i use a lot of mods.. :)

Title: Re: [A15] Map Reroll (1.4.1) New: In-game settings, secret feature
Post by: 14m1337 on October 19, 2016, 07:10:52 PM
I'm not using the map reroll mod, but I'd really like to know what the secret bonus feature is. can someone PM me about it ?
Title: Re: [A15] Map Reroll (1.4.2) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 19, 2016, 11:36:48 PM
Updated to 1.4.2

Quote from: DavidMM18 on October 19, 2016, 01:24:24 PM
- Prepare Carefully issues -

Hah, I didn't bother changing the default pawns, so I didn't catch that one. Both issues are now resolved.

Quote from: str82azz on October 19, 2016, 03:44:01 PM
having issues with deep drill since installing the latest version..
after initial batch of resource drill (for instance steel) resource bellow becomes
-hugslib reload detector- and pawns just stand in place after
"progress to next lump" comes to 100..
mind you..i use a lot of mods.. :)

Great find! I did not expect that one, I'll tell you that. Also fixed now.

I appreciate you guys helping me out on this. With the complexity of both the game and the mods rapidly increasing, this kind of stuff can often fly under the radar.
Title: Re: [A15] Map Reroll (1.4.2) New: In-game settings, secret feature
Post by: DavidMM18 on October 21, 2016, 03:40:22 PM
Okay I found two more bugs.

The first one happens with Prepare Carefully and Map Re-roll (both steam workshop), caused in a few different ways.
1. If you use Edb PC pawns, save and reload that save without using the re-roll functionally you still get errors shown in the first picture below.
2. The next way is Edb PC pawns again, but this time re-roll the map (one re-roll is enough to cause it, but you can do more). Saving the map now shows more errors unlike before and similar errors like in the first picture show up in the second picture show up after reloading the save.
3. Oddly enough the last way this also happens is with standard pawns (but keep Ebd PC in the mod-list, the controller error seems harmless). Use the standard pawns, re-roll map, save and load. I got the same errors I did in the second picture for the third.

Some of the errors stay in the save file, showing up for every save and reload afterwards. It could be causing other issues but I only played long enough to trigger the errors.

(http://i.imgur.com/3Zbfieom.png) (http://imgur.com/3Zbfieo) (http://i.imgur.com/s8nobFvm.png) (http://imgur.com/s8nobFv) (http://i.imgur.com/0S0ZKvKm.png) (http://imgur.com/0S0ZKvK)

The second bug is with CaveworldFlora and Map Re-roll (both steam workshop), I didn't get this error pre-1.4.0 Map Re-roll. This error is pretty bad and shows a pop-up saying "There was a problem saving the file" for both auto-saves and manual saves. I triggered it by creating a mountainous map, used the mining tool to tell pawns to make a cave (you could use god mode to do it quickly) and throw the game on speed three for awhile, and save on the first red error. It shows up even whether you re-roll it or not. The picture and output log below show Ebd PC in the mod-list but the error still shows up without it.

(http://i.imgur.com/eHJpOQnm.png) (http://imgur.com/eHJpOQn)
Initialize engine version: 5.3.4f1 (fdbb5133b820)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispiwu.inf_amd64_9ff5ab165faead52\nvd3dum.dll 21.21.13.6909]
    Renderer: NVIDIA GeForce GTX 760
    Vendor:   NVIDIA
    VRAM:     2017 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.059 seconds
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: E:\Auxiliary Steam Drive\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 3200x1084 at -1280,0
<RI> Initialized touch support.

UnloadTime: 0.841616 ms
Command line arguments: -popupwindow

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RimWorld 0.15.1284 rev139

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Non platform assembly: data-151F4020 (this message is harmless)
Fallback handler could not load library E:/Auxiliary Steam Drive/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-151F4020.dll
Non platform assembly: data-15206028 (this message is harmless)
Fallback handler could not load library E:/Auxiliary Steam Drive/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15206028.dll
Non platform assembly: data-15211168 (this message is harmless)
Fallback handler could not load library E:/Auxiliary Steam Drive/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15211168.dll
Non platform assembly: data-15099018 (this message is harmless)
Fallback handler could not load library E:/Auxiliary Steam Drive/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15099018.dll
[HugsLib] v1.0.2 initialized MapReroll

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.113042 ms

Unloading 307 unused Assets to reduce memory usage. Loaded Objects now: 7078.
Total: 25.633728 ms (FindLiveObjects: 0.425968 ms CreateObjectMapping: 0.502961 ms MarkObjects: 24.532681 ms  DeleteObjects: 0.171001 ms)

Initializing new game with mods Core, 761315214, 735106432, and 755226916

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.949015 ms

Unloading 4773 unused Assets to reduce memory usage. Loaded Objects now: 7593.
Total: 74.413719 ms (FindLiveObjects: 0.583022 ms CreateObjectMapping: 0.599759 ms MarkObjects: 64.112915 ms  DeleteObjects: 9.116905 ms)

Initializing new game with mods Core, 761315214, 735106432, and 755226916

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.TrySpawnNewClusterAtRandomPosition () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.TrySpawnNewClusterAtRandomPosition () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.TrySpawnNewClusterAtRandomPosition () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

An exception was thrown during saving to "C:\Users\David\AppData\LocalLow\Ludeon Studios\RimWorld\Saves\Autosave-1.rws": System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[MapComponent] (Verse.MapComponent& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__893 () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Silver93024 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Silver93025 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Silver93026 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Component93027 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93028 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93029 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93030 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93031 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93032 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93033 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93034 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Steel93035 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93036 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93037 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93038 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93039 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93040 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_WoodLog93041 is referenced (xml node name: li) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Human_Corpse41400 is referenced (xml node name: corpse) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Human_Corpse41403 is referenced (xml node name: corpse) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Object with load ID Thing_Warg41449 is referenced (xml node name: otherPawn) but is not deep-saved. This will cause errors during loading.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Exception while saving map: System.NullReferenceException: Object reference not set to an instance of an object
  at CaveworldFlora.MapComponent_CavePlant.GetCavePlantDefsList () [0x00000] in <filename unknown>:0
  at CaveworldFlora.MapComponent_CavePlant.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[MapComponent] (Verse.MapComponent& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.LookList[MapComponent] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeComponents () [0x00000] in <filename unknown>:0
  at Verse.Map.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Map] (Verse.Map& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.LookDeep[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__893 () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 1.968885 ms

Unloading 5161 unused Assets to reduce memory usage. Loaded Objects now: 9255.
Total: 68.090294 ms (FindLiveObjects: 0.931998 ms CreateObjectMapping: 0.894618 ms MarkObjects: 56.018673 ms  DeleteObjects: 10.244174 ms)


Edit: For the second bug, if you load CaveworldFlora first and Map Re-roll after it in the mod list you get the red error as soon as the new map loads in. It may look like it saves properly (nothing in the debug log after the save is done) but if you try to load that save it will throw a different error and not load.
Title: Re: [A15] Map Reroll (1.4.2) New: In-game settings, secret feature
Post by: electrose on October 21, 2016, 08:57:05 PM
I have quick question on the new Secret Feature. Does it go into place the upon your first re-roll, or is it a chance to occur upon each re-roll of a map. Even further if it is some kind of event, does it increase in chance to occur the more re-rolls you do?
Thank you for any answers you can give :D
Title: Re: [A15] Map Reroll (1.4.2) New: In-game settings, secret feature
Post by: Commander Beanbag on October 22, 2016, 01:06:29 AM
Similar issues to @DavidMM18.

(http://i.imgur.com/67zd87V.png)

Using EDB prepare carefully (haven't tested without), each time the map is re-rolled results in another duplicate pawn entry in the save file. I played a colony for about 20 days after rerolling the map 6 times; results in some awful issues. There were indeed 6 pawn entries in the save; I had some pawns become lovers and an effect of the duplicates was they didn't have their relationship connected to the real pawn on the map, resulting in debuffs for shared bed/room.
Also, there were two entries for one pawn in the social tab, and clicking the 'lover' one displayed a "X is off the map message." They also claimed to be in a different faction for some reason.
(http://i.imgur.com/YHYymbt.png)


Edit: Manually removing all duplicate pawn entries from the save file seems to fix it. It didn't reoccur after post-fix saving either.
Title: Re: [A15] Map Reroll (1.4.4) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 22, 2016, 06:34:20 AM
Updated to 1.4.4

Well, looks like the new pawn handling approach opened a massive can of worms. So, in the interest of keeping my sanity, I'm pulling the plug on that- you can still go punch the Megatherium, but you'll be down a pawn on your rerolled map if you do. In other words, health effects will persist across rerolls, so stay safe :)
All reported errors have now (hopefully) been fixed. The Caveworld conflict should be resolved, as well.

DavidMM18 and Commander Beanbag, thank you for your well-researched and detailed reports- you made my job easier.

Quote from: electrose on October 21, 2016, 08:57:05 PM
I have quick question on the new Secret Feature. Does it go into place the upon your first re-roll, or is it a chance to occur upon each re-roll of a map. Even further if it is some kind of event, does it increase in chance to occur the more re-rolls you do?
Thank you for any answers you can give :D

It depends on consumed resources- so the more you have spent on rerolls, the higher the chance that it will show up. This goes for both rerolled and the starter maps. Usually you would discover it later on in the game.
Title: Re: [A15] Map Reroll (1.4.4) New: In-game settings, secret feature
Post by: brucethemoose on October 22, 2016, 10:09:21 PM
Now I spend a good chunk of my life rerolling trying to get a perfect map... this is your fault UnlimitedHugs, you're a terrible person :P



1 feature request: is there any easy way to get the planet seed/coordinates from the new, rerolled map, or is it random? Can I get it from a command? There some very interesting reroll starts I'd like to share, but don't know how.


Title: Re: [A15] Map Reroll (1.4.4) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 23, 2016, 01:32:47 AM
Quote from: brucethemoose on October 22, 2016, 10:09:21 PM
Now I spend a good chunk of my life rerolling trying to get a perfect map... this is your fault UnlimitedHugs, you're a terrible person :P
1 feature request: is there any easy way to get the planet seed/coordinates from the new, rerolled map, or is it random? Can I get it from a command? There some very interesting reroll starts I'd like to share, but don't know how.

Well, if you're having fun, it's most definitely time well spent :)
As for the seed, that's fairly tricky right now. The mod does generate a new world seed for each reroll, but it only affects the shape of the generated terrain. Even if you were to recreate a world from that exact seed, you would most likely find a different biome/elevation/climate at those coordinates.
But! In theory it would be possible if the person trying to recreate the map also had the mod installed and you were to share two seeds with them. Something to ponder for the future.
Title: Re: [A15] Map Reroll (1.4.4) New: In-game settings, secret feature
Post by: brucethemoose on October 23, 2016, 01:50:43 AM
Quote from: UnlimitedHugs on October 23, 2016, 01:32:47 AM
Quote from: brucethemoose on October 22, 2016, 10:09:21 PM
Now I spend a good chunk of my life rerolling trying to get a perfect map... this is your fault UnlimitedHugs, you're a terrible person :P
1 feature request: is there any easy way to get the planet seed/coordinates from the new, rerolled map, or is it random? Can I get it from a command? There some very interesting reroll starts I'd like to share, but don't know how.

Well, if you're having fun, it's most definitely time well spent :)
As for the seed, that's fairly tricky right now. The mod does generate a new world seed for each reroll, but it only affects the shape of the generated terrain. Even if you were to recreate a world from that exact seed, you would most likely find a different biome/elevation/climate at those coordinates.
But! In theory it would be possible if the person trying to recreate the map also had the mod installed and you were to share two seeds with them. Something to ponder for the future.

So how is the random number used for the reroll generated?

Is it the same for every tile? Aka could someone say "use this seed at these coords, then reroll X times"?
Title: Re: [A15] Map Reroll (1.4.4) New: In-game settings, secret feature
Post by: UnlimitedHugs on October 23, 2016, 02:09:56 AM
Quote from: brucethemoose on October 23, 2016, 01:50:43 AM
So how is the random number used for the reroll generated?
Is it the same for every tile? Aka could someone say "use this seed at these coords, then reroll X times"?

The generated seeds are non-sequential at the moment. I could change that as a quick fix, but having someone sit through, say, 17 loading screens just to get the same map isn't very humane :)
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: hiepbg on November 17, 2016, 08:23:35 AM
Hello,

You had forgot to release new version on github :D I can only download 1.4.5 version.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on November 17, 2016, 08:45:02 AM
Quote from: hiepbg on November 17, 2016, 08:23:35 AM
You had forgot to release new version on github :D I can only download 1.4.5 version.

There you go, all fixed :)
Thanks for letting me know.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: hiepbg on November 17, 2016, 09:29:13 AM
Quote from: UnlimitedHugs on November 17, 2016, 08:45:02 AM
There you go, all fixed :)
Thanks for letting me know.

Thank you :D
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: 217blaster217 on November 19, 2016, 06:11:30 AM
Please help, I use theese mods:

CORE
Defenseive Positions
DoIT
EdBPrepareCarefully
ExpandedProsthetics and Organ...
Enhanced Tabs
Colony Manager
Glitter Tech
Hand me that Brick
High Caliber
MapReroll
More Vanila turrets
OneBigFamily
QuaityBuilder
ReasonableLamps
Refractored Work Priorities
RimFridge
Industrial Roller
RTFuse
RTQuantum storage
sd power
VeinMiner
Wermacht
WorkSmarter

The reason that I am posting this all here is that your mod is the only one from those 3 that I really need :D

[attachment deleted by admin due to age]
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on November 19, 2016, 06:35:19 AM
Quote from: 217blaster217 on November 19, 2016, 06:11:30 AM
Please help, I use theese mods:
The reason that I am posting this all here is that your mod is the only one from those 3 that I really need :D

You're playing on an older build of the game, the current one is 1284. You don't have to update, though, because that error is harmless and safe to ignore.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: 217blaster217 on November 19, 2016, 07:08:57 AM
Quote from: UnlimitedHugs on November 19, 2016, 06:35:19 AM
Quote from: 217blaster217 on November 19, 2016, 06:11:30 AM
Please help, I use theese mods:
The reason that I am posting this all here is that your mod is the only one from those 3 that I really need :D

You're playing on an older build of the game, the current one is 1284. You don't have to update, though, because that error is harmless and safe to ignore.

Thanks, so that means that every short hash warning is just harmless and nothing can go wrong ?
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on November 19, 2016, 07:25:45 AM
Quote from: 217blaster217 on November 19, 2016, 07:08:57 AM
Thanks, so that means that every short hash warning is just harmless and nothing can go wrong ?

Yep, that particular error shouldn't cause you any issues, as far as I know.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: 217blaster217 on November 19, 2016, 09:27:23 AM
Quote from: UnlimitedHugs on November 19, 2016, 07:25:45 AM
Quote from: 217blaster217 on November 19, 2016, 07:08:57 AM
Thanks, so that means that every short hash warning is just harmless and nothing can go wrong ?

Yep, that particular error shouldn't cause you any issues, as far as I know.

But I have problem :D Any way to fix mountains ? I can just walk trough them, and when I open that room with those bad guys whis is hidden in that rock then whole mountain dissapear
Thank you in advance.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on November 19, 2016, 09:36:08 AM
Quote from: 217blaster217 on November 19, 2016, 09:27:23 AM
But I have problem :D Any way to fix mountains ? I can just walk trough them, and when I open that room with those bad guys whis is hidden in that rock then whole mountain dissapear
Thank you in advance.

Uhh... those might not be mod-related issues. I would just update Rimworld to the latest build and avoid all these bugs that have likely already been fixed.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: 217blaster217 on November 19, 2016, 09:47:28 AM
Quote from: UnlimitedHugs on November 19, 2016, 09:36:08 AM
Quote from: 217blaster217 on November 19, 2016, 09:27:23 AM
But I have problem :D Any way to fix mountains ? I can just walk trough them, and when I open that room with those bad guys whis is hidden in that rock then whole mountain dissapear
Thank you in advance.

Uhh... those might not be mod-related issues. I would just update Rimworld to the latest build and avoid all these bugs that have likely already been fixed.

Sorry, was my bad, update fixed this issue, you are best :D
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: StormySunrise on November 19, 2016, 01:41:57 PM
Hi, Ive been having some confliction when loading Map Reroll with Glitter tech
it cannot seem to load the unity.engine/texture for any of the Glittertech stuff when I have Map Reroll enabled.
Does anyone know how to fix this?
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on November 19, 2016, 02:12:30 PM
Quote from: StormySunrise on November 19, 2016, 01:41:57 PM
Hi, Ive been having some confliction when loading Map Reroll with Glitter tech
it cannot seem to load the unity.engine/texture for any of the Glittertech stuff when I have Map Reroll enabled.
Does anyone know how to fix this?

Have you restarted your game after changing your mod setup? That seems to be the most common cause for broken textures.
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: StormySunrise on November 19, 2016, 04:22:00 PM
Quote from: UnlimitedHugs on November 19, 2016, 02:12:30 PM
Quote from: StormySunrise on November 19, 2016, 01:41:57 PM
Hi, Ive been having some confliction when loading Map Reroll with Glitter tech
it cannot seem to load the unity.engine/texture for any of the Glittertech stuff when I have Map Reroll enabled.
Does anyone know how to fix this?

Have you restarted your game after changing your mod setup? That seems to be the most common cause for broken textures.

I activated all the mods at once, which is probably why I got the problem, i just actiated and restarted a couple of time and it was fixed
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: Lambert2191 on December 21, 2016, 06:31:16 PM
Any plans to update to A16? Any ETA? :)
Title: Re: [A15] Map Reroll (1.4.6) New: In-game settings, secret feature
Post by: UnlimitedHugs on December 21, 2016, 06:51:44 PM
Quote from: Lambert2191 on December 21, 2016, 06:31:16 PM
Any plans to update to A16? Any ETA? :)

Coming Soonโ„ข
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: UnlimitedHugs on December 23, 2016, 10:41:21 PM
Updated to 1.5.0

Yeah, you know what time it is! Update time! Map Reroll is ready once again to give you a head start on your perilous journey.
I've also added a notification and sound for the discovery of the secret feature, so you don't have to guess.
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: Beathrus on January 04, 2017, 11:37:31 AM
Woo!
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: Lucifer on January 06, 2017, 01:56:44 PM
What is the SECRET FEAUTRE 
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: BlackGyver on January 07, 2017, 11:26:53 AM
Hello! I'm loving the mod, a godsent to get those perfect maps! I do have one question/request, though; the mod doesn't play well with the ship crashlanding mod, but I thought "that's fine, I'll just crash anywhere, enjoy the crashlanding starting events, build a temporary base, then move on to another worldtile I actually want to settle and reroll that map to get a good one", only to find out afterwards that you can't reroll anything but your starting map!

Is there a way to reenable the map reroll for subsequent maps on other world tiles? I looked at the code, but I'm no wizard and I couldn't find the part that governs this.

Thanks in advance!
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: UnlimitedHugs on January 08, 2017, 11:48:28 AM
Quote from: BlackGyver on January 07, 2017, 11:26:53 AM
Is there a way to reenable the map reroll for subsequent maps on other world tiles? I looked at the code, but I'm no wizard and I couldn't find the part that governs this.

Hey :)
The thing is, rerolling non-starting maps would require a different approach than the one used for the starting map. This would increase complexity and decrease the likelihood that the mod will get updated the next time around. This is mostly due to the various additions made to the map by scenarios.
So, maybe once the updates settle down a bit.

I can take a look at the crash landing conflicts, but no promises there, since it may require changes on CL's side.
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: Preciousgamer on January 08, 2017, 05:20:34 PM
Can someone please message me and tell me what the secret feature is.  I can't seem to find it.
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: Headshotkill on January 08, 2017, 05:23:58 PM
Tell me the secret or I'll put a curse on you...  8)
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: BlackGyver on January 08, 2017, 09:41:42 PM
Quote from: UnlimitedHugs on January 08, 2017, 11:48:28 AMI can take a look at the crash landing conflicts, but no promises there, since it may require changes on CL's side.

To narrow down a bit what I said when I mentioned issues with it; the starting crashlanding event doesn't fire at all if you reroll the map.

Thanks for replying, I'll be looking forward to rerolling non-starting maps! No pressure though, your mod is already amazing. :D
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: sulusdacor on January 12, 2017, 11:46:51 AM
currently can't reroll with the version of map reroll and hugslib. i tried steam and offline version. both times,same error:

https://gist.github.com/f1283624475ed2dac3c9f7b943db6043
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: UnlimitedHugs on January 12, 2017, 07:39:27 PM
Quote from: sulusdacor on January 12, 2017, 11:46:51 AM
currently can't reroll with the version of map reroll and hugslib. i tried steam and offline version. both times,same error:

That's pretty strange. What OS are you playing on? Anything unusual about your hardware configuration?
I made a test build to try and address the issue- try installing the mod from the attached file, and see if that helps.

[attachment deleted by admin due to age]
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: sulusdacor on January 13, 2017, 12:42:49 PM
sadly does not work with the test either, same error.

i am runing win 7 and have a pretty normal pc i think. it was like 800 euros. if that was what you were asking for (pc noob here^^). if you want the exact hardware stuff, i probably have that somewhere if that thing helps you.

never had any errors like this with other mods/base game. but haven't played much in a16, modding more currently. the other mods i loaded up from a16 worked. in a15 map reroll was fine. i'm currently doing a bit of a biome mod thing, so i was thinking of the mapreroll, since it saves some clicks when testing stuff. not a big deal if it does not work. just wanted to let you know ;)
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: UnlimitedHugs on January 13, 2017, 05:06:26 PM
Quote from: sulusdacor on January 13, 2017, 12:42:49 PM
sadly does not work with the test either, same error.

It's just that nobody has reported anything similar, and I can't seem to reproduce the error in my game. So I'm wondering, what would cause your game to run differently.
I made another test build with a different approach, if you want to try it.

[attachment deleted by admin due to age]
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: sulusdacor on January 13, 2017, 05:53:26 PM
this version works fine. so what ever you changed did the trick,tyvm =)
Title: Re: [A16] Map Reroll (1.5.0) The perfect spawn awaits!
Post by: UnlimitedHugs on January 14, 2017, 12:11:01 AM
Updated to 1.5.1

Quote from: sulusdacor on January 13, 2017, 05:53:26 PM
this version works fine. so what ever you changed did the trick,tyvm =)

Nice, glad to hear that. The fix is now part of the official release.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: njb013 on January 31, 2017, 11:03:35 PM
Sadly, this mod seems to be incompatible with Moody, presumably because they both use the top right corner of the screen. Would it be possible to have a version that puts it in the top left?
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: UnlimitedHugs on February 01, 2017, 06:13:03 AM
Quote from: njb013 on January 31, 2017, 11:03:35 PM
Sadly, this mod seems to be incompatible with Moody, presumably because they both use the top right corner of the screen. Would it be possible to have a version that puts it in the top left?

Works fine for me- try disabling the other mods and see if it that helps.
The dice button appears to the left of the learning helper.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: njb013 on February 01, 2017, 10:30:37 AM
Quote from: UnlimitedHugs on February 01, 2017, 06:13:03 AM
Works fine for me- try disabling the other mods and see if it that helps.
The dice button appears to the left of the learning helper.

Weird, maybe it has something to do with mod order? I disabled Moody and it began showing up again. I'll test it out.

Edit: Don't know what caused the problem, but I can't seem to reproduce it. Sorry to waste your time.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: UnlimitedHugs on February 01, 2017, 11:00:49 AM
Quote from: njb013 on February 01, 2017, 10:30:37 AM
Edit: Don't know what caused the problem, but I can't seem to reproduce it. Sorry to waste your time.

No worries. I've had other reports of the button going missing- still not sure what the cause is.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: Laceylace on February 11, 2017, 03:15:57 AM
So.... What is the secret? I'm dying to know!
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: BlackGyver on February 11, 2017, 05:27:57 AM
Quote from: Laceylace on February 11, 2017, 03:15:57 AM
So.... What is the secret? I'm dying to know!

It wouldn't be a secret, then, would it?

If it's so vital to know, you could read the code, it just won't be a surprise anymore.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: Grabarz on February 15, 2017, 09:20:09 AM
Hello there
can You add Option to remove all geysers from the map ? or spawn all the geysers on 1 point ?

i tried to create perfect colony however all the time geyser is on my way

they randomly spread across my colony which is annoying ...
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: UnlimitedHugs on February 15, 2017, 09:33:32 AM
Quote from: Grabarz on February 15, 2017, 09:20:09 AM
Hello there
can You add Option to remove all geysers from the map ? or spawn all the geysers on 1 point ?

That's probably not worth adding to the mod, but you could edit your map generator config to prevent geysers from generating. Should be as easy as removing the relevant section.
The file is at Mods/Core/Defs/MapGeneration/BasicMapGenerator.xml
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: Grabarz on February 15, 2017, 10:16:26 AM
Quote from: UnlimitedHugs on February 15, 2017, 09:33:32 AM
Quote from: Grabarz on February 15, 2017, 09:20:09 AM
Hello there
can You add Option to remove all geysers from the map ? or spawn all the geysers on 1 point ?

That's probably not worth adding to the mod, but you could edit your map generator config to prevent geysers from generating. Should be as easy as removing the relevant section.
The file is at Mods/Core/Defs/MapGeneration/BasicMapGenerator.xml

damn ! it works !!!

Thank You !
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: Sebastian Cigar on March 04, 2017, 11:09:47 AM
Hello
Recently I've come up with the idea of creating an art gallery for my colonists, it would contain works representing key events that made up the history of my miserable hamlet. And of course the little museum absolutely must begin with the statues of my first colonists landing in their drop pods. The problem is, whenever you re-roll the map, there is no landing event, they just stand there as if you were starting as a lost tribe. Is there a particular reason for that?
Is it possible to make them crash land in case you're playing as a spacer-type faction?
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 04, 2017, 01:12:30 PM
Quote from: Sebastian Cigar on March 04, 2017, 11:09:47 AM
- snip -

Hey.
To be honest, no idea why that happens- I chose to just roll with it since it didn't seem to have any negative effects. I'll look into fixing the issue for the A17 release.
If you know how to edit game saves, you could add the event manually. I would make a fresh save on a non-rerolled map, then open that save and copy over the event to your current save. Make a backup, of course.
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: Sebastian Cigar on March 04, 2017, 02:04:59 PM
Hey, thanks for the quick response. I'm glad I could... help? I didn't want to put any pressure on you, it's not a crucial thing at all, I can't imagine what it feels like to maintain a mod that really seems like a must-have for this game. I'll be sure to follow your advice, thank you again and best of luck with the development
Title: Re: [A16] Map Reroll (1.5.1) The perfect spawn awaits!
Post by: UnlimitedHugs on March 04, 2017, 05:09:33 PM
Quote from: Sebastian Cigar on March 04, 2017, 02:04:59 PM
Hey, thanks for the quick response. I'm glad I could... help? I didn't want to put any pressure on you, it's not a crucial thing at all, I can't imagine what it feels like to maintain a mod that really seems like a must-have for this game. I'll be sure to follow your advice, thank you again and best of luck with the development

Reports are always welcome, since I can only fix what I'm aware of- and in the end everyone benefits. It's actually pretty quiet between alpha releases- which to me means that I did good and the mod is working as intended.
Thank you, and good luck with the thing- I could lend a hand if if doesn't work out.
Title: Re: [A16] Map Reroll (1.5.2) The perfect spawn awaits!
Post by: UnlimitedHugs on April 03, 2017, 12:55:45 AM
Updated to 1.5.2

Hey folks, got a few minor changes for ya.
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: UnlimitedHugs on May 18, 2017, 07:27:49 AM
Updated to 1.5.3

Added a compatibility patch for Crash Landing. Both mods should now play nicely together.
This version is still for A16.
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: Aedesia on May 18, 2017, 04:51:01 PM
I found a mountain map with two complete rock edges, but when I reroll it with your mod all the results have only one or zero rock edges (~30 rerolls). I was curious why this happened so I started looking through your code and discovered this section:

private MapGeneratorDef TryGetMostLikelyMapGenerator() {
var allDefs = DefDatabase<MapGeneratorDef>.AllDefsListForReading;
var highestSelectionWeight = -1f;
MapGeneratorDef highestWeightDef = null;
for (int i = 0; i < allDefs.Count; i++) {
var def = allDefs[i];
if (def.selectionWeight > highestSelectionWeight) {
highestSelectionWeight = def.selectionWeight;
highestWeightDef = def;
}
}
return highestWeightDef;
}


I suspect what's happened is that the other generators do less standard things and by only using the most likely one you've removed the possibility of reroll creating some interesting maps.  I was wondering if you'd be willing to consider an alternative implementation like stepping through the different generators with each reroll?
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: UnlimitedHugs on May 18, 2017, 05:21:46 PM
Quote from: Aedesia on May 18, 2017, 04:51:01 PM
I found a mountain map with two complete rock edges, but when I reroll it with your mod all the results have only one or zero rock edges (~30 rerolls). I was curious why this happened so I started looking through your code and discovered this section:
I suspect what's happened is that the other generators do less standard things and by only using the most likely one you've removed the possibility of reroll creating some interesting maps.  I was wondering if you'd be willing to consider an alternative implementation like stepping through the different generators with each reroll?

Right now there are only 3 map generation profiles- the basic map, basic with shrines, and the faction base- which means that something else is affecting the choice of filled or clear edges. Not sure what it is, but I could look into it.
Also, thank you for reminding me about this function- in A17 the mod would no longer have to guess about the generator to use for the reroll.
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: Aedesia on May 18, 2017, 05:43:28 PM
I've got a number of mods running but I think you'll be able to find the spot with the seed "orange", 50% map coverage 1 step towards rain, 1 step towards cold, at 38.70, 47.23 A16
Title: Re: [A17] Map Reroll (1.6.0) The perfect spawn awaits!
Post by: UnlimitedHugs on May 25, 2017, 09:29:55 AM
Updated to 1.6.0

Why hello there, dear rerolling enthusiast! ;D
Just in time for your shiny new A17 colony, here's your good ol' Map Reroll.
I've done some spring cleaning on the code base, and in the process added a new feature- loading a game from a save will no longer prevent you from rerolling your map.
Hope you have a good time.
Title: Re: [A17] Map Reroll (1.6.0) The perfect spawn awaits!
Post by: UnlimitedHugs on May 25, 2017, 02:48:48 PM
Be advised that the current version is causing issues while attacking/visiting bases. You can deactivate the mod if you are experiencing problems.

A fix is being investigated.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on May 26, 2017, 04:43:49 AM
Updated to 1.6.1

The issue that was preventing faction bases from generating should now be resolved.
A few other minor bugs were also fixed.
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: UnlimitedHugs on May 26, 2017, 08:08:09 AM
Quote from: Aedesia on May 18, 2017, 04:51:01 PM
I found a mountain map with two complete rock edges, but when I reroll it with your mod all the results have only one or zero rock edges (~30 rerolls).
I suspect what's happened is that the other generators do less standard things and by only using the most likely one you've removed the possibility of reroll creating some interesting maps.  I was wondering if you'd be willing to consider an alternative implementation like stepping through the different generators with each reroll?

So, I looked at the terrain generator, and it looks like there are no special cases for filled map edges- neither in A16, nor A17. Which means that the best bet for more shapely rock formations is to pick more mountainous areas.
Also, here's a nice map (https://i.imgur.com/3sPlWBW.png) that I ran in while testing stuff yesterday :P
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: BlackSmokeDMax on May 26, 2017, 11:47:51 AM
Quote from: UnlimitedHugs on May 26, 2017, 08:08:09 AM
So, I looked at the terrain generator, and it looks like there are no special cases for filled map edges- neither in A16, nor A17. Which means that the best bet for more shapely rock formations is to pick more mountainous areas.
Also, here's a nice map (https://i.imgur.com/3sPlWBW.png) that I ran in while testing stuff yesterday :P

LOL, wow! Did you happen to reveal it all to see how much was actually mountain?
Title: Re: [A16] Map Reroll (1.5.3) The perfect spawn awaits!
Post by: UnlimitedHugs on May 26, 2017, 12:39:37 PM
Quote from: BlackSmokeDMax on May 26, 2017, 11:47:51 AM
LOL, wow! Did you happen to reveal it all to see how much was actually mountain?

Didn't stick around long enough to find out. Here's (http://i.imgur.com/ruex4du.png) another good one, though.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: DenVildeHest on May 31, 2017, 03:10:28 PM
First of all Great mod! This is something that should be in the game.
I do have a small issue though:
I've got a funky bug related to map rerolls and smooth walls (https://ludeon.com/forums/index.php?topic=32192.0). They will look messed up depending on load-order- Smooth walls has to load first(above). They work fine together with the correct load order.
Output_log (https://pastebin.com/M6uGqmYs)
Video of the issue (https://www.youtube.com/watch?v=7PjFN2xhXPc)
I notified the author of smooth walls as well
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on May 31, 2017, 03:47:10 PM
Quote from: DenVildeHest on May 31, 2017, 03:10:28 PM
First of all Great mod! This is something that should be in the game.
I do have a small issue though:
I've got a funky bug related to map rerolls and smooth walls (https://ludeon.com/forums/index.php?topic=32192.0). They will look messed up depending on load-order- Smooth walls has to load first(above). They work fine together with the correct load order.
Output_log (https://pastebin.com/M6uGqmYs)
Video of the issue (https://www.youtube.com/watch?v=7PjFN2xhXPc)
I notified the author of smooth walls as well

Thank you for taking the time to make such a detailed report.
This issue is caused by the approach the game takes to saving walls, stone, and similar things as it tries to compress them down. Changing the order of your mods mid-game can mess up these compression maps, if a mod makes use of them.
What Smooth Walls could do is set saveCompressible to false- wouldn't be as efficient, but the walls would work regardless of mod order changes.
Hope this helps.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: DenVildeHest on May 31, 2017, 04:07:25 PM
Okay no problem it was just a heads up, didn't know if it was something that needed fixing. I relayed the information to the author of smooth walls so he can consider it.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: Sliderpro on June 15, 2017, 04:45:21 PM
Heya. There is a thing I d like to request.
I wonder if it is possible for your mod to ask the size of the colony I want. I screwed up initially (chose a map size too big) and now I wish to move to smaller map.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on June 15, 2017, 05:50:24 PM
Quote from: Sliderpro on June 15, 2017, 04:45:21 PM
Heya. There is a thing I d like to request.
I wonder if it is possible for your mod to ask the size of the colony I want. I screwed up initially (chose a map size too big) and now I wish to move to smaller map.

If you're not looking to move your existing base to the new map, shouldn't be difficult. I am working on a "sequel" to Map Reroll, so I could include it there as a special option.
You don't have to wait for that, though- you could edit your save file and change the size for new maps- look for "initialMapSize".
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: Sliderpro on June 16, 2017, 09:37:37 AM
Quote from: UnlimitedHugs on June 15, 2017, 05:50:24 PM
If you're not looking to move your existing base to the new map, shouldn't be difficult. I am working on a "sequel" to Map Reroll, so I could include it there as a special option.
You don't have to wait for that, though- you could edit your save file and change the size for new maps- look for "initialMapSize".
I'm glad to read your reply!
Imo this feature would be very nice. Sometimes, there is a need for different sized colonies. For example, if player chose large map size initially, his second base would be same max size and would eat quite a lot of performance.
Definetely may be useful! Btw thanks for help.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: wwWraith on June 24, 2017, 04:30:19 PM
May I ask you to bring back the old (before 1.5.2) behavior when newly rerolled maps won't be the same in each sequence? Probably in the form of simple options checkbox or with the ability to store/edit the seed for random generator as it is in the world generation window.

My problem is that I often want to find a tile on the world map with some rare enough combination of features, e.g. it should be near the center of the map (so I could send caravans everywhere in reasonable time), in the rainforest biome with 40 or 50 days growing time, near the road or on it, on river, with granite and marble, etc. Sometimes it could take several hours to generate a world where such spot exists. And then when I try to reroll the map to get it good enough, too, it often crashes after 2-3 attempts. Obviously my computer is too old and this repetitive rerollings use memory until it runs out of it. So then I have to generate a new world, again and again... Or may be there are some way to lessen this memory consumption?

And I don't know if it's possible at all, but I dream about world map editor that should allow to directly set every available feature like biome, hills, roads, temperatures for any chosen world tile or at least some tool to make world generation to repeat automatically until there will be found a tile with the requested features.

Anyway, thanks for your great work :)
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on June 24, 2017, 07:00:53 PM
Quote from: wwWraith on June 24, 2017, 04:30:19 PM
- snip -

I can include the non-deterministic rerolls option in the upcoming version I'm working on. The crashes should, hopefully, soon also become a thing of the past, as the new system takes a more efficient approach to rerolling maps.
A world reroll feature would be tricky, but feasible- recreating the whole world would take too long, but perhaps it would be possible to change the terrain features on a localized scale. Something to consider for future updates.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on July 01, 2017, 11:22:41 PM
As you may know, I've been working on a "sequel" to Map Reroll- well, I'm pleased to report, that I have a version ready for public testing:

Map Reroll 2: The Dice of Fate (https://ludeon.com/forums/index.php?topic=34153.0)

Keep in mind, that this is a beta, and most of the content (and some features) are yet to be added. However, the basic rerolling should already be working nicely. Additional settled maps can now also be rerolled, and the reroll controls have been moved to the monument building you will find on your maps.
Looking forward to your feedback and bug reports.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: stigma on July 05, 2017, 10:31:02 PM
Great mod - but for me this crashes the game consistently after I reroll more than 5 times (without restarting).

It's a minor inconvenience since you can just save before, but you should look into correcting that. It does take a lot of time to restart Rimworld with many mods and it can get a bit annoying if you are OCD and want to reroll a lot looking for something spesific.

-Stigma
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on July 06, 2017, 04:02:00 AM
Quote from: stigma on July 05, 2017, 10:31:02 PM
Great mod - but for me this crashes the game consistently after I reroll more than 5 times (without restarting).

Yeah, it's a complex issue- the game is basically running out of memory. You could try out the beta I linked above and see if it performs any better.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: stigma on July 14, 2017, 10:54:45 AM
Hey, you know what would REALLY be a nice feature to add to the new version?

The ability to display and input map seeds - so if you want a specific seed you can type one in.
Find a cool one? Save it for later. Can't tell how many times I've been annoyed at losing a good map because I had to do a restart due to adding a big mod or something like that. It would also allow for sharing maps in the community - which is a big deal I feel. Kind of weird this isn't already a part of the game honestly.

-Stigma
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: OrbitalSP3 on July 14, 2017, 11:03:08 AM
I just wanna say thanks for this mod. So good, so simple, so well done and very useful.
Using in combination with that other mod that allows you to tweak maps properties like the amount of ruins, water and so on, and the other one that generates random abandoned buildings, the game feels even better.
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: Sirsim on July 14, 2017, 11:19:50 AM
Quote from: stigma on July 14, 2017, 10:54:45 AM
Hey, you know what would REALLY be a nice feature to add to the new version?

The ability to display and input map seeds - so if you want a specific seed you can type one in.
Find a cool one? Save it for later. Can't tell how many times I've been annoyed at losing a good map because I had to do a restart due to adding a big mod or something like that. It would also allow for sharing maps in the community - which is a big deal I feel. Kind of weird this isn't already a part of the game honestly.

-Stigma

I had the same problem but if you know the seed -by wright it down before you start or see it in game on debug mode- you can regenerate the same world . If you pick the same spot and use the mod, you will get the same map ! I was surprised cause i thought that after the first map every dice gives you random variables of it.
But no, you will eventually get the same map again after 2-3 dices . In my opinion this shows how nice this mod works. You don't get some extra random maps but maps based on the content of the base map in some other ways (and there are not many). Now when i find a nice new map, i keep the seed and i can regenerate it anytime with just few steps .
Title: Re: [A17] Map Reroll (1.6.1) The perfect spawn awaits!
Post by: UnlimitedHugs on July 14, 2017, 12:11:02 PM
Quote from: stigma on July 14, 2017, 10:54:45 AM
Hey, you know what would REALLY be a nice feature to add to the new version?

Yeah, this one's definitely on my mind. Question is how to implement it, since the map contents are tied to the world seed and world position of your map. I have a few ideas in that regard, and I'll probably give it a whack once I release the new previews feature.

Quote from: OrbitalSP3 on July 14, 2017, 11:03:08 AM
I just wanna say thanks for this mod. So good, so simple, so well done and very useful.

Glad you're putting it too good use :)

Quote from: Sirsim on July 14, 2017, 11:19:50 AM
- snip -

Yep, that's the deterministic seeds feature at work.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: UnlimitedHugs on July 27, 2017, 10:01:57 AM
Updated to 2.0.0

Well folks, the good times have finally arrived :D
After many hours of development and extensive testing, I'm pleased to share with you the new map preview system.
This puppy allows you to look at potential reroll destinations, so you can pick exactly the features you're looking for. This is a lot quicker and more convenient than generating full maps, and more reliable in terms of stability.

The reroll engine internals have also been completely reworked to take advantage of Rimworld's new map system. This should mean better performance and fewer reroll-related quirks, as well as the ability to reroll additional settled maps.

This update also marks the removal of the secret feature that's been bugging people for some time now. Maybe the future will bring some other perks for those who choose to keep the reroll cost enabled. In the interest of full disclosure, here's (http://i.imgur.com/7Cos2sp.png) what it was all about.

Steam release sometime tomorrow.

I hope you enjoy, and as always, I'm looking forward to your feedback.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: Sirsim on July 27, 2017, 03:10:30 PM
This is great ! I am having so much fun just previewing maps and thinking how each one can be developed.
Only problem, i can't decide where i want to play as there is always desire for something more :D.
This is heaven for strategy game players . Thank you.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: UnlimitedHugs on July 27, 2017, 03:18:56 PM
Quote from: Sirsim on July 27, 2017, 03:10:30 PM
This is great ! I am having so much fun just previewing maps and thinking how each one can be developed.
Only problem, i can't decide where i want to play as there is always desire for something more :D.
This is heaven for strategy game players . Thank you.

I'm pleased to hear that!
As for deciding on a map, that's what the reroll cost was designed for- it helps to narrow down the available options and brings some balance to an otherwise overpowered feature :)
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: Spino on July 27, 2017, 04:44:28 PM
Thanks for this fantastic mod! It's been very useful not only for the purpose of finding that one perfect map I'd actually like to play on but also with testing mods, seeing if the spawn rate of creatures is adjusted correctly and so on. About to try out MR 2.0 and I'm already exited - the new features are looking great  :D
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: Oblitus on July 28, 2017, 11:26:18 AM
Previews are not working with Cave Biome mod: they show normal biome maps, but once reroll is used, cave map is generated.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: UnlimitedHugs on July 28, 2017, 02:31:23 PM
Quote from: Oblitus on July 28, 2017, 11:26:18 AM
Previews are not working with Cave Biome mod: they show normal biome maps, but once reroll is used, cave map is generated.

To generate previews quickly, many things had to be cut from the map generator. Support for other mods appearing on previews is going to be limited.
Thank you for the report, though.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: timeandtherani on August 01, 2017, 04:44:39 PM
How does the reroll geysers work? When I try it, I get a bunch of arrows. I can't click on them, they don't seem to do anything (I must not be seeing something) and I can't make them go away. I presume I'm doing something wrong? Any help?
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: UnlimitedHugs on August 01, 2017, 04:58:11 PM
Quote from: timeandtherani on August 01, 2017, 04:44:39 PM
How does the reroll geysers work? When I try it, I get a bunch of arrows.

The arrows point to the new locations of your geysers so it's easier to spot them. They disappear after a while.
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: kaptain_kavern on August 01, 2017, 08:34:59 PM
I just tried the 2.0 version and it's just beautiful/awesome/damn handy with the preview and all.

Thank you very much
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: hiepbg on August 02, 2017, 11:19:32 AM
Quote from: kaptain_kavern on August 01, 2017, 08:34:59 PM
I just tried the 2.0 version and it's just beautiful/awesome/damn handy with the preview and all.

Thank you very much

It's f*cking awesome :D
Title: Re: [A17] Map Reroll (2.0.0) Now with map previews!
Post by: Oblitus on August 02, 2017, 11:27:26 AM
Now I spend time meditating over previews to find a perfect one on 100+ page...
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: UnlimitedHugs on August 02, 2017, 04:55:28 PM
Updated to 2.1.0

Looks like the previews were a hit :D
This update addresses a left over issue with the new system- rerolling additional maps should now be actually practical. Since naming your colony used to lock out the reroll controls, there was nowhere near enough time to settle additional map. So, now you get to decide when you're done rerolling- on a per-map basis.

I also did a polishing pass on the interface, making things just a bit prettier and easier to use. Specifically, favorite previews can now be added without zooming in on the preview. Convenience!

Finally, a while back someone suggested the option to change the size for newly generated maps. This is now possible, and can be done in the Options > Mod Options menu.

Edit: Oh, and I almost forgot: when consuming resources, the system should now do a much better job picking the type of stone to replace the resource with. This should improve aesthetics a bit.

(http://i.imgur.com/Xr8TTWL.png)

@kaptain_kavern, hiepbg, Oblitus
You're very welcome. I had a blast working on the new features :)
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: Mavoc on August 05, 2017, 05:37:26 AM
I rerolled the geysers and got arrows in my view, which were handy. When you say they go away in time, is this measured in real world or in game time?  I have a few hours worth of planning to do before I ever turn my game clock on and would very much not want to do it with arrows. I was hoping that by confirming my map that the arrows would go away but sadly no.  Luckily though, saving and loading the game got rid of them.
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: UnlimitedHugs on August 05, 2017, 11:48:24 AM
Quote from: Mavoc on August 05, 2017, 05:37:26 AM
I rerolled the geysers and got arrows in my view, which were handy. When you say they go away in time, is this measured in real world or in game time?  I have a few hours worth of planning to do before I ever turn my game clock on and would very much not want to do it with arrows. I was hoping that by confirming my map that the arrows would go away but sadly no.  Luckily though, saving and loading the game got rid of them.

Noted, I'll move them over to real time.
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: khearn on August 05, 2017, 12:37:05 PM
Maybe have a button to turn the arrows off?
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: UnlimitedHugs on August 07, 2017, 10:16:43 AM
Quote from: khearn on August 05, 2017, 12:37:05 PM
Maybe have a button to turn the arrows off?

Sure, why not.
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: sunwolz on August 24, 2017, 12:18:46 PM
There is a MAJOR bug with this whole mod that makes it unplayble.

Start a game -> "Reroll map" -> Choose some new map -> Play the map -> Save -> Exit -> Load the game ===> Some of the resources on the whole map (compacted steel, compacted machinery, compacted gold, etc) is REPLACED with standard rock types (granit, limestone, marble, etc).
The more you "Save/Exit/Load", the more resources are replaced with simple stone formations.
Impossible to use the mod right now, as it drains the map of all minable resources.

Edit:
I did some testing. It looks like a bug with the whole "reroll costs resources" thing, it keeps doing the "replace res" procedure every time the game is loaded, even after you used "keep the map". Easy to reproduced the bug.
Title: Re: [A17] Map Reroll (2.1.0) Now with map previews!
Post by: tonsrd on August 24, 2017, 01:04:02 PM
Quote from: sunwolz on August 24, 2017, 12:18:46 PM
There is a MAJOR bug with this whole mod that makes it unplayble.

Start a game -> "Reroll map" -> Choose some new map -> Play the map -> Save -> Exit -> Load the game ===> Some of the resources on the whole map (compacted steel, compacted machinery, compacted gold, etc) is REPLACED with standard rock types (granit, limestone, marble, etc).
The more you "Save/Exit/Load", the more resources are replaced with simple stone formations.
Impossible to use the mod right now, as it drains the map of all minable resources.

Edit:
I did some testing. It looks like a bug with the whole "reroll costs resources" thing, it keeps doing the "replace res" procedure every time the game is loaded, even after you used "keep the map". Easy to reproduced the bug.

short term fix - go into options /mod options and check the box so the "reroll" doesn't use resources
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on August 24, 2017, 11:43:07 PM
Updated to 2.1.1

Due to an oversight, some map resources were consumed each time a rerolled map was loaded. This has now been fixed. Kudos to sunwolz for spotting and reporting the problem.
Additionally, arrows pointing to rerolled geysers will now properly expire when the game is paused. I've also added the option to disable them entirely.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: Modo44 on August 25, 2017, 03:20:51 AM
With multiple mods, if you regenerate the map a couple of times, or try to go past screen ~5 of map previews, Rimworld will crash out to the desktop. Something's leaking.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on August 25, 2017, 03:42:48 AM
Quote from: Modo44 on August 25, 2017, 03:20:51 AM
With multiple mods, if you regenerate the map a couple of times, or try to go past screen ~5 of map previews, Rimworld will crash out to the desktop. Something's leaking.

Crashes are still a thing, since the game runs out of memory after loading several large maps. Remember to save your progress and keep an eye on the task manager if you're rerolling large maps with multiple mods.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: TheGooglator on August 31, 2017, 02:08:48 PM
Hey, I'm having issue's getting this mod to work.
I finally thought I'd got my modlist sorted and then discover this bad boy! lol

Problem:
Mod shows up in mod list; correct version.
Activates but reloads with errors:
(exception loading $hubslibschecker,dll ....),
(Found no usable data when trying to get defs from file Maprerollsettings.xml),
(Could not find type named Mapreroll.building_PirateStash),
(Config error in PirateStash has null thingclass).

Sorry if these errors give away the secret feature ?
Lol

No settings in mod settings and ofc no icon for reroll...

Only mods running (in order) :
Hugslib 3.1.2
MapReroll 2.1.1
Any help greatly appreciated.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on August 31, 2017, 10:24:39 PM
Quote from: TheGooglator on August 31, 2017, 02:08:48 PM
Hey, I'm having issue's getting this mod to work.

Hey. Could you publish your log for me? Press Ctrl+F12 when you see the errors and post the link it gives you.
Also, do check that your folder structure is correct- it should look something like Rimworld/Mods/MapReroll/Assemblies/MapReroll.dll
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: Jibbles on September 01, 2017, 03:55:16 AM
Love the mod.  You should be proud.  :D Great work and thanks for sharing!
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: TheGooglator on September 01, 2017, 08:32:33 AM
Quote from: UnlimitedHugs on August 31, 2017, 10:24:39 PM
Quote from: TheGooglator on August 31, 2017, 02:08:48 PM
Hey, I'm having issue's getting this mod to work.

Hey. Could you publish your log for me? Press Ctrl+F12 when you see the errors and post the link it gives you.
Also, do check that your folder structure is correct- it should look something like Rimworld/Mods/MapReroll/Assemblies/MapReroll.dll

Hey, I checked my file structure and mod structure and all is fine there. I had an error trying to export the logs (I'm non-steam so not sure if that's an issue) but I will send the error messages to you directly.
I'm actually thinking this may be an issue with my Hugslib. Does Hugslib have a settings option in mod settings? As i'm not seeing either that or the Map reroll settings.

Thanks for the quick reply
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on September 01, 2017, 12:51:01 PM
Quote from: Jibbles on September 01, 2017, 03:55:16 AM
Love the mod.  You should be proud.  :D Great work and thanks for sharing!

I appreciate the kind words :)

Quote from: TheGooglator on September 01, 2017, 08:32:33 AM
Hey, I checked my file structure and mod structure and all is fine there. I had an error trying to export the logs (I'm non-steam so not sure if that's an issue) but I will send the error messages to you directly.
I'm actually thinking this may be an issue with my Hugslib. Does Hugslib have a settings option in mod settings? As i'm not seeing either that or the Map reroll settings.

This is odd.
The publisher is not linked to Steam, so that should not matter. You could send me the full log file without the publisher, though- it's this file: Rimworld/RimWorldWin_Data/output_log.txt
Also, try deleting the $HugsLibChecker.dll file from the MapReroll/Assemblies folder and running the game. It's not essential, but seems to be causing a loading error.
HugsLib may be involved, but I need to take a look at the full log to tell you more.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: TheGooglator on September 02, 2017, 09:49:45 AM
Quote from: UnlimitedHugs on September 01, 2017, 12:51:01 PM
This is odd.
The publisher is not linked to Steam, so that should not matter. You could send me the full log file without the publisher, though- it's this file: Rimworld/RimWorldWin_Data/output_log.txt
Also, try deleting the $HugsLibChecker.dll file from the MapReroll/Assemblies folder and running the game. It's not essential, but seems to be causing a loading error.
HugsLib may be involved, but I need to take a look at the full log to tell you more.

Hey, I tried what you suggested. Deleting the Hubslibchecker dll seems to have prevented the error from that, but still having the other errors, and mod still does not function.
I will send the log directly to you again.

Thanks for the help pal :)
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on September 03, 2017, 07:03:48 AM
Quote from: TheGooglator on September 02, 2017, 09:49:45 AM
Hey, I tried what you suggested. Deleting the Hubslibchecker dll seems to have prevented the error from that, but still having the other errors, and mod still does not function.
I will send the log directly to you again.

These errors are usually caused by mixing x64 and x86 libraries, but I can't say what the exact cause is in this case. Reinstalling the .net framework (https://www.microsoft.com/en-us/download/details.aspx?id=21) may help, but other than that I'm drawing a blank.
Are you having any better luck with other mods?
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: TheGooglator on September 03, 2017, 01:05:55 PM
Quote from: UnlimitedHugs on September 03, 2017, 07:03:48 AM
These errors are usually caused by mixing x64 and x86 libraries, but I can't say what the exact cause is in this case. Reinstalling the .net framework (https://www.microsoft.com/en-us/download/details.aspx?id=21) may help, but other than that I'm drawing a blank.
Are you having any better luck with other mods?

I'll try reinstalling my .net, see if that helps.
I usually play with about 100 mods, and when activating this for the first time, figured it was a mod conflict so tried with just hugs and this.

And my misunderstanding with the hubs lib error, my hugs lib seems to work fine with other mods that require it.

I'll get back to you on the .net results

Thanks again
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: TheGooglator on September 03, 2017, 08:41:46 PM
Quote from: UnlimitedHugs on September 03, 2017, 07:03:48 AM
These errors are usually caused by mixing x64 and x86 libraries, but I can't say what the exact cause is in this case. Reinstalling the .net framework (https://www.microsoft.com/en-us/download/details.aspx?id=21) may help, but other than that I'm drawing a blank.
Are you having any better luck with other mods?

Unfortunately it hasn't fixed it. Hopefully in a later version it will just... work...
Sometimes its just that way xD. Can't wait to see the mod in action.
Good work and thanks for trying
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: maculator on September 06, 2017, 05:15:32 AM
This is by far the most usefull thing to have for someone who doesnt use "prepare carefully". I don't like creating the perfect colonists, but generating some usefull colonists just to redo all the work because my map was the worst possible thing that could've happend sucked!
Thank you so much.

Question: I use it with the terraforming mod (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) and didn't notice any problems so far, I guess. I got the feeling that the prediction image is slightly off, but thats about it.
Can you tell me if the altered map genertor behaviour gets overwritten by map reroll? Wich mod should be loaded first?
Thank you again.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on September 06, 2017, 06:47:16 AM
Quote from: maculator on September 06, 2017, 05:15:32 AM
This is by far the most usefull thing to have for someone who doesnt use "prepare carefully". I don't like creating the perfect colonists, but generating some usefull colonists just to redo all the work because my map was the worst possible thing that could've happend sucked!
Thank you so much.

Question: I use it with the terraforming mod (https://ludeon.com/forums/index.php?topic=32192.msg329375#msg329375) and didn't notice any problems so far, I guess. I got the feeling that the prediction image is slightly off, but thats about it.
Can you tell me if the altered map genertor behaviour gets overwritten by map reroll? Wich mod should be loaded first?
Thank you again.

I'm glad you're putting the mod to good use. That's what inspired me to start it in the first place.
As for preview accuracy, it comes at the cost of performance- more mod compatible previews would take several times as long to generate, which is impractical for our purposes. Frankly, I'm glad I was able to add at least some compatibility.
Mod order should not matter, since MR does not add any map generation steps of it's own.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: DangitRandy on September 25, 2017, 03:39:26 AM
Hi! Thanks for making Map Reroll, I'm really enjoying it! Usually I play vanilla, but sometimes I want to set up a specific situation. So having more control over the terrain and geysers is very handy.

Would it be possible to add a button to recenter a map around the home area? I keep finding good situations located close to the edge of the map. They would work, but I hate it when raids appear right next to my wall, and also some resources are a long walk away. Wouldn't it be nice if we had a tool to "Recenter Map" around the home area? The tool would delete cells far from home, and generate the same number of cells on the opposite side. In effect, the map edges would move, putting the home area dead center.

I originally put this request in the general forum, but the idea would fit nicely into your mod too.
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on September 25, 2017, 03:58:11 AM
Quote from: DangitRandy on September 25, 2017, 03:39:26 AM
Would it be possible to add a button to recenter a map around the home area? I keep finding good situations located close to the edge of the map. They would work, but I hate it when raids appear right next to my wall, and also some resources are a long walk away. Wouldn't it be nice if we had a tool to "Recenter Map" around the home area? The tool would delete cells far from home, and generate the same number of cells on the opposite side. In effect, the map edges would move, putting the home area dead center.

Hello!
While a neat idea, it would require a near complete overhaul of the vanilla map generator. Unless it were a commission, I'm steering well clear of that :)
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: Canute on September 25, 2017, 05:02:19 AM
Why not create a Map painter instead ?
It is the same with random rolls vs. Prepare carefully. I can click 200 times on reroll the charactor to get a wanted trait/skill combo or use PC.

Why to reroll the map many time until you got a nearly-wanted map then just let them paint their map.
Ofcourse with some rules. Not that they can turn all tiles into richsoil.

Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: maculator on September 25, 2017, 05:24:38 AM
Because map reroll just does to the mapgeneration what the stock pawn genereator lets you do to your colonists: let you check what you're about to get befor you say "yes".
Prepare Carefully is a nice mod, but its cheesy. Drawing your own map is just chating and nothing else. Even Map Reroll is hard on the edge of beeing cheesy.
I'd love to see a option where map reroll gives you 9 previews only and you got to choose one wich then is your map without further rerolls. It should choose 9 mostly different maps (not 9 maps wich are almost similar) wich it then presents to you to choose, no resource costs, no more reroll. Thad'd be the best way I imagine.

Edit: just to finish my thought, even if it gets offtopic:
The same should, in my opinion, apply to the screen where you choose your colonists. Instead of using Prefare Carfeully or clicking the "random" button 102840รŸ29841 times the game should give you a pool of lets say 20 colonists wich happend to be on the ship and you now can choose who to take. No more "random" spam. And maybe you'll see some of the guys you didn't choose later as wanderers or pirates, who knows?
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: UnlimitedHugs on September 25, 2017, 06:22:28 AM
Quote from: Canute on September 25, 2017, 05:02:19 AM
Why not create a Map painter instead ?

Adding to what maculator said, making a good map requires effort and implies full knowledge. Most of the time I can't even be bothered to come up with a name- much less draw a whole map :P
Still, we could use a nice map editor mod.

Quote from: maculator on September 25, 2017, 05:24:38 AM
I'd love to see a option where map reroll gives you 9 previews only and you got to choose one wich then is your map without further rerolls. It should choose 9 mostly different maps (not 9 maps wich are almost similar) wich it then presents to you to choose, no resource costs, no more reroll. Thad'd be the best way I imagine.

Interesting idea. How would the game decide if a map looks too similar to another, though?
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: SpaceDorf on September 25, 2017, 06:31:11 AM
There are a lot of algorithms for picture comparison you could define it by sectors or pixels.
Or you could train a neural net to do this :)

Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: maculator on September 25, 2017, 06:51:51 AM
Quote from: UnlimitedHugs on September 25, 2017, 06:22:28 AM
Interesting idea. How would the game decide if a map looks too similar to another, though?

Well since I'm no coder I can't say^^ I guess some application would've to compare some previews or the informations behind the previews...
I also don't know wich informations are available to map reroll, but it displays maps verry accurate - so I guess it knows wich tile is what.
So it could take the current map (or the first one it generates, if the mod would start before landing on a map) and compare the next map it would generate with that one.
Many mountain tiles to the south again? --> Skip to the next one.
Mountains scattered across the entire map with no "big" mountain? --> keep it, 7 more to go.
etc.
Maybe devide the map in 10x10 squares and create indexes for each of those tiles of mountains, water, outside connection, fertile soil, etc.?
Put a weight to each of those factors (fertile soil isn't as much a criteria for "difference" as 100 mountain tiles compared to 0 mountain tiles)...
This is how I as a noob think about that stuff :D

Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: DangitRandy on September 25, 2017, 12:28:54 PM
Quote from: UnlimitedHugs on September 25, 2017, 03:58:11 AMHello!
While a neat idea, it would require a near complete overhaul of the vanilla map generator. Unless it were a commission, I'm steering well clear of that :)
Yikes! Ok I agree, don't do that. Thanks for the kind and swift reply!
Title: Re: [A17] Map Reroll (2.1.1) Now with map previews!
Post by: sevwren on November 02, 2017, 02:14:10 PM
How is support for A18 looking for this so far?
Title: Re: [A17] Map Reroll (2.1.2) Now with map previews!
Post by: UnlimitedHugs on November 06, 2017, 04:53:13 AM
Updated to 2.1.2

Added a stop-gap solution to prevent an unknown mod conflict from breaking map rerolling.

This release is for A17.
Title: Re: [A17] Map Reroll (2.1.2) Now with map previews!
Post by: Golden on November 18, 2017, 04:22:30 PM
Please, please update this mod for Beta 18!  :)  I love this.

I know there have been problems with compatibility with other mods, but for those of us who don't use very many and run close to vanilla, this is wonderful.  I noticed that you posted on Steam about letting those who do run into conflicts troubleshoot to find their problems and that sounds good to me.  If someone is using a LOT of mods, it should be their responsibility to run down such a conflict, not yours.  You would have more than enough to do with making patches if that is needed on your part, or maybe on the other mod creator's end.  :)
Title: Re: [A17] Map Reroll (2.1.2) Now with map previews!
Post by: UnlimitedHugs on November 18, 2017, 04:42:02 PM
Quote from: Golden on November 18, 2017, 04:22:30 PM
Please, please update this mod for Beta 18!  :)  I love this.

I know there have been problems with compatibility with other mods, but for those of us who don't use very many and run close to vanilla, this is wonderful.  I noticed that you posted on Steam about letting those who do run into conflicts troubleshoot to find their problems and that sounds good to me.  If someone is using a LOT of mods, it should be their responsibility to run down such a conflict, not yours.  You would have more than enough to do with making patches if that is needed on your part, or maybe on the other mod creator's end.  :)

I appreciate your feedback.
It's tough to hear that someone is having issues without being able to help. Maybe I feel partly responsible for their plight :)
Then again, I do remind myself that there is the silent majority, for whom, I can only assume, things are working out just fine.
So yes, I will most likely update. At a glance, things don't look too broken, so it shouldn't take long.
Title: Re: [A17] Map Reroll (2.1.2) Now with map previews!
Post by: Golden on November 19, 2017, 04:43:25 AM
Yay!  :D  Thank you very much.
Title: Re: [B18] Map Reroll (2.2.0) Now with map previews!
Post by: UnlimitedHugs on November 19, 2017, 07:50:44 PM
Updated to 2.2.0

Well, there you go, folks- B18 update is here.
Since the game now generates caves, I made some tweaks to allow them to show up on the previews. You can toggle them off if you prefer the surprise or would like to have the previews be generated a bit faster.
Also, the map resizing feature now works for map rerolls, as well. Map size can be changed in the mod options menu.

Hope you enjoy, and do let me know if you run into any issues.
Title: Re: [B18] Map Reroll (2.2.0) Now with map previews!
Post by: ouyin2000 on November 19, 2017, 10:39:08 PM
Hey, UH thanks for updating so quickly!

I seem to be having an error producing any previews. I'm using the steam version and currently running just HugsLib, Prepare Landing, Prepare Carefully, and of course, Map Reroll. I have a bunch of other mods, but they have been disabled (not uninstalled) and I've confirmed the issue exists in a new game.

Here's my log: https://gist.github.com/HugsLibRecordKeeper/1c541328d2494fce7e4f07be0758b446
Title: Re: [B18] Map Reroll (2.2.0) Now with map previews!
Post by: UnlimitedHugs on November 20, 2017, 11:54:16 AM
Quote from: ouyin2000 on November 19, 2017, 10:39:08 PM
I seem to be having an error producing any previews. I'm using the steam version and currently running just HugsLib, Prepare Landing, Prepare Carefully, and of course, Map Reroll. I have a bunch of other mods, but they have been disabled (not uninstalled) and I've confirmed the issue exists in a new game.
Here's my log: https://gist.github.com/HugsLibRecordKeeper/1c541328d2494fce7e4f07be0758b446

Thank you, looks like I missed the river generation changes.
I'll have to figure out how to tackle this... for now just avoid rerolling river maps. Every other type should work fine, including the coastal ones.
Title: Re: [B18] Map Reroll (2.2.0) Now with map previews!
Post by: ouyin2000 on November 20, 2017, 04:36:56 PM
Thanks UH! Glad I could help.
Title: Re: [B18] Map Reroll (2.2.1) Now with map previews!
Post by: UnlimitedHugs on November 21, 2017, 05:23:32 PM
Updated to 2.2.1

There we go, previews should now properly generate on river maps.
I also added a compatibility patch for the Configurable Maps mod, and a button to quickly access its settings in the previews window.
Title: Re: [B18] Map Reroll (2.2.2) Now with map previews!
Post by: UnlimitedHugs on November 21, 2017, 10:11:30 PM
Updated to 2.2.2

Another quick fix: this should prevent drop pods from refusing to eject their contents while spamming errors.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on December 04, 2017, 04:36:42 AM
Updated to 2.2.3

Minor tweaks for better compatibility.
Fixed an error on startup, and the long-standing issue of the dice button being hidden under other interface elements.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Zaxmyss on December 07, 2017, 06:57:46 AM
I'm given "Found no usable data when trying to get defs from file MapRerollSettings.xml" error every time I load this mod. Thought it was because of loads of other mods but error persist even when I only load this mod.

The full error log

Found no usable data when trying to get defs from file MapRerollSettings.xml
Verse.Log:Error(String)
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on December 08, 2017, 12:17:26 AM
Quote from: Zaxmyss on December 07, 2017, 06:57:46 AM
I'm given "Found no usable data when trying to get defs from file MapRerollSettings.xml" error every time I load this mod. Thought it was because of loads of other mods but error persist even when I only load this mod.

This usually happens when the mod isn't installed correctly.
If you're playing non-steam, make sure you are downloading from the GitHub releases link in the main post. Delete MapReroll from the Mods folder and extract it again- should help.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Zaxmyss on December 08, 2017, 02:21:51 AM
Works like a charm! Thank you. I can't really start a new B18 colony without this mod. Great work ;D
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Sebastian Cigar on December 10, 2017, 10:24:05 AM
Hey
The mod doesn't seem to work properly with Nature's Pretty Sweet (https://ludeon.com/forums/index.php?topic=37187.msg381018#msg381018). When I tried to reroll a Desert Oasis, the oasis that's supposed to be in the middle of the map didn't appear :(
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Zalpha on December 10, 2017, 01:05:09 PM
Thanks I love this mod so much.

Is there any chance of lowing the swamp/marsh in jungle biomes? Even if I had to pay in resources to lower it a little bit. It is fine as it is but when I finally get the sweet alcove in a Mountainous load out while in jungle, the land enviable is ruined with swamp/marsh land. I guess I am just always unlucky but I thought I would ask in case any thing could be done about it.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Canute on December 10, 2017, 01:37:19 PM
Zalpha,
try the
Configurable Maps
https://ludeon.com/forums/index.php?topic=36687.msg376102#msg376102
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Zalpha on December 10, 2017, 05:33:03 PM
Thanks I will now look into that mod.

I just found out about Prepare Landing (v0.6.0) and it seems to go perfectly with this mod. On a normal default map (used Prepare Landing as a search filter) to find a map location with 1st Granite and then Slate, and when I re-rolled my map I got those to ores on my new gen'd one. When I tried using Prepare Landing mod with God Mode editing, I changed a places ores to Granite and Slate and then when I entered the map it was the same ore I made it but re-rolled the map I got Sandstone as the main rock. I don't know the workings of how these mods work, I thought I would mention it if there is something you could do to sort that out. Else I will just use the mod as a filter to find the starting I want and then hope when I re-gen the map it keeps the rock type loadout.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on December 14, 2017, 09:01:28 PM
Quote from: Sebastian Cigar on December 10, 2017, 10:24:05 AM
Hey
The mod doesn't seem to work properly with Nature's Pretty Sweet (https://ludeon.com/forums/index.php?topic=37187.msg381018#msg381018). When I tried to reroll a Desert Oasis, the oasis that's supposed to be in the middle of the map didn't appear :(

Some corners had to be cut to ensure that the previews generate in a timely manner. Generally, features from other mods won't appear on the previews.

Quote from: Zalpha on December 10, 2017, 05:33:03 PM
I just found out about Prepare Landing (v0.6.0) and it seems to go perfectly with this mod. On a normal default map (used Prepare Landing as a search filter) to find a map location with 1st Granite and then Slate, and when I re-rolled my map I got those to ores on my new gen'd one. When I tried using Prepare Landing mod with God Mode editing, I changed a places ores to Granite and Slate and then when I entered the map it was the same ore I made it but re-rolled the map I got Sandstone as the main rock. I don't know the workings of how these mods work, I thought I would mention it if there is something you could do to sort that out. Else I will just use the mod as a filter to find the starting I want and then hope when I re-gen the map it keeps the rock type loadout.

Map Reroll will save the settings a map was generated with. If you set the rock types before generating your map, they should carry over to rerolled maps on that tile, as well.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on January 15, 2018, 06:15:46 PM
Hello, I've been getting this error on from Map Reroll, but I'm not sure what is causing it. Do you know of any mod conflicts, or anything I can do about it? Thanks!

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.MapDrawer.SectionAt (Verse.IntVec3) <0x0004c>
at Verse.MapDrawer.MapMeshDirty (Verse.IntVec3,Verse.MapMeshFlag,bool,bool) <0x0008e>
at Verse.MapDrawer.MapMeshDirty (Verse.IntVec3,Verse.MapMeshFlag) <0x00057>
at Verse.Thing.DirtyMapMesh (Verse.Map) <0x000cf>
at (wrapper dynamic-method) Verse.Thing.SpawnSetup_Patch0 (object,Verse.Map,bool) <0x0034a>
at Verse.ThingWithComps.SpawnSetup (Verse.Map,bool) <0x00018>
at Verse.Building.SpawnSetup (Verse.Map,bool) <0x00078>
at RimWorld.Building_Casket.SpawnSetup (Verse.Map,bool) <0x0001a>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,bool) <0x0023c>
at Verse.GenSpawn.Spawn (Verse.Thing,Verse.IntVec3,Verse.Map) <0x0003e>
at Verse.GenPlace.TryPlaceDirect (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x0019e>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,Verse.Thing&,System.Action`2<Verse.Thing, int>) <0x00138>
at Verse.GenPlace.TryPlaceThing (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>) <0x0003a>
at MapReroll.RerollToolbox.SpawnThingsOnMap (System.Collections.Generic.IEnumerable`1<Verse.Thing>,Verse.Map) <0x00140>
at MapReroll.RerollToolbox/<>c__DisplayClass2.<DoMapReroll>b__0 () <0x00593>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


BTW I the reroll button and map generation works, so that I can see the preview images and all that. But when I click and map and hit generate, it acts like it is starting to work, but then I get a crash to Main Menu with that error.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on January 15, 2018, 11:07:42 PM
Quote from: Harry_Dicks on January 15, 2018, 06:15:46 PM
Hello, I've been getting this error on from Map Reroll, but I'm not sure what is causing it. Do you know of any mod conflicts, or anything I can do about it? Thanks!

This is caused by another mod that is doing something with the shrine caskets. Whatever it does, it's failing because the map is still generating, aborting the whole process.
I might tell you more if you post your mod list. Also, I always recommend using Ctrl+F12 to submit logs.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on January 16, 2018, 03:15:27 AM
If it is caskets, then I'm almost 100% sure it is Rim of Madness---Vampires

Core
ModCheck-1.6
HugsLib
ModSwitch
JecsTools-1.0.8.6
AlienRaces-B18v2
EdBPrepareCarefully
ArchitectSense
AllowTool
TMagic
Prison_Labor
FluffyBreakdowns
Psychology
Quarry-18.23
Harrowed Light
Miscellaneous_Core
Miscellaneous_Robots
Miscellaneous_MAI
Robots_PlusPlus_Misc_Robots_Xtension
Miscellaneous_BeeAndHoney
Moody
WildlifeTab
AreaUnlocker
WorkTab
MedicalTab
RelationsTab
AnimalTab
ColonyManager
StuffedFloors
Cupros-Alloys-18.03
Hand Me That Brick
ImprovedWorkbenches
JustIgnoreMePassing-master
MapReroll
Call-of-Cthulhu---Cosmic Horrors
Call-of-Cthulhu---Cults
Call-of-Cthulhu---Factions
Call-of-Cthulhu---Industrial-Age
Call-of-Cthulhu---Straitjackets
HP Lovecraft Storyteller
Rim-of-Madness---Werewolves
Rim-of-Madness---Vampires
Nandonalt - Set-up Camp
RealFoW
RuntimeGC
StorageSearch-A18
SparklingWorlds Core Mod
SparklingWorlds Chemical extraction
ED-EnhancedOptions
ED-LaserDrill
AnimalsLogic
AntiAutoUnload
CaravanOptions
Cooks Can Refuel
DamageIndicators-master
DefensivePositions
Dodging Rebalanced
FastSpreadingGrass-0.18.0.1
FreshStockpileFilter-master
HeatMap
Hunting Alert
ICanFixIt
IdleFix
JTZoneButtons
MadSkills-B18-2.1.2
MorePlanning
Notifications Archiver
PathAvoid
Patient Sanity
PlantCuttingIsForGrowers-1.0
PowerLogic
PrepareLanding
QualityFix-1.0.18.0.0
RotTickFix
ShipPartsRefactored-1.0
ShowMeWhere
SkillOverhead-1.0
Animals HoodsA18
ArmoryEnhanced
Block Convert
Electric Wall Torch B18
FashionRIMsta -A18
Fences And Floors
Fire Extinguisher [B18]
Firefoam Grenades
GasTrap
LDAreaRugs B18
LT-DoorMat
Mamuffalo V1.04 B18
ModularPowerArmor-1.0.18.0.0
More_Linkables
More_Sculpture
Natural Walls [B18]
RimFridge
RIMkea 1.2 -A18
RT_Fuse-B18-1.1.1
RT_PowerSwitch-B18-1.0.8
RT_SolarFlareShield-B18-1.2.2
Synthmeat
Taxidermy
Hardcore Armors - Goliath
Hardcore Armors - Hellfire
MiningCo. AlertSpeaker
MiningCo. ForceField
MiningCo. LaserFence
MiningCo. MiningHelmet
MiningCo. MMS
MiningCo. PowerFist
MiningCo. SpotlightTurret
RemoteExplosives
Right-Tool-for-the-Job-Rebalanced-0.18.1.3
Dubs Skylight
ExtendedStorage-ExtendedStorage3.2
Mending
MechanoidsExtraordinaire_b18
ProjectRimFactory-master
QC_Quantum_Cooling
Tribal Raiders
TradingSpot
More_Vanilla_Turrets
MassStorage-master
Rimworld_IndustrialRoller
RF - Basic Bridges
RF - Concrete
RF - Configurable Maps
RF - Consolidated Traits
RF - Editable Pawn Titles
RF - Faction Control
RF - Fertile Fields
RF - Fishing
RF - More Trait Slots
RF - Pawns are Capable!
RF - Smooth Stone Walls
RF - We're All Mad Here
RF - Wild Cultivation
CTS
sd_chickennest
sd_medicaddons
sd_medicaddons Patch RIMkea
CTS Patch medicaddons
CTS Patch RIMkea
CTS Patch vanilla
T-MoreFloors
Dubs Bad Hygiene
GeneticRim-b18-2.4
Rimatomics
Smokeleaf_Industry-1.7
WildAnimalSex 1.5
XeosGeneticallyEngineeredPlants-1.2
Wheat18_0
VGP_Resources
Dubs Rimkit
Androids
DeathRattle
LessArbitrarySurgery
ReclaimReuseRecycle
RimwoldAutopsy-master
Mod-Medicine-Patch
P-Music
VergeOfGalaxy-B18.0
SSNoRogueRobots-master
CameraPlus
ShutdownAll
TableDiner_Configurable
SimpleSidearms
Glowstone-18.01
Medieval Times (v. 1.93.B18)
RW_RefugeeStats
SaveStorageSettings
DESurgeries
GeneticRimCosmicHorrorsPatch-2.01
More_Trade_Ships
High Tech Laboratory Facilities
ChangeDresser
WeaponStorage
MendingChangeDresserPatch
MendingWeaponStoragePatch
BillysLoadTransportPod
EHOWI
LongRangePodLauncher
Numbers
AimIncendiaryAnywhere-1.0
Modular_Tables
Pesticides-master
Clutter Furniture
Clutter Structure
Effigy Mod
Extreme Chicken Eggs
SS Bigger Batteries A18
SS Bigger Fuses A18
MinifyEverything-a18
CustomDeathRandomness
Thermal_Suits
Temperature_Gauge
Witching Hour
SunTzu-RaiderTactics-0.18.0.1
Trap Defence B18
zombieland-master
Organ thoughts psyc
Realistic_Rooms
Furnace
LED
Mercers_Backpack_Nano_Suit
MoreDrugs-1.0.18.0.0
Better Drugs
Tazer
Lush Meadow
RedistHeat
Climate-Cycle--0.18.0.2
Realistic_Darkness
WM Smarter Food Selection
Zen-Garden-18.05
ModifyResearchTime
Colony Leadership
A_Dog_Said-A18
Spoons Hair Mod -A18
NackbladIncRimhair
DontShaveYourHead-0.18.2
ResearchableStatUpgrades-master
Inspiration
ResearchPal
HelpTab
ExpandedProsthetics&amp;OrganEngineering
EPOE - Body Climate Implants
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on January 28, 2018, 05:36:59 PM
I'm having an issue with new maps being generated to choose from not having the proper level of "mountain" from the mod RF - Configurable Maps. For example, I will set the mountain level to "Very High Mountain Level" and select and Large Hills map, and I will get these cool sort of valley/canyon maps. However, when I press the reroll dice and generate new maps, it is like the mountain level is never correct like my initial map generated is. I am forced to go back to main menu and create a new world and start a new map, to have the proper level of mountain again. I am positive that the new maps being generated are not correct, because even if I play with the slider and start generating new maps, they will never have the "high" mountain level, unlike only the original map I generated will.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on January 29, 2018, 02:18:59 AM
Quote from: Harry_Dicks on January 28, 2018, 05:36:59 PM
I'm having an issue with new maps being generated to choose from not having the proper level of "mountain" from the mod RF - Configurable Maps. For example, I will set the mountain level to "Very High Mountain Level" and select and Large Hills map, and I will get these cool sort of valley/canyon maps. However, when I press the reroll dice and generate new maps, it is like the mountain level is never correct like my initial map generated is. I am forced to go back to main menu and create a new world and start a new map, to have the proper level of mountain again. I am positive that the new maps being generated are not correct, because even if I play with the slider and start generating new maps, they will never have the "high" mountain level, unlike only the original map I generated will.

Thank you for the report, I'll have to investigate.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on January 29, 2018, 04:52:23 AM
Quote from: UnlimitedHugs on January 29, 2018, 02:18:59 AM
Thank you for the report, I'll have to investigate.

Thank you for the quick response :) If you need screenshots, my modlist, or any further evidence of how to reproduce this error, I'll be glad to help.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Mufflamingo on January 29, 2018, 05:09:51 AM
Man Map Reroll + RF Cmaps was okay to me. I use configure settings then change the mountain settings. Close reroll screen then I click the dice again to open the reroll screen and viola, new sets of map are loading.  ;D
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on January 29, 2018, 06:36:18 AM
Quote from: Mufflamingo on January 29, 2018, 05:09:51 AM
Man Map Reroll + RF Cmaps was okay to me. I use configure settings then change the mountain settings. Close reroll screen then I click the dice again to open the reroll screen and viola, new sets of map are loading.  ;D

I never said it wasn't working, but with this particular setting on this particular setup the maps being generated on the reroll were not proper according to the settings from RF - Configurable Maps. The issue was the setting for mountain level, but the slider was not maxed out  at the very highest setting, but I believe one just below the highest mountain level, or possibly below that. If memory serves correct, the order was something like: lower levels->high->very high->extreme->random. I believe I was using the high or very high. And this was also selecting the Large Hills map (and temperate or boreal forest, not that I think it makes a difference.) It is possible that different terrain settings could have worked, but this specific combination would not work properly for me ;)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 05, 2018, 02:37:59 AM
I have a rather odd thing to ask. Would it ever be possible when I am rerolling a mountain map to always have the mountain on a specific side of the map? I always want my mountain on the north side of the map, simply because of how I like to how things in my base all facing me, so I can see them from a specific angle ::)

If you could ever implement something like that in the future, I think it could be really nice. Because right now I only ever want 25% of the maps that generate. It's not a big deal, just something that I was thinking about, because I've turned off the reroll resource anyway.

Would there ever be any other variables that we could play with in the future relating to map gen? This is something that I feel like I have been a bit OCD about lately, rerolling maps over and over again because I am always wanting to find a more "perfect" map  :-\

Also, getting errors when going to choose a new map that I've generated through Map Reroll. If I had to guess I would think it might be from one of my other mods, but not sure? Anyway, here's your report. I was just messing around with new starts, went through Prepare Carefully twice (which does give me some errors related to Rim of Madness, but nothing that prevents me from using it) and started a couple of maps, and then went to pick a new "more perfect" map, and it crashes when I go to load it. Thanks! :)

https://gist.github.com/12444c5d7be3e606b3685dec920d62bf
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 05, 2018, 03:41:21 AM
Quote from: Harry_Dicks on February 05, 2018, 02:37:59 AM
- snip -

While technically possible, it's squarely in "ungodly amounts of work" territory. Might be simpler to give the player a canvas and a broad brush to show where they want their mountains, and then generate some randomized maps based on that.

That does give me an interesting idea though- using a server, it would be possible to collect seeds of maps picked by players (and thus, known to be interesting). These could then be served up in a "popular maps" tab. That would be pretty cool.

As for additional settings, I feel RF's configurable maps does a pretty good job on covering that aspect.

Your error is still the same Casket problem that you reported a few weeks ago- were you able to trace it back to the vampires mod?
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 05, 2018, 03:49:46 AM
Quote from: UnlimitedHugs on February 05, 2018, 03:41:21 AM
Your error is still the same Casket problem that you reported a few weeks ago- were you able to trace it back to the vampires mod?

How embarrassing. Excuse me, sir, but some of my circuits are a little fried ::)

I'll look into Vampires causing issues for others. No one else has ever reported this? Maybe I should ask Jecrell.

EDIT: HUH. So just deleting the coffin will allow me to reroll maps now. I made a save before it happened, just to be sure. Weird.

EDIT2: I suppose one of the options I would like would be to have the mountain in the middle of the map only. That might be better suited for Configurable Maps, though.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on February 05, 2018, 06:45:39 AM
Quote from: UnlimitedHugs on February 05, 2018, 03:41:21 AM
Might be simpler to give the player a canvas and a broad brush to show where they want their mountains, and then generate some randomized maps based on that.

Could it be simple enough that you'll actually consider to implement it? ;)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 05, 2018, 07:36:10 AM
Quote from: wwWraith on February 05, 2018, 06:45:39 AM
Could it be simple enough that you'll actually consider to implement it? ;)

Well you never know what sticks with you and ends up getting released. I just ride the wave when I see it :)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 05, 2018, 08:37:04 AM
Quote from: UnlimitedHugs on February 05, 2018, 07:36:10 AM
Well you never know what sticks with you and ends up getting released. I just ride the wave when I see it :)

Sir Hugs, you can not tease us like that! It's not fair, because I know if you would make anything like that, it would just be on whole 'nother level. ;) I was thinking maybe we could have better tools to use after our map is generated. Because like you said, RF - Configurable Maps already does a great job, but I also believe it would be really freaking awesome if we had nice tools to "paint" the map however we want with ease. I know tools to change the map exist through the dev menu, but let's be honest. It's really time consuming and not fun how you would have to navigate all of these huge lists of every possible thing in the game that you could create. Then, you have to click through these lists every time you want to make a new terrain or use a new tool. Swapping between different waters, muds, soils, mountains overhead (is there a tool for this?), minerals, rocks, or whatever is way harder than it ever needs to be.

Speaking earlier about how you could maybe have a sort of "favorites" maps from favorite seeds or whatever that people upload. Well with these tools, people could upload their best maps, and users could vote on their favorite maps! Best cold bog maps, best large hills maps, best cold bog large hills maps, best something that people usually never get to play because it virtually never spawns on world gen, if even at all possible. For example, I don't think I've ever seen a mountain cold bog map. I'm sure they probably exist. So I use Prepare Landing's god mode to change limited aspects of the cell before landing on it. But I would assume the good majority of users never get to see these weird combinations. Maybe you have a permanent summer Cold Bog in the mountains with a creek and an ancient highway?

If we were somehow able to have a server to pick different maps from, through some in game browser, that would be off the walls freaking awesome. You could have all sorts of filters to browse through the library of uploaded maps. Sort by best of the day, week, month, all time, on whatever biome(s) and terrain types, etc. Also you could promote interesting maps, community favorites, favorite authors, whatever! Best map of the week! Best tiny map of the week! Oooooohhh man! ;D

Let people have fun with it. You really could take this in so many different directions. Even better, if from the world gen screen, when you click where you will land in the world, you could have a context menu pop up with what maps you have downloaded and/or ready to go, that you could just paste into a particular cell. I was having issues before where I didn't know about Prepare Landings God Mode and being able to change a cells terrain and stuff, so I was really limiting where I would want to play on the world map, and this was not fun. But if you could make whatever cell in the world be whatever map you want it to be, man I really think that would be top notch for roleplaying aspects of your colony's location.

I don't know about anyone else, but my location on the world map matters to me a lot for my head canon. I always want some ultra far away place, tucked away deep into some mountains in a rain forest, cold bog, desert, etc. This way no one can discover our dirty secrets. It also makes having to send out some of your pawns on a foot expedition that much longer and more treacherous, something that I enjoy.

There would be tools, and all kinds of fun settings that you could adjust for how these tools are implemented, that would help you blend things together, to make all of your environment look like it belongs. I'm thinking of a little window/widget that will have all of your different tools that you can easily swap between, from terrain types to "flora brushes" to all kinds of gizmo awesomeness.

Dream scenario: Use these tools with the new Biomes! mod with the new beach cavern map that just launched. This mod is insanely awesome and beautiful, these guys have really done a great job and I highly recommend everyone check them out. However, I want to make the water from the ocean snake throughout my cavern, making all sorts of lagoons and streams and tunnels of just water, etc. I also want to have a little island, or baby chain of bridges and stuff that can lead to this small island, that is in the middle of a larger lagoon, that itself is deep within the cavern map. This lagoon is actually fed water via a few small water channels that are snaking throughout the map, because we are on the beach cavern map! Maybe this little island can be isolated with water, or in the corner of the map, or whatever. You could have it as you final fallback shelter. It's fun playing something like this with Zombieland and making your colony get overwhelmed, forcing your colonists to have to abandon wings of your base and fall back to other "fall back" lines. You could have multiple tiers of these fall back lines as well. Final one might be on your little island you made in the middle of a lake in your cavern. :)

Sorry for the huge ramble. Sometimes I just get goin' and I don't know where I'll end up! ;)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on February 05, 2018, 09:43:10 AM
Quote from: UnlimitedHugs on February 05, 2018, 07:36:10 AM
Quote from: wwWraith on February 05, 2018, 06:45:39 AM
Could it be simple enough that you'll actually consider to implement it? ;)

Well you never know what sticks with you and ends up getting released. I just ride the wave when I see it :)

I'd really wish to use it, most likely in the form when the player creates some simplified "sketch" with just a few main features that they want and then the game generates a landscape based on it but with some random additions and variations making it more natural-looking :)

Regarding a server with the map seeds, I'm afraid that it won't be very useful for people using any mods that interfere with terrain generation as the results could be different for them. But on the other hand, using such seeds could be useful even for single players e.g. when they'd want to use some map that they liked after installing some mod that required a new colony.

Anyway, I'll hope you'll enjoy the breeze and tides... wherever they'd lead you :)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 05, 2018, 11:42:03 AM
Yeah, the map server idea is over the top. But the tools to "paint" the map with ease is something I would be greatly interested in. I think if there was a "vegetation" brush as well, would be nice, so you aren't stuck with all of this brown dirt after you remodel the place.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Kassidoo on February 07, 2018, 11:08:38 AM
Hi hugs,
Me and my SO just got done with modding the game, but something is happeneing and I have no idea. We have the exact same mods with the exact load order, and everything works for me, but for her, when she tried to reroll the map, the game crashed to desktop with 1 of 2 errors, i being
KERNELBASE.dll caused a Breakpoint (0x80000003)
  in module KERNELBASE.dll at 0023:74922ca2.


and the other being

RimWorldWin.exe caused an Access Violation (0xc0000005)
  in module RimWorldWin.exe at 0023:00bdfeb4.


We are both on win 10, and the only difference is that I have an 3gen i7 and she has an ryzen.
Any idea?

Disabling all mods except the map reroll and hugslib fixes the issue, but I dont see what mods might interfere with the generation on her pc and not on mine
Edit: Well scratch that, I too managed to get the bug now, been spending a few hours trying to narrow it down, its either Psychology or Hospitality causing it, or those in combination with something else I have
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 07, 2018, 03:35:32 PM
Hello mister Hugs. So, after having a strange issue with the game crashing to RimWorld's main menu after trying to reroll a map, I've finally narrowed down my issue. I thought it was coming from Rim of Madness, because my error log made it seem like Minify Everything was saying that it was having issues with a coffin (that is what your vampire comes in, when they land from a drop pod). However, after having shared my HugsLib report with both Jecrell (Rim of Madness) and Erdelf (Minify Everything) I have now been sent back to you, saying that the issue is coming from Map Reroll and these caskets :)

I've found that as long as I delete the casket with the dev tool, I can reroll a map and I won't have any crashes. However, I'm sure that maybe you would like to have this disclaimer for Map Reroll, unless of course you would want to look into this issue yourself :) One really weird thing, and I'm not sure it is even relevant or related - but when I go to delete the casket with the dev tool, I will click the casket once, and then I get an error that pops on my error log, saying I am trying to delete something that has already been deleted. As in, the casket was there twice or something? I'm not sure, but I have zero issues deleting anything else with the dev tool, but only when I click a casket will this strange error pop.

Either way, thanks for all of your hard work, and awesome mods. It really blows my mind even trying to imagine how you could have a mod as powerful as Map Reroll, with preview images and even a button for Configurable Maps, nuts! This is not your everyday run of the mill mod, folks! I can't wait to see what you have for us next! ;D
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on February 07, 2018, 04:38:51 PM
Quote from: Harry_Dicks on February 07, 2018, 03:35:32 PM
So, after having a strange issue with the game crashing to RimWorld's main menu after trying to reroll a map, I've finally narrowed down my issue. I thought it was coming from Rim of Madness, because my error log made it seem like Minify Everything was saying that it was having issues with a coffin (that is what your vampire comes in, when they land from a drop pod). However, after having shared my HugsLib report with both Jecrell (Rim of Madness) and Erdelf (Minify Everything) I have now been sent back to you, saying that the issue is coming from Map Reroll and these caskets :)

I'm pretty sure I had no such issue when I rerolled the maps with that coffin. However I don't use Minify Everything and it was a couple of Vampires and JecsTools versions ago while MapReroll wasn't changed from that time.

Quotewhen I go to delete the casket with the dev tool, I will click the casket once, and then I get an error that pops on my error log, saying I am trying to delete something that has already been deleted. As in, the casket was there twice or something? I'm not sure, but I have zero issues deleting anything else with the dev tool, but only when I click a casket will this strange error pop.

I'm experiencing this error decently often when deleting various objects, sometimes even vanilla animals or plants. Looks like it's harmless.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 08, 2018, 01:26:44 AM
Quote from: Kassidoo on February 07, 2018, 11:08:38 AM
- snip -

These are the hardest to diagnose, especially when other mods are involved. The only way I was able to consistently reproduce a crash is by having the game run out of memory after rerolling multiple large maps in a row. Who knows what other factors are involved, though.
So, at this time the best advice I can offer is- save your progress, and keep your fingers crossed. Perhaps, add any problematic mods after doing the rerolling, where applicable.

Quote from: Harry_Dicks on February 07, 2018, 03:35:32 PM
- snip -

That's all right, I think I know what the problem is. Is there a way to drop a casket with the dev tools, for testing?
Also, Minify Everything is not involved in this one, it's having some initialization issues, though.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 08, 2018, 02:57:48 AM
Quote from: UnlimitedHugs on February 08, 2018, 01:26:44 AM
That's all right, I think I know what the problem is. Is there a way to drop a casket with the dev tools, for testing?
Also, Minify Everything is not involved in this one, it's having some initialization issues, though.

Sure, I don't see why it wouldn't be ;) I can run any sorts of tests that you need, if it will help you.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Kassidoo on February 09, 2018, 08:35:35 AM
Quote from: UnlimitedHugs on February 08, 2018, 01:26:44 AM
These are the hardest to diagnose, especially when other mods are involved. The only way I was able to consistently reproduce a crash is by having the game run out of memory after rerolling multiple large maps in a row. Who knows what other factors are involved, though.
So, at this time the best advice I can offer is- save your progress, and keep your fingers crossed. Perhaps, add any problematic mods after doing the rerolling, where applicable.
So, when I reroll a new map the data from the old map isnt discarded? Ive been trying to find the cause of this problem and it only took longer for each mod I removed, but overall the same out of error happened after a while regardless, even as you said with only this mod active.
The more mods I have, the more data per map, the more ram. So with enough mods even 1 re-roll can crash it. It also happened without rerolling the map, and just playing a while with the maps I start with... something is horribly wrong somewhere...
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on February 09, 2018, 11:34:35 AM
Quote from: Kassidoo on February 09, 2018, 08:35:35 AM
So with enough mods even 1 re-roll can crash it.

Yes, it's a big problem :( I have to make a temporary modconfig whenever I'm going to create a new map, with removed mods that are not necessary at the generation time to reduce memory usage.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 09, 2018, 05:39:07 PM
There was a thread recently, on the general board I believe, about people converting to Linux to solve their RAM issues. I am planning on switching in the future as well, screw this damn 4GB crap!
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on February 09, 2018, 07:10:22 PM
My 2GB will remain 2GB on Linux ;D
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 10, 2018, 09:15:49 PM
Would it be possible to have the option to turn caves on or off on map rerolls? Or at least have rerolls have a map only if your current map has one? I personally don't like playing maps with caves, and always pick one without caves from the world map. This makes me feel like all of the maps generated on Map ReRoll that have a cave in them, I don't want to pick. That coupled with my silly mountain on the north side of the map addiction, means I only want to play roughly 12.5% of the maps generated :-\
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 11, 2018, 12:27:01 AM
Quote from: Kassidoo on February 09, 2018, 08:35:35 AM
So, when I reroll a new map the data from the old map isnt discarded?

Nope. One of the mods, or perhaps the base game, is still keeping references to discarded maps.
On the bright side, this has prompted me to make the previews system to sidestep the issue, so, you know- silver linings :)

Quote from: wwWraith on February 09, 2018, 07:10:22 PM
My 2GB will remain 2GB on Linux ;D

With a small distro and the right window manager you might make better use of what you have- some take up as little as 200mb to work and run the game.

Quote from: Harry_Dicks on February 10, 2018, 09:15:49 PM
Would it be possible to have the option to turn caves on or off on map rerolls?

Didn't realize caves didn't respect settings. I'll see if I can make them consistent with the selected tile.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 20, 2018, 07:08:01 PM
Weirdest bug, not a big issue or anything. But whenever I reroll the map, only one of my colonists (the same one every time, because I use the same loadout from Prepare Carefull) always spawns in the new map with a random weapon. He isn't landing with any weapon the first time when he comes down in a drop pod, only on the reroll. Sometimes it's a composite bow, now a hatchet. The first time I noticed it was because he's a brawler, and I had the notification that a brawler has a ranged weapon. He was walking around with a damn flintlock pistol... something I know I hadn't made him pick up :P

I usually reroll the map almost right after the drop pods land, too. Never build anything. Could this be a random weapon laying on the ground inside of an ancient danger that your mod is picking up, and then bringing it with my crew? That's all I could think of, but still strange how this same guy ends up with the item equipped...
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 22, 2018, 09:39:56 AM
Quote from: Harry_Dicks on February 20, 2018, 07:08:01 PM
Weirdest bug, not a big issue or anything. But whenever I reroll the map, only one of my colonists (the same one every time, because I use the same loadout from Prepare Carefull) always spawns in the new map with a random weapon.

Must be some odd interaction with Prepare Carefully. Unless, of course, you disabled a certian dev mode setting in Map Reroll...
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on February 22, 2018, 09:52:08 AM
These are the settings I am using. Also, just to make sure, I never originally spawned with any of these weapons nor did I ever have them in a loadout or anything from PC. The first load into the game is normal with the stuff I'm supposed to have. Only after rerolling will this one pawn have some random weapon already equipped.

(https://i.imgur.com/mjoQdvb.png)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 22, 2018, 10:02:52 AM
Quote from: Harry_Dicks on February 22, 2018, 09:52:08 AM
These are the settings I am using. Also, just to make sure, I never originally spawned with any of these weapons nor did I ever have them in a loadout or anything from PC. The first load into the game is normal with the stuff I'm supposed to have. Only after rerolling will this one pawn have some random weapon already equipped.

Well, I'm going to tentatively point my finger at PC :)
Probably not worth bothering EdB over this, though. Maybe I'll verify the next time I'm updating.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Mr_Man on February 22, 2018, 12:51:15 PM
Doesn't seem to like 400x400 rerolls. Always crashing :)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on February 22, 2018, 10:39:08 PM
Quote from: Mr_Man on February 22, 2018, 12:51:15 PM
Doesn't seem to like 400x400 rerolls. Always crashing :)

You're most likely running out of memory. Try using a smaller map or fewer mods.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on March 02, 2018, 10:09:26 AM
I had this random idea, after thinking about what you said about having map orientation always facing one direction being too difficult to implement: would being able to rotate the map from the preview ever be viable? I think it might sound like a bunch of work as well, but I at least wanted to ask :)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on March 02, 2018, 10:43:43 AM
Quote from: Harry_Dicks on March 02, 2018, 10:09:26 AM
I had this random idea, after thinking about what you said about having map orientation always facing one direction being too difficult to implement: would being able to rotate the map from the preview ever be viable? I think it might sound like a bunch of work as well, but I at least wanted to ask :)

Well the preview is currently being generated from a stripped down map, not the other way around. But I do have some ideas that potentially include this, and other neat things. Time will tell if they do get implemented, of course :)
With the upcoming release of 1.0, mod makers can put their feet up a bit and relax, since the game is not going to be changing that much. This also means that it will be viable to implement ideas that would be otherwise too expensive to maintain.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on March 02, 2018, 02:08:27 PM
Well you just put a big ol' smile across my face ;D
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on March 02, 2018, 09:24:22 PM
Weird bug. I know I told you about Map ReRoll not always respecting the "mountain level" from Configurable Maps. For example, when I do a "very high mountain level" on large hills map, the rerolls won't be appropriate. However, with the level set to only "high", and choosing a mountain level, it seems to work a little bit? I'm not sure.

I am also not sure if the sliders on CM actually change anything among the gradient for the different setting levels. By this I mean, when I have it set to "very high mountain level" is there a "low" and "high" setting among just the "very high mountain level"? This I cannot tell you, and I doubt dburgdorf would ever answer me anyway.

The issue is that I selected a world tile that had a creek running through it, and the creek is appropriately running through my map, through rocks and everything. But when I am looking at the previews that have water in them, it looks like none of the "creeks" are actually creeks, that have a continuous flow through the map, like I have on my current one.

Something I thought was worth your attention. If not, no biggie! Thanks! :)

(https://i.imgur.com/Yp4A3qp.png)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: wwWraith on March 03, 2018, 02:04:11 AM
Quote from: Harry_Dicks on March 02, 2018, 09:24:22 PM
The issue is that I selected a world tile that had a creek running through it, and the creek is appropriately running through my map, through rocks and everything. But when I am looking at the previews that have water in them, it looks like none of the "creeks" are actually creeks, that have a continuous flow through the map, like I have on my current one.

I think it's only the previews, actually that creek will be continuous when you'll generate the map.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on March 03, 2018, 01:26:39 PM
After generating so many previews, and playing around with the settings from Configurable Maps enough, I've come to this weird conclusion. When I have the mountain level turned up one notch, the first mountain map that i pick from the world screen will look pretty unique. That is, compared to all of the following map reroll previews that I will get. However, I am convinced that the previews I am seeing are not of the vanilla "mountain level". As in, Map Reroll is still kind of respecting the mountain level from CM. At least, that's how it appears to me. I'm not saying I am convinced I am 100% correct in this, but all of the map previews look a little more mountainy than a vanilla mountain map, but still aren't as mountainy as the first map I generate coming from the world screen.

I'm not sure if any of that is even relevant. Oh well :)

Also, I do very rarely get this bug that pops up while generating previews, something about the previews having an issue generating water.

Failed to find all necessary river flow data
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RFR_Code.RFR_GenStep_Terrain:GenerateRiverLookupTexture(Map, RFR_RiverMaker)
RFR_Code.RFR_GenStep_Terrain:GenerateRiver_Patch2(Object, Map)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
MapReroll.MapPreviewGenerator:GeneratePreviewForSeed(String, Int32, Int32, Boolean, Texture2D)
MapReroll.MapPreviewGenerator:DoThreadWork()


EDIT: Also, you guys were right about the preview being wrong about the creek. Dammit, I never bothered to check, and thought I kept having to go back and reset my entire world to reroll the map! ::)

Anyway, here is the preview imagine, versus the real map's image:

(https://i.imgur.com/8u414CC.png)

(https://i.imgur.com/XdDNxeZ.png)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on March 03, 2018, 11:05:50 PM
Quote from: Harry_Dicks on March 02, 2018, 09:24:22 PM
- snip -

No worries, I haven't forgotten :)
From looking at CM's code, I believe only discrete values can be set, i.e. moving the slider partially has no effect.
As for the rivers on previews, that looks like something I can fix on my end.

Quote from: Harry_Dicks on March 03, 2018, 01:26:39 PM
Failed to find all necessary river flow data

That's a vanilla bug. It's pretty harmless- I think it's just failing to generate the flowy water texture in some places.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Harry_Dicks on March 04, 2018, 01:18:31 PM
Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
No worries, I haven't forgotten :)
Thanks for letting me know. :)

However I think I worded what I meant to say poorly. What I meant was, I wanted to modify what my thoughts on the matter were. Originally, I had thought that Map Reroll wasn't listening to the "mountain level" at all from CM. But now, I wanted to say that I thought it was listening "a little", just not fully, if that even makes any sense, or even matters... I have just been staring at so many reroll previews with either CM on or off, and I wanted to say that with the mountain level turned up one level, yes the previews aren't the same as the original map I generated, however I don't they that they are still completely vanilla looking.

Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
From looking at CM's code, I believe only discrete values can be set, i.e. moving the slider partially has no effect.
Awesome! Thanks for answering that for me, it was something that had been bugging me for awhile. Because, uhh, I don't think I'll be getting any answers for anything related to any of the RF mods any time soon... :-[

Quote from: UnlimitedHugs on March 03, 2018, 11:05:50 PM
As for the rivers on previews, that looks like something I can fix on my end.
Great! Thanks again for making such an awesome mod like Map Reroll. I can't even begin to imagine what it took to make something like this, being that I only barely understand the xml and inheritance of the game ::) But the fact that we have something as awesome as it is, it just really blows my mind, and I really am very appreciative to have a mod with these sorts of capabilities. It's something that once you've seen and tried, makes it near impossible to try and continue on without using it.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Oblitus on July 02, 2018, 05:33:51 PM
Can you make it generate previews for the next page once all for current are generated?
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on July 03, 2018, 08:23:38 AM
Quote from: Oblitus on July 02, 2018, 05:33:51 PM
Can you make it generate previews for the next page once all for current are generated?

Just scroll to the last page you want generated- all the previews will be queued up and you can leave the game to do its thing for a while.
You can quickly flip pages with shift+mouse wheel, if I remember right.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: madmario on July 04, 2018, 04:08:07 PM
Such a superb mod.  I am glad to see you're active UnlimitedHugs, and I hope this can get updated for 1.0.  Super great work that is sorely missed on this day off :)
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on July 04, 2018, 04:37:00 PM
Quote from: madmario on July 04, 2018, 04:08:07 PM
Such a superb mod.  I am glad to see you're active UnlimitedHugs, and I hope this can get updated for 1.0.  Super great work that is sorely missed on this day off :)

I appreciate the kind words :)
It'll be updated eventually. Not too much stuff to fix, but i do like to take my sweet time.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: Very_Svensk on July 05, 2018, 08:27:04 AM
Quote from: UnlimitedHugs on July 04, 2018, 04:37:00 PM
Quote from: madmario on July 04, 2018, 04:08:07 PM
Such a superb mod.  I am glad to see you're active UnlimitedHugs, and I hope this can get updated for 1.0.  Super great work that is sorely missed on this day off :)

I appreciate the kind words :)
It'll be updated eventually. Not too much stuff to fix, but i do like to take my sweet time.

I would think it is quite tedious to update it everytime the game goes from Unstable -> Alpha -> Beta. That's a lot of times the code gets jarbled.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: UnlimitedHugs on July 05, 2018, 08:54:27 AM
Quote from: Very_Svensk on July 05, 2018, 08:27:04 AM
I would think it is quite tedious to update it everytime the game goes from Unstable -> Alpha -> Beta. That's a lot of times the code gets jarbled.

It's not too bad- Minecraft modders have it way harder than us.
The upside is that updating often gives you an excuse to implement some new idea "while I'm already at it". Also, you get to see that people still play and care, which is always nice.
Title: Re: [B18] Map Reroll (2.2.3) Now with map previews!
Post by: PGMP1979 on July 09, 2018, 02:38:03 PM
I appreciate the kind words :)
It'll be updated eventually. Not too much stuff to fix, but i do like to take my sweet time.
[/quote]

Looking forward for that day, Rimworld is not the same without your mod.
:) Take your time, do it right.
All your work is deeply appreciated. :)
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 15, 2018, 03:21:51 PM
Updated to 2.3.0
There we go, this should work with 1.0 :P Here's a breakdown of the changes:


This is a testing release- as always, I rely on you to find the little issues that I may have missed.
Hope you have a good time :)
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: doc776 on July 16, 2018, 11:33:46 PM
Neat! but I think something new in last nights dev game update broke this if it worked the day before.

Cant get it to actually generate the new chosen map after selecting from the list.

I only had the hugs lib after the core and then mapreroll. loaded the naked brutality scenario for testing.

pastebin log: https://pastebin.com/W0tu54EM

While writing this, gave another error about memory leak.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Madman666 on July 17, 2018, 06:40:21 AM
This is the best time saving mod ever. Thanks for all your hard work @UnlimitedHugs.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Anniebenlen on July 17, 2018, 06:44:54 AM
*sniff* I really like 1.0 but *sniff* I really, missed this mod and... (bursts into tears and starts dancing jig of joy).

Sorry, got this under control now I think.  Modman, you're a good person and you should feel good.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 17, 2018, 08:51:31 AM
Updated to 2.3.1

Looks like the game is still getting significant updates- if things break, let me know, and I'll push another fix.
The "map leak detected" error is a vanilla issue, and is quite safe to ignore.

Quote from: Anniebenlen on July 17, 2018, 06:44:54 AM
Modman, you're a good person and you should feel good.

Thanks guys. You are as much contributors to this project as I am- I just write the code.
Also, it just so happens that I do feel good- mod or no mod ;)
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Anniebenlen on July 18, 2018, 06:38:26 AM
Glad to hear that you're feeling good!  Um, I hate to maybe break that, but the mod isn't working for me right now.  I get the map previews just fine, but when I hit generate map it just... doesn't.  I tried with the couple o'dozen of other mods I have, then by itself (well, with hugslib active first, of course) and no luck.

Still, just know that this is going to be around when 1.0 breaks out for real makes me feel tons better.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 18, 2018, 07:26:39 AM
Quote from: Anniebenlen on July 18, 2018, 06:38:26 AM
Um, I hate to maybe break that, but the mod isn't working for me right now. 

Current version seems to work fine on my end- can you send me a Ctrl+F12 log?
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Golden on July 18, 2018, 07:51:56 PM
I just used the current version earlier today and it worked great.  Thanks!  :)
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Anniebenlen on July 19, 2018, 06:41:03 AM
Ok, since I seem to be the only one reporting this issue I decided to nuke Rimworld and re-install.  I deleted the version of this I had downloaded from GitHub (dunno if it was updated recently or not).  Long story short, it wasn't you darling, it was me.  Or something in my version of the game, I guess, because now it works dandy!

So glad.  I really like 1.0,  really, really missed playing with this mod.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: KnewOne on July 20, 2018, 07:17:40 AM
Could you add ModSync support ?
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 22, 2018, 09:36:19 AM
Quote from: KnewOne on July 20, 2018, 07:17:40 AM
Could you add ModSync support ?

I did. It will kick in once 1.0 goes live.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Golden on July 24, 2018, 07:49:38 PM
I'm sorry to report, but the latest update seems to have broken Map Reroll, for me at least.  When I try to generate a rerolled map, the game crashes to the main menu and says to look at the error log.  I would do so, but I have no idea where to look.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Ruisuki on July 24, 2018, 11:53:00 PM
is this only for the initial map or for future colonies as well?
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 25, 2018, 09:37:52 AM
Quote from: Golden on July 24, 2018, 07:49:38 PM
I'm sorry to report, but the latest update seems to have broken Map Reroll, for me at least.  When I try to generate a rerolled map, the game crashes to the main menu and says to look at the error log.  I would do so, but I have no idea where to look.

Looks like it. Since updates are frequent and compatibility-breaking, I may just wait until 1.0 is official. No point releasing updates one after another.

Quote from: Ruisuki on July 24, 2018, 11:53:00 PM
is this only for the initial map or for future colonies as well?

Settled maps can be rerolled, as well.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Golden on July 26, 2018, 12:56:52 PM
I do understand your point, UnlimitedHugs, but I still miss using the mod.  :)

Since I've been restarting so frequently with all the updates, the mod has been used many many times more than usual.  LOL
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: madmario on July 27, 2018, 10:23:02 AM
TY for all your work Unlimitedhugs. Totally understand why you might hold off.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on July 28, 2018, 12:48:01 PM
Updated to 2.3.2

Fixes for the latest Rimworld build.
Haven't tested things, just fixed the errors, so use at your own risk :)
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: Lemml on August 25, 2018, 07:32:36 PM
Hi, I noticed in version '2.2.3: Compatibility tweaks (B18)' that pets (I have created with Prepare Carefully) always seem to swap gender whenever I re-roll the map. Male turtles become female turtles and female turtles become male turtles.

Basically, what I do as workaround is to re-roll the map twice then the genders are correct again. :-D

Nevertheless, I wanted to inform about it.
Title: Re: [B18] Map Reroll (2.2.3) - 1.0 test build available
Post by: UnlimitedHugs on August 26, 2018, 06:33:29 AM
Quote from: Lemml on August 25, 2018, 07:32:36 PM
Hi, I noticed in version '2.2.3: Compatibility tweaks (B18)' that pets (I have created with Prepare Carefully) always seem to swap gender whenever I re-roll the map. Male turtles become female turtles and female turtles become male turtles.

Basically, what I do as workaround is to re-roll the map twice then the genders are correct again. :-D

Nevertheless, I wanted to inform about it.

Now that is interesting. There must be some parallel reality interference going on. At times like these, aren't you glad you're not marooned on a modded rimworld yourself? :D
Anyhow, I'll check it out.
Title: Re: [B19] Map Reroll (2.3.3) - Pick your starting map
Post by: UnlimitedHugs on August 30, 2018, 10:32:18 AM
Updated to 2.3.3

I've published an official B19 release on GitHub and updated the Steam page- thanks everyone for taking the time to test during unstable.
Also, ModSync should now properly detect Map Reroll updates.
Hugs out.
Title: Re: [B19] Map Reroll (2.3.3) - Pick your starting map
Post by: Psyko on September 01, 2018, 05:24:06 AM
hi
when I did reroll all seasons became permanent winter
Title: Re: [B19] Map Reroll (2.3.3) - Pick your starting map
Post by: Tibo on September 13, 2018, 05:58:12 AM
Hi, in steam i've seen comment Apollo Jackson, where he fixed MapReroll for compatibility with 'Configurable Maps'. Can you update now your mod? TY.
Title: Re: [B19] Map Reroll (2.3.3) - Pick your starting map
Post by: henk on September 13, 2018, 05:08:00 PM
Can this be patched for compatibility with Configurable Maps?
Title: Re: [B19] Map Reroll (2.3.3) - Pick your starting map
Post by: Tibo on September 17, 2018, 07:29:37 AM
dev mode
size world: 5%
seed: cards
tile id: 214


[HugsLib][warn] Missing enum setting labels for enum MapReroll.MapRerollController+MapGeneratorMode
...
[HugsLib] v5.0.2 initialized MapReroll
...
Initializing new game with mods Core, HugsLib, ConfigurableMaps, MapReroll
...
[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Failed to generate map preview: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.DoThreadWork () [0x00000] in <filename unknown>:0


[attachment deleted due to age]
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: UnlimitedHugs on September 20, 2018, 01:29:08 AM
Updated to 2.3.4
This should provide better compatibility with Configurable Maps (https://ludeon.com/forums/index.php?topic=44428), which has been taken over by Kiame since B19.
If you still have have any compatibility issues between the two, let me know.

Quote from: Psyko on September 01, 2018, 05:24:06 AM
when I did reroll all seasons became permanent winter
Could you post a log using Ctrl+F12?

Quote from: Tibo on September 17, 2018, 07:29:37 AM
- snip -
Try with the new version- if it doesn't work, publish a log for me, as well.
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: Tibo on September 20, 2018, 06:25:06 AM
A new map generated is fine. But the preview window showing a nine black squares.


RimWorld 0.19.2009 rev485
...
[MapReroll] Applied Configurable Maps compatibility layer
...
[HugsLib] v5.0.2 initialized MapReroll

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.CreateTextsAndSetPosition () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
...
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
...
Initializing new game with mods Core, HugsLib, MapReroll, ConfigurableMaps
...
[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: UnlimitedHugs on September 21, 2018, 06:51:39 AM
Quote from: Tibo on September 20, 2018, 06:25:06 AM
A new map generated is fine. But the preview window showing a nine black squares.

I still need your full log, though. Also, do make sure you have  less than 10 mods running.
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: Tibo on September 23, 2018, 05:38:33 AM
Seeds, size of world, tile id: any
Mods: Core, HugsLib, MapReroll, ConfigurableMaps
Debug log

RimWorld 0.19.2009 rev485
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[HugsLib][warn] Missing enum setting labels for enum MapReroll.MapRerollController+MapGeneratorMode
Verse.Log:Warning(String, Boolean)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Settings.ModSettingsPack:GetHandle(String, String, String, MapGeneratorMode, ValueIsValid, String)
MapReroll.MapRerollController:PrepareSettingsHandles()
MapReroll.MapRerollController:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[MapReroll] Applied Configurable Maps compatibility layer
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
MapReroll.Compat.Compat_ConfigurableMaps:Apply(HarmonyInstance)
MapReroll.MapRerollController:Initialize()
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[HugsLib] v5.0.2 initialized MapReroll
Verse.Log:Message(String, Boolean)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.CreateTextsAndSetPosition () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Entry:Update()

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root_Entry:Update()

Initializing new game with mods Core, HugsLib, MapReroll, ConfigurableMaps
Verse.Log:Message(String, Boolean)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
MapReroll.MapPreviewGenerator:GeneratePreviewForSeed(String, Int32, Int32, Boolean, ThreadableTexture)
MapReroll.MapPreviewGenerator:DoThreadWork()

[HugsLib][warn] Exception during log publishing (gist creation): System.Exception: Cannot connect to destination host
  at HugsLib.Utils.HugsLibUtility+<>c__DisplayClass22_0.<AwaitUnityWebResponse>b__0 () [0x00000] in <filename unknown>:0
Verse.Log:Warning(String, Boolean)
HugsLib.Utils.ModLogger:Warning(String, Object[])
HugsLib.Logs.LogPublisher:<BeginUpload>b__27_0(Exception)
HugsLib.Utils.<>c__DisplayClass22_0:<AwaitUnityWebResponse>b__0()
HugsLib.Utils.DoLaterScheduler:InvokeCallbacks(Queue`1)
HugsLib.Utils.DoLaterScheduler:OnUpdate()
HugsLib.HugsLibController:OnUpdate()
HugsLib.Patches.Root_Patch:UpdateHook()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Event log

Initialize engine version: 5.6.5f1 (2cac56bf7bb6)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 22.21.13.8205]
    Renderer: NVIDIA GeForce GTX 1080 8GB
    Vendor:   NVIDIA
    VRAM:     8192 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1
Begin MonoManager ReloadAssembly
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\NAudio.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\NVorbis.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\NVorbis.dll into Unity Child Domain
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll (this message is harmless)
Loading G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\TextMeshPro-1.0.55.56.0b11.dll into Unity Child Domain
- Completed reload, in  0.0130 seconds
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 60Hz; virtual: 1920x1080 at 0,0
UnloadTime: 0.139515 ms
RimWorld 0.19.2009 rev485

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0AC29CB8 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0AC29CB8.dll
Non platform assembly: data-0AC45010 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0AC45010.dll
Non platform assembly: data-0AC7A018 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0AC7A018.dll
Non platform assembly: data-0AC7EE80 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0AC7EE80.dll
Non platform assembly: data-0ACB6F20 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0ACB6F20.dll
Non platform assembly: data-0ACE6D50 (this message is harmless)
Fallback handler could not load library G:\Steam\steamapps\common\RimWorld\Win_Data/Mono/data-0ACE6D50.dll
Platform assembly: G:\Steam\steamapps\common\RimWorld\Win_Data\Managed\System.Configuration.dll (this message is harmless)
HandleD3DDeviceLost
  HandleD3DDeviceLost: needs reset, doing it
FullResetD3DDevice
ResetD3DDevice
dev->Reset
D3Dwindow device not lost anymore
[HugsLib][warn] Missing enum setting labels for enum MapReroll.MapRerollController+MapGeneratorMode

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll] Applied Configurable Maps compatibility layer

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[HugsLib] v5.0.2 initialized MapReroll

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.CreateTextsAndSetPosition () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


Unloading 145 unused Assets to reduce memory usage. Loaded Objects now: 9093.
Total: 0.932453 ms (FindLiveObjects: 0.015277 ms CreateObjectMapping: 0.013810 ms MarkObjects: 0.900197 ms  DeleteObjects: 0.031400 ms)

Root level exception in Update(): System.IndexOutOfRangeException: Array index is out of range.
  at RimWorld.Planet.WorldFeatureTextMesh_TextMeshPro.WrapAroundPlanetSurface () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateAlpha (RimWorld.Planet.WorldFeatureTextMesh text, RimWorld.Planet.WorldFeature feature) [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldFeatures.UpdateFeatures () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root_Entry.Update () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.169943 ms

Unloading 13 unused Assets to reduce memory usage. Loaded Objects now: 9299.
Total: 1.667595 ms (FindLiveObjects: 0.026651 ms CreateObjectMapping: 0.013592 ms MarkObjects: 1.625749 ms  DeleteObjects: 0.015719 ms)

Initializing new game with mods Core, HugsLib, MapReroll, ConfigurableMaps

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 14986.
Total: 3.533410 ms (FindLiveObjects: 0.020327 ms CreateObjectMapping: 0.083673 ms MarkObjects: 3.428303 ms  DeleteObjects: 0.010778 ms)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[MapReroll][ERR] Exception during preview generation: System.Reflection.TargetException: Object does not match target type.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at MapReroll.MapPreviewGenerator.GeneratePreviewForSeed (System.String seed, Int32 mapTile, Int32 mapSize, Boolean revealCaves, MapReroll.ThreadableTexture texture) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

[HugsLib][warn] Exception during log publishing (gist creation): System.Exception: Cannot connect to destination host
  at HugsLib.Utils.HugsLibUtility+<>c__DisplayClass22_0.<AwaitUnityWebResponse>b__0 () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: UnlimitedHugs on September 23, 2018, 11:53:12 AM
Quote from: Tibo on September 23, 2018, 05:38:33 AM
- snip -

Quite strange- the same setup is not giving me any issues.
Are you running the latest version of Configurable Maps (this one (https://github.com/KiameV/rimworld-configurablemaps/releases/tag/B19))?
Is this on the Steam or the standalone version?
Is your game language set to English?
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: Tibo on September 23, 2018, 12:17:47 PM
Yes, i've used latest version CM from github (actually i've tried using all version CM, and all them work fine ... without MapReroll)
RimWorld - Steam and standalone (i've tried both version). Language - english.

PS CM + MR 2.3.3 = didn't working
CM + MR 2.3.4 = partially working (a map is generated, but on the preview screen 9 black squares)
Title: Re: [B19] Map Reroll (2.3.4) - Pick your starting map
Post by: UnlimitedHugs on September 23, 2018, 01:05:53 PM
Quote from: Tibo on September 23, 2018, 12:17:47 PM
Yes, i've used latest version CM from github (actually i've tried using all version CM, and all them work fine ... without MapReroll)
RimWorld - Steam and standalone (i've tried both version). Language - english.

PS CM + MR 2.3.3 = didn't working
CM + MR 2.3.4 = partially working (a map is generated, but on the preview screen 9 black squares)

Just a hunch- try moving/renaming your profile folder and running the game again. It's usually found here:
C:\Users\Username\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
Title: Re: [1.0] Map Reroll (2.4.0) - Pick your starting map
Post by: UnlimitedHugs on October 19, 2018, 07:11:06 AM
Updated to 2.4.0 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.4.0)

1.0 Update is now available for your rerolling pleasure.
Title: Re: [1.0] Map Reroll (2.4.0) - Pick your starting map
Post by: lorebot on November 29, 2018, 06:49:09 AM
Looking through the thread I notice that this mod has had issues with Prepare Carefully in the past, but I'd never noticed any issues till today. I was starting some tribals with a breeding pair of huskies and after rerolling the map both of the dogs were male. I tried it with a few other animals a couple times and it seems like any tamed animals on the map when generating a new map will be rerolled along with the map. I'm not sure if it's completely random or not because in the 5 times I tried it all the animals were rerolled to male but names, ages, and health conditions seemed random so maybe gender isn't but everything else is? Could just be 'bad luck', more testing would be needed to be certain I think unless this is a known issue and I just didn't see anything about it in the thread.
Title: Re: [1.0] Map Reroll (2.4.0) - Pick your starting map
Post by: Golden on November 29, 2018, 04:09:55 PM
Quote from: lorebot on November 29, 2018, 06:49:09 AM
Looking through the thread I notice that this mod has had issues with Prepare Carefully in the past, but I'd never noticed any issues till today. I was starting some tribals with a breeding pair of huskies and after rerolling the map both of the dogs were male. I tried it with a few other animals a couple times and it seems like any tamed animals on the map when generating a new map will be rerolled along with the map. I'm not sure if it's completely random or not because in the 5 times I tried it all the animals were rerolled to male but names, ages, and health conditions seemed random so maybe gender isn't but everything else is? Could just be 'bad luck', more testing would be needed to be certain I think unless this is a known issue and I just didn't see anything about it in the thread.
Yes, it is a known issue that the gender of animals gets rerolled when you reroll your starting map.  :(
Title: Re: [1.1] Map Reroll (2.5.0) - Pick your starting map
Post by: UnlimitedHugs on March 12, 2020, 03:16:11 PM
Updated to 2.5.0 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.5.0)

Hey folks, update for Rimworld 1.1 is live.
Props to CaptnIgnit for submitting a pull request on GitHub with the fixes for the update.

So, funny story.
About a year ago I made some additions- like a fix for the infamous gender-swapping animals of Prepare Carefully and a few other things. However, some things came up and I never released the update.
Whoops.
Regardless, they made it into this release.
If you still plan on starting 1.0 games, I can update the 1.0 version, as well.

Take care and happy rerolling!
Title: Re: [1.1] Map Reroll (2.5.0) - Pick your starting map
Post by: UnlimitedHugs on March 12, 2020, 05:05:26 PM
Updated to 2.5.1 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.5.1)

A quick fix to restore compatibility with Rimworld 1.0.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: UnlimitedHugs on March 15, 2020, 03:12:22 PM
Updated to 2.5.2 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.5.2)

Minor fix for maps failing to reroll when running a language that is majorly incomplete and missing some basic strings.
Also, the the 1.0 version has been updated with the latest additions, including the Prepare Carefully animal gender issue fix.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: Vehicular_Zombicide on March 23, 2020, 03:27:42 AM
I've unpacked the 1.1 version into my mods folder as directed, but it still isn't showing up in game. Even when I check mark it in the "mod" dialog it will not show up in either the "mod options" menu or in game. I believe it is responsible for the following error message, which constantly gets thrown multiple times per second.

System.MissingMethodException: string Verse.Translator.Translate(string)
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <b19ae9c6a2b34f38a22a7741fa26973e>:0
Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:DMD<DMD<MapPostTick_Patch1>?968604288::MapPostTick_Patch1>(Map)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?-516819840::Update_Patch1>(Root_Play)


EDIT: It appears to be an issue with the 2.5.2 release of this mod. I installed the 2.5.0 release instead and it works just fine now.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: tile7 on May 05, 2020, 03:58:23 AM
If possible, add an option when rerolling to strat from some page and not from begining always.

Explanation: I use prepare landing to find a spot I like. Then EDB to find and modify the pawn as I like.
Then I save, and reroll. So when I want to start new colony, I just load initial save and reroll. And then it takes forever to see maps on page 10 in example, as I earlier already tried maps I liked on previous pages.
I think many people do the same.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: wwWraith on May 05, 2020, 07:18:35 AM
You can turn off "Deterministic map rerolls" in the mod's options, then you'll get new maps every time.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: tile7 on May 06, 2020, 05:35:52 AM
Yes, I know, thanks. But I dont want new maps.
I wont to go pass the maps I already played.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: Kitu on May 10, 2020, 11:37:09 AM
I don't understand why mi game get freeze when I reroll map. Even with just this mod and hugslib installed, with no error in the log. But, when I go to world map, an error pop up : https://gist.github.com/3c7a5bce972bee4b576688e1ede5046b
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: Canute on May 10, 2020, 11:52:54 AM
Kitu,
at first move Harmony before Core.

You have alot of
QuoteFactionDef [alot of factionames] is not defined in any loaded mods.
Try to deactivate the mod of these faction/race, maybe maprecoll got trouble with all these factions.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: wwWraith on May 10, 2020, 12:52:40 PM
Also it can be incompatibilities of RIMMSAssemble:
QuoteIt seems like this mod is incompatible with various mods which includes Map reroll, Real Ruins, Configurable maps and more planning.
- from comments on its Steam page (https://steamcommunity.com/sharedfiles/filedetails/?id=1780241645).
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: Kitu on May 12, 2020, 06:11:59 AM
My bad, map reroll was not working, I supose because it was a quick start map. Now in my new game it work. Thx a lot for you reply.
I will try to move Harmony before Core after I start a new game, but I read somewere related here : https://rwom.fandom.com/wiki/Mod_Order_Guide that is not necessary to be before Core. IDK for what reason.
Sry for my badest english :P
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: tile7 on May 20, 2020, 07:54:26 AM
Hi.

Strange behaviour with latest update.

Sometimes 1st map is just black.
And when trying to change pages, it goes from page 1 to 6, 11.... not possible to go to any page in between.
Also please check if possible to start map generation from given page. Not always from page 1.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: tile7 on May 21, 2020, 03:11:38 AM
Working.
Changed load order.
Something in new version changed but with changed load order, working.
Title: Re: [1.1] Map Reroll (2.5.2) - Pick your starting map
Post by: bustedbunny on June 26, 2020, 04:54:27 AM
Could you add support for Z-levels mod? So that reroll button appears after Z-level generated.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: UnlimitedHugs on August 15, 2020, 11:12:08 AM
Updated to 2.6.0 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.6.0)

Hey folks, the 1.2 update is live.
While I was at it, I tweaked some stuff:
- There is now a button to re-enable the dice button after you clicked "Keep this map"- you can find it in the mod settings.
- You can now enter an arbitrary number into the map size setting. If your PC can handle it, I won't be the one to stop ya.
- There are now some optimizations in place, so you should notice significantly faster preview generation.

Take care and have a good one.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: doc776 on August 26, 2020, 11:46:16 AM
I have this odd behaviour. So generated world and initial map right before sleep. The next day i tried to do map reroll and it places pawns dead center of map even if center is covered in mountain. In the log it says: warn couldn't find drop spot. Yet if i start a new colony and do reroll of map right then and there, this odd behaviour does not occur and no matter what stupid settings are in map designer pawns are always placed in an open area. where ever there is room. Also it does not spawn the items in the scenario like space ship chunks around the map etc.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: UnlimitedHugs on August 26, 2020, 12:06:32 PM
Quote from: doc776 on August 26, 2020, 11:46:16 AM
In the log it says: warn couldn't find drop spot.

Yeah, had this happen a few times, too. It's a bit tricky to reproduce.
The error is caused by a method in the base game that makes a limited number of random attempts. I suppose I could replace it with one of my own that is guaranteed to succeed.
If it happens again, do post your log, or just the trace of the error- it'll help me track down the method.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: doc776 on August 26, 2020, 12:37:51 PM
things i did that may or may not have contributed:
- I generated the world and first map the day prior, so next day i decided to pick and choose a shiny map.
- spaming generate new map with out leaving it for next day with wacky settings that cover the center always placed pawns and scattered scenario items with out issue
- i did use world edit to place couple faction bases near me and change my tile temp, had no issues with regenerating the map
- today the same map seed generates identicle map but slightly different road system (omg something updated? was a good tile)

here is log after loading the save from day prior and running map reroll after clearing the log:
https://hatebin.com/rnqqryvryv

rerolling into a flat map also didnt scatter scenario items/chunks and placed pawns dead centre
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: UnlimitedHugs on August 26, 2020, 01:39:42 PM
Quote from: doc776 on August 26, 2020, 12:37:51 PM
https://hatebin.com/rnqqryvryv

Got what I needed from that log. Cheers.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: Zylle on November 16, 2020, 11:47:12 PM
Minor bug, selecting 2 or more items changes the text size in the reroll window.

Pic: https://i.imgur.com/xbf3Vhq.png
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: UnlimitedHugs on November 17, 2020, 03:42:53 AM
Quote from: Zylle on November 16, 2020, 11:47:12 PM
Minor bug, selecting 2 or more items changes the text size in the reroll window.

That's super weird. I did confirm it on my end though, so thank you for the report.
I'll see about including a fix the next time I'm updating.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: Oblitus on February 24, 2021, 09:02:03 PM
Rerolling maps from scenarios that have forced map features, like Mercenaries start from VFE: Insectoids or Lone Scrapper from VFE: Mechanoids, don't have those features after reroll.
Title: Re: [1.2] Map Reroll (2.6.0) - Pick your starting map
Post by: enceos on March 29, 2021, 09:17:47 PM
Thank you so much for this wonderful mod! Even though we use it only once per story, it is still such a time and nerve saver.
Title: Re: [1.3] Map Reroll (2.7.0) - Pick your starting map
Post by: UnlimitedHugs on July 19, 2021, 11:08:42 AM
Updated to 2.7.0 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.7.0)

Updated version for Rimworld 1.3 is live.

Quote from: enceos on March 29, 2021, 09:17:47 PM
Thank you so much for this wonderful mod! Even though we use it only once per story, it is still such a time and nerve saver.
<3

Quote from: Oblitus on February 24, 2021, 09:02:03 PM
Rerolling maps from scenarios that have forced map features, like Mercenaries start from VFE: Insectoids or Lone Scrapper from VFE: Mechanoids, don't have those features after reroll.
Alas, it's not trivial to support features from other mods, since everyone implements them differently.
Title: Error while generating previews
Post by: Panacea on July 30, 2021, 11:07:05 AM
If this is already mentioned somewhere, forgive me.  These forums are densely packed with responses and I don't have the time to read everything. 

Randomly but often get this error while generating previews for a map with a river on it.   If I try to load a map after getting this error, it will boot me back to main menu.

Failed to find all necessary river flow data
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.GenStep_Terrain:GenerateRiverLookupTexture (Verse.Map,RimWorld.RiverMaker)
(wrapper dynamic-method) RimWorld.GenStep_Terrain:RimWorld.GenStep_Terrain.GenerateRiver_Patch2 (RimWorld.GenStep_Terrain,Verse.Map)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
MapReroll.MapPreviewGenerator:GeneratePreviewForSeed (string,int,int,bool,MapReroll.MapPreviewGenerator/ThreadableTexture)
MapReroll.MapPreviewGenerator:DoThreadWork ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


Hugslib:  https://gist.github.com/f202537db120544b540a74ac22f70cbe
Title: Re: [1.3] Map Reroll (2.7.0) - Pick your starting map
Post by: CrazyOatmeal on September 20, 2021, 10:05:58 PM
Reroll icon does not appear on the starting map, but appears when moving/resettling. "reenable rerolls" button in mod menu does not help.

https://gist.github.com/e4a7d8adaad5d66d5a462b34413bf692
Title: Re: [1.3] Map Reroll (2.7.0) - Pick your starting map
Post by: Canute on September 21, 2021, 03:33:32 AM
CrazyOatmeal,
luckyly you didn't made the log from the world generation when you wanted to reroll the maps.
So it is impossible to say anything about the problem since we can't see the error message.

1. clear out all the error's at startup (maybe read the 2.link from my signature)
2. if that don't allready fix the problem, try it out with less mods until it works. Then readd some mods until it don't work again and you can identify the conflicting mod.
Title: Re: [1.3] Map Reroll (2.7.1) - Pick your starting map
Post by: UnlimitedHugs on October 10, 2021, 11:19:40 AM
Updated to 2.7.1 (https://github.com/UnlimitedHugs/RimworldMapReroll/releases/tag/v2.7.1)

Updated with a compatibility fix for Configurable Maps, submitted by Kiame.

So, I'd like to take this opportunity to talk briefly about the development of Map Reroll.
I know many of you are submitting issues and sharing about things not working quite as one might expect- especially when used with other mods.
As it stands, this project requires a lot of effort to be kept in good shape- the complexity of the base game, plus the DLCs, multiplied by constantly changing mod scene is significant. While maintenance is feasible, I'm not ready to put quite that much work into this project, as I have mostly moved on from Rimworld modding, and have other things vying for my attention- such as career, and personal well-being. You will likely agree these things should always come first.
So, I'm not saying good-bye, I'll probably be still around to update to major versions. If you have the knowledge and interest to fix an issue with the mod- by all means, send me a pull request on GitHub. I hope I can at least stay on top of those.

Beyond that, know that I appreciate you, and hope that you have the wisdom to be unbothered by the things that aren't working smoothly for you, and move towards the things that do- as life is worth enjoying.
With loving care,
UnlimitedHugs
Title: Re: [1.3] Map Reroll (2.7.1) - Pick your starting map
Post by: alexo on October 29, 2023, 01:58:08 PM
some one have update?