Allows settlements on Impassable tiles.
Can either start a new game on an Impassable tile or with a current game travel (via caravan or drop ship) to an impassable tile.
Most Impassable maps will have one open area in the middle-ish (it will be hidden initially). This mod is not meant for casual play and these maps really should not be starting maps either. This is intended to add something a little different.
World pathing will still avoid Impassable tiles but telling a caravan to travel to an Impassable tile will force them to go there. It takes a long time to get to an impassable tile by foot.
Settings:
-World Map Movement Difficulty - How long it takes to cross an impassable tile on the world map
-Mountain Shape - Whether the impassable mountain is Square or Round
--Outer Radius (Round only) - The radius of the impassable mountain
-Scattered Rocks - Whether there are rocks scattered around the perimeter of the impassable mountain
-Has Middle Area - Whether there is an open area in the middle of the impassable mountain
--Middle Area Shape (Middle Area only) - The shape of the open area in the middle of the impassable mountain
--Open-Area Width/Height or Radius - The size of the open area in the middle of the impassable mountain
--Open-Area Max Offset From Middle (Middle Area only) - The possible max distance from the center that the center of the open-area can be at map generation
--Middle Area Wall Smoothness (Middle Area only) - Whether the walls of the middle area are smooth or rough
-Edge Buffer - In the case that the impassable map's outer walls go past the map's edge, should there be a buffer along the edge of the map to allow passage around the impassable map.
NOTE: There will always be a small opening on the four corners of the map
-Include Quarry - Specifically for Quarry mod
-True Random - Every time an impassable map is generated it will be unique. This is unlike base-game behaviour in which the map will be the same if the same world-name and location are used.
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180719335)
Direct Download:
1.3 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.3/ImpassableMapMaker.zip)
A17 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/20170809/ImpassableMapMaker.zip)
B18 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/a181700/ImpassableMapMaker.zip)
B19 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/B19/ImpassableMapMaker.zip)
1.0 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.0/ImpassableMapMaker.zip)
1.2 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.2/ImpassableMapMaker.zip)
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
GitHub (https://github.com/KiameV/rimworld-impassablemapmaker/releases)
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Interesting idea. Have you reached late game in your testing?
Where / how do raids / traders, and the other "global->local"-transit events take place / happen? :)
This is awesome, "something" like that, i was looking for.
Are you in the Rimworld Discord?
You mean, this allows building an underground passage trough mountains for trade??? Moria in Rimworld? I love it!
Updated for A17 :D
Quote from: Bradley_ on May 12, 2017, 04:20:21 PM
You mean, this allows building an underground passage trough mountains for trade??? Moria in Rimworld? I love it!
*Speak friend and enter.*
"Melon!"
*Close enough.*
Hey, I love this mod, but I have just the most minor of complaints.
The open spot doesn't generate directly in the center on the ludeonicrous size(400^2).
That's it, super minor, and it's not enough to keep me from using it.
The open spot will be in the "middle-ish" (from the original post) ;)
I forget the percentage off-middle I made it. I want to say there's at least a 10% variance in both the x and y direction. ie the center of the open area could be up to 10% to both the left and up of middle if that makes sense.
I decided to do it that way so that there is some fanger/unknowns to these maps. If the offset seems too big i can see about making it smaller.
Huh, on my uses, it seems to favor down and right of the center by about ~12cells. I'll keep testing new colonies and see if I can get a map that generates the opening in a different direction.
It's a challenge to me since I like to build my base with symmetry. If anything, all I have to do is shift a few paths from their "normal" positions, then fortify the narrow bits against sappers more than the wide bits. I'll update here in a day or two.
Any mods off the top of your head that might stand a chance of conflicting with this one?
UPDATE:
After several tries I finally got one in the opposite direction, http://puu.sh/x4rUU/524464466c.jpg
Your mod works as intended, even with the boatload of mods I'm using.
What I may look into doing is make a Setting where the user can say if they want it in the middle or how large the deviation should be. 0 being center, and maybe up to 25% from center.
I'll also double check how i seed the random number generator. I remember in some of my earlier version the RNG was not working correctly and it would favor one side over the other. The distance from center was also larger than desired.
That would be nifty I think.
Do raiders spawn normally and path through the tunnel you've dug? Do prisoners and visitors know how to exit the map?
Quote from: HefferX on August 08, 2017, 05:07:20 PM
Do raiders spawn normally and path through the tunnel you've dug? Do prisoners and visitors know how to exit the map?
An error may pop up in the logs when things are spawning if the full border is not visible (due to ruins usually) but the game will force them to spawn elsewhere so it doesn't effect game play in the end. Otherwise everything paths fine.
Note: if the path takes too long the visitors/traders may leave just as they arrive :)
Update:
Added a Mod Setting which allows the user to select how far from the middle the open area can be.
Still trying to figure out how to fix the problem where the helper ship ends up in the ocean.
This has been uploaded to steam and the direct download has also been updated.
Quote from: HefferX on August 08, 2017, 05:07:20 PM
Do raiders spawn normally and path through the tunnel you've dug? Do prisoners and visitors know how to exit the map?
Yes, though as Kiame said, if it takes too long for visitors to "arrive" at your colony, they'll leave. I have had a visitor group go berserk and nearly kill each other, it was fun to watch. As for defenses, mortars is where this map type shines the best. I use rimsenal and an expanded arsenal mod, the mortars added by them really give an overwhelming advantage.
Pathing works fine.
Raiders spawn normally however keep in mind that if you do use mortars to annihilate them, there's a chance that some dropped items might end up on tiles outside of the map that are inaccessible. It's not a fault of this mod though.
I play on the Ludeonicrous size 400^2, and sometimes it does take a few days for them to reach my base.
I'm going to see how the new version works with map re-roll.
UPDATE: It works splendidly.
Quote from: Kiame on August 08, 2017, 06:57:49 PM
Still trying to figure out how to fix the problem where the helper ship ends up in the ocean.
[HarmonyPatch(typeof(WorldPathGrid), "CalculatedCostAt", new Type[] { typeof(int), typeof(bool), typeof(float) })]
static class WorldPathGrid_CalculatedCostAt_Patch
{
static bool Prefix(ref int __result, ref int __state, int tile, bool perceivedStatic, float yearPercent = -1f)
{
__state = tile;
return true;
}
private static void Postfix(ref int __result, ref int __state)
{
if (__result == 1000000 && Find.WorldGrid[tile].hilliness == Hilliness.Impassable)
{
__result--;
}
}
}
Gah yep that's probably the problem. Just had to check hilliness on the postfix. i feel dumb :-[
Thanks Oblitus
Direct download and steam have been updated with the fix for the ai ship
Updated for A18 - see first post for links
Update:
Added settings to:
-Increase or Decrease the middle area's size
-Make the middle area's walls smoother or rougher
Thank you much! Love this mod- anyway we can get it to generate more caves? That would make it even more awesome.
[RF] Configurable Maps (https://ludeon.com/forums/index.php?topic=36687.0) should be getting a cave setting before long so I'd prefer to use this mod than add that config to this mod.
If nothing comes along I will look into it
Added settings to:
-Prevent a middle opening from being created
-Decrease/Increase the outer perimeter buffer
Impassable tiles are no longer as impassable. Roads from RimRoads now decrease travel time like other tiles.
Quote from: Kiame on December 01, 2017, 02:09:59 AM
Impassable tiles are no longer as impassable. Roads from RimRoads now decrease travel time like other tiles.
Thanks for reminding me to check out jecrell's github ;D
Adding ModSync.ninja (http://www.modsync.ninja/) support
Update:
-Added ability to make round mountains
-Increased max outer buffer option
-Added 'remove scattered rocks'
-Cleaned up options menu
1.0 update: https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.0/ImpassableMapMaker.zip
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Hello, author.
Thank you for updating!
So, I created the Japanese translation for this mod and sent a pull request from GitHub. Please confirm and merge.
Thank you.
You're awesome Proxyer ;D
I'll get it merged tommorrow
Error in GenStep: System.NullReferenceException: Object reference not set to an instance of an object
at ImpassableMapMaker.Patch_GenStep_Terrain.DetermineQuary (System.Random,Verse.Map,ImpassableMapMaker.TerrainOverride) <IL 0x00050, 0x00131>
at ImpassableMapMaker.Patch_GenStep_Terrain.Postfix (Verse.Map) <IL 0x00080, 0x00223>
at (wrapper dynamic-method) RimWorld.GenStep_ElevationFertility.Generate_Patch1 (object,Verse.Map,Verse.GenStepParams) <IL 0x003ff, 0x00ef5>
at Verse.MapGenerator.GenerateContentsIntoMap (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int) [0x000e3] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\MapGen\MapGenerator.cs:179
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.MapGenerator:GenerateContentsIntoMap(IEnumerable`1, Map, Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\MapGen\MapGenerator.cs:183)
Verse.MapGenerator:GenerateMap(IntVec3, MapParent, MapGeneratorDef, IEnumerable`1, Action`1) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\MapGen\MapGenerator.cs:126)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap(Int32, IntVec3, WorldObjectDef) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\GetOrGenerateMapUtility.cs:43)
RimWorld.Planet.<Settle>c__AnonStorey0:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Planet\WorldObject\Caravan\Settle\SettleInEmptyTileUtility.cs:34)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
I get this error using the 1.0 version of the mod when trying to generate a map
Quote from: rawrfisher on July 04, 2018, 07:11:35 PM
Error in GenStep: System.NullReferenceException: Object reference not set to an instance of an object
...
I get this error using the 1.0 version of the mod when trying to generate a map
Uploaded the fix :)
https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.0/ImpassableMapMaker.zip
There seems to be an issue with generating factions
[attachment deleted due to age]
Quote from: Godrow on July 10, 2018, 09:15:39 PM
There seems to be an issue with generating factions
Working on my side. This is a direct method call and in the 1.0 version of RimWorld it exists. This leads me to think you're running RimWorld B18 (current stable version) and 1.0 version of this mod. In the Mods page if this mod is red (or any color other than white) it's the wrong version.
B18 version:
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180719335)
Direct Download (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/a181700/ImpassableMapMaker.zip)
The 'release' version of the game is currently being worked on and is called [1.0] for mods. Most people should not play with this version as there are nearly daily changes that will break saves. Until RimWorld is officially released, stick with the B18 version of the game and use mods specifying B18.
Kiame,
sorry look at the pic (Rimworld 1.0.1945 rev849).
heh first message in the log. And no other mods running?
Quote from: Kiame on July 11, 2018, 09:26:04 AM
heh first message in the log. And no other mods running?
Nope, there are others installed but I tested it with and without them running and ran into the same issue
Thanks. I'm going to try again tonight. I'm wondering if my version of RimWorld 1.0 didnt get the newest patch or something when i tested.
Quote from: Godrow on July 11, 2018, 06:31:02 PM
Quote from: Kiame on July 11, 2018, 09:26:04 AM
heh first message in the log. And no other mods running?
Nope, there are others installed but I tested it with and without them running and ran into the same issue
The current 1.0 unstable release is 1.0.1961 rev1252. Your version is 1.0.1945 rev691
I remember i had to change a few method calls recently and your RW version is older. I'd recommend getting the lastest RW version and the newest version of this mod's 1.0 and try again as this is working on 1.0.1961 rev1252
Any way you can fill out the edges? It looks odd that it is a box of rock with sides you can go around
Quote from: Very_Svensk on July 12, 2018, 01:01:46 AM
Any way you can fill out the edges? It looks odd that it is a box of rock with sides you can go around
The game assumes the edges are available. Too many problems pop up if they're filled in.
There are many mod options available to customize the mountain/map and there are settings to allow the edges to be largely covered. Specifically 'Edge Buffer'. Setting it to 3 will make it a much more closed map and can be prone to throw errors when the storyteller can't launch an event (doesn't cause the game to crash or anything, just no event will happen in those cases)
1.0 Update: Added a new Mod Setting that allows for either a Square (default) or Round open middle area
Update cheers for good work!
I also updated the Japanese translation from GitHub. I sent a pull request, so please confirm and merge. Thank you.
Thanks Proxyer!
Update: Japanese translation has been updated with the new settings.
1.0 Update:
Updated to work with the newest unstable version
Updated for B19:
Stream: http://steamcommunity.com/sharedfiles/filedetails/?id=1180719335
Direct Download: https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/B19/ImpassableMapMaker.zip
Update:
Changed the settings to allow an Edge Buffer of 0. This will make the map truely impassable.
The game may not like this and will probably through some errors along the way.
Q.Q then where will the pawns spawn
With Edge Buffer set to 0 for square impassable maps there is an opening in each corner that's about 6x6 cells. All the wild animals will be sharing that space with you so be prepared to fight for your food and space... I'm honestly not sure if it's possible to survive this start.
For round impassable maps each corner is open and the radius of the mountain is big enough to cut off the other corners of the map.
Want me to test :P
I can easily do it once I have some free time
Dwarf's one the mark,ready, DIG!
Who find first the Shangri-La in the middle ? :-)
Btw. does it would be possible to made the mountain full of caves (with or without hives). Since only the edge's are free there shouldn't be an opening to see at arrival.
But possible once you discover the caves which add an entry point for raiders/traveller too.
Try the caveworld mods for that. Otherwise just look for one that's got caves as a special feature.
They are too darn common if you ask me.
Update:
Added an option to set round impassable mountain's outer-radius.
Setting it too low will cause no mountain at all and setting it too high will cause only the corners to be available. This is to support x-large map sizes.
Update for 1.0
https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.0/ImpassableMapMaker.zip
Update:
-Added a setting "True Random" which will cause the map to be random every time even if the world's name + selected tile is the same
-Increased the Min/Max for the inner open area's sizes for both square and circle. Realize if the inner area is larger than the mountain itself, there will be no mountain
-Fixed an issue where some settings could be cut off at the bottom (now the settings page will scroll to nothing under the options, this is just to make sure nothing gets cut off
Updated the settings description on the first post of this thread.
is there a way to make the mountain only be open from 1 side? the steam workshop screenshot is misleading. it only shows 1 open side but the default settings make the "mountain" open from all sides. it also shows a section at the bottom right fogged over because it looks like more mountain. we just need the mountain and the map being an entire mountain except a small chunk on the side that is open.
Screenshot doesn't show the whole map ;)
The game does not operated correctly if a side is fully closed. IIRC there is a choice to have just a 1 square buffer
Despite of the disclaimer/warning I set up a tribal game on an impassable temperate tile at the center of the map and had much fun.
Some experiences from yesterdays play:
- the available open space is not that big, so I build my buildings over tiles, which do not support growth (mud, lake) - this leads to food/wood shortages as well
- if you do not wall off the entrance, most of the animals will come over - which can be dangerous, if its Megasloths, Boomalopes and Thrumbos - in addition they start eating up your fields
- Asteroids and Ship chunks drop almost always on your colonists heads
If you want a larger middle area or modify the size of the mountain check out this mod's options. Any/all changes to the options will take effect when a new impassable map is generated.
Updated for 1.1 - https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.1/ImpassableMapMaker.zip
Updated for 1.2
Literal provision of means to passage the impassable
Updated to 1.3 - Direct Download (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.3/ImpassableMapMaker.zip)
Update: 1.3.1.0 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.3/ImpassableMapMaker.zip)
Impassable maps can now be used for Archonexus maps.
Update: v1.3.2.0 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.3/ImpassableMapMaker.zip)
Added a setting to "Start in Middle Area" which is under "Has Middle Area" check box. This will now place you in the middle for the start of a game. On the edge if you're visiting an impassable map.
Update: v1.3.3.0 (https://github.com/KiameV/rimworld-impassablemapmaker/releases/download/1.3/ImpassableMapMaker.zip)
Added a new mountain shape: Fill
When selected, the entire map will be a mountain.
An additional setting becomes available when Fill is selected, Roof Edge Buffer. When above 0, the cells within that buffer around the edge of the map will be thin roof and the most outer edge will have no roof at all. If set to 0, the entire edge will be thick roof preventing anything to spawn from the edges of the map.