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RimWorld => Mods => Tools => Topic started by: Darker on January 05, 2014, 06:48:42 PM

Title: [TOOL] RimEdit (v.2.1)
Post by: Darker on January 05, 2014, 06:48:42 PM

The (http://u8.8u.cz/rimedit/images/forumicon.png)RimEdit
Warning:


Introduction
I'd like to present you an independent, JavaScript based web editor for RimWorld maps. This editor focuses on terrain editing - edit fog of war, roofs, tiles and rock. The fact that is Javascript based means, that it runs in web browsers - no installing needed, no executables in your PC.

This is a new version of the preview, since the original one was destoyed by one of the forum moderators. Since now, I'm making backups of every modifications.

Try it now in your browser! (http://u8.8u.cz/rimedit/) or (https://github.com/favicon.ico)Edit it on github! (https://github.com/Darker/rimedit)


Features:
Overview:
The most important feature that the editor provides, and the feature I'm focusing on is the ability to edit the terrain, roofs, rock and the fog of war. I'm using plain colours to render the terrain:
(http://u8.8u.cz/images/screenshots/rimedit/plain.png)
Using the Visibility tool, various layers can be displayed (click links to view screenshots):
Roofs (http://u8.8u.cz/images/screenshots/rimedit/roofs.png) - Rock (http://u8.8u.cz/images/screenshots/rimedit/rock.png)


Saving:

When you're done editing, you can save the map by pressing S. The dialog will appear after a while (the browser may needs a few moments to get the virtual download ready):

(http://u8.8u.cz/images/screenshots/rimedit/dialog.jpg)
Don't worry about the strange code in the file name - this happens because it's a virtual file. It's not being downloaded in fact and everything happens in your PC. This also means you can download the editor using Ctrl+S in your browser and run it offline. As well, you can edit it if you want.

The command line:
With the recent version 2.1 (not that the number meant anything) I've introduced command line (https://www.diigo.com/item/image/3wnu6/j18e?size=o). The command line allows you to do quick changes in the map - so far it's mostly useful for removing things in areas or whole map. The console can be controlled just like any other console. 
Be sure to read help and help-syntax.

The Pawn editor:
Though this is not my primary goal, my editor also provides basic means of pawn editing. For this purpose, I made a pawn editor:
(http://u8.8u.cz/images/screenshots/rimedit/pawneditor.jpg)
You can edit only the very basics of the pawns, however you can clone them. The reason for this feature being so poorly developed is the inconsistency of Rim map format regarding pawns. I'll focus on this more when the things will stop changing so fast.

Change log:
Here's the full changelog. It used to be more well-arranged before AcDie interfered with this post.

version 2.1.1 - Fixing bugs that mysteriously appeared in the code.

version 2.1 - In this update, new feature was added - the editor command line (https://www.diigo.com/item/image/3wnu6/j18e?size=o). The command line allwos you to do quick changes in the map - so far it's mostly useful for removing things in areas or whole map. The console can be controlled just like any other console. Only there's a difference that if you press tab, the auto-completed command will require you to press -> to confirm. Otherwise it dissapears.
Be sure to read help and help-syntax.

version 2.0 - This new update does not implement any new features. Instead, I made whole application way faster. Lot's of lag was removed by using <canvas> to render the map. I can't test the editor however, so I released a public beta version to see whether it works or not

version 1.5 - So a new feature was added to the editor: pawn editor. It's still unfinished, but allows you to do the following:

version 1.0 - I have played around a lot, so now the editor supports following stuff:
Title: Re: A map editor idea
Post by: pbgben on January 05, 2014, 07:57:31 PM
Sounds good, Ill take a look and perhaps we could work together to produce a good tool. I'm currently working on a tool to edit the save file.
Title: Re: A map editor idea
Post by: Darker on January 05, 2014, 10:51:39 PM
I'm now implementing some basic gamesave editing. I'm doing my best to keep my scripts highly commented and I'm also keeping rendering and logic apart, when it's possible. So I will be glad to share the job with anyone.

Also, if you have an idea how to render map and UI in C++, I can handle all the parsing.
Title: Re: A map editor idea
Post by: Darker on January 06, 2014, 08:35:49 PM
Manually changed roofs:
(http://ludeon.com/forums/index.php?action=dlattach;topic=1560.0;attach=686) (http://ludeon.com/forums/index.php?action=dlattach;topic=1560.0;attach=686)
Many tiles replaced:
(http://ludeon.com/forums/index.php?action=dlattach;topic=1560.0;attach=688) (http://ludeon.com/forums/index.php?action=dlattach;topic=1560.0;attach=688)

[attachment deleted by admin: too old]
Title: Re: A map editor idea
Post by: Darker on January 09, 2014, 08:19:36 AM
A simple pawn editor has been added.

[attachment deleted by admin: too old]
Title: Re: A map editor idea
Post by: Ender on January 09, 2014, 09:58:28 PM
you've quite the burgeoning save file editor there, pretty well made for being rough design, i'm excited to see what this finishes into!
Title: Re: A map editor idea
Post by: ItchyFlea on January 09, 2014, 10:57:55 PM
Bugs/Issues/Comments: (No particular order)
• What you've got listed as tile 31 crashes the game upon load, even if only 1 tile of it is placed.
• The pawn editor, when a pawn is changed to be psychotic, the team setting should also be changed to psychotic.
• Also in the pawn editor, it allows the entry of skill levels higher than 20. This makes the game behave strangely, resulting in the game becoming unresponsive in less than 30 seconds.
• Rock/Slag debris do not show in the editor

I do like the Fog of War editor. I've already got an idea that will make heavy use of it.  :)
Title: Re: A map editor idea
Post by: Darker on January 10, 2014, 06:51:05 AM
Tile 31 was actually just a test button - i was trying what happens when I place nonexistent tile (or triing whether there are hidden tiles).
I'll remove it, it's useless and confusing.

The possibility of only changing psychotic team or behavior was intentional. If you have normal animal in psychotic team, it will randomly attack others but won't engage colonists base. That can be usefull, so I've not placed restriction here.

I'll find out how to only allow numbers 1-20 in the level.

Oh damn... I have forgotten to upload new rock/debris definitions. I have changed the system slightly, because rock/debris ID's will probably change very often.
Title: Re: A map editor idea
Post by: Plasmatic on January 10, 2014, 12:47:10 PM
Would it be possible to add/remove geysers with your editor?, that would be awesome :)
Title: Re: A map editor idea
Post by: Coenmcj on January 10, 2014, 07:14:52 PM
I Decided to have mess around with this but when I clicked save it made a file called "Download" which is barely 58 B, instead of the 5,934 KB it started out as.

EDIT: When opened the only line of code in there is

<?xml version="1.0" encoding="utf-8"?><Map>undefined</Map>
Title: Re: A map editor idea
Post by: Darker on January 11, 2014, 04:35:27 AM
Coenmcj:
Damn, yes, sometimes this happens in google chrome. But so far, I haven't figured why it happens :( I'm really sory about that.

I actually thought it was fixed, but it isn't obviously.

Plasmatic:
There is still lot of work to do to render thing map properly. I need to figure out how to position them at right places.
Title: Re: A map editor idea
Post by: Coenmcj on January 11, 2014, 08:43:04 PM
It's no problem, I'll just hop on over to IE Firefox for a while

Any vague ideas why chrome is doing that though?

Edit 2: It may seem that switching the raiders straight to colonists while they're in the middle of a staging period was a bad idea. they seem to be mildly insane, taking potshots at each other, yet still controllable. but they can't open or use any doors or buildings. but arresting them seems to of done the job.
Title: Re: A map editor idea
Post by: Ender on January 11, 2014, 09:03:14 PM
Quote from: Coenmcj on January 11, 2014, 08:43:04 PM
It's no problem, I'll just hop on over to IE Firefox for a while

Any vague ideas why chrome is doing that though?

I use chrome and it didn't do it to me at all, if that is useful at all.
Title: Re: A map editor idea
Post by: Darker on January 12, 2014, 07:48:42 AM
That's the BAD thing about it - sometimes it happens, sometimes not. Finding such errors is very hard thing, and usually matter of some luck too.

QuoteBut they can't open or use any doors or buildings.
This is because they need "Door key" item. You can't see this item in the game, yet ever colonist has it. And also, if you turn colonist to raider, he'll have no problem opening doors in your base. Inventory is still changing, so I won't implement any tool for this until Tynan has it stable.
Title: Re: A map editor idea
Post by: roonerspism on January 12, 2014, 03:52:12 PM
oddly your mineral stone becomes nutrient paste after the game starts up.
edit: by the way I was on Firefox if it makes a difference.
Title: Re: A map editor idea
Post by: Darker on January 12, 2014, 04:54:34 PM
Oh thanks :)
There was a mistake due to the way I changed map parsing. All rock/debris buttons would spawn something else (unbuilt sandbags, grenades, nutrient paste meal).

Fixed now.
Title: Re: A map editor idea
Post by: central on January 13, 2014, 07:35:11 AM
Would you mind opening up your amazing project to the open public by either a download or posting it on github?
Title: Re: A map editor idea
Post by: Darker on January 13, 2014, 08:22:05 AM
It's all javascript - you can download it and alter it as you wish. I tried to comment it well, though in some later scripts important coments are missing.
Just a note:
All images are either downloaded, stolen from paid image sites or screen-captured from rim World. Tynan has given me his permission and also has sent me some graphics for terrain surface. After testing, I don't use these for performance reasons.

I'm also working on possible modability using userscripts (eg. greasemonkey). Main editor object is a global variable (window.world) so you can see what's going on there.

However, posting it on github ain't bad idea - people will fix bugs for me :)
Title: Re: A map editor idea
Post by: Darker on January 13, 2014, 05:10:33 PM
So, after a lot of pain (http://stackoverflow.com/q/21094158/607407), I created a GitHub repo for Rim World editor (https://github.com/Darker/rimedit). Any good edit will make me happy.
Title: Re: A map editor idea
Post by: central on January 14, 2014, 05:16:55 AM
There's an pull request incoming with the following feature addition:
map zooming

I implemented it with buttons, as the toolbar-api was a bit restrictive. Might be cool to implement it as a slider?

Question: I had to pull index.html from the history, used to be an php file? Did you remove it on purpose, I suppose there should be something to replace it, right?
Title: Re: A map editor idea
Post by: Darker on January 14, 2014, 06:47:17 AM
I'll try to add this, however, there is something you should know about the editor:

Since browsers had a tendency to crash when 200*200 table joined the HTML, I've implemented a pseudo-class that only shows cells in and around the screen. Other cells do have "display: none" until needed.

I'm not sure how this will work with zooming. I used to zoom with Ctrl+mousewheel.
Title: Re: A map editor idea
Post by: Darker on January 14, 2014, 06:50:07 AM
Index.php was removed on purpose, I often use it to test functions (like popups). In the future, I'd like to have one public and one private/testing index.
Title: Re: A map editor idea
Post by: Semmy on January 14, 2014, 11:03:39 AM
Editor looks awsome.
I hope you will keep this up through the updates towards the final feature.
I always liked changing my game of dwarf fortress into what i wanted it to be and leave out the stuff i didn't enjoy.
Title: Re: A map editor idea
Post by: CodyRex123 on January 27, 2014, 12:02:04 AM
What do we save it as, and how do we set it to a save?
Title: Re: A map editor idea
Post by: ItchyFlea on January 29, 2014, 05:44:16 AM
I have to say, I'm extremely surprised that this works with the current version of RimWorld. Mostly anyway.
How it treats rock, minerals and empty space are interesting, but otherwise it's fine.

I'm just hoping the world I've created will work without issues for the intended use of CustomScenarios.  :)

I'm sure I've said it before, but I'm going to say it again, Thank-you very, very much for this map editor Darker.  ;D
Title: Re: A map editor idea
Post by: Darker on February 01, 2014, 05:45:53 AM
I had new map saving semi-implemented, but at this moment, I have big problems not to get kicked off school so I had to stop playing Rim world and start learning math.

Next month, I'll release new version that will have way better performance and will understand new maps.

QuoteWhat do we save it as, and how do we set it to a save?
Instead of random name browser gives you, insert "test.rim" (the .rim makes it a gamesave). Check help for gamesave location, I'm unsure as of new versions.
Title: Re: A map editor idea
Post by: mfxoxes on February 04, 2014, 06:57:57 PM
I am not able to load anything in the editor :/ It gets to 100% then it doesn't do anything from there.
Title: Re: [TOOL] RimWorld Editor (v.1.5)
Post by: eagleFMJ on February 06, 2014, 09:54:08 PM
404 error webpage doesn't seem to exist
Title: Re: [TOOL] RimWorld Editor (v.1.5)
Post by: Darker on February 07, 2014, 03:24:52 PM
I must say it pleases me to see that even 24hr server-down won't go unnoticed. The problem is fixed now, I happened to exceed file count limit on the webhosting.
Title: UPDATE!
Post by: Darker on March 05, 2014, 03:25:04 AM
So, in this update, the best changes are these two:
 
 
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Tynan on March 05, 2014, 10:59:14 AM
I've deleted some unconstructive posts.

To clarify: We're not enforcing a specific format or template for posts here. We recommend one, but we can't make everyone do it.

To the community - sorry this wasn't clear amongst us mods earlier. We'll work it out.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on March 05, 2014, 11:03:37 AM
Well, I've already made a new version and though I miss the original, I think the new version is much better.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on March 05, 2014, 11:31:54 AM
I'd like an exe version, or one that can be run without the browser.  The browser version keeps screwing up once in a while and I have to re-load my save a few times till it stops becoming 100% black when I scroll out.  Firefox 28.0 (updating to next beta as soon as I close my browser) ((I hate how Firefox stopped using decimals, now it's Version 28.0, 29.0, 30.0, they never go 28.1, 28.01, 28.1.2. :/  They used to, till they saw IE get away with going "Internut Exploder 10!  The best explosion yet!"))

It might also run more smoothly in a program considering my browser oddly seems to lag on certain sites now, even though I have i7 3.1GHz, 8GB RAM, and nVidia GeForce GTC 560m, I mean come on.  Nothing should lag with this much power.  -.-
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on March 05, 2014, 12:08:50 PM
QuoteIt might also run more smoothly in a program considering my browser oddly seems to lag on certain sites now [...]
Nothing should lag with this much power.
Javascript is unbelievably inefficient language in both structure and implementation. I'm aware of this problem - my project was also an experiment how far can I go with the javascript. And trust me, in the code, there's a lot of optimization so it can run with lags at least.

I also hope that with the downloading and installing being skipped, the software will be available to wider audience. Javascript is also easy to understand and edit, so anyone can download my editor and change it as they want.

But now, there is no way turning the javascript to C++ for example. Whole concept is too far away from anything compiled.

QuoteI hate how Firefox stopped using decimals
Yeah... I was using firefox 3.xxxx for some years and then it went suddenly to 10, 12... then I lost count.

I don't like to say this, but for user experience, you might consider using Google Chrome. I don't like that browser in many aspects, but their implementation of javascript is many times faster than any other. I always dream of Firefox being that fast - because I'm no way using Chrome.

QuoteThe browser version keeps screwing up once in a while and I have to re-load my save a few times till it stops becoming 100% black when I scroll out.
This sounds like a bug... Could you please explain it?

In the past version, weird stuff happened when you zoomed out too much, but now a cap should work on the map - this should be smallest zoom possible (https://www.diigo.com/item/image/3wnu6/i3t5?size=o).
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on March 05, 2014, 12:20:08 PM
Quote from: Darker on March 05, 2014, 12:08:50 PM
Javascript is unbelievably inefficient language in both structure and implementation. I'm aware of this problem - my project was also an experiment how far can I go with the javascript. And trust me, in the code, there's a lot of optimization so it can run with lags at least.
Well, it works on small scale stuff (http://feraldragon.com/index.php?page=spaceengineerscalc) real well at least.  :P  (Something I made)
Quote from: Darker on March 05, 2014, 12:08:50 PMYeah... I was using firefox 3.xxxx for some years and then it went suddenly to 10, 12... then I lost count.

I don't like to say this, but for user experience, you might consider using Google Chrome. I don't like that browser in many aspects, but their implementation of javascript is many times faster than any other. I always dream of Firefox being that fast - because I'm no way using Chrome.

I have chrome installed, but it boots much slower than firefox, and it takes a while to load pages.  Perhaps that's because Firefox is so well used that my computer remembers it perfectly.  :P  I just don't like it though because it strips away, or did in the past, most of your user choice.  Makes the editing of your settings a single page hassle.  Hiding advanced settings under advanced settings, like when you click "show advanced" it has more settings still hidden till you click something like "Show super advanced settings".  I want my browser to treat me like I'm intelligent, not some banana eating monkey.  I stick with Firefox because of this.  :P  I just have chrome to check if a site is broken only in Firefox and check the compatibility of something I made (like that javascript page I linked) to see if it works in other browsers (couldn't care less if it works in IE or not :P).

Well, at least consider a downloadable program version sometime in the future, maybe when the game isn't changing so often so you don't have to update it as much? :P  Also, you could make it compatible with mods?  Checking the mod folder for assets and such and having a tab inside that asks which mods you want to make it load for that map or something.  I'm hoping that the dev makes the game 100% totally utterly portable though, because that would be very nice.  That way your saves and everything are all in the same folder, then you might be able to have this script load stuff much easier from the game because everything will be inside the game 'install' folder.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on March 05, 2014, 12:54:00 PM
QuoteI want my browser to treat me like I'm intelligent, not some banana eating monkey.  I stick with Firefox because of this.  :P
I have the exact same reasons.

QuoteWell, at least consider a downloadable program version sometime in the future, maybe when the game isn't changing so often so you don't have to update it as much?
Many things will be done once I can rely on the map format. But currently, I have to remap all tiles with every release - I can't even think of having two projects to maintain.

QuoteWell, it works on small scale stuff real well at least.
The slowest part is the rendering. But the array traversing is pretty slow, too.

Also don't forget what is actually loaded in your browser. Just the savefile itself has about 5MB in average. Then javascript turns it into DOM, making every single node an object. Then things are loaded into my database of things. Also, every tile is an object since that was the easier way to maintain them without looping even more arrays.
Mostly, I'm trying to save CPU at a cost of RAM.

For example, see that images for stone and debris? They are cached. And everytime you zoom, they're resized and the resized image is cached too.

I'm planning to cache roofs too. Currently they're 3 lines, but it seems to be slower than rendering a PNG image over the map.

By the way, if you know javascript, you could help me with checking the compatibility... Can't say how grateful I would be.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on March 06, 2014, 01:30:08 AM
Quote from: Darker on March 05, 2014, 12:54:00 PMBy the way, if you know javascript, you could help me with checking the compatibility... Can't say how grateful I would be.

I wish I could help with that.  My script was made with help by someone else who knew what I was trying to do, so he added some stuff to help make it simpler for me but it's really just beginner stuff that I did.  I can look at code and understand what it does most of the time but I can't create it, and then there is code I have no clue what does.  I mean I can load your script in Chrome and Firefox to see how it plays out and tell you what issues it presents.  :P

If I load it in IE, I'd have to come back and say "everything" because that's how terrible Internut Exploder is.  xD  I won't even bother making anything work for an IE user if I ever make anything.  I'll just add a tag that says "If you're using IE, your PC likely has so many viruses right now that I can't even understand how it's still alive, try Firefox or Chrome!" xD  I just now today fixed an IE user's computer, really.  I had to use teamviewer and uninstall 5 malware and a virus.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: madpluck on March 07, 2014, 11:28:31 AM
So I've never been able to get this to work. I'm using chrome (I even tried in IE for gods' sake), the file loads, I edit stuff. Whenever I click the save button it goes to the "Aw, snap!" page and I lose all the edits. Any idea why?
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on March 07, 2014, 11:32:21 AM
Seems that they've changed something in chrome. I'm not sure how to get it to work now - I relied on my way of saving files.

I'll try to find a workaround, but it might even be impossible. So far the editor works fine in Mozilla Firefox.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Mikey3131 on March 07, 2014, 11:52:26 AM
In reply to Mad, I've had the same issue with Chrome. IE and Firefox would bring up "File Loaded" after loading the file, but it would never display. I was able to open, modify, and save the cleared map that is available on the page, but I can't get it to load in RimWorld.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Lolik on March 08, 2014, 02:03:02 AM
People i am using Google Chrome and editor isnt working it just write File Loaded and nothing is happing
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on March 08, 2014, 08:14:27 AM
I did some tests and I can tell you the folowing:


Thank you for your patience guys.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on April 17, 2014, 08:19:54 AM
Appears to be broken.  It just says "File opened." when I try to open my map.

Even without mods.  Needed it for an example of something :/
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: UltimateDL on April 18, 2014, 08:54:39 AM
Yeah it seems to be busted at the moment.. it just gives a 'File Opened' Message... that sucks :\
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on April 18, 2014, 04:15:06 PM
Hey, just a thought.  Would you be able to add 5 new drop downs to the colonist editor?

2 would be for traits, it would let you select a new trait.
2 would be for the back story, letting you change the back story (and each would come with their permanent set of disabilities and stuff)
1 drop down would be for disabilities, you could select something you want to disable then click the add button.  Disabilities would be there with an X next to them so you could delete them.  If one of these are required by the back story, you would not be able to delete it.

I'd also like it in EXE format so I can load it without the thing going crazy randomly.  :P  The web version goes black when scrolling out quite often.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: ENE on April 18, 2014, 11:14:07 PM
I cant use it on browser it keep saying 'File opened.' with black background. Can any one tell me how to use it please. PS. I use FIREFOX
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: ENE on April 18, 2014, 11:15:37 PM
I cant use it on browser it keep saying 'File opened.' with black background. Can any one tell me how to use it please. PS. I use FIREFOX
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: ENE on April 18, 2014, 11:17:10 PM
I cant use it on browser it keep saying 'File opened.' with black background. Can any one tell me how to use it please. PS. I use FIREFOX
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Morgan_Freeman on April 20, 2014, 04:19:08 PM
I cant use it on browser it keep saying 'File opened.' with black background. Can any one tell me how to use it please. PS. I use GOOGLE CHROME  8)  haha its the truth
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on April 20, 2014, 04:33:59 PM
It's broken with Alpha 3 it seems.  Spamming the thread won't get it fixed any faster.  Your second account is also suspicious as you say the exact same thing with slight tweak at the end.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Morgan_Freeman on April 20, 2014, 04:53:00 PM
Quote from: Vas on April 20, 2014, 04:33:59 PM
It's broken with Alpha 3 it seems.  Spamming the thread won't get it fixed any faster.  Your second account is also suspicious as you say the exact same thing with slight tweak at the end.

"Your second account is also suspicious as you say the exact same thing with slight tweak at the end". Sorry to inform you, but I do not know who the hell ENE is, this is my only account here on the forums. It just so happened that I saw what he did and as a joke I copy and pasted it and added google chrome to the end, because that is the browser I am using currently. Very quick to make assumptions arent you? Oh and if that one statement "spamming the thread wont get it fixed any faster" is directed towards me, I am not spamming the thread.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on April 20, 2014, 08:07:45 PM
I apologize for the delay, however I was far away from the outer Rim for some time. I'll now focus on the issue to get the editor back in business.

Actually, if anyone has posted a Alpha 3 gamesave, as I have asked in the OP, I'd be already fixing the problem out.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on April 20, 2014, 09:22:11 PM
Quote from: Darker on April 20, 2014, 08:07:45 PM
I apologize for the delay, however I was far away from the outer Rim for some time. I'll now focus on the issue to get the editor back in business.

Actually, if anyone has posted a Alpha 3 gamesave, as I have asked in the OP, I'd be already fixing the problem out.

Here ya go, a save file.  :P

Quote from: Morgan_Freeman on April 20, 2014, 04:53:00 PMI saw what he did and as a joke I copy and pasted it and added google chrome to the end, because that is the browser I am using currently.
Yes, cause a copy/paste of a previous triple post is hilarious, right?

I was talking about the triple poster's spam.  He did it 2 minutes apart per message so it certainly isn't likely to be a connection glitch.  ANYWAY, moving on.  I attached a random save file from the beginning.  I may need to disable my mods though so lemme attach another one.  Colony2 is the unmodded save.

[attachment deleted by admin: too old]
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on April 20, 2014, 09:50:11 PM
Mods should be no threat to the Rim edit, unless they add a new terrain type which is uncommon. And even so, it should just threat the extra tiles as "Unknown Tile".
Thanks for the saves, I'll do some testing tomorow. (Just after I watch the new episode of Game of Thrones).
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: ENE on April 21, 2014, 08:42:40 AM
Im so sorry, but I didnt want to spam this happened because I only look in first page so I didnt see my post so that is why Its look like spam
SO SORRY 
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Vas on April 21, 2014, 09:14:54 AM
Quote from: Darker on April 20, 2014, 09:50:11 PM
Mods should be no threat to the Rim edit, unless they add a new terrain type which is uncommon. And even so, it should just threat the extra tiles as "Unknown Tile".
Thanks for the saves, I'll do some testing tomorow. (Just after I watch the new episode of Game of Thrones).

Well I noticed my modded game save was twice as big as the normal, so I gave you both just in case.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Core279 on May 10, 2014, 02:07:52 PM
I have a question, whenever I attempt load up my save with this tool, it says it can't find "TerrainMap/TerrainGrid". What does that mean? Is it due to some mods I have installed? If that's the case, I've yet to try loading a map that is untouched by mods.

Edit: The full error message is "Failed to find terrain at TerrainGrid/TerrainMap"

Edit2: The error occurs even with saves that haven't had any mods installed at all. The only "mod" being the required core game data "mod".
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: keensta on May 11, 2014, 06:41:16 AM
Quote from: Core279 on May 10, 2014, 02:07:52 PM
I have a question, whenever I attempt load up my save with this tool, it says it can't find "TerrainMap/TerrainGrid". What does that mean? Is it due to some mods I have installed? If that's the case, I've yet to try loading a map that is untouched by mods.

Edit: The full error message is "Failed to find terrain at TerrainGrid/TerrainMap"

Edit2: The error occurs even with saves that haven't had any mods installed at all. The only "mod" being the required core game data "mod".

At this moment in time the site is dead. The error you are getting is because the location of the map data had slightly changed so the old location he has used in his script is no longer valid.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Core279 on May 11, 2014, 11:37:30 AM
Thanks Keensta. By the way, your tool is also handy. I keep getting huge groups of raiders and never have enough graves, so I just use your tool to clear the corpses.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: keensta on May 12, 2014, 03:50:19 AM
Quote from: Core279 on May 11, 2014, 11:37:30 AM
Thanks Keensta. By the way, your tool is also handy. I keep getting huge groups of raiders and never have enough graves, so I just use your tool to clear the corpses.

No problem. Awesome good to hear its used :)

For anyone else wanting to use this if it stays outdated got much longer I will look at implementing somthing to do the same thing into my editor only tho if this stays outdated.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Core279 on May 12, 2014, 09:29:08 PM
Quote from: keensta on May 12, 2014, 03:50:19 AMNo problem. Awesome good to hear its used :)

For anyone else wanting to use this if it stays outdated got much longer I will look at implementing somthing to do the same thing into my editor only tho if this stays outdated.

That'd be really sweet. Biggest annoyance in my opinion(map wise) is when there's a metal vein that goes past the buildable area and you can't fill it in(I tend to carve into mountains for my base) or when a steam geyser screws up your building plans from either a "new area being discovered" or just in general as you either have to build around it, or deal with it making stuff look derpy sometimes.

Now if only there was a "pest-control turret" to deal with those pesky psychic waves. Too many times has Randy Random sent one at me when I've barely got any people. usually a swarm of squirrels. >.>
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: UltimateDL on June 04, 2014, 06:55:45 PM
Is this going to be updated for Alpha 4?
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Darker on June 05, 2014, 06:50:40 PM
I don't think so. I can't test the new Alpha 4 saves in the editor since I do not own the game. Also, I'm now under quite a pressure so I lack free time to develop stuff like this.

If it ever is updated I'll make sure people know about it.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: salty_waffles on July 21, 2014, 04:46:46 AM
So just to clarify, this wont be updated for Alpha 5 Right?

Do you mind editting the main topic that this is no longer going to updated? and if it is, not as frequently as before..
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Dr. Z on August 27, 2014, 04:08:22 PM
Would be really cool if this would get an update.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: damagex on January 31, 2015, 03:50:58 AM
I get the message, "Failed to find terrain at TerrainGrid/TerrainMap".
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Dayrion on February 10, 2015, 03:29:45 PM
I have the same message.
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: Coenmcj on February 14, 2015, 03:46:43 AM
Quote from: Dr. Z on August 27, 2014, 04:08:22 PM
Would be really cool if this would get an update.

I think Darker has gone into the Dark and not returned. He had his reasons.

Quote from: damagex on January 31, 2015, 03:50:58 AM
I get the message, "Failed to find terrain at TerrainGrid/TerrainMap".
Quote from: Dayrion on February 10, 2015, 03:29:45 PM
I have the same message.
Aye, that's because this Tool is for an outdated version of rimworld, Alpha 4, by the looks of things. This will not work on the current version [Alpha 8]
Title: Re: [TOOL] RimEdit (v.2.1)
Post by: ItsDraxis on March 11, 2017, 11:37:43 AM
This doesn't seem to support world sizes above 30%, I'm not even sure it's updated to current formats.