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RimWorld => Mods => Releases => Topic started by: neitsa on July 22, 2017, 01:05:30 PM

Title: [1.0] Prepare Landing (v0.9.2)
Post by: neitsa on July 22, 2017, 01:05:30 PM
PrepareLanding is a mod that allows players to carefully choose their landing site before actually starting their colony.

Choosing a landing site can be done by applying and using different set of filters, resulting in an unique combination of tiles, which are then highlighted on the world map.

See "Download" section for the Rimworld 1.0 download link.

As of v0.5 it is now possible to change tile characteristics on the world map (see God Mode feature (https://neitsa.github.io/games/rimworld/preparelanding/god_mode_tab.html)).

(https://neitsa.github.io/games/rimworld/preparelanding/assets/tiles_blink.gif)

Here's an overview of the main window (at least the first tab):

(https://neitsa.github.io/games/rimworld/preparelanding/assets/terrain_tab.png)

The mod is available during the "Select Landing Site" page (after you have created the world, but before you have started your colony) and also once in-game when you click the "World" button on the bottom menu bar.

It doesn't modify the save file, so you can add it / remove it whenever you want!

I made this mod to be able to find various combinations of tiles where to start my colonies, for example:


What's new?

What's new since the previous version: see this post (https://ludeon.com/forums/index.php?topic=34592.msg440023#msg440023) on this thread or the changelog on Github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.9.2).

Download

Download the latest release here on Github (https://github.com/neitsa/PrepareLanding/releases/latest)  or here on steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1095331978).

This mod depends on HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) by UnlimitedHugs (remember to put HugsLib before this mod in the mod list).

Older versions can be downloaded from Github.

Manual

Although the Mod is not very complicated to use, there's a manual here (https://neitsa.github.io/games/rimworld/preparelanding/). I'd recommend at least to read the filtering page (https://neitsa.github.io/games/rimworld/preparelanding/filtering.html), just in case.

Feature requests (especially for new filters, but you decide) and bug reports are welcome :) If you have a github account, you can post them (not just issues) here (https://github.com/neitsa/PrepareLanding/issues).

License

Code is hosted on github (https://github.com/neitsa/PrepareLanding) under the MIT license (https://opensource.org/licenses/MIT).
Which means you can do whatever you want with this mod and its source as long as it sticks with the license:
- Mod pack: Yes
- Derivative work: Yes

edit reason: v0.9.2 (Rimworld 1.0 Stable) develop release.
Title: Re: [A17] Prepare Landing
Post by: Kryc8 on July 22, 2017, 01:32:25 PM
amazing
Title: Re: [A17] Prepare Landing
Post by: Chais on July 22, 2017, 01:55:04 PM
Awesome! RimWorld is slowly becoming DwarfFortress :D
Title: Re: [A17] Prepare Landing
Post by: Sirsim on July 22, 2017, 01:58:12 PM
This is great, and with all the parameters needed for detailed search, thanks a lot.
Title: Re: [A17] Prepare Landing
Post by: SpaceDorf on July 22, 2017, 02:23:05 PM
Urist, I am home ..
Title: Re: [A17] Prepare Landing
Post by: BlackSmokeDMax on July 22, 2017, 03:33:55 PM
Quote from: Chais on July 22, 2017, 01:55:04 PM
Awesome! RimWorld is slowly becoming DwarfFortress :D

And so far, the good bits!
Title: Re: [A17] Prepare Landing
Post by: notfood on July 22, 2017, 03:35:12 PM
This is nice. No longer clicking each tile for that perfect place.
Title: Re: [A17] Prepare Landing
Post by: Oblitus on July 22, 2017, 07:07:51 PM
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.
Title: Re: [A17] Prepare Landing
Post by: AngleWyrm on July 22, 2017, 07:20:21 PM

(http://orig07.deviantart.net/7e7c/f/2014/211/6/0/cheers_lads__by_jodeee-d7sxfnj.png)Thanks for making Rimworld a better place

Cheers, mate
Title: Re: [A17] Prepare Landing
Post by: kaptain_kavern on July 22, 2017, 07:40:48 PM
Dwarfy! I like it.

Thank you for the mod
Title: Re: [A17] Prepare Landing
Post by: Sebastian Cigar on July 23, 2017, 01:07:07 AM
"An error occured. Please see the "World Info" tab for an error description"
^ Ah, there we go, solved. The World info tab provides the output for terrain filtering attempts even if 0 were found. It's just that the "error" part of the message made me think it was a mod conflict or whatever. One might find this mod tricky to use if they're hungover  ;D
Title: Re: [A17] Prepare Landing
Post by: Plasmatic on July 23, 2017, 04:29:20 AM
Thank you! I requested something like this a while back. So thank you for making this come true!

(https://ludeon.com/forums/index.php?topic=33263.msg339034#msg339034) for those wondering
Title: Re: [A17] Prepare Landing
Post by: neitsa on July 23, 2017, 04:35:56 AM
Thank you very much to you all for your kind words and your feedbacks <3

Quote from: Oblitus on July 22, 2017, 07:07:51 PM
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.

You mean something like "filter only tiles with only two stone types, whatever they are?", right?

Quote from: Sebastian Cigar on July 23, 2017, 01:07:07 AM
"An error occured. Please see the "World Info" tab for an error description"
^ Ah, there we go, solved. The World info tab provides the output for terrain filtering attempts even if 0 were found. It's just that the "error" part of the message made me think it was a mod conflict or whatever. One might find this mod tricky to use if they're hungover  ;D

You're right, this message is badly worded, I'll rewrite it :)
Title: Re: [A17] Prepare Landing
Post by: Sixdd on July 23, 2017, 04:42:04 AM
This looks fantastic, just what I was wanting in a site selection tool!
Title: Re: [A17] Prepare Landing
Post by: PixelBitZombie on July 23, 2017, 04:45:23 AM
Rimworld keeps crashing every time with this mod as soon as I try to generate the world.

Edit: The error was user related. it is now fixed.
Title: Re: [A17] Prepare Landing
Post by: neitsa on July 23, 2017, 04:50:52 AM
Quote from: PixelBitZombie on July 23, 2017, 04:45:23 AM
Rimworld keeps crashing every time with this mod as soon as I try to generate a the world.

Too bad, I'm really sorry :( Time for a bug report (https://github.com/neitsa/PrepareLanding/blob/develop/CONTRIBUTING.md#bug-reports).

PixelBitZombie: your mod list and your output log should be enough I think. Thank you for your feedback!
Title: Re: [A17] Prepare Landing
Post by: Oblitus on July 23, 2017, 04:56:19 AM
Quote from: neitsa on July 23, 2017, 04:35:56 AM
Quote from: Oblitus on July 22, 2017, 07:07:51 PM
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.
You mean something like "filter only tiles with only two stone types, whatever they are?", right?
Yep.
Title: Re: [A17] Prepare Landing
Post by: Sixdd on July 23, 2017, 05:10:18 AM
I'm getting an error telling me to check the World Info tab, it says it is failing on filtering growing periods with 0 results. Thing is I didn't set any settings for growing period, I tried setting it to 5-days/min and Year-round/max and it still said there were 0 matches. And so we are clear this isn't an ice world or anything like that.

The world seed is "valley", rainfall +1 and temperature -1, 50%. Just in case you need that.
Title: Re: [A17] Prepare Landing
Post by: PixelBitZombie on July 23, 2017, 05:15:15 AM
Quote from: neitsa on July 23, 2017, 04:50:52 AM
Quote from: PixelBitZombie on July 23, 2017, 04:45:23 AM
Rimworld keeps crashing every time with this mod as soon as I try to generate a the world.

Too bad, I'm really sorry :( Time for a bug report (https://github.com/neitsa/PrepareLanding/blob/develop/CONTRIBUTING.md#bug-reports).

PixelBitZombie: your mod list and your output log should be enough I think. Thank you for your feedback!

Fixed, sorry for the quick panic bud! Apparently if you keep dupe folders within RimWorld, in my case I modified Legs! and kept some dupe folders in the main folder in case of failure. RimWorld attempts to run them and I had no idea. It's now running.
Title: Re: [A17] Prepare Landing
Post by: neitsa on July 23, 2017, 05:25:39 AM
Quote from: Sixdd on July 23, 2017, 05:10:18 AM
I'm getting an error telling me to check the World Info tab, it says it is failing on filtering growing periods with 0 results. Thing is I didn't set any settings for growing period, I tried setting it to 5-days/min and Year-round/max and it still said there were 0 matches. And so we are clear this isn't an ice world or anything like that.

The world seed is "valley", rainfall +1 and temperature -1, 50%. Just in case you need that.

Thank you for your bug report Sixdd. I can't repro on my side. Can you tell me exactly which filters are you applying when the bug shows up?

Quote from: PixelBitZombie on July 23, 2017, 05:15:15 AM
Quote from: neitsa on July 23, 2017, 04:50:52 AM
Quote from: PixelBitZombie on July 23, 2017, 04:45:23 AM
Rimworld keeps crashing every time with this mod as soon as I try to generate a the world.

Too bad, I'm really sorry :( Time for a bug report (https://github.com/neitsa/PrepareLanding/blob/develop/CONTRIBUTING.md#bug-reports).

PixelBitZombie: your mod list and your output log should be enough I think. Thank you for your feedback!

Fixed, sorry for the quick panic bud! Apparently if you keep dupe folders within RimWorld, in my case I modified Legs! and kept some dupe folders in the main folder in case of failure. RimWorld attempts to run them and I had no idea. It's now running.

No problems :) Thank you for trying it!
Title: Re: [A17] Prepare Landing
Post by: Sixdd on July 23, 2017, 05:48:29 AM
Well oddly enough I can't seem to reproduce the error now, though I did notice that if you have several filter operations run the World Info tab output box doesn't extend down, the scrollbar works but the text area is too short/doesn't grow.
Title: Re: [A17] Prepare Landing
Post by: AngleWyrm on July 23, 2017, 06:28:36 PM

(https://www.cadeau-maestro.com/29594-home_default/lampe-lave-telstar.jpg)I'm getting an odd visual occurrence that appears to be some sort of resizing tint disc associated with moving the mouse, applied to filtered hexes.

Is it, like, groovy man, or a beta of a range calculator, or just a fluke of mod interactions?
And is there a check-box to turn it off?
Title: Re: [A17] Prepare Landing
Post by: neitsa on July 24, 2017, 05:56:40 AM
Quote from: AngleWyrm on July 23, 2017, 06:28:36 PM

I'm getting an odd visual occurrence that appears to be some sort of resizing tint disc associated with moving the mouse, applied to filtered hexes.

Is it, like, groovy man, or a beta of a range calculator, or just a fluke of mod interactions?
And is there a check-box to turn it off?

Hi AngleWyrm ! I've never experienced any visual artifacts with the tile highlighting :|

As of now you can disable the tile "blinking" in the options tab but not the tile highlighting altogether (which makes me think it would be a good idea to add this option).

Right now I have no idea about the root cause of the problem. :( I have a few questions that could potentially help to narrow down the root cause:

* By any chance do you think you could screenshot the problem?

* Does it always happens or just intermittently? (I'm thinking about an FPS drop)

* Could you try to disable the tile blinking at first and tell me if you still experience the same problem?

* Does it happen even on very small world maps? (like 5% coverage in dev mode and you pick only the temperate forest biome filter)

* Do you know if the problem also happens in the same way while you are in-game? (When colonists have already pod landed and you click on the "World" button in the bottom button bar.)

Thank you for your feedback, I hope we'll be able to find the problem cause!

Title: Re: [A17] Prepare Landing (v0.4)
Post by: neitsa on July 31, 2017, 06:51:18 AM
What's new?

Release v0.4 is out. What's new since the previous version (v0.3.1):


More details in the changelog on Github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.4).
Title: Re: [A17] Prepare Landing (v0.4)
Post by: Oblitus on August 01, 2017, 07:11:27 PM
Having mods which add more stone types is breaking the layout.

(http://i.imgur.com/JpvBxIbl.jpg) (http://i.imgur.com/JpvBxIb.png)

Also, suggestion: do not reset filters when returning from map to map generation settings. It is probably because a picky player found nothing fitting and want to make a new map.
Title: Re: [A17] Prepare Landing (v0.4)
Post by: neitsa on August 02, 2017, 05:59:01 AM
Quote from: Oblitus on August 01, 2017, 07:11:27 PM
Having mods which add more stone types is breaking the layout.

Also, suggestion: do not reset filters when returning from map to map generation settings. It is probably because a picky player found nothing fitting and want to make a new map.

Thank you very much Oblitus for your bug report! Yep, the layout problem is a real showstopper :(

About the filters reset, It's a good idea. I'll try to remove that reset and keep the same filters on new maps.

Thanks!
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 02, 2017, 06:14:41 PM
v0.4.3 is out, it's mostly a bug fix release.

Thanks to Oblitus here for the bug report (fixed) and the feature request (implemented).


# General

# Version 0.4.3
**Released August 03, 2017**
**`RimWorld Version: Alpha 17b`**

What's New?
===========

* Still building upon [v0.4 release](https://github.com/neitsa/PrepareLanding/releases/tag/v0.4).
* Fix a GUI layout problem when more than 5 stone types are present (issue #6).
* Fix a problem when loading a preset where some states were not correctly set (issue #7).
* From now on, the filters are **not** reset to their default state when going to a new world (they keep their previous state). (issue #9)

Detailed Changelog
==================

Fixed Issues
------------

* Having more stone types than the vanilla game breaks the GUI layout. [issue #6: request by Oblitus]
    - tested & fixed using Cupro's Stones mod.
* Animals can graze now filter problem [issue #7: request by QuakeIV, Ozymandias]
    - the code used the default state of the MultiCheckState enum, which is ON by default...
* Do not reset filters when returning from map to map generation settings [issue #9: request by Oblitus]

Future Plans
============

* Check if possible to actually set the tile properties according to user choices [issue #8]
* Add filtering on most / least (max / min) tile features [issue #10]
* Rework the tile highlighter [issue #11]
* Add world map overlays for various features (temperature, rainfall, etc.) [issue #12]


Many thanks for all users for their encouragements, feature requests and bug reports!

You might post issues, comments, discuss future plans and feature requests on github issue tracker (https://github.com/neitsa/PrepareLanding/issues) or here on this forum thread.
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: faltonico on August 19, 2017, 09:23:41 AM
Looks lie it wont search if you set it to "any biome" ?
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 19, 2017, 01:12:24 PM
Quote from: faltonico on August 19, 2017, 09:23:41 AM
Looks lie it wont search if you set it to "any biome" ?

Do you have more information about your problem? I can't repro.

e.g. "Any biome" selected (default) and for example if I select "Coastal Tile", it does work as intended (coastal tiles in all biomes are selected).
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: faltonico on August 20, 2017, 02:36:01 AM
Quote from: neitsa on August 19, 2017, 01:12:24 PM
Quote from: faltonico on August 19, 2017, 09:23:41 AM
Looks lie it wont search if you set it to "any biome" ?

Do you have more information about your problem? I can't repro.

e.g. "Any biome" selected (default) and for example if I select "Coastal Tile", it does work as intended (coastal tiles in all biomes are selected).
Don't mind me. Looks like if there is too much to filter, it wont do anything, so i just have to be more specific.
For instance filtering a coastal tile with 2 kinds of rocks and a mountainous terrain can't be set to any biome, i have to choose one.
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 20, 2017, 06:27:33 AM
Quote from: faltonico on August 20, 2017, 02:36:01 AM
Don't mind me. Looks like if there is too much to filter, it wont do anything, so i just have to be more specific.
For instance filtering a coastal tile with 2 kinds of rocks and a mountainous terrain can't be set to any biome, i have to choose one.

Ah! I think I understand. If you got that message that says (in the info tab) "No biome and no terrain selected if world coverage >= 50%", you can disable this check by going to the option tab and selecting the "Disable Prefilter check" option. It will allow you to not select a biome or terrain. Let me know if that solve your problem.

I made this check to avoid having to filter thousands of tiles at once, which can take a long time, but depending on the exact set of filters this check is sometimes not useful as the number of filtered tiles can be very small in the end.

Otherwise, if that doesn't solve your problem, could you tell me the exact conditions (planet seed, % coverage and exact set of filters applied) when that happens?

Thanks :)

Side note: if that's useful, you can save this option ("disable pre-filter check") in the "save" window if you check the "Save options" check box.
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 20, 2017, 06:29:03 AM
Quote from: neitsa on August 20, 2017, 06:27:33 AM
Quote from: faltonico on August 20, 2017, 02:36:01 AM
Don't mind me. Looks like if there is too much to filter, it wont do anything, so i just have to be more specific.
For instance filtering a coastal tile with 2 kinds of rocks and a mountainous terrain can't be set to any biome, i have to choose one.

Ah! I think I understand. If you got that message that says (in the info tab) "No biome and no terrain selected if world coverage >= 50%", you can disable this check by going to the option tab and selecting the "Disable Prefilter check" option. It will allow you to not select a biome or terrain. Let me know if that solve your problem.

I made this check to avoid having to filter thousands of tiles at once, which can take a long time, but depending on the exact set of filters this check is sometimes not useful as the number of filtered tiles can be very small in the end.

Otherwise, if that doesn't solve your problem, could you tell me the exact conditions (planet seed, % coverage and exact set of filters applied) when that happens?

Thanks :)

Side note: if that's useful, you can save this option ("disable pre-filter check") in the "save" window if you check the "Save options" check box.
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: faltonico on August 20, 2017, 10:02:13 AM
I understood the need for the filter, don't worry about it.
But as a suggestion maybe instead of outright disabling the possibility, how about making a time check? if it takes too long to filter a set of variables just stop the operation and throw the reason and the ways to fix it.
On the mean time, I'll try the options menu, but that would be the next time i create a colony xD

Thanks a lot for your time!
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 20, 2017, 10:19:23 AM
Quote from: faltonico on August 20, 2017, 10:02:13 AM
I understood the need for the filter, don't worry about it.
But as a suggestion maybe instead of outright disabling the possibility, how about making a time check? if it takes too long to filter a set of variables just stop the operation and throw the reason and the ways to fix it.

Dang! Excellent suggestion, I'm gonna add this for the next release. It's really better than what I thought of and moreover I already have a stopwatch in the code to get the time it takes for all the filters to finish their job...

Quote from: faltonico on August 20, 2017, 10:02:13 AM
On the mean time, I'll try the options menu, but that would be the next time i create a colony xD

Thanks a lot for your time!

Thanks a lot :) May Randy be random with you (or not  ;))
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: skullywag on August 22, 2017, 09:41:12 AM
you, how did i miss you, how did i miss this mod, discordball GO!
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: DoctorVanGogh on August 22, 2017, 10:22:40 AM
Quote from: neitsa on August 20, 2017, 10:19:23 AM
Quote from: faltonico on August 20, 2017, 10:02:13 AM
I understood the need for the filter, don't worry about it.
But as a suggestion maybe instead of outright disabling the possibility, how about making a time check? if it takes too long to filter a set of variables just stop the operation and throw the reason and the ways to fix it.

Dang! Excellent suggestion, I'm gonna add this for the next release. It's really better than what I thought of and moreover I already have a stopwatch in the code to get the time it takes for all the filters to finish their job...
Without having read too many details: Async background filtering with incremental updates :D
Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on August 27, 2017, 01:18:46 PM
Added a pre-release on github for the next version (v0.5). I intend to test it thoroughly this week and make a final release next week end.

This pre-release is available here (https://github.com/neitsa/PrepareLanding/releases/tag/PrepareLanding-0.5.0-30-develop) on Github.

Major changes:

Title: Re: [A17] Prepare Landing (v0.4.3)
Post by: neitsa on September 02, 2017, 01:19:36 PM
Release v0.5.

Important additions:


**`RimWorld Version: Alpha 17b`**

The source code for `PrepareLanding` is licensed under the [MIT Licence](https://opensource.org/licenses/MIT).


# General

# Version 0.5.0
**Released September 02, 2017**
**`RimWorld Version: Alpha 17b`**

# General

What's New?
===========

The [online manual](https://neitsa.github.io/games/rimworld/preparelanding/) has been rewritten to account for the latest changes.

* [**Important**]  Most / Least Feature filter ([see manual](https://neitsa.github.io/games/rimworld/preparelanding/temperature_tab.html#most-least-feature))
    - Allows to filter on the following highest / lowest world characteristics:
        - Elevation
        - Rainfall
        - Temperature
* [**Important**] God Mode ([see manual](https://neitsa.github.io/games/rimworld/preparelanding/god_mode_tab.html))
    - Allows player to change tiles' characteristics on the world map
        - Biome
        - Average Temperature
        - Terrain (Hilliness)
        - Elevation
        - Rainfall
        - Stone Types
* [**Important**] Temperature Forecast ([see manual](https://neitsa.github.io/games/rimworld/preparelanding/temperature_tab.html#temperature-forecast))
* Less clicking for River and Road filters, they now have 3 buttons (Reset, All, None)
* Fixed a bug when there were more rivers than in Vanilla
    - Also fixed for Roads Filter
* Internal
    - Huge code refactoring
    - TileHighlighter now uses RimWorld's WorldLayer class
        - It takes a little bit more time to draw the highlighted tiles but,
        - It is less laggy and less demanding on smaller computers
    - Code and data for drawing map overlays is implemented (but not activated yet)

Detailed Changelog
==================

Fixed Issues
------------

* Add filtering on most / least (max / min) tile features [issue #10: requested by Barky, Zapleek]
* Rework the tile Highlighter [issue #11]
* Add must/must not have road/river" regardless of type. [issue #15: request by WorkingClassHero]
* Long list of rivers breaks the GUI layout [issue #17: request by elwooha6]

Future Plans
============

* Check if possible to actually set the tile properties according to user choices [issue #8]
    - 6 feature planned on 8 have been implemented (see God Mode)
* Add world map overlays for various features (temperature, rainfall, etc.) [issue #12]
    - Code & data are there but it is too slow at the moment to be released.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: Sixdd on September 03, 2017, 09:22:40 PM
Yay new update! Seems like it's about time to start a new world :D
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: faltonico on September 08, 2017, 07:29:33 PM
Welp...
I clearly do not to know how to use the mod.
I thought that by ticking certain types of rocks i wanted and crossing out the ones i did not want, the mod would search for just that, but apparently the mod needs me to have the rocks marked as " ~ " to do the filtering, otherwise it says it doesn't find what i was looking for, even though i have the tile i told it to look for selected right there,
¿or is there something i am missing?
(https://www.mediafire.com/convkey/70c8/100n6yp0ttwlak37g.jpg) (https://www.mediafire.com/view/?100n6yp0ttwlak3)

(https://www.mediafire.com/convkey/435e/ix69oh9m4y24qh27g.jpg) (https://www.mediafire.com/view/?ix69oh9m4y24qh2)
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: neitsa on September 08, 2017, 07:39:46 PM
Quote from: faltonico on September 08, 2017, 07:29:33 PM
Welp...
I clearly do not to know how to use the mod.
I thought that by ticking certain types of rocks i wanted and crossing out the ones i did not want, the mod would search for just that, but apparently the mod needs me to have the rocks marked as " ~ " to do the filtering, otherwise it says it doesn't find what i was looking for, even though i have the tile i told it to look for selected right there,
¿or is there something i am missing?

Hi faltonico,

Yep, the stone filter is orderable, which means it searches for the exact order given. See Stone Type Filter (https://neitsa.github.io/games/rimworld/preparelanding/terrain_tab.html#stone-type) and Orderable three states (https://neitsa.github.io/games/rimworld/preparelanding/filtering.html#orderable-three-states) in the manual.

In your example, it searches for "Granite, Limestone and Marble" in this precise order (while the tile has  "Limestone, Granite and Marble" in this order). I'm gonna introduce a new checkbox to search in any order though. This is planned but I didn't have time lately.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: faltonico on September 08, 2017, 08:34:05 PM
loool
I never thought it meant the exact order, i thought it meant that it will only require to have it...

This is why you have to read manuals.

Thanks a lot for the explanation!.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: sparr on September 14, 2017, 03:41:14 PM
I'm getting an error when trying to load the game with this mod, and then a misbehavior.

This is the copied debug log:

RimWorld 0.17.1557 rev1154
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

ReflectionTypeLoadException getting types in assembly PrepareLanding: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'PrepareLanding, Version=0.5.0.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84C()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84A()

Could not find a type named PrepareLanding.Defs.MainButtonWorkerToggleWorld
Verse.Log:Error(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84C()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84A()


And the misbehavior is as follows: At the "Create World" dialog I click "Generate", then I get "Generating planet..." for a few seconds. Then I see the "Create World" dialog again, but now the background behind the dialog is a planet. If I click Back Back Back Back which should get me to the main menu, I instead get to see the planet and nagivate as if I'm about to pick a landing site... but the buttons to actually embark are missing. Every other part of the standard world UI is there, but I can't proceed past this. I also cannot get back to the main menu from here.

I tried putting this mod at the top of my load order list, and at the bottom. I haven't tried disabling all my other mods yet, because that's very annoying.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: Canute on September 14, 2017, 03:54:52 PM
Looks like you are missing something.
Did you install hugslib too ?
What did you download, the master from prepare landing then you should download the release zip-file, the master don't contain the assemblies.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: neitsa on September 14, 2017, 04:33:45 PM
Quote from: sparr on September 14, 2017, 03:41:14 PM
I'm getting an error when trying to load the game with this mod, and then a misbehavior.

Sparr, your error message is typical from a misplaced HugsLib, as hinted by Canute. Ensure that Hugslib is right after Core (as it is used by many mods) and PrepareLanding anywhere after HugsLib. It should work without any problem after that.

You might want to check at the manual (https://neitsa.github.io/games/rimworld/preparelanding/installing.html), if that can be of any help.
Title: Re: [A17] Prepare Landing (v0.5.0)
Post by: neitsa on September 16, 2017, 11:42:52 AM
v0.5.1 release; this is a Hotfix release (aka Bug squashing with no new additions) for v0.5.

A more readable version is available on github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.5.1) (the download is at the bottom of the page if you don't use steam).


# Version 0.5.1
**Released September 16, 2017**
**`RimWorld Version: Alpha 17b`**

**HotFix Release for v0.5**

# General

What's New?
===========

* Fixed a nasty bug when loading a save and clicking on the "world" button.
* Fixed a rare bug condition related to loading a new world.

Detailed Changelog
==================

Fixed Issues
------------

* bug when loading a save and going directly to the world
    - The problem was related to events that didn't tell the mod that the world was generated.
    - Fixed by changing the internal event that handle properly the world generation.
   
* Rare bug condition when loading a new world:
    1. Generate a new world and filter some tiles
    2. Go back to main menu and load a save
    3. From the save, go to the world and filter some tiles
    4. Exit from the save to the main menu
    5. Generate a new world
    6. PrepareLanding didn't see that the world has changed and kept references to tiles from the previous world
    * --> Reworked completely the way rimworld events (e.g. World loaded or World Generated) are handled in the mod.
Title: Re: [A17] Prepare Landing (v0.5.1)
Post by: Layd on November 16, 2017, 08:36:36 PM
When will you make a normal language file? Players themselves would do the translation into their own language.
Now only 3 lines are available :(
<PrepareLanding>PrepareLanding</PrepareLanding>
<FilteringWorldTiles>Filtering World Tiles</FilteringWorldTiles>
<PreFilteringWorldTiles>Prefiltering World Tiles</PreFilteringWorldTiles>
Title: Re: [A17] Prepare Landing (v0.5.1)
Post by: MusicManiac on November 16, 2017, 09:16:33 PM
Interesting, getting this one
Title: Re: [A17] Prepare Landing (v0.5.1)
Post by: neitsa on November 17, 2017, 04:42:25 AM
Quote from: Layd on November 16, 2017, 08:36:36 PM
When will you make a normal language file? Players themselves would do the translation into their own language.
Now only 3 lines are available :(
<PrepareLanding>PrepareLanding</PrepareLanding>
<FilteringWorldTiles>Filtering World Tiles</FilteringWorldTiles>
<PreFilteringWorldTiles>Prefiltering World Tiles</PreFilteringWorldTiles>


This is in my to-do list but the code is changing a lot internally, so I don't plan to do it until I can say the code is stable and wont change too much. I tried to do it for the previous release but I ended up rewriting too much things to make it viable.

I plan to do it around version 0.7 (version 0.6 will be for the official RW 0.18 release) when the major ideas I have for this mod will be implemented and the mod enters its stable phase  (*). I don't have a strict schedule in mind but this should reasonably happen in Q1 2018.

(*) I still have a big overhaul to do on the filters by making them asynchronous; I also haven't completely abandoned the idea of displaying various tile overlays (https://ludeon.com/forums/index.php?topic=35050.msg358535#msg358535); the "god mode" feature has some nasty bugs; other "minor" ideas (latitude & longitude overlay;  coordinates to tile; etc.).

edit: typos
Title: Re: [A17] Prepare Landing (v0.5.1)
Post by: neitsa on November 18, 2017, 11:13:41 AM
PrepareLanding release v0.6.0 for RimWorld Beta 18 Release.

Release:

What's new:

Changelog:

# Version 0.6.0
**Released November 18, 2017**
**`RimWorld Version: Beta 18`**

The `PrepareLanding` source code is licensed under the [MIT Licence](https://opensource.org/licenses/MIT).

# General

What's New?
===========

* Fixed code for Beta 18 support.
* Added a new filter:
    - "Coastal Tile (Lake)" in terrain tab (see. "Coastal Tiles")
        - A Lake is at most 15 tiles surrounded by land. More than that is considered a sea / ocean.
    - The previous behavior is now "Coastal Tile (sea)".

Detailed Changelog
==================

Fixed Issues
------------

* None

Future Plans
============

TODO for next release (v0.6.1 or v0.7)

* Better Beta 18 support:
    - Add filter: average disease frequency
    - Add filter for tiles with special feature (e.g. Caves)
    - Add possibility to filter only tiles in a named location on the world map
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: asdfghjk135 on November 28, 2017, 04:08:54 PM
can you upload the A17 version somewhere?
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: BlackSmokeDMax on November 28, 2017, 04:10:20 PM
Quote from: asdfghjk135 on November 28, 2017, 04:08:54 PM
can you upload the A17 version somewhere?

Github download link in first post should lead you to all the releases.

this one is better/easier: https://github.com/neitsa/PrepareLanding/releases
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: neitsa on November 30, 2017, 06:30:35 PM
Quote from: asdfghjk135 on November 28, 2017, 04:08:54 PM
can you upload the A17 version somewhere?

I didn't post an answer as BlackSmokeDMax already gave the proper link (thanks a lot!). I updated the first post with a link to github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.5.1) (for Prepare Landing v0.5.1 which is the latest version for A17b) and link on how to install the mod manually (https://neitsa.github.io/games/rimworld/preparelanding/installing.html#installation) since it is not available anymore on steam.

Some news about the next version (still Work in Progress):

Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: Sebastian Cigar on December 10, 2017, 10:42:00 AM
Hi there
This new god-mode thing you implemented is great but it doesn't seem to function well together with Map Reroll (https://ludeon.com/forums/index.php?topic=18073.225) for me, after first reroll attempt the stone types change back to what they used to be
Edit: Not always, at least. I've just had a successful reroll with all custom settings preserved. Weird
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: MisterVertigo on December 10, 2017, 11:50:29 AM
Oh my gosh! How have I never seen this mod before! I'm about to start a new colony and I can't wait to use this!
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: Zalpha on December 10, 2017, 08:53:02 PM
Quote from: Sebastian Cigar on December 10, 2017, 10:42:00 AM
Hi there
This new god-mode thing you implemented is great but it doesn't seem to function well together with Map Reroll (https://ludeon.com/forums/index.php?topic=18073.225) for me, after first reroll attempt the stone types change back to what they used to be
Edit: Not always, at least. I've just had a successful reroll with all custom settings preserved. Weird

I had the same problem but I ended up posting about it on Map Rerolls post. :s
I have no idea how these mods work, I found with the reroll the rocks I wanted changed. I wanted Granite and Slate got it with God Mode but when I rerolled the map I ended up with Sandstone mostly. It seemed to work with using this mod only as a filter to find default Granite and Slate location, when rerolling it kept the base type along with the new map.

I am just confirming what you experinced.
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: neitsa on December 11, 2017, 12:36:17 AM
Quote from: Zalpha on December 10, 2017, 08:53:02 PM
Quote from: Sebastian Cigar on December 10, 2017, 10:42:00 AM
Hi there
This new god-mode thing you implemented is great but it doesn't seem to function well together with Map Reroll (https://ludeon.com/forums/index.php?topic=18073.225) for me, after first reroll attempt the stone types change back to what they used to be
Edit: Not always, at least. I've just had a successful reroll with all custom settings preserved. Weird

I had the same problem but I ended up posting about it on Map Rerolls post. :s
I have no idea how these mods work, I found with the reroll the rocks I wanted changed. I wanted Granite and Slate got it with God Mode but when I rerolled the map I ended up with Sandstone mostly. It seemed to work with using this mod only as a filter to find default Granite and Slate location, when rerolling it kept the base type along with the new map.

I am just confirming what you experinced.

Hello o/

Thanks for reporting this bug !

I know where the bug lies but I'll need some time to rework some of the "god mode" parts. I'll have that time around the end of the year for the holidays, so I'm gonna make a fix at that time.
I'm also thinking about extracting the whole "god mode" feature from Prepare Landing and making it a standalone mod (still unsure about that, but the code base is starting to get quite big). This was mostly a test feature that I used privately at first and the whole and main idea of Prepare Landing was about filtering.

Anyway, It should be fixed in a few weeks :)
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: Zalpha on December 11, 2017, 03:14:25 AM
Good on you! Thanks for the amazing mod. This is now a core mod of mine. I will be using it for as long as I play the game and it stays up todate. :D

Edit: I am ashamed to admit how many hours I spent rerolling and searching the world maps to get, Mountainious, Tropical Jungle, River + Road + Coastal + Caves.

PS: Is there any chance of getting the option to find caves as well added in the search features?
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: BlackSmokeDMax on December 21, 2017, 06:51:55 AM
Quote from: Zalpha on December 11, 2017, 03:14:25 AM
Good on you! Thanks for the amazing mod. This is now a core mod of mine. I will be using it for as long as I play the game and it stays up todate. :D

Edit: I am ashamed to admit how many hours I spent rerolling and searching the world maps to get, Mountainious, Tropical Jungle, River + Road + Coastal + Caves.

PS: Is there any chance of getting the option to find caves as well added in the search features?

According to author's reply #52 searching for caves should already be in.

Edit: or maybe I should say.. "Coming soon"
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: Zalpha on December 21, 2017, 07:02:09 AM
Quote from: BlackSmokeDMax on December 21, 2017, 06:51:55 AM
Quote from: Zalpha on December 11, 2017, 03:14:25 AM
Good on you! Thanks for the amazing mod. This is now a core mod of mine. I will be using it for as long as I play the game and it stays up todate. :D

Edit: I am ashamed to admit how many hours I spent rerolling and searching the world maps to get, Mountainious, Tropical Jungle, River + Road + Coastal + Caves.

PS: Is there any chance of getting the option to find caves as well added in the search features?

According to author's reply #52 searching for caves should already be in.

Edit: or maybe I should say.. "Coming soon"

I found that Map Reroll mod, out of the nine choices you are given a few will spawn with the cave system even if you are not on a map that should have them, which I think is quite cool. So with that mod it isn't as if I have no option to get a map with cave in it. (Although I awlays pick a map with caves on it).
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: neitsa on December 21, 2017, 07:15:46 AM
Quote from: BlackSmokeDMax on December 21, 2017, 06:51:55 AM
Quote from: Zalpha on December 11, 2017, 03:14:25 AM
Good on you! Thanks for the amazing mod. This is now a core mod of mine. I will be using it for as long as I play the game and it stays up todate. :D

Edit: I am ashamed to admit how many hours I spent rerolling and searching the world maps to get, Mountainious, Tropical Jungle, River + Road + Coastal + Caves.

PS: Is there any chance of getting the option to find caves as well added in the search features?

According to author's reply #52 searching for caves should already be in.

Edit: or maybe I should say.. "Coming soon"

Exactly as BlackSmokeDMax said. The next version (v0.7) is already finished, but I need to rewrite the mod documentation as I changed the way filters work (and didn't have time to rewrite the documentation lately).

If you really want to try it, the latest development version is available on github (https://github.com/neitsa/PrepareLanding/releases).

Cave filtering is on the leftmost column on the second tab ("Terrain 2 and Temp."), see "Has Cave" (click image for full view):

(http://i.imgur.com/LKmW3JSm.png) (https://imgur.com/LKmW3JS)

Be wary that the new filtering (which targets only roads, rivers and stones) might be strange if you are not accustomed to Boolean logic. There's a new button "OR" (or "AND" if you press it) next to the filters:

(http://i.imgur.com/xSKt5mWm.png) (https://imgur.com/xSKt5mW)

Note that it is still a development release. Next "stable" release should be available this week-end or next week at most.
Title: Re: [B18] Prepare Landing (v0.6.0)
Post by: neitsa on December 24, 2017, 07:43:22 PM
PrepareLanding v0.7 released (Merry Christmas release \o/).

Some of the filtering logic has been revised. In case you get lost, I would suggest to read the general documentation (https://neitsa.github.io/games/rimworld/preparelanding/) and especially the one that concerns filtering (https://neitsa.github.io/games/rimworld/preparelanding/filtering.html).

In a nutshell the major changes are as follow:

* New filters:
    - Caves
    - Named locations
    - Coastal rotations
* Reworked Road / Rivers filters to follow Boolean logic.
* Stones can be filtered in order or not.
* Add a new "coordinates" window.

Here's is the detailed changelog (a more readable version (https://github.com/neitsa/PrepareLanding/releases/tag/v0.7) of this changelog can be found on the github repository).


# General

What's New?
===========

This version has more changes than I thought I would implement...

## TL;DR

* New filters:
    - Caves
    - Named locations
    - Coastal rotations
* Reworked Road / Rivers filters to follow Boolean logic.
* Stones can be filtered in order or not.
* Add a new "coordinates" window.

## Major Changes

* Add a filter for tiles with caves [issue #20]
    - It's in the "Terrain 2 & Temp". tab.
* Add a filter for filtering tiles that are in a specific named location (aka World Features) [issue #21]
    - It's in the "Terrain 2 & Temp". tab.
* Add a filter for coastal rotation [issue #25]
    - It is now possible to filter coastal tiles that have their coast facing a certain direction
    - e.g. Filter all tiles that have a northern coast, etc.
    - It's in the Terrain Tab, below the already existing coastal filters.
* Completely reworked the filtering for 3 states items (ON / OFF / Partial)
    - Roads and Rivers: complete Boolean filtering (AND & OR)
        - new button on the GUI to choose between the two
    - Stones:
        - Finally, added a "no order" filtering, hooray!
    - These new filters can now be saved and loaded in presets.
* Add a new "Coordinates Window" (still rough implementation)
    - `CTRL + M` while on the world map. (`command + M` for Mac)
    - Allows to go to a tile by its ID or coordinates.
    - Add buttons with the main point of interests (North Pole, South Pole, etc.)

## Minor Changes

* Each filter header is now colored (default to magenta)
* Remove all the code that was implemented to bypass a bug in Rimworld vanilla (bug was fixed in B18) [issue #22]
    - [bug details](https://ludeon.com/forums/index.php?topic=34054.msg347150#msg347150)
* Info Tab
    - Add the "Average Disease Frequency" information for each biome in the Info Tab [issue #19]
    - Rework the world information display on the Info Tab
        - new "World records" with the lowest / highest characteristics (temperature, rainfall, elevation)
* Add a way to list and delete presets [issue #23]
    - The delete button is in the "Load" tab, visible when you load a preset.
    - Pick a preset in the left list and press delete twice to remove it.
* Fix a bug where "Animal Can Graze" filter could not be saved or loaded properly [issue #24]
* (Privacy) Redact the name of the current user from the log file [issue #26]
    - The preset folder location is written in the log as a debug purpose.
    - This folder is, most of the time,  in a sub-dir of the user directory: thus user name would be written to the log...
    - e.g. `C:\Users\neitsa\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\PrepareLanding`
    - Is now logged as: `C:\Users\<redacted>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\PrepareLanding`
* Remove a warning from RimWorld: "mesh already finalized." [issue #27]
    - RimWorld thinks that the highlighted tiles mesh (used to display highlighted tile on the world map) is already finalized.
    - This makes RimWorld display a warning in the log.
    - This warning was not present until B18: fixed by telling RimWorld that the mesh was not yet finalized when created.
* Rename "Temperature" Tab to "Terrain II & Temp."
* Clear the filter logger when a new world is generated
    - Add a new message, "New World Generated"
* Updated filtered tile description (in "Filtered Tiles" tab) to be in synch. with B18.

## Internal Changes

* Upgrade automatic builder to VS 2017 \o/
* Add a new internal container for three state items
    - Easier to manage from a code POV.
* Reworked completely the Harmony Patch for displaying the main PrepareLanding button.
    - 2 times less code!
    - It now allows other mods to patch the same function.
* Major Code cleanup

Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: werty112 on December 28, 2017, 05:14:47 AM
I encountered a bug.

[attachment deleted by admin: too old]
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: neitsa on December 28, 2017, 08:22:12 AM
Quote from: werty112 on December 28, 2017, 05:14:47 AM
I encountered a bug.

Hmmm, I see what happened, but it's pretty hard to know why without a log file and a detailed explanation.

If you still have the log file of I'd be glad to take a look at it. Also, did you go back and forward on the world generation dialog and did you stumbled upon that bug right away on the first try?

I haven't been able to repro. It might be a mod conflict or something like that. Hard to tell without a log...
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Harry_Dicks on January 30, 2018, 03:18:59 PM
Do you think it would be possible to remove the limit of 3 stone types when setting a cell's details with God Mode turned on? I dislike how I've got all these kickass stone types from different mods, some my own, but I can only ever have 3 maximum if I use the mod to change a cells settings. It's unfortunate, too, because this mod is absolutely freaking awesome, and I will still continue to use, it just stinks not being able to get 5 or more stone types on my map. I've even tried with cuproPanda's Stones, and with RF - Configurable maps, changing the mod settings for one or both of them to have more than 3 types of stone per map. And those will work fine, and I could even for example have 5 stone types on a cell in the world map from the regular world gen, but if I tell the mod to change the stone types, I will be reduced to only the 3 that I choose. My current workaround is just using cuproPanda's Quarry mod, until I could have this changed. Also, I really would have done this myself, but I am completely clueless when it comes to C# ::) and I really don't think this setting would be in an xml file.
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Kori on January 30, 2018, 08:53:27 PM
Thanks for this great mod! :)
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Harry_Dicks on March 05, 2018, 08:33:09 PM
Hello again. I've come to yet again hopefully suggest something that I think would be really fantastic if we had the option.

In the world stage when we are selecting which cell to land on, with god mode enabled, you are able to alter the cell's properties, but not all. In the future, would it be possible to also alter a cell's level of water (creek to huge river, or include a coast, and even which side the coast will be on, like it says in the world stage?) and also turn on or off caves? This would be really fantastic, and with those two options I couldn't think of too much more really that I could ever want out of something like this already near perfect mod! ;)

Maybe allow the player to create more than 3 stone types when alter a cell as well? No biggie ::)
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: neitsa on March 07, 2018, 03:33:49 AM
Hello Harry, Sorry for the late reply.

I'm planning to rebuild entirely the god mode feature (in fact I'll probably remove it from the "prepare landing" code base and make a side mod).
The thing I've envisioned (I already have a very basic proof of concept mod) is to make a complete "planet builder" mod:

- start with a default rimworld generated planet (usual startup but with various setting tweaked, e.g no Perlin noise for temperature)
- start with a completely blank planet (same start tile all over the planet, e.g complete ocean planet, desert planet) [done]
    - at startup: no roads, no rivers, default elevation for the whole planet (e.g 1 meter everywhere) [done]
    - ability to change planet size [done]
    - ability to save and load planets (so people can reuse their own planets or share them) [partially done; code is there but buggy...]
- some tools to "sculpt" the planet (change tile biomes, elevation, add rivers, roads, etc.) [partially done but very crude (i.e not user friendly)]
    - got to do some GUI stuffs so users can choose the tile radius where the effect applies, etc.
    - as of now no rivers and roads tweaking

I still have some various problems right now (temperature is the main one as it is a very complex system) but I'm getting some progress. The other one is rivers: they must flow from higher altitudes to lower altitudes (sounds obvious, but it's more complex than it seems) and the river branching is also quite complex. So to answer your questions:

Quote from: Harry_Dicks on January 30, 2018, 03:18:59 PM
Do you think it would be possible to remove the limit of 3 stone types when setting a cell's details with God Mode turned on? I dislike how I've got all these kickass stone types from different mods, some my own, but I can only ever have 3 maximum if I use the mod to change a cells settings.

I don't remember exactly but If I recall correctly (I might be wrong though), it might be hard coded in the game. Not exactly like a constant saying 'NumOfStones = 3" but more like the game code really expects to see 2 or 3 types of stones on a tile, no more, no less. Changing that would surely make the game go awry. I need to to double check but I'm pretty sure it's the case.

Quote from: Harry_Dicks on March 05, 2018, 08:33:09 PM
In the world stage when we are selecting which cell to land on, with god mode enabled, you are able to alter the cell's properties, but not all. In the future, would it be possible to also alter a cell's level of water (creek to huge river, or include a coast, and even which side the coast will be on, like it says in the world stage?)

As hinted by my previous answer, the river system is pretty complex and is deeply tied on the terrain altitude feature. That means that technically you cannot have a river flowing exactly where you want by default. It requires altering the terrain all along the river bank. I need to come up with an algorithm for that but it will definitely take time... As for the water flow (e.g big rivers vs small creeks) I don't remember exactly how ti works, but I remember I had some problems making it work correctly :( I need to dig onto that once again...

Quote from: Harry_Dicks on March 05, 2018, 08:33:09 PM
and also turn on or off caves?

Haven't thought about it but it's *probably* the easiest :) I need to check how the game generate caves or not, but it might be just a flag saying if there's a cave or not on a map tile (and the game code take care of generating the cave).

I can probably make a quick test to toggle caves on/off. Gonna try that this week end. If it works as expected I could release a new version right off the bat.

Quote from: Harry_Dicks on March 05, 2018, 08:33:09 PM
This would be really fantastic, and with those two options I couldn't think of too much more really that I could ever want out of something like this already near perfect mod! ;)

I'll definitely try! Thanks!
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Harry_Dicks on March 07, 2018, 01:05:03 PM
Quote from: neitsa on March 07, 2018, 03:33:49 AM
The thing I've envisioned (I already have a very basic proof of concept mod) is to make a complete "planet builder" mod:

- start with a default rimworld generated planet (usual startup but with various setting tweaked, e.g no Perlin noise for temperature)
- start with a completely blank planet (same start tile all over the planet, e.g complete ocean planet, desert planet) [done]
    - at startup: no roads, no rivers, default elevation for the whole planet (e.g 1 meter everywhere) [done]
    - ability to change planet size [done]
    - ability to save and load planets (so people can reuse their own planets or share them) [partially done; code is there but buggy...]
- some tools to "sculpt" the planet (change tile biomes, elevation, add rivers, roads, etc.) [partially done but very crude (i.e not user friendly)]
    - got to do some GUI stuffs so users can choose the tile radius where the effect applies, etc.
    - as of now no rivers and roads tweaking
Well my jaw just hit the damn floor. Holy hell, you're talking about something I've been thinking about for a few weeks now. About how freaking awesome it would be to have some easy to use "tools" to "paint" a world map to your liking! Even better, if we could have full control of faction placement, similar to RF - Faction control, but even more direct input from the player - maybe even direct faction/colony placements.

The reason I had been thinking about this was because I was editing cells with God Mode, and thinking about how if I wanted to change a whole area on the world map, how long this could take doing them all one by one.

Quote from: neitsa on March 07, 2018, 03:33:49 AM
I still have some various problems right now (temperature is the main one as it is a very complex system) but I'm getting some progress. The other one is rivers: they must flow from higher altitudes to lower altitudes (sounds obvious, but it's more complex than it seems) and the river branching is also quite complex. So to answer your questions:
I wish that the world map did a better job of displaying elevation. As it is right now, I don't think that there's anyway to tell other than actually clicking on a world cell and looking in the information pane. I think it could help the world to look at lot more beautiful and dynamic if Ludeon could somehow make the actual elevation be displayed on the world map, if only for aesthetic reasons alone.

Quote from: neitsa on March 07, 2018, 03:33:49 AM
I don't remember exactly but If I recall correctly (I might be wrong though), it might be hard coded in the game. Not exactly like a constant saying 'NumOfStones = 3" but more like the game code really expects to see 2 or 3 types of stones on a tile, no more, no less. Changing that would surely make the game go awry. I need to to double check but I'm pretty sure it's the case.
No biggie. I have actually moved on from the stones since then, and ended up modding in my own custom gemstones, but don't fall under the list of regular rock types. I pretty much just wanted a few more colors to be able to build statues and maybe some floors/walls/furniture out of. So now I have sapphire, ruby, emerald, and quartz in my game. :P

Quote from: neitsa on March 07, 2018, 03:33:49 AM
Haven't thought about it but it's *probably* the easiest :) I need to check how the game generate caves or not, but it might be just a flag saying if there's a cave or not on a map tile (and the game code take care of generating the cave).

I can probably make a quick test to toggle caves on/off. Gonna try that this week end. If it works as expected I could release a new version right off the bat.
That would be really awesome of you.

Thanks so much for taking the time to reply so thoroughly! Your mod has definitely made it into the list of must haves, and I wouldn't ever want to continue on without something equivalent to Prepare Landing, of which there is none!

I'm really looking forward to your world painter, or whatever you decide to call it. One thing I really hope that Ludeon improves in the future is making the world map actually matter. Things like raids depending on how close/far enemies are from you. Or making you get almost no raids if you are surrounded by allies. Or people can't come see you in winter because you are so far off and remote. Really anything that they could add similar to this would increase the immersion factor so much, for me at least, and make it all the more fun to actually roleplay in your game with the different factions and (hopefully at some point in the not-too-distant-future) world/factionVfaction mechanics.

Also Safely Hidden Away (https://ludeon.com/forums/index.php?topic=39333.0) was just released, and I think it's really freaking awesome. It's perfect for someone like me, who always has factions clumped together on the world map, so they look like actual nations, but this will leave lots of large open, sometimes barren areas on the world map. So I like to pick some really far off remote area. It's exactly what I want for my roleplay of a secretive cult that practices all sorts of taboos and wants to avoid any neighborly persecution for their heresy. ;)
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Jibbles on March 18, 2018, 06:09:05 PM
Hey! From steam. Here's that output log.



[attachment deleted due to age]
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Alenerel on May 01, 2018, 03:38:37 PM
this mod makes my game crash very often, mostly when minimizing the game. Here are a couple of logs:



[attachment deleted due to age]
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: neitsa on June 15, 2018, 05:13:07 PM
Damn I'm so late in posting answers... I completely forget to actually post answers even though I did take look almost immediately at the logs and dumps.

Quote from: Jibbles on March 18, 2018, 06:09:05 PM
Hey! From steam. Here's that output log.

The only thing I can see is that your GFX card seems to be out of memory... I don't have any other answers, that what's the log seems to say. The fact that the last line is from PrepareLanding doesn't help very much (I have seen those lines with other mods too). It's pretty hard to diagnose the crash :(

Quote from: Alenerel on May 01, 2018, 03:38:37 PM
this mod makes my game crash very often, mostly when minimizing the game. Here are a couple of logs:

There are many problem with crash dumps from Rimworld: We don't have the PDB from the game; crash dumps are to be debugged with windbg but the plugin to debug .NET executables doesn't handle Mono (which is the framework used by Unity3D); the format used by Mono for the crash dumps is sparse dumps, they only contain the stack trace of the different native threads and that's pretty all...

Anyway, the only thing I could see is that the problem arises from Rimworld... great, and absolutely not helpful in any way... I haven't been able to dig more on that. From experience, I usually don't trust the line to have been printed in the log to be the definite source of the problem, as a lot of code can be run between the time the log line is printed and the crash site.

Technically, without a .NET stack trace I'm in the dark :(

[edit]
I doubt this is very helpful but here are the notes (well, basically a debugger session on the crash dump) I took when looking at the dump; basically the error is in Rimworld itself... it's just a native NULL pointer deref.


0:005> lmDvmRimWorldWin
Browse full module list
start    end        module name
00be0000 01e05000   RimWorldWin T (no symbols)           
    Loaded symbol image file: RimWorldWin.exe
    Image path: D:\Steam\steamapps\common\RimWorld\RimWorldWin.exe
    Image name: RimWorldWin.exe
    Browse all global symbols  functions  data
    Timestamp:        Wed Aug 16 19:45:37 2017 (599484C1)
    CheckSum:         00000000
    ImageSize:        01225000
    File version:     5.6.3.37608
    Product version:  5.6.3.37608
    File flags:       0 (Mask 17)
    File OS:          4 Unknown Win32
    File type:        0.0 Unknown
    File date:        00000000.00000000
    Translations:     0000.04b0 0000.04e4 0409.04b0 0409.04e4

0:005> .excr
eax=00000000 ebx=0a69fb60 ecx=0e93e87c edx=00e71890 esi=00000000 edi=07a12860
eip=00e718b6 esp=0e93e834 ebp=0e93e844 iopl=0         nv up ei pl nz na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00010202
RimWorldWin+0x2918b6:
00e718b6 8b4020          mov     eax,dword ptr [eax+20h] ds:002b:00000020=????????

; null pointer deref on EAX
; eip is in Rimworld.exe ??? it's not even a managed fault...

0:005> .cxr
Resetting default scope
0:005> kb
# ChildEBP RetAddr  Args to Child             
00 0e93b614 771eead4 abababab 775ee85c 771eeaf8 ntdll!NtGetContextThread+0xc
01 0e93b62c 771eeb0d 65cd1a7c 00000b6c 060f0065 KERNELBASE!CloseHandle+0x34
02 0e93b6a4 775c299e 3ca76160 00000000 00000028 KERNELBASE!CloseHandle+0x6d
03 0e93b728 775c1659 00000022 00000008 65ccb2c0 ntdll!RtlpLowFragHeapAllocFromContext+0x112e
04 0e93e240 0e93e3d4 7767fb48 00000001 0e93f8bc ntdll!RtlpAllocateHeapInternal+0x259
WARNING: Frame IP not in any known module. Following frames may be wrong.
05 0e93e25c 775f6a70 7769b350 775f08a0 0e93e384 0xe93e3d4
06 0e93e27c 77609d52 0e93e384 0e93f8ac 0e93e3d4 ntdll!_except_handler4+0x20
07 0e93e2a0 77609d24 0e93e384 0e93f8ac 0e93e3d4 ntdll!ExecuteHandler2+0x26
08 0e93e36c 775f0c16 0e93e384 0e93e3d4 0e93e384 ntdll!ExecuteHandler+0x24
09 0e93e36c 00e718b6 0e93e384 0e93e3d4 0e93e384 ntdll!KiUserExceptionDispatcher+0x26
0a 0e93e844 00eee214 06ed4a30 0e93e87c 00000001 RimWorldWin+0x2918b6    ; <------- fault here
0b 0e93e8ac 00f6e273 0049e2f2 00000001 0000000d RimWorldWin+0x30e214
0c 0e93e944 00ed24d5 0e93f040 00000001 0000000d RimWorldWin+0x38e273
0d 0e93f824 00ed36de 06e71030 011c5960 0738c750 RimWorldWin+0x2f24d5
0e 0e93f844 011c5996 0738c750 000014d0 01a5079c RimWorldWin+0x2f36de
0f 0e93f860 75528654 06e87450 75528630 49bc8bdc RimWorldWin+0x5e5996
10 0e93f874 775e4a77 06e87450 25b45624 00000000 kernel32!BaseThreadInitThunk+0x24
11 0e93f8bc 775e4a47 ffffffff 77609ed5 00000000 ntdll!__RtlUserThreadStart+0x2f
12 0e93f8cc 00000000 011c5960 06e87450 00000000 ntdll!_RtlUserThreadStart+0x1b

0:005> dx Debugger.Sessions[0].Processes[8476].Threads[5328].Stack.Frames[10].SwitchTo();dv /t /v ; just see EIP context at crash site

0:005> u @$scopeip
RimWorldWin+0x2918b6:
00e718b6 8b4020          mov     eax,dword ptr [eax+20h]
00e718b9 85c0            test    eax,eax
00e718bb 0f845c010000    je      RimWorldWin+0x291a1d (00e71a1d)
00e718c1 8b4cf104        mov     ecx,dword ptr [ecx+esi*8+4]
00e718c5 8b13            mov     edx,dword ptr [ebx]
00e718c7 8b9290010000    mov     edx,dword ptr [edx+190h]
00e718cd 51              push    ecx
00e718ce 6a00            push    0


Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: Jibbles on June 15, 2018, 06:34:25 PM
Quote from: neitsa on June 15, 2018, 05:13:07 PM
Quote from: Jibbles on March 18, 2018, 06:09:05 PM
Hey! From steam. Here's that output log.

The only thing I can see is that your GFX card seems to be out of memory... I don't have any other answers, that what's the log seems to say. The fact that the last line is from PrepareLanding doesn't help very much (I have seen those lines with other mods too). It's pretty hard to diagnose the crash :(

Hey, thanks for taking the time to look at it.  I believe you're right that it deals with my GFX card being out of memory. The only time rimworld would crash was when this mod was enabled so I assumed.  I boot up some other high performance games not too long ago and they all crash on me at some point. Wished I remembered about this post when I came across that fact.  I will test the mod again and let you know if the issue resolves once I get my GFX working properly again.  Sorry for not getting back to you sooner!
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: neitsa on June 16, 2018, 08:37:09 AM
Quote from: Jibbles on June 15, 2018, 06:34:25 PM
Quote from: neitsa on June 15, 2018, 05:13:07 PM
Quote from: Jibbles on March 18, 2018, 06:09:05 PM
Hey! From steam. Here's that output log.

The only thing I can see is that your GFX card seems to be out of memory... I don't have any other answers, that what's the log seems to say. The fact that the last line is from PrepareLanding doesn't help very much (I have seen those lines with other mods too). It's pretty hard to diagnose the crash :(

Hey, thanks for taking the time to look at it.  I believe you're right that it deals with my GFX card being out of memory. The only time rimworld would crash was when this mod was enabled so I assumed.  I boot up some other high performance games not too long ago and they all crash on me at some point. Wished I remembered about this post when I came across that fact.  I will test the mod again and let you know if the issue resolves once I get my GFX working properly again.  Sorry for not getting back to you sooner!

No problems, and thanks a lot for the feedback! Hope you find a solution to your problem.
Title: Re: [B18] Prepare Landing (v0.7.0)
Post by: neitsa on June 16, 2018, 08:39:12 AM
PrepareLanding v0.8 has been released. It's available on steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1095331978) or can be downloaded here on github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.8).

In a nutshell the major changes are as follow:

* Translations:
    - The Mod can now be entirely translated.
    - Added French translation.

* There's now a mod option that skips some calculations (saves memory and CPU cycles), at the expense of less available information.

* Removed completely some code that was heavy on memory and CPU but was seldom used.

Here's is the detailed changelog (a more readable version of this changelog can be found on the github repository (https://github.com/neitsa/PrepareLanding/releases/tag/v0.8)):


# Version 0.8.0
**Released June 15, 2018**
**`RimWorld Version: Beta 18`**

# General

What's New?
===========

* The whole mod can now be translated to other languages.
    - Added French translation! Cocorico :)

* Added a game option to reduce CPU cycles and the memory footprint of the mod.
    - While in game, see: Options > Mod Settings > PrepareLanding
    - There's one option which is **disabled** by default
    - If enabled, it skips some calculations and doesn't store some data about the world
        - In return for less CPU cycles and less memory used, some world information are not available.

* Drastically reduced the Mod memory footprint and CPU cycles.
    - Some non critical code has been factored out.
    - The code was doing some heavy calculation (and used some memory) for world map overlays which is still not public.

## Minor Changes

* Tweaked some parts of the GUI for languages that are more verbose than English.

* Side note: the "God Mode" tab is not translated as it is doomed to disappear at some point.
Title: Re: [B18] Prepare Landing (v0.8.0)
Post by: Golden on June 23, 2018, 12:24:49 AM
Is the newest release working with 1.0 unstable, please?  I can't tell, but the version # isn't what the mod manager wants.
Title: Re: [B18] Prepare Landing (v0.8.0)
Post by: Canute on June 23, 2018, 03:13:38 AM
Golden,
No, no mod is without minor or major updates working with new versions.
Title: Re: [B18] Prepare Landing (v0.8.0)
Post by: neitsa on June 23, 2018, 04:48:06 AM
Quote from: Golden on June 23, 2018, 12:24:49 AM
Is the newest release working with 1.0 unstable, please?  I can't tell, but the version # isn't what the mod manager wants.

As Canute says, the code will probably require some update to be compatible with the RW 1.0. As of now I'm waiting for a more advanced version (i.e near the final version of 1.0), simply because I don't want to patch the mod code with each new intermediate version. I'm also working on the new "god mode" as described in a previous post (https://ludeon.com/forums/index.php?topic=34592.msg401012#msg401012).

All in all, expect a new version of Prepare Landing around near the final 1.0 version.

[edit]
I'm also actively checking on how to make this mod compatible with CuproPanda's Cupro-stones (https://ludeon.com/forums/index.php?topic=32190#msg329352) as it has been requested quite a good number of times now.
Title: Re: [B18] Prepare Landing (v0.8.0)
Post by: neitsa on July 01, 2018, 07:11:27 AM
I had some spare time lately and thought I could take a look on how to update the code to RimWorld 1.0 Unstable.

So, here's a develop version of the mod for 1.0 Unstable (https://github.com/neitsa/PrepareLanding/releases/tag/PrepareLanding-0.8.9-47-develop).

This might be buggy although I haven't stumbled upon any bugs. If you find one, please report it here or on github issues (https://github.com/neitsa/PrepareLanding/issues).
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: KnewOne on July 20, 2018, 07:17:33 AM
Could you add ModSync support ?
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: MineFoxC on July 21, 2018, 12:42:20 PM
I have rarely seen Italian translations for mods,so if you need Italian at least (or even Romanian) i would really like to help translating some mods in Italian.
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: neitsa on July 23, 2018, 11:09:25 AM
Quote from: KnewOne on July 20, 2018, 07:17:33 AM
Could you add ModSync support ?

I took a look and it doesn't seem to be hard to add ModSync support; will do for the RW 1.0 stable release! Thanks for your suggestion.

Quote from: MineFoxC on July 21, 2018, 12:42:20 PM
I have rarely seen Italian translations for mods,so if you need Italian at least (or even Romanian) i would really like to help translating some mods in Italian.

I'd be very glad if you want to add a language to PL. I have made a couple of change for the 1.0 unstable release (without updating the language files  :-\ ), so better wait for the stable release rather than starting right now, but once the RW stable release is out, that would be very cool. Thanks a lot!

PS: in case you're wondering, the language files are located here on github (https://github.com/neitsa/PrepareLanding/tree/develop/output/PrepareLanding/Languages). And in case you're not used to git, you can just do a fork and make a pull request (https://help.github.com/articles/about-pull-requests/) on a dedicated branch.
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: Canute on July 23, 2018, 11:18:24 AM
Adding Modsync support after you don't need to patch the mod anymore is a wise choise. :-)

Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: KnewOne on August 02, 2018, 01:27:24 PM
God Mode bugs anyone?
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: Sixdd on August 09, 2018, 09:22:12 PM
I'm getting an odd issue with GodMode enabled, log is below.
https://git.io/fNQED
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: Golden on September 23, 2018, 06:38:41 PM
I got some errors with Prepare Landing while trying to load today.  Do I need to switch out of the unstable release on Steam?

RimWorld 1.0.2034 rev783
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

ReflectionTypeLoadException getting types in assembly PrepareLanding: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'RimWorld.Page_SelectLandingSite' from assembly 'Assembly-CSharp, Version=0.19.6814.14609, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String, Boolean)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadModContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Could not find a type named PrepareLanding.Defs.MainButtonWorkerToggleWorld
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
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 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: viperwasp on October 18, 2018, 05:33:17 PM
Interesting I'm going to make use of this if it helps me find the hottest/Coldest possible seeds etc. Thanks.
Title: Re: [B18 / 1.0 Unstable] Prepare Landing (v0.8.0)
Post by: neitsa on October 19, 2018, 05:06:45 AM
PrepareLanding v0.9.2 has been released. It's available on steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1095331978) or can be downloaded here on github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.9.2).

In a nutshell the major changes are as follow:

* Translations:
    - Compatibility with Rimworld 1.0 stable release.
    - Fixed a bug with the limit for Rainfall filter.
    - Fixed a bug where bottom buttons would not be visible on low resolutions.
    - Fixed God Mode temperature to follow user preference.

Here's is the detailed changelog (a more readable version of this changelog can be found on the github repository (https://github.com/neitsa/PrepareLanding/releases/tag/v0.9.2)):


# Version 0.9.2
**Released October 19, 2018**
**`RimWorld Version: 1.0`**

# General

What's New?
===========

* PrepareLanding is now compatible with Rimworld 1.0 (1.0.6864.30166)

* Fixed hard limit on rainfall filter (bug #33 - reported by @serenewaffles)
    - Max value is now 10000 mm.

* Fixed bottom buttons not visible on low resolution <= 1280 * 720 (bug #32 - reported by Bernie Laplante)

* Fixed god mode Window temperature mode
    - It now follows user preference for temperature (Celsius / Fahrenheit / Kelvin)

* Use of the updated Harmony and HugsLib libraries.

## Internal Changes

* Added `Manifest.xml` for ModManager support.
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: ThiIsMe007 on October 19, 2018, 01:07:02 PM
Hi,

this is what I'm getting with the latest version of the game, Huglibs, ModManager, ModSync and your mod :

https://ibb.co/eXUNFf
https://ibb.co/j5Fb80

What am I doing wrong ?
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: DangitRandy on October 22, 2018, 12:47:15 AM
Wow, this is so useful! Thank you!

I enjoy the early game, so I'm constantly starting a new colony. Highways and rivers are cool, and I always want granite and marble... Yeah I'm kinda picky about my starting tile. You just saved me a lot of searching.

My in-game mods list says this is for [b19]. Did I get the wrong version? Seems to work just fine though in [1.0].
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: vandal on October 22, 2018, 02:23:25 AM
So you can use this even after starting your first colony when looking where to expand in the world for your second colony?
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: MisterVertigo on October 24, 2018, 11:45:40 PM
Quote from: ThiIsMe007 on October 19, 2018, 01:07:02 PM
Hi,

this is what I'm getting with the latest version of the game, Huglibs, ModManager, ModSync and your mod :

https://ibb.co/eXUNFf
https://ibb.co/j5Fb80

What am I doing wrong ?
Came here to post the same thing. Not a big deal as the mod in-game works just fine, but it would be nice if these worked as expected!
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: xRude on November 06, 2018, 10:40:44 AM
I've wanted this for a very very long time, thank god i was searching through the releases
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Ruisuki on November 06, 2018, 06:34:49 PM
does this mod add anything after the initial landing? Could you still use it to filter for other prime secondary colony locations? I think I also read somewhere about a drop pod event?
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Anastasia on November 06, 2018, 07:38:40 PM
Quote from: neitsa on July 22, 2017, 01:05:30 PM
PrepareLanding is a mod that allows players to carefully choose their landing site before actually starting their colony.

Choosing a landing site can be done by applying and using different set of filters, resulting in an unique combination of tiles, which are then highlighted on the world map.

See "Download" section for the Rimworld 1.0 download link.

As of v0.5 it is now possible to change tile characteristics on the world map (see God Mode feature (https://neitsa.github.io/games/rimworld/preparelanding/god_mode_tab.html)).

(https://neitsa.github.io/games/rimworld/preparelanding/assets/tiles_blink.gif)

Here's an overview of the main window (at least the first tab):

(https://neitsa.github.io/games/rimworld/preparelanding/assets/terrain_tab.png)

The mod is available during the "Select Landing Site" page (after you have created the world, but before you have started your colony) and also once in-game when you click the "World" button on the bottom menu bar.

It doesn't modify the save file, so you can add it / remove it whenever you want!

I made this mod to be able to find various combinations of tiles where to start my colonies, for example:


  • Must be a Coastal tile
  • Must have the following stone types: Granite, Marble and maybe Slate
  • Must be in a Temperate Forest biome
  • Must have a growing period between 40 days and a year round period
  • May have a river

What's new?

What's new since the previous version: see this post (https://ludeon.com/forums/index.php?topic=34592.msg440023#msg440023) on this thread or the changelog on Github (https://github.com/neitsa/PrepareLanding/releases/tag/v0.9.2).

Download

Download the latest release here on Github (https://github.com/neitsa/PrepareLanding/releases/latest)  or here on steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1095331978).

This mod depends on HugsLib (https://ludeon.com/forums/index.php?topic=28066.0) by UnlimitedHugs (remember to put HugsLib before this mod in the mod list).

Older versions can be downloaded from Github.

Manual

Although the Mod is not very complicated to use, there's a manual here (https://neitsa.github.io/games/rimworld/preparelanding/). I'd recommend at least to read the filtering page (https://neitsa.github.io/games/rimworld/preparelanding/filtering.html), just in case.

Feature requests (especially for new filters, but you decide) and bug reports are welcome :) If you have a github account, you can post them (not just issues) here (https://github.com/neitsa/PrepareLanding/issues).

License

Code is hosted on github (https://github.com/neitsa/PrepareLanding) under the MIT license (https://opensource.org/licenses/MIT).
Which means you can do whatever you want with this mod and its source as long as it sticks with the license:
- Mod pack: Yes
- Derivative work: Yes

edit reason: v0.9.2 (Rimworld 1.0 Stable) develop release.
if this was reddit, and i had money, i would give you gold.
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: vandal on November 19, 2018, 08:21:18 PM
Quote from: Ruisuki on November 06, 2018, 06:34:49 PM
does this mod add anything after the initial landing? Could you still use it to filter for other prime secondary colony locations? I think I also read somewhere about a drop pod event?
wondering this as well
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Nat573 on November 24, 2018, 06:17:37 PM
It would be fantastic if we had the ability to select multiple tiles or entire areas for editing using GodMode. Individual tile editing is too tedious.
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Dr_Zhivago on November 24, 2018, 07:48:29 PM
Quote from: Ruisuki on November 06, 2018, 06:34:49 PM
does this mod add anything after the initial landing? Could you still use it to filter for other prime secondary colony locations? I think I also read somewhere about a drop pod event?
Quote from: vandal on November 19, 2018, 08:21:18 PM
wondering this as well

Yes you can still use the filter on the "Map" screen in-game.
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Seiryuu on November 29, 2018, 05:43:06 AM
Thank you!!
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Sebastian Cigar on December 28, 2018, 03:15:28 AM
e: nope, the problem I've edited out of this message has nothing to do with this mod

keep up the good work  :)
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: E-102 on March 20, 2019, 05:56:56 AM
This is a great mod I'd been searching for this for a while, but when I start a game in the AI Storyteller screen I get these two errors. As far as I know the mod still works though just wanted to report these errors:

[PrepareLanding] [postfix] RimWorld.PageUtility.StitchedPages: Found RimWorld.Page_SelectStartingSite.
Verse.Log:Message(String, Boolean)
PrepareLanding.Patches.PageUtilityPatch:PatchPage(Page, Dictionary`2, IDictionary`2)
PrepareLanding.Patches.PageUtilityPatch:StitchedPagesPostFix(Page&)
RimWorld.PageUtility:StitchedPages_Patch2(IEnumerable`1)
RimWorld.Scenario:GetFirstConfigPage()
RimWorld.Page_SelectScenario:BeginScenarioConfiguration(Scenario, Page)
RimWorld.Page_SelectScenario:CanDoNext()
RimWorld.Page:DoBottomButtons(Rect, String, String, Action, Boolean, Boolean)
RimWorld.Page_SelectScenario:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

not an error
[PrepareLanding] [postfix] StitchedPagesPostFix /!\ Error !!!! Required page not found /!\
Verse.Log:Error(String, Boolean)
PrepareLanding.Patches.PageUtilityPatch:StitchedPagesPostFix(Page&)
RimWorld.PageUtility:StitchedPages_Patch2(IEnumerable`1)
RimWorld.Scenario:GetFirstConfigPage()
RimWorld.Page_SelectScenario:BeginScenarioConfiguration(Scenario, Page)
RimWorld.Page_SelectScenario:CanDoNext()
RimWorld.Page:DoBottomButtons(Rect, String, String, Action, Boolean, Boolean)
RimWorld.Page_SelectScenario:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

[PrepareLanding] [postfix] StitchedPagesPostFix; Missing page type: RimWorld.Page_CreateWorldParams

...the rest of code for the secound error is the same as the stuff after the first.
Do you know why these errors are popping up? (Git report: https://git.io/fjfWh (Never actually understood if this is useful or not but just to be safe))
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: Kobayashi on April 14, 2019, 11:42:07 PM
epic
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: viperwasp on February 24, 2020, 06:45:47 PM
This is a great mod. Does not work with 1.1 it seems. Neitsa do you have any plans on updating? No rush just wondering if there are any plans at all. Thanks.
Title: Re: [1.0] Prepare Landing (v0.9.2)
Post by: phuhque on February 28, 2020, 09:30:23 PM
Waiting patiently for this.  I always wanted a mod that could show me what had Granite and Caves.  I think this will work, once it gets updated.  Providing it does get updated.