Quote from: Chais on July 22, 2017, 01:55:04 PM
Awesome! RimWorld is slowly becoming DwarfFortress :D
(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 |
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.
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
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.
Quote from: neitsa on July 23, 2017, 04:35:56 AMYep.Quote from: Oblitus on July 22, 2017, 07:07:51 PMYou mean something like "filter only tiles with only two stone types, whatever they are?", right?
Can you add "only two stone types" filter? My OCD forbids me to make my base look like a tartan.
Quote from: neitsa on July 23, 2017, 04:50:52 AMQuote 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!
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.
Quote from: PixelBitZombie on July 23, 2017, 05:15:15 AMQuote from: neitsa on July 23, 2017, 04:50:52 AMQuote 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.
(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? |
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?
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.
# 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]
Quote from: faltonico on August 19, 2017, 09:23:41 AM
Looks lie it wont search if you set it to "any biome" ?
Quote from: neitsa on August 19, 2017, 01:12:24 PMDon't mind me. Looks like if there is too much to filter, it wont do anything, so i just have to be more specific.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).
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.
Quote from: neitsa on August 20, 2017, 06:27:33 AMQuote 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.
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.
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!
Quote from: neitsa on August 20, 2017, 10:19:23 AMWithout having read too many details: Async background filtering with incremental updates :DQuote 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...
**`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.
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?
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()
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.
# 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.
<PrepareLanding>PrepareLanding</PrepareLanding>
<FilteringWorldTiles>Filtering World Tiles</FilteringWorldTiles>
<PreFilteringWorldTiles>Prefiltering World Tiles</PreFilteringWorldTiles>
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 :(Code Select<PrepareLanding>PrepareLanding</PrepareLanding>
<FilteringWorldTiles>Filtering World Tiles</FilteringWorldTiles>
<PreFilteringWorldTiles>Prefiltering World Tiles</PreFilteringWorldTiles>
# 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
Quote from: asdfghjk135 on November 28, 2017, 04:08:54 PM
can you upload the A17 version somewhere?
Quote from: asdfghjk135 on November 28, 2017, 04:08:54 PM
can you upload the A17 version somewhere?
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
Quote from: Zalpha on December 10, 2017, 08:53:02 PMQuote 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.
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?
Quote from: BlackSmokeDMax on December 21, 2017, 06:51:55 AMQuote 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"
Quote from: BlackSmokeDMax on December 21, 2017, 06:51:55 AMQuote 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"
# 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
Quote from: werty112 on December 28, 2017, 05:14:47 AM
I encountered a bug.
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.
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?)
Quote from: Harry_Dicks on March 05, 2018, 08:33:09 PM
and also turn on or off caves?
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! ;)
Quote from: neitsa on March 07, 2018, 03:33:49 AMWell 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 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
Quote from: neitsa on March 07, 2018, 03:33:49 AMI 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.
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: neitsa on March 07, 2018, 03:33:49 AMNo 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
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: neitsa on March 07, 2018, 03:33:49 AMThat would be really awesome of you.
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: Jibbles on March 18, 2018, 06:09:05 PM
Hey! From steam. Here's that output log.
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:
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
Quote from: neitsa on June 15, 2018, 05:13:07 PMQuote 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: Jibbles on June 15, 2018, 06:34:25 PMQuote from: neitsa on June 15, 2018, 05:13:07 PMQuote 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!
# 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.
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.
Quote from: KnewOne on July 20, 2018, 07:17:33 AM
Could you add ModSync support ?
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.
# 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.
Quote from: ThiIsMe007 on October 19, 2018, 01:07:02 PMCame 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!
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 ?
Quote from: neitsa on July 22, 2017, 01:05:30 PMif this was reddit, and i had money, i would give you gold.
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.
Quote from: Ruisuki on November 06, 2018, 06:34:49 PMwondering this as well
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: 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
[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)
[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