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RimWorld => Mods => Releases => Topic started by: Kiame on September 08, 2018, 11:42:01 PM

Title: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on September 08, 2018, 11:42:01 PM
(https://steamuserimages-a.akamaihd.net/ugc/959719480185727188/5DFE2A7F68B05E455D61BA45BE319D435C7E8A49/)

"Configurable Maps" provides you with a number of configuration options that you can use to tailor the way your maps generate. Simply visit "Mod Settings" from the game's "Options" menu. You'll find three different sets of options for the mod.

(1) "Things" Settings:

You can alter the number of ruins and "ancient shrines" that generate on new maps. You can set them low, so you'll no longer find yourself starting the game in an area that looks like it might once have been someone's town square. Or you can set them high, so it seems as if you've landed in what was once a bustling city.

(Regardless of the settings, the mod ensures that buildings will be significantly more common among ruins than unattached wall segments, and that those buildings will be shaped more like rooms than like hallways.)

You can decide whether you want ruins to be constructed solely or primarily from stone types actually available on the map, or if you want them to be constructed from random materials (as in vanilla).

You can adjust the "biodensity" on new maps, to determine how thickly populated with plant and animal life the maps should be. These settings are, of course, relative to the base values for a given biome. Even a "sparse" tropical rainforest will have a much higher biodensity than a "dense" extreme desert or ice sheet.

(2) Terrain Settings:

You can adjust the amount of ore which generates on new maps, to make the game more or less challenging. You can additionally choose to disable "fake" ores, so that compacted steel, plasteel and machinery will not appear on your maps. You can also adjust the number of geysers, so that sources of geothermal power are easier or harder to find. And you can adjust the quantity of stone chunks scattered on new maps.

You can adjust the maps' "mountain level," perhaps so that flat maps have almost no rock outcroppings, or perhaps so that mountain maps have little open space.

You can adjust the maps' "water level," which will make lakes, marshes, and the like either more or less common. Note that this will not change the essential nature of a biome. Lowering the water level will reduce the size of marsh areas on boreal forest or rainforest maps, for example, but it won't eliminate them completely, and neither will raising the water level allow marshes to suddenly begin appearing on temperate forest maps.

You can also adjust the "fertility" of soil on maps, to adjust the relative amount of rich soil as opposed to regular soil.

Finally, you can adjust the ocean level on coastal maps. This allows you to control the amount of water which will appear on maps with coasts. At the one extreme, you'll have vanilla-style maps with just a small strip of ocean and a fairly small sandy beach on one edge. At the other extreme, you can now create maps that are almost completely submerged.

An additional checkbox allows you the option to disallow rocky outcrop "islands" from appearing in lakes, marshes or oceans.

(3) World Map Settings:

You can adjust the minimum and maximum number of stone types which can appear in a tile on the world map. You can also adjust the relative commonality of various types of stone, so for example, you could set your worlds to generate with lots of granite but very little sandstone.

(Note that these settings won't appear if you're also using "Cupro's Stones," as that mod offers more robust options regarding exactly how many and which types of stone you want to see on the world map.)


Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1507370392)

Direct Download
1.3 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)

B19 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/B19/ConfigurableMaps.zip)
1.0 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.0/ConfigurableMaps.zip)
1.2 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.2/ConfigurableMaps.zip)

GitHub (https://github.com/KiameV/rimworld-configurablemaps)


Compatibility:

Since "Configurable Maps" does nothing but alter initial map generation, adding it to or removing it from a game in progress will have no impact. It should be compatible with any other mods, except perhaps those that also modify terrain and map generation.

Credits:

Rainbeau Flambe (dburgdorf) - original author

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The German language translation file was provided by Ludeon forums user Maculator. The Japanese language file was provided by Proxyer. Russian translation files were provided by Steam user "Чей-то друг."
Title: Re: [B19] Configurable Maps
Post by: rawrfisher on September 09, 2018, 12:13:26 AM
Cant wait to start my no resource runs again
Title: Re: [B19] Configurable Maps
Post by: Hydromancerx on September 09, 2018, 01:16:56 AM
Can you please convert his Faction Control mod too?

Faction Control
https://steamcommunity.com/sharedfiles/filedetails/?id=1232772426
Title: Re: [B19] Configurable Maps
Post by: Tibo on September 09, 2018, 03:02:43 AM
Very useful mod, thank you for reviving. But unfortunately it does not work with 'mapreroll'. Mapreroll does not show rerolling maps. Can you do something with it?
Title: Re: [B19] Configurable Maps
Post by: sumghai on September 09, 2018, 04:31:29 AM
I've always been bothered by the abundance of ruins and rocky outcrops on what were supposed to be flat plains, so I'm definitely happy to check this out.

Thanks Rainbeau (dburgdorf) and Kiame!
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 09, 2018, 09:41:42 AM
Quote from: Hydromancerx on September 09, 2018, 01:16:56 AM
Can you please convert his Faction Control mod too?

Faction Control
https://steamcommunity.com/sharedfiles/filedetails/?id=1232772426

Yes I am working on that next
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 09, 2018, 03:16:43 PM
Update:
I've addressed a number of issues brought up in the steam discussion.

I will look at the re-roll issue too
Title: Re: [B19] Configurable Maps
Post by: rawrfisher on September 09, 2018, 03:31:34 PM
Kiame I just glossed the comments and saw nothing about losing pawns when generateing event maps  In this case attacking an outpost.
Lost half my caravan and all my weapons including the ones linked via weapon storage.

Its possible I just need to update to fix this so gonna try that now.  Mentioning it just in case

https://git.io/fAamc  Update did not fix it but got a string of errors for ya to gloss over at the bottom

https://git.io/fAamW  If I just try playing afterwords this is what my log looks like.  Also the UI is compleatly hit and miss on visability

https://git.io/fAamm  Oh Kiame I found an extream edgecase for ya :P 

Situation where no pawns can spawn when starting a new game 8)
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 09, 2018, 04:14:33 PM
I've created a new game, created a caravan, and sent them to many different locations using Setup Camp and attacking other settlements. No problems.

Looking at the logs there's nothing pointing to Configurable Maps (CM) as the root problem. If you disable CM then load the save does the caravan arrive w/o issue? My guess is half way through loading the caravan there's an exception and the loading process stops which causes everything not loaded to be lost.
Title: Re: [B19] Configurable Maps
Post by: rawrfisher on September 09, 2018, 04:27:33 PM
I'll try disabling CM and attacking

Ok so it wasnt Cm causing it which means I need to heckle gouida about it >.>
The error is thrown by LTF engies in the caravan

Without the engie in I dont lose any caravan members but I still get a map gen error

Different note:  Whats your thoughts on that one error where pawns wont generate when starting a new map.  Note:  This is only possible in quickstarts or extreamly rare conditions on normal maps
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 09, 2018, 05:22:31 PM
Which log is the case where pawns are being lost at start? The last one about edge case?
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 09, 2018, 05:40:12 PM
Update:
Removed the ability to adjust 'coast' settings. This greatly simplifies the mod and fixes a host of issues when generating maps with rivers and/or roads.

I will look into adding the setting back but for now it's out.
Title: Re: [B19] Configurable Maps
Post by: rawrfisher on September 09, 2018, 06:07:03 PM
The edge case one which is the one where pawns wont spawn.  I get it alot due to the water level settings which you already addressed lol

I did kinda misread your comment and been considering going back to being a shadow hiding in the darkest corners of the forums waiting to pop up to torment modders.
Title: Re: [B19] Configurable Maps
Post by: Amnesiac on September 16, 2018, 10:06:35 PM
Absolutely love the mod, the customization is awesome and it pairs really nicely with Map Reroll to get an interesting map to play on. The plant and animal density settings are cool as heck.

I do have 1 criticism though, I think the default options should all be set to vanilla defaults.

I didn't know that the settings were not default when I generated a map that I already started to play on and enjoy, but now I'm not sure if I want to continue, as the Ruins and Shrines and such that were defaulted to "very low" may be important for the progression of the game, such as finding plasteel and Gold for building that research thing later in the game.

I think it's important for the settings to all be default so that things like this aren't changed when a stupid person like me doesn't edit all the settings before finding a cool map :[
Title: Re: [B19] Configurable Maps
Post by: rawrfisher on September 16, 2018, 10:39:27 PM
I enjoy games where theres no map resources or shrines.
Also changeing those settings will change how new maps are formed
Title: Re: [B19] Configurable Maps
Post by: Goranchero on September 20, 2018, 01:57:33 AM
Not sure if this is a bug or feature change, but if you disable ruins you no longer get shrines, regardless of shrine setting. In previous version, B18, you could disable ruins and still crank up shrines.
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 23, 2018, 03:09:57 PM
Update:
Re-wrote how Stone Types are chosen. They will not properly respect the percent chance of showing up that's in the settings.
The setting have also been re-written for stone types to be much more precise. All sliders will be very low initially after this update. Consider using the [Reset] button. This is not required though.
Title: Re: [B19] Configurable Maps
Post by: Kiame on September 25, 2018, 10:14:24 PM
Update:
Animal and plant density settings will be re-applied when saves are loaded.
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on October 18, 2018, 01:53:54 AM
Updated for 1.0
https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.0/ConfigurableMaps.zip
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: code99xx on October 22, 2018, 04:47:26 AM
Does this work with map re roll?
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on October 22, 2018, 04:49:35 AM
Should. I don't use that mod but let me know if anything seems off

FYI GitHub (where I host the direct download) is having issues so grab the steam version if you can
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Tenshi~Akari on November 03, 2018, 07:15:50 PM
For some odd reason, whether I disable or enable "allow fake ores" in the options menu, those disallowed ores still get generated on the map regardless. Trying to raise the difficulty of my colony because of the ridiculous amount of steel I've been coming across, but doesn't seem like it wants to do anything on my end, with or without other mods.  :-\
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: leestriter on November 22, 2018, 06:35:32 PM
I have the same problem with disable fake ores.
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on December 08, 2018, 10:09:23 PM
Update:
Fixed the "Fake Ore" setting to work
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on December 09, 2018, 02:33:44 PM
Update:
Now supports In-Game Def Editor (https://ludeon.com/forums/index.php?topic=46983.0) in regards to Fake Ore. If fake ore is disabled with this mod, fake ores will be disabled. If fake ores are enabled, In-Game Def Editor's values will be used.

To mimic Fake Ore in In-Game Def Editor open the editor (F10), select Mineable def type, then modify compact steel, plasteel, and industial components's "Mineable - Scattering Commonality" to 0. The same can be done with all other mineable defs.
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: ivanovic77 on April 16, 2019, 08:48:47 AM
Is this mod compatible with the new Rainbeau's mod Realistic Planets? And why did Rainbeau abandone this mod?
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on April 16, 2019, 12:55:09 PM
He didn't abandon as much as i picked up supporting it.
When 1.0 was released none of Rainbeau's mods were updated. I tried contacting Rainbeau and let 2 weeks go by. I had already updated the mods on my side so i could use them and decided to release them after not hearing from Rainbeau for a week.

This and Realistic Planets do work together.
Title: Re: [1.0] [KV] Configurable Maps [ModSync RW]
Post by: sumghai on April 21, 2019, 11:20:05 PM
Hey Kiame, for the next update, could you please modify the About.xml to replace the deprecated <targetVersion> tag with the new <supportedVersions> one?:

<supportedVersions>
    <li>1.0</li>
</supportedVersions>

I think you've done this for most of your other mods already, except for this one.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on March 01, 2020, 06:27:00 PM
Updated for 1.1: https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.1/ConfigurableMaps.zip
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on March 01, 2020, 09:47:57 PM
Update:
Fixing an issue where every world tile reported a stone type of none and every map only had sandstone tiles.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: someonedumb on March 02, 2020, 02:22:59 AM
I get these every time I load the game.
Could not find type named ConfigurableMaps.Maker.CMGenStep_Terrain from node <genStep Class="ConfigurableMaps.Maker.CMGenStep_Terrain" />
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Exception loading from System.Xml.XmlElement: System.MissingMethodException: Default constructor not found for type Verse.GenStep
  at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x0007b] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00020] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.DirectXmlToObject.ObjectFromXml[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x004e4] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at Verse.DirectXmlToObject.ObjectFromXmlReflection[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x00000] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at Verse.DirectXmlToObject.ObjectFromXml[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x008aa] in <fcd99b24cbb3485baa8263b0d6197784>:0
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Exception while executing PostLoad on Terrain: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenStepDef.PostLoad () [0x00006] in <fcd99b24cbb3485baa8263b0d6197784>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <567df3e0919241ba98db88bec4c6696f>:0
   --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.DirectXmlToObject.TryDoPostLoad (System.Object obj) [0x00024] in <fcd99b24cbb3485baa8263b0d6197784>:0
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:TryDoPostLoad(Object)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()


there are no mod options and I don't think the mod is working for me. I also tried disabling all my other mods and only leaving this mod on but I still get these red lines thrown in my face.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on March 02, 2020, 02:32:55 AM
Looks like in my last change i broke something. Reverted. Here's the download
https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.1/ConfigurableMaps.zip
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on March 10, 2020, 02:37:11 AM
Update:
Fixing an issue where "ancient shrines" were spawning as "simple shrines"
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Listy on April 14, 2020, 11:01:39 AM
Quote from: Kiame on March 02, 2020, 02:32:55 AM
Looks like in my last change i broke something. Reverted. Here's the download
https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.1/ConfigurableMaps.zip

Hi,

I'm trying to install this mod, but somethings not working. This is my first ever mod, so please do not discount PEBKAC errors...

I download the file from the above link, unzip it, and place the folder into the mods folder. I then go to the mods menu in game and enable the mod. The game then states it needs a restart, and reboots. I then get this:
(https://i.imgur.com/tBh97e3.png)

(https://i.imgur.com/6smiHC9.png)

So the obvious question is: What am I doing wrong?

Thanks,
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on April 14, 2020, 11:27:10 AM
Did you clone the repo or download from the release page on github? If the former that's the problem, dl from the release page
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Listy on April 14, 2020, 11:35:08 AM
Quote from: Kiame on April 14, 2020, 11:27:10 AM
Did you clone the repo or download from the release page on github? If the former that's the problem, dl from the release page

I clicked the link in the post?

Edit:

Ok I think I worked out what you meant. However, I started a new colony, and when it went to generate the map I get:
https://i.imgur.com/ks5ubbO.png

https://i.imgur.com/ajXjILj.png
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Canute on April 14, 2020, 12:29:51 PM
Kiame,
could it be that you forget to add the requirement of Harmony for this mod ?
Without Harmony i got the same error's like Listy, after i add Harmony it works fine.

Listy, you should add Harmony
https://github.com/pardeike/HarmonyRimWorld/releases/tag/v1.0.0.3
and while you are there add hugslib too
https://github.com/UnlimitedHugs/RimworldHugsLib/releases/tag/v7.1.4
Hugslib offer a nice way to share modlist and logfile with the new Share log button or pressing CTRL-F12
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Listy on April 14, 2020, 01:40:01 PM
I tried sticking Harmony in, and I still got the same failure when it went to generate the map.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Canute on April 14, 2020, 01:54:14 PM
I tried it myself and don't got any errors.
So i think you maybe installed the mods at the wrong way.
Could you verify the file structure ! It should looks like
Mods
    Modname
          About
          Assemblies
          Defs
          ....

Be sure you unziped the archives and don't have double modname folders.


Kiame,
did you checked the mod if it works correct ?
I adjust the mod settings for Shrine and Ruins to High density, start a new map but didn't notice any different to before.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Listy on April 15, 2020, 01:50:01 AM
Quote from: Canute on April 14, 2020, 01:54:14 PM
I tried it myself and don't got any errors.
So i think you maybe installed the mods at the wrong way.
Could you verify the file structure ! It should looks like
Mods
    Modname
          About
          Assemblies
          Defs
          ....

Be sure you unziped the archives and don't have double modname folders.


Kiame,
did you checked the mod if it works correct ?
I adjust the mod settings for Shrine and Ruins to High density, start a new map but didn't notice any different to before.

Harmony:

Mods >
   About
   V1.1>
         Assemblies

configurable maps:
Mods >
   About
   Defs
   Languages >
         [Assorted language folders]
   Source>
         Maker
         Properties
         Settings
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Canute on April 15, 2020, 03:08:11 AM
Mods is the main folder for all mods.
Inside Mods you find the folder for each mod, in your case Harmony, ConfigurableMaps.
Inside the mod folder you should find the folder About, and some other depend on the mod.
Sometimes it can happen that these About,... are inside another folder, depen how you unzip/installed it, then you need to move it.

Ok, i just update to Rimworld 1.1.2598 to the same version like you. I case something changed with the mod compactibliy, but no errors. So that isn't the problem.

My suggestion, delete anything inside Mods.
Open the Harmony archiv and unzip into Mods, do the same with the configurable maps archiv.
Btw. that should be the default way when you install mods manualy, delete the old mod folder first before your copy/unzip the new one, so you don't have old files left.

Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Listy on April 15, 2020, 05:09:49 AM
Ok I've sort of got it working.

The problem seems to be I was downloading from github front page, not from the 1.1 link on the original post of this thread. I originally tried that, but didn't have Harmony, so it failed to work.

Next trouble is, the mod doesn't seem to be working? This is with the slider for runs set to maximum (but not random, note):
https://i.imgur.com/oZupULp.png

https://i.imgur.com/mqZfsV7.png

Shouldn't there be more Ruins than this?
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: Canute on April 15, 2020, 05:29:33 AM
That is what i notice too, we need to wait for Kiame the mod author to check it.

Since you are new to mods.
Many mod author got their own way to distribute mods.
At github/gitlab check first the release tab if there are a release. If not try the master (the front page).
A few modder put all their mods into the master, then you need to seperate them self to use them.
Even when you don't use steam, with a download tool like
http://steamworkshop.download/
you can download workshop mods and use them.
Title: Re: [1.1] [KV] Configurable Maps [ModSync RW]
Post by: KharmaScribbles on April 16, 2020, 11:47:25 PM
QuoteThe mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

This is actually incorrect since the last Harmony update or so..

Harmony is a separate download which is mandatory.. Here is the Steam Workshop link but I'm unsure where to download a DRM-Free version https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077 (https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077)

Just trying to help correct the mod description ;)
Title: Re: [1.2] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on August 12, 2020, 12:32:19 PM
Updated for 1.2
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 18, 2021, 10:45:48 PM
Updated for 1.3 - Direct Download (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: IForever2110 on July 19, 2021, 08:43:41 AM
Hello Kiame,

I might have found a bug in the 1.3 version.

When I generate a new map, doesn't matter if at the game start or with a caravan, the map is like 95% mud and 5% rich soil.

- Biome doesn't matter, Tundra and Tropical gets 95% rich soil
- The mod settings are at standard
- Mod was loaded at the start and at the end of the modlist and even as the only mod, always the same problem

You might have guessed it but I don't get any error logs I could share with you. I attached a picture.

Let me know if you need any other infomation from me.

Thanks and best regards
IForever
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 19, 2021, 10:06:03 AM
Hmm I did not test tropical or tundra let me test those
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 19, 2021, 11:33:25 AM
Quote from: IForever2110 on July 19, 2021, 08:43:41 AM
Hello Kiame,

I might have found a bug in the 1.3 version.

When I generate a new map, doesn't matter if at the game start or with a caravan, the map is like 95% mud and 5% rich soil.

- Biome doesn't matter, Tundra and Tropical gets 95% rich soil
- The mod settings are at standard
- Mod was loaded at the start and at the end of the modlist and even as the only mod, always the same problem

You might have guessed it but I don't get any error logs I could share with you. I attached a picture.

Let me know if you need any other infomation from me.

Thanks and best regards
IForever

After testing this mod with just harmony loaded in each biome with default settings (as well as a few variations), all my maps are created correctly. Are you able to reproduce this issue with just this mod enabled?
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: IForever2110 on July 19, 2021, 03:34:09 PM
Quote

After testing this mod with just harmony loaded in each biome with default settings (as well as a few variations), all my maps are created correctly. Are you able to reproduce this issue with just this mod enabled?

Yeah same problem when only Harmony, Core and Configurable Maps is loaded.

I am running on the versions:
RimWorld: 1.3.3065
Harmony: Lib v2.1.0.0. Mod v1.1.0.0

Same problem after a new installation of RimWorld, Harmony and Configurable Maps.

Any other information I can provide you for analysis?
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 19, 2021, 09:26:19 PM
Update:
Fixing an issue where Mountain Level was not being used in map generation



Quote from: IForever2110 on July 19, 2021, 03:34:09 PM
Yeah same problem when only Harmony, Core and Configurable Maps is loaded.
...
Any other information I can provide you for analysis?

I've run another set of tests. Here's what I did and I want to make sure I'm doing your steps:
Default all values in Config Maps:
(https://i.imgur.com/yCgG6eS.jpg)

Then settle on a square and your maps are all mud?
This is what I'm seeing:

With Config Maps:
(https://i.imgur.com/yKfZtwc.jpg)

Without Config Maps:
(https://i.imgur.com/bKbW18f.jpg)
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: IForever2110 on July 20, 2021, 09:00:10 AM
I've/You've found the problem...

For some reason the default value for "Soil Fertility", "Water Height" and "Mountain Amount" is 1.00 for me, even after pressing the default button next to the fields. Even after I reinstalled RimWorld and Configurable Maps yesterday the value was still at 1.00

Possible that the values are stored somewhere outside the mod config in a .xml or something, I don't know, because i've set some values in Configurable Maps for my playstyle back in 1.2 version.

I've set the values manually to 0.00 and the map generation works as intended.

Have a big thank you for your work and sorry for the inconvenience if I messed up any config or something. I guess the problem is/was local by my part.

BR
IForever
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 21, 2021, 12:29:02 PM
Update:  1.3.0.4 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
- Water level is now working correctly (slider was reversed). Thanks Ebo
- Limiting stone amounts should work correctly. Thanks slinkyace and xenephulon
- Fixing an issue where the initial value when the mod is first used was causing maps to be completely muddy


For anyone having issues with mud-filled maps, go into this mod's settings, Map Settings, and select default for "Soil Fertility", "Water Height", and "Mountain Amount"
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 23, 2021, 12:31:42 AM
Update: 1.3.1.0 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
- Improved stability and fixed many issues.
- Ores now work correctly. This update will also support modded ores - anything that is mineable can be modified in the Map Setting page of this mod.
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 24, 2021, 02:25:05 AM
Update: 1.3.1.1 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
Added settings for Ideo/1.3 for scatterable types of "AncientPipelineSection" and "AncientJunkClusters"

There are other types that are included in map generation which I am not 100% sure how to address as they're generated in harder-to-patch ways. They include "ScatterRoadDebris", "ScatterCaveDebris", "AncientUtilityBuilding", "MechanoidRemains", "AncientTurret", "AncientMechs", "AncientLandingPad", "AncientFences"

I think [hope] the two that I've included, Pipeline and Junk, will cover most of the ancient things that are added though.
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on July 28, 2021, 02:33:11 AM
Update: 1.3.2.0 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
Ore Level is back!

Set this multiplier to change the amount of mineable precious metals are on the map.
From there, you can control the amount of each mineable metal with the sliders for gold, silver, jade, steel, and ind comps.
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on August 04, 2021, 01:30:45 AM
Update: 1.3.2.4 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
-Changed how stone types are found. It will now load every stone type dynamically. This also allowed for "Other Stones" setting to be removed. Thus Extra Stones and any other mod that adds stones is supported.
-Improved the randomization logic for stone types for world generation
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on September 05, 2021, 05:47:28 PM
Update: 1.3.2.5 (https://github.com/KiameV/rimworld-configurablemaps/releases/tag/1.3)
Quest maps will now have Mountain and Water setting applied to them again. Both values will have a limit of 0.7 to make sure there's enough open space to spawn the required assets. Please let me know if this causes any issues and what quest type it broke on.
Title: Re: [1.3] [KV] Configurable Maps [ModSync RW]
Post by: Kiame on January 09, 2022, 12:42:32 PM
Update: v1.3.3.1 (https://github.com/KiameV/rimworld-configurablemaps/releases/download/1.3/ConfigurableMaps.zip)
Fixing an issue where an error would display after closing the Config Map settings window.