With how the game now generates the world and the landable locations, this mod will not be updated to work in Alpha 6. However a replacement will be made. A teaser for that replacement can be found in this post: http://ludeon.com/forums/index.php?topic=3750.msg51467#msg51467Map Generator Pack v1.21
Description:This pack adds 6 terrain generators to the game, which the game will choose at random when starting a new colony. It also utilises the new biome feature. Cactus doesn't spawn on the fertile plains maps, weather & plants changed for snowy maps.
The generators are:
- Fertile Plains
- Fertile Plains - Coast
- Fertile Plains - Valley
- Snowy Worlds
- Snowy Worlds - Valley
- Normal - Valley
Mod Team:
- ItchyFlea (http://ludeon.com/forums/index.php?action=profile;u=959) - Code
Downloads:
- Map Generator Pack v1.21 - Standard. (http://www.mediafire.com/download/8m0hbkd8d73l99a/MapGenPack.7z)
Mod Compatibility Versions:
Activate the Map Pack after you have activated the mod it's compatible with.
- Colonist Creation Mod: Thread Link (http://ludeon.com/forums/index.php?topic=4554.0)
- Map Generator Pack v1.21 - Standard. (http://www.mediafire.com/download/2bi6cgx7bob3fjc/MapGenPack_-_CCM.7z)
- Fighting Chance Mod (Project Armoury Version): Thread Link (http://ludeon.com/forums/index.php?topic=3875.0)
- Map Generator Pack v1.21 - Standard. (http://www.mediafire.com/download/dsgs14m59n5iac8/MapGenPack_-_FC.7z)
- Colonist Creation Mod & Fighting Chance Mod (Project Armoury Version):
- Map Generator Pack v1.21 - Standard. (http://www.mediafire.com/download/8hchc0sykvlcwxt/MapGenPack_-_FC&CCM.7z)
Screenshots:These are from a previous game version.Fertile Plains: http://i.imgur.com/D8boJig.png (http://i.imgur.com/D8boJig.png)
Fertile Plains - Coast: http://i.imgur.com/kkrejIm.png (http://i.imgur.com/kkrejIm.png)
Fertile Plains - Valley: http://i.imgur.com/M8U7c9b.png (http://i.imgur.com/M8U7c9b.png)
Snowy Worlds: http://i.imgur.com/xxekv2R.png (http://i.imgur.com/xxekv2R.png)
Snowy Worlds - Valley: http://i.imgur.com/XSuvHy6.png (http://i.imgur.com/XSuvHy6.png)
Normal - Valley: http://i.imgur.com/FL1GAyX.png (http://i.imgur.com/FL1GAyX.png)
Notes:
- The Snowy Worlds utilise biomes. Weather effects and plants have been changed. (Special thanks to Tynan for implementing snow weather effect.)
- The cave map generator has been removed.
- For the coast map, the game may generate roofs over the water. This bug cannot be avoided at the moment.
Notes for modders:
- You may use any of these generators in your own mod/modpack as long as you state in the mod description that you are using one of my generators. Please also include a link to this forum thread.
- You may modify any of the generators to work with your own mod/modpack as long as you state in the mod description that you are using one of my generators. Please also include a link to this forum thread.
Note for modders that add new animals:
- If you wish for them to spawn in the biomes I've defined in my mappack (Standard version only, I no longer support the Base version.), add these lines to the ThingDef for your animal. You'll also need to grab and add my biome definitions (Found here in any of the packs above: \BiomeDefs\BiomesBase.XML) to your mod. You don't need to ask for permission to do this, you already have it. :)
<wildBiomes>
<li>XericShrubland</li>
<li>FertilePlains</li>
<li>Snow</li>
</wildBiomes>
Pack Changelog:v1.21:
v1.2:
- Updated to Alpha 5
- Utilised biome feature.
v1.1:
- Fixed issue that would prevent the default generator from being used.
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-sa/4.0/)
Base Mod Versions: (These are no longer supported.)
- Base Mod v1.0 (http://ludeon.com/forums/index.php?topic=4486.0) - This must be activated first.
- Map Generator Pack v1.21 - Base Mod Required. (http://www.mediafire.com/download/f9jgf90jlb6r2fv/Base_MapGenPack.7z)
Mod Compatibility Versions:
Activate the Map Pack after you have activated the mod it's compatible with.
- Colonist Creation Mod: Thread Link (http://ludeon.com/forums/index.php?topic=4554.0)
- Map Generator Pack v1.21 - Base Mod Required. (http://www.mediafire.com/download/1y094c1fqa7qil9/Base_MapGenPack_-_CCM.7z)
- Fighting Chance Mod (Project Armoury Version): Thread Link (http://ludeon.com/forums/index.php?topic=3875.0)
- Map Generator Pack v1.21 - Base Mod Required. (http://www.mediafire.com/download/60szing4s70156n/Base_MapGenPack_-_FC.7z)
- Colonist Creation Mod & Fighting Chance Mod (Project Armoury Version):
- Map Generator Pack v1.21 - Base Mod Required. (http://www.mediafire.com/download/4e291ableb1algq/Base_MapGenPack_-_FC&CCM.7z)
Great job on the quick update! Do you have any plans to offer the maps as separate mods again? I really like the FP Valley, but if I just delete all of the other MapGeneratorDefs in the mod folder, I just get a map with no side mountain for some reason. o.O
EDIT: Huge lie. Just tried a couple more times and eventually got a FP Valley map!
Looks beautiful and spawns with all of the trees and none of the sand!
Quote from: madpluck on June 01, 2014, 07:46:12 PM
Great job on the quick update! Do you have any plans to offer the maps as separate mods again?
Yes, should be today sometime after I've updated everything to work in A4. :)
In the meantime though, just deleting the other generator def's works. The game will then only have two generators to choose from, default and the generator you didn't delete. :DThey are now available for individual download and they override the default generator.
I really like how it's a whole pack now instead of just a bunch of individual mods. But is there a way to make it so you can select which map type you get instead of it being random every time? I dont want to have to generate a bunch of worlds just to get the one type I wanted
Quote from: ousire on June 02, 2014, 04:38:17 AM
I really like how it's a whole pack now instead of just a bunch of individual mods. But is there a way to make it so you can select which map type you get instead of it being random every time? I dont want to have to generate a bunch of worlds just to get the one type I wanted
Not at the moment. I'm hoping Tynan adds that feature in at a later date. In the mean time I've also put up the individual generators so you can use a specific one rather than relying on it to randomly pick the one you want.
Awesome
Well I'm trying the cave maps....no luck so far. The animals just keep trying to path to squares that they can't get to. I guess this one needs a look-over before it works with the new pathing system?
Playing Normal Valley and muffalos keep dying from starvation. I don't know if this is a mod issue because the land isn't growing what they need to eat or if it's a game issue.
I've even gone as far as creating a stockpile where they are and transporting them food to eat.
Quote from: nuschler22 on June 03, 2014, 12:51:55 PM
I've even gone as far as creating a stockpile where they are and transporting them food to eat.
Get some breadcrumbs so they follow it to your 'pasture' and hey, you're farming Muffaloes :D
I suggest brightening up the green color until they look totally fertile and alive. I didn't like the picture of coast cuz fertile plain was too dark in contrast, really painful on eyes, so I suggest darkening the water a bit more.
Can you make a map with combine Sea and mountain?
Its like valley but only one mountain in the north or south and with sea in west or east.
Quote from: Peyote on July 01, 2014, 12:43:08 AM
Can you make a map with combine Sea and mountain?
Its like valley but only one mountain in the north or south and with sea in west or east.
Will do that for the Alpha 5 version.
Once you've downloaded the Map Generator you want how do you install it?
Quote from: vagineer1 on July 01, 2014, 09:52:27 AM
Once you've downloaded the Map Generator you want how do you install it?
Activate it in-game like a mod. The pack adds several to the game, which the game will choose to use at random when you start a new colony.
The individual ones override the game's default generator, so that you'll only ever have that particular type of map generate.
Quote from: ItchyFlea on July 01, 2014, 03:01:36 PM
Quote from: vagineer1 on July 01, 2014, 09:52:27 AM
Once you've downloaded the Map Generator you want how do you install it?
Activate it in-game like a mod. The pack adds several to the game, which the game will choose to use at random when you start a new colony.
The individual ones override the game's default generator, so that you'll only ever have that particular type of map generate.
Thanks. At least mods for Rimworld are a hell of a lot easier to install than Minecraft's (Well since a few builds ago they are a pain to install)
Quote from: ItchyFlea on July 01, 2014, 02:34:16 AM
Quote from: Peyote on July 01, 2014, 12:43:08 AM
Can you make a map with combine Sea and mountain?
Its like valley but only one mountain in the north or south and with sea in west or east.
Will do that for the Alpha 5 version.
Thank you .. Glad to hear that.
And does this version work with 4F BetterPower+ (V4.1.0) ?
Quote from: Peyote on July 01, 2014, 08:10:07 PM
And does this version work with 4F BetterPower+ (V4.1.0) ?
Technically yes, but it would make BP+ extremely difficult, as none of the BP+ map-specific things will spawn.
Updated to Alpha 5.
Changes:
Updated to Alpha 5.
Cave generator removed. (Caused too many problems to be worth it.)
Utilised biome feature.
- Fertile Plains: Cactus doesn't generate.
- Snowy Worlds: All plants look better. Rain weather effect replaced with Snow weather* effect.
Version that utilises Base Mod.
*: Special thanks to Tynan for implementing the snow weather effect.
For anyone who wants one of the map types to be the one they play on, go into the Defs/MapGeneratorDefs folder in the mod, and make 10 or more copies of it. Then go into each of the copies and look for this line near the top (substitute FertileValley for whatever):
<defName>FertileValley</defName>
Change FertileValley in each copy to FertileValley1, FertileValley2, etc. - the point is to make each one unique.
This won't eliminate the other map types, but you can delete them from the folder. The default one will still generate, but only 1 in every (number of copies + 1) maps will be the default one.
This can also be used in a less extreme manner to make the choice of map weighted, while still allowing the other map types.
Also, a suggestion: Could you put in the map script a section to generate small areas of sand, like the fertile soil patches? Some mods will assume that sand is available (something I have installed includes a sand extractor).
Quote from: Nice save on July 07, 2014, 03:29:55 PM
Also, a suggestion: Could you put in the map script a section to generate small areas of sand, like the fertile soil patches? Some mods will assume that sand is available (something I have installed includes a sand extractor).
What mod is that? I've got a workaround solution (as I don't intend to add sand to map generation) but want to check to make sure that workaround works prior to releasing it.
Any possibility of some sort of compatibility with the Colonist Creation mod? It's sooo hard to choose between this mod and that one. They are both must haves in my opinion.
Quote from: JorDash on July 07, 2014, 06:33:27 PM
Any possibility of some sort of compatibility with the Colonist Creation mod? It's sooo hard to choose between this mod and that one. They are both must haves in my opinion.
This can be done. Just waiting for a reply from Argain before I post a compatible version of this map pack.
Itchy also people are wanting compatability with my mod a fighting chance.
Would be great if you could add it :).
All my mods are open to anyone who would like to add them to there mod or use anything from them.
Cheers Itchy.
Has anyone tried putting map info like this into a Story Teller, as a way to select a map type?
Uploaded versions compatible with Colonist Creation Mod (http://ludeon.com/forums/index.php?topic=4554.0) and A Fighting Chance Mod (PA Version only) (http://ludeon.com/forums/index.php?topic=3875.0) as well as versions compatible with both of those.
Quote from: drmskr on July 08, 2014, 03:33:44 AM
Has anyone tried putting map info like this into a Story Teller, as a way to select a map type?
Can't be done unfortunately.
Quote from: Nice save on July 07, 2014, 03:29:55 PM
Also, a suggestion: Could you put in the map script a section to generate small areas of sand, like the fertile soil patches? Some mods will assume that sand is available (something I have installed includes a sand extractor).
All the versions now contain sand as a buildable item. It's found in the floors tab.
QuoteUploaded versions compatible with Colonist Creation Mod and A Fighting Chance Mod (PA Version only) as well as versions compatible with both of those
You are the man Itchy. Thank you.
Itchy, you are my favorite modder. You may not have all of my favorite mods, but you are damned loyal to your own. Prompt, thorough, and actively in pursuit of user requests. And humble, considering you relinquished Zombies when someone did it without modding Core.
Will these updates be incorporated into Base Mod? (including Colonist Creation compatibility if and when you do it?)
Quote from: JKTD1919 on July 09, 2014, 12:43:41 AM
Itchy, you are my favorite modder. You may not have all of my favorite mods, but you are damned loyal to your own. Prompt, thorough, and actively in pursuit of user requests. And humble, considering you relinquished Zombies when someone did it without modding Core.
Will these updates be incorporated into Base Mod? (including Colonist Creation compatibility if and when you do it?)
Thanks.
Speaking of zombies, I'm looking forward to when that is updated for A5. Shelling zombies with mortars, or boarding the ship and escaping just as a massive horde comes through. ;D
I'm not sure how to answer your question regarding Base Mod. I'm trying to make that in a way similar to Minecraft Forge, where it doesn't add any new content on it's own, but rather provides a way for mods to be compatible with each other.
The main problem with mod compatibility is the BaseMapGenerators.xml file, and as such it's currently impossible to run 2 or more mods that both modify that file without them interfering with each other. Base Mod also has this problem, and I have yet to find a solution to it. (I do have a workaround solution in mind though.)
Does that mean the ZZCOMP guy wasn't QUITE able to fix the problem?
Since this will likely become a problem in the base game in A6, I posted it as a "regular" bug in the bug thread, but for now, it's also relevant here.
Notification texts are often unreadable when playing snow worlds: http://ludeon.com/forums/index.php?topic=4657.0
Quote from: ItchyFlea on July 07, 2014, 09:22:27 PM
Quote from: JorDash on July 07, 2014, 06:33:27 PM
Any possibility of some sort of compatibility with the Colonist Creation mod? It's sooo hard to choose between this mod and that one. They are both must haves in my opinion.
This can be done. Just waiting for a reply from Argain before I post a compatible version of this map pack.
For the snowy worlds. Will there be the possibility of having some unique moodlets for that world? Like if you stay outside for too long your colonists will get cold, and eventually freeze to death?
Quote from: ItchyFlea on July 07, 2014, 06:22:27 PM
Quote from: Nice save on July 07, 2014, 03:29:55 PM
Also, a suggestion: Could you put in the map script a section to generate small areas of sand, like the fertile soil patches? Some mods will assume that sand is available (something I have installed includes a sand extractor).
What mod is that? I've got a workaround solution (as I don't intend to add sand to map generation) but want to check to make sure that workaround works prior to releasing it.
Sorry, I forgot I posted this. I was thinking of the Sand Quarry from Mechanical Defence, but it turns out that works on any diggable ground anyway.
It seems that every time i'm about to get a map with snow or water in it the screen turns blue and black and then freezes. Then the only way i can get out of it is to restart rimworld. Help?
Quote from: Geoblazer5 on July 15, 2014, 04:35:15 PM
It seems that every time i'm about to get a map with snow or water in it the screen turns blue and black and then freezes. Then the only way i can get out of it is to restart rimworld. Help?
If you're running the version that requires Base, do you have Base activated? Base is a separate mod that must be activated prior to activating the mappack. (I have discontinued Base. I recommend grabbing the Standard version of the mappack and using that instead.)
If you're running the standard version, please post the Output_log.txt file, found in the \RimWorld496Win_Data folder.
Here you go. (the output_log.txt file)
Btw, thxs for helping! :D
[attachment deleted by admin: too old]
I'm not able to reproduce the bug. There are a few .XML errors in that log, indicating that at least one of the mods you are running is either not for the current version of RimWorld (Alpha 5d) or has been made incorrectly.
There's also an issue with the Untelope mod which I don't see on my end, so I recommend re-downloading that. That issue might be the cause of the problem you're encountering.
Also note that due to how biomes work, unless those mods that add animals have specifically made them so that they spawn in the biomes I've added in my mappack (Only checked Untelope, it does not), you won't see their animals in the Fertile Plains or Snowy Worlds maps.
I'll add a note to the OP for mod authors on what to do to make their animals compatible with this pack.
So I unactivated every single mod except this one, core, and the colonist creation mod and now I never get a snow or coast map.
Quote from: Geoblazer5 on July 16, 2014, 03:04:10 PM
So I unactivated every single mod except this one, core, and the colonist creation mod and now I never get a snow or coast map.
The most likely problem is that the game decided that it'll load CCM after loading this.
Deactivate the version of this that is compatible with CCM, leave the mods menu, re-enter it and reactivate this mod. That will ensure that it overrides the map generator from CCM.
Quote from: ItchyFlea on July 16, 2014, 05:02:43 PM
Quote from: Geoblazer5 on July 16, 2014, 03:04:10 PM
So I unactivated every single mod except this one, core, and the colonist creation mod and now I never get a snow or coast map.
The most likely problem is that the game decided that it'll load CCM after loading this.
Deactivate the version of this that is compatible with CCM, leave the mods menu, re-enter it and reactivate this mod. That will ensure that it overrides the map generator from CCM.
Thxs but it's back to the old problem where the screen turns blue and black whenever i get a map with snow or coast in it.
Might be an issue with the earlier version of Alpha 5 that you're using. (Your output_log.txt file indicates that you are not using Alpha 5d)
Use the download link in the sendowl email you received when Alpha 5 was first released to get the most recent version, and see if the problem still occurs with that. Also re-download the mods you're using, just in case one of them didn't properly download.
If you no longer have that email, send an email to Tynan, and he'll sort out a new one being sent to you:
[email protected]
I'm having a prob were all Mappack biomes don't generate berries or agave.
Quote from: ShaggyD00 on July 22, 2014, 04:30:39 PM
I'm having a prob were all Mappack biomes don't generate berries or agave.
Snow biomes won't generate them, but normal ones and plains ones should. Are you running any other mods in conjunction with this one? It might be possible that another mod is overriding the plant changes required for them to spawn...
I like to play Fertile Valley, but that is bare too. All terrains from mappack are. I'll have to narrow down the mods till I find the culprit.
Loving the work you are doing here :) really cool to see the blood soaked snow outside my fort haha.
I have a couple of random questions, Is there any easy moddable way to tweak map size? Does the map generator use a seed like dwarf fortress? Is there any way to display or input this?
Thanks in advance, I'm sure all those features will eventually be in new releases of the game.
Quote from: Rowe on July 24, 2014, 12:49:58 AM
Loving the work you are doing here :) really cool to see the blood soaked snow outside my fort haha.
I have a couple of random questions, Is there any easy moddable way to tweak map size? Does the map generator use a seed like dwarf fortress? Is there any way to display or input this?
Thanks in advance, I'm sure all those features will eventually be in new releases of the game.
The map generator does use a seed, but that is generated by the game and isn't saved. I'm hoping Tynan adds a way for this to be entered manually in the future.
Map sizes can be altered under the Advanced menu when starting a new colony. The sizes range from 200x200 up to 400x400.
You'll have to have a fairly powerful PC to run the 400x400 size, and even then the game isn't optimised for that size so I'd recommend staying between 200x200 and 300x300. (I believe the default size is 250x250.)
I haven't been able to fix the messages being unreadable in snow biomes, mostly because I can't find out how to change font color or the snow texture color. It's really irritating that there isn't any mention of how to do that anywhere on the forums.
Quote from: murlocdummy on August 03, 2014, 12:33:54 AM
I haven't been able to fix the messages being unreadable in snow biomes, mostly because I can't find out how to change font color or the snow texture color. It's really irritating that there isn't any mention of how to do that anywhere on the forums.
It is entirely possible there is no way of doing so. or also possible there has been no reason to do so previously so no one has bothered to figure out how, either way getting irritated with people on the forum wont really change that. Maybe post a topic in the mod help section. asking modders to look into it for you.
this should work now with tech tree minmai since newest version he has where just need to add the xlm part to another mod to have the dropods from it work.
we have differnt bioms but only thing we need now is seasons
For some reason I only get snowy Hoth-like maps, maybe make the chance for getting a snow map less?
With how the game now generates worlds and you get to select the landing site, this map pack is being retired.
In about a day or so a replacement of sorts will appear, and a link to it will be placed.
Here's a teaser of the replacement that implements an Ice Sheet biome: http://www.mediafire.com/download/582vog28mj7yp04/IceSheet.7z
wheres the download button?
Quote from: neilson99 on August 14, 2014, 01:27:19 AM
wheres the download button?
For the pack or the upcoming replacement since this pack is outdated and not exactly compatible with Alpha 6?
The pack you can find the download link in the OP. For the teaser for the upcoming replacement, you can find a download link in my post above.