RimWorld

RimWorld

[RF] Archipelagos [b19]
37 Comments
E-Claire  [author] 14 Oct, 2018 @ 1:15pm 
E-Claire  [author] 13 Oct, 2018 @ 5:05am 
@Sjhfuhuhoiuio: As to your first point, I'll look into it, but as nobody else has reported such problems, I'm inclined to think it's due to a mod conflict of some sort. Likewise the third point. As to your second, well, if the game insists on trying to get pawns somewhere they can't get to, build bridges to give them the path they need. There's a reason why the mod's description suggests using it in conjunction with "Advanced Bridges" or another bridges mod. ;)
edoch 13 Oct, 2018 @ 12:23am 
・When some random pods drop the point where they cannot access to my colony, RImworld crashes all the time.
・When I try to use Caravan system, they always try to get out from the map where they cannot access, so that they cannot go WorldMap at all.
・When I have a refugee and choose to accept him/her, sometimes raids will not appear ( maybe I think it is because of other mods I have installed.)
Bluddy Joker 4 Oct, 2018 @ 6:51pm 
Love the mod so far, had really been wanting to create a kind of tribal-shore village for ages.
Though I was wondering if it would be possible to add sections of moving water to the map? Thematically I feel it'd make sense, mainly for non-lake shoreline maps with tidal movement and such.
E-Claire  [author] 29 Sep, 2018 @ 7:13pm 
And those are both special cases, which don't apply to archipelago maps. Archipelago maps have four directions from which enemies can approach, as do the majority of game maps.
MegaDeth 29 Sep, 2018 @ 6:37pm 
Well, on vanilla, enemies defenatly do now spawn on the side covered by mountain, even if said mountain is mined out, it has something to do with the overhead mountain roof.

Same for coastlines, even if theres an island on the coast, and shallow water leading to it, and the player could mine out some stone floors at the coastal edge, enemies would still not spawn there since that side is flagged as impassable.
E-Claire  [author] 29 Sep, 2018 @ 5:24pm 
I'm afraid I'm still not following you. On vanilla maps, enemies can spawn anywhere on the edge of a map, so long as there's open land for them to spawn on. The same is true of archipelago maps. No, archipelago maps don't have coasts or mountains blocking one entire edge of the map, but neither do the majority of vanilla tiles.

As I said earlier, archipelago maps are simply regular terrain maps with the water level artificially increased to make islands out of what would otherwise be hills. That is the *only* change made to the map generation routines.
MegaDeth 29 Sep, 2018 @ 4:46pm 
Yeah, they sort of have coast, but it's not a natural barrier, like a regular in game coast... right ? Same for mountains, usually mountains can spawn on the sea side, so with a coast, the two form a V shaped barrier from where enemies can not spawn.

Does the Archipelago mod provide a "U" shaped barrier ? What am I missing ?
E-Claire  [author] 29 Sep, 2018 @ 1:44pm 
I'm not quite sure what you mean. Some archipelago tiles will be hilly, but none will be mountainous. Those that are hilly will be designated as such on the world map, just as are normal hilly tiles. And no archipelago tiles are designated as having specific coasts, since by definition, they sort of have coasts all over the place, anyway.
MegaDeth 29 Sep, 2018 @ 12:57pm 
Nice!

What about the tile features themselves like mountains and especially coast ? I noticed that the mod ignores those two in particular.
E-Claire  [author] 29 Sep, 2018 @ 12:17pm 
UPDATE:

- Added that ability to configure the "water level" on generated maps.

- Increased slightly the amount of shallow water around islands, to make the transition from land to deep water a bit less extreme.
MegaDeth 26 Sep, 2018 @ 7:18pm 
Got it , thanks!
E-Claire  [author] 26 Sep, 2018 @ 7:00pm 
@MegaDeth: It probably wouldn't be hard to make the percentage of water a configurable option, but at the moment, no, it's not something you can adjust. As far as generating actual peninsulas, I'm sorry, but the mod doesn't actually alter the base terrain generation at all. It effectively just raises the water level on an otherwise vanilla map, making islands out of what would otherwise be hills or mountains. To produce a map consisting of a single large island or a peninsula would require custom map generation code which is probably well beyond my coding skill.
MegaDeth 26 Sep, 2018 @ 5:41pm 
I was hoping that this mod generates some sort of actual peninsula, but the map barely has 30% water, any way to increase the proportion of water on the archipelago tiles?
E-Claire  [author] 24 Sep, 2018 @ 9:49am 
OK, I'll make a note to take a look at "Terra Core" and see what I can figure out. Thanks for the info!
Apollo 24 Sep, 2018 @ 9:42am 
@Rainbeau_Flambe Looks like it conflicts with the Terra Core mod. I disabled Terra Core and it loaded just fine.
Apollo 24 Sep, 2018 @ 9:33am 
@Rainbeau_Flambe Yes, any type of archipelago tile is causing this. I've moved the mod to the top of the mods list right after HugsLib and that didn't change anything. And it's not dependent on storyteller, size of map, or anything else. Thanks for responding!
E-Claire  [author] 24 Sep, 2018 @ 8:34am 
@Grandpa: Without any additional information, all I can say is, you're probably dealing with a mod conflict of some sort. Nobody else has reported any such errors, and I haven't seen them myself. Are the errors showing up any time you try to start on any archipelago tile of any variety, or only in more specific situations?
Apollo 24 Sep, 2018 @ 7:18am 
Hey, I keep getting there error when I try to start a colony on a archipelago map. https://pastebin.com/bRLQ1Fbr
KurvaZelena 23 Sep, 2018 @ 11:15am 
I can finally make gulag camps properly
briengles fart cavity 23 Sep, 2018 @ 1:56am 
Just a heads up, this mod is best played alongside the More Bridges mod, as it adds a nice progression to being able to access islands that are otherwise blocked off
Spotter 22 Sep, 2018 @ 9:35pm 
Wouldn't an Archpelago that's adjacent to land, be a Peninsula ? Great mod regardless the terminology. 👍👍🎖️️🏆
shark 22 Sep, 2018 @ 5:56pm 
Cool! I just played on a single tile island map in vanilla expecting a unique island biome and was so dissapointed, now I can finally have a shipwrecked colony, thanks!
Idaho 22 Sep, 2018 @ 2:07pm 
Didn't mean to trigger you, my bad. I just meant that this map looks cool, but the way it is with ressources, you either collect, plant or buy is limited here. Because you can't harvest them originally. ^^
E-Claire  [author] 22 Sep, 2018 @ 12:45pm 
@Naturestorm: As I said, I really have no interest in trying to add vehicles, water or otherwise, to the game. Sorry.
Naturestorm 22 Sep, 2018 @ 12:28pm 
also maybe make vehicles to transport colonists
EX a atv or car to transport them
Naturestorm 22 Sep, 2018 @ 12:26pm 
i sae your comment abbout vehicles i would like for you to add water vehicles and make them in different tiers
neotholic= rowboat or raft , medieval = ship or sailboat , industrial = motorboat or jetski , spacer = idk maybe some sort of hoverboat
E-Claire  [author] 22 Sep, 2018 @ 8:54am 
@White Tiger, et al.: I'm afraid I'm not really interested in trying to tackle adding vehicles of any sort to the game. And as far as animals are concerned, I don't really have the artistic ability to do animal graphics very well, and in any event, there are plenty of mods already available to add more animals, some of which I'm sure include aquatic or amphibious sorts. :)

@Idaho: OK, so, build on mountain tiles if you prefer mountains. No one's insisting that you use this mod, or that you build on archipelago tiles even if you *do* use it. I'm not quite sure what your intended point was supposed to be.
Idaho 22 Sep, 2018 @ 7:21am 
Uuh Sea Map, I still prefer Mountains, because it doesnt limit building so fast.
HunterDelta15 21 Sep, 2018 @ 8:23pm 
@White Tiger @greenlight2k "Sea turtles, mate..."
greenlight 21 Sep, 2018 @ 9:42am 
@White Tiger
Turtles. Giant turtles.
White Tiger 20 Sep, 2018 @ 5:39am 
You know what might be really cool is having transport boats or rafts that would act like stationed water animals with carry capacity for faster travel on water - or even adding an actual animal like trainable whales or dolphins or sharks even.
:steamhappy:
Pesto Posta 17 Sep, 2018 @ 1:36pm 
Can't wait for the rest of your mods to get up to date :D

Thanks as always for making some of my favorite mods :)
dracoix 🐉 17 Sep, 2018 @ 8:07am 
:steamhappy: Awesome update is awesome.
RandomEdits 17 Sep, 2018 @ 7:12am 
It's time to conquer the world as Japan!!!!!!
Proxyer 17 Sep, 2018 @ 6:44am 
Welcome back!
Cocomine 16 Sep, 2018 @ 11:49pm 
nice