RimWorld

RimWorld

Save Maps (Continued)
124 Comments
Terallis 11 hours ago 
Dayum! Been looking around for some sort of method for NG+, and this is the closest to such a thing. Awesome!
PAXMA 31 Jul @ 2:51pm 
@Mlie, thank you for updating this mod. Now I recommend using it instead of my guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531119407
xxxJohnGamerxxx 31 Jul @ 10:26am 
Thanks for the update, ive been checking this page every other day now i can finally import all my old maps
Alerios 19 Jul @ 3:55am 
Oh my apologies
Mlie  [author] 19 Jul @ 3:51am 
@Alerios Please see the Reporting Issues section described above
Alerios 19 Jul @ 3:44am 
I guess you have this error preventing the devmode menu to open. I didn't found an other issue for the mod haha.
Alerios 19 Jul @ 3:43am 
at Verse.GenAttribute.HasAttribute[T] (System.Reflection.MemberInfo memberInfo) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
at Verse.GenAttribute.TryGetAttribute[T] (System.Reflection.MemberInfo memberInfo, T& customAttribute) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.DebugTabMenu_Actions.InitActions (LudeonTK.DebugActionNode absRoot) [0x00080] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.TrySetupNodeGraph () [0x00040] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.SwitchTab (RimWorld.DebugTabMenuDef def) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
<0x2728d36fd40 + 0x0013a> <unknown method>
at Verse.DebugWindowsOpener.ToggleDebugActionsMenu () [0x00013] in <981a33edf24d499488b0f820d94638e1>:0
at Verse.DebugWindowsOpener.DrawButtons () [0x000dd] in <981a33edf24d499488b0f820d94638e1>:0
Alerios 19 Jul @ 3:42am 
Exception filling window for Verse.ImmediateWindow: System.MissingMethodException: Method not found: void LudeonTK.DebugActionAttribute..ctor(string,string,bool,bool,bool,bool,int,bool)
[Ref 33D49705]
(wrapper managed-to-native) System.MonoCustomAttrs.IsDefinedInternal(System.Reflection.ICustomAttributeProvider,System.Type)
at System.MonoCustomAttrs.IsDefined (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00027] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Reflection.RuntimeMethodInfo.IsDefined (System.Type attributeType, System.Boolean inherit) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Attribute.IsDefined (System.Reflection.MemberInfo element, System.Type attributeType, System.Boolean inherit) [0x00088] in <51fded79cd284d4d911c5949aff4cb21>:0
andrewmin133 16 Jul @ 3:54am 
@Mlie thanks for your hard work!
Mlie  [author] 16 Jul @ 3:49am 
@andrewmin133 You can see the progress in the updated-mods channel
andrewmin133 16 Jul @ 3:41am 
@mlie Great to know, which channel can I check for progress? Is this one close? thanks
Mlie  [author] 12 Jul @ 9:19am 
@Andrewkndd Updating all my mods, see discord for progress
Andrewkndd 12 Jul @ 8:47am 
I really need this mod in1.6. If you have any update plans or anyone knows about similar features, please let me know. Thank you very much:steamsad::steamsad::steamsad:
Looking forward to the 1.6 update.
Moz 24 Jun @ 2:57am 
All good, appreciate the work you've done for the modding community, I'll check it out and report my findings if needed once the DLC drops!
Mlie  [author] 24 Jun @ 2:54am 
@Moz No idea, been too busy updating mods to look into the news about it, sorry
Moz 24 Jun @ 2:51am 
I didn't know that, thank you very much Mlie! Yeah I just want to keep my same colony as I've put time into its design, but i also want the multi threading and new DLC along with the 1.6 update.


Also, do you think the new terrain generation from the DLC will mess with the world generation much?
Mlie  [author] 24 Jun @ 2:37am 
@Moz You can use the same world generation settings and choose the same tile if its just the map-layout you want to reuse. But there should be no real issues just using the same save in 1.6.
Moz 24 Jun @ 2:34am 
Oh I was just thinking because idk if I need a new save for the new DLC (I want my same map but I want to update to 1.6 along with the new DLC)
Mlie  [author] 24 Jun @ 1:01am 
@Moz You shouldnt need to if your mods are updated correctly
Moz 24 Jun @ 12:54am 
would this work for transferring my modded 1.5 save to 1.6? (once all my mods are updated of course)
Mlie  [author] 18 Jun @ 2:05pm 
@seppi141 Updating all my mods
seppi141 18 Jun @ 12:18pm 
I would be very happy about an update for 1.6
Mlie  [author] 12 May @ 11:18am 
@gamer12 Probably
gamer12 12 May @ 11:02am 
Does this work with modded saves?
ProfileName 22 Apr @ 11:34am 
So, is it possible to use this but also keep stuff like researches? I am planning to use this as a save restarter, but was worried about stuff like researches and the like. (might be a slight mess)
Pvt. Parts 24 Mar @ 7:39am 
@el perro loco seems so, sounds like a late game saver since old colonies tend to lag like ass
el perro loco 19 Mar @ 3:14am 
so if I save my map with this mod. I get to keep all the houses, furniture and everything I built? And can I paste the map into a new save file? Is that what this mod does?
SkipPyP00S 25 Jan @ 4:54am 
Ok, for some reason, the pawns don’t go to bed even though the beds are assigned to them. Reassigning the beds doesn’t help. Everyone just collapses from exhaustion, lol. I guess I’ll have to move on.
SkipPyP00S 25 Jan @ 4:45am 
Ok, the second step of replacing all 2600 entries of the faction number worked. I had to reload the save file one more time, and all the pawns were automatically assigned the ideology. It works now. However, the game still has the same late-game lag as the previous save. That’s the only reason I wanted to try this. I read on Reddit that this might help with late-game lag, but unfortunately, it didn’t.
SkipPyP00S 25 Jan @ 4:24am 
So I made a new save file on the same tile as the old colony. Started a naked brutality run and checked the pawn faction number. It was Faction_14. I went to the saved blueprint xml file and my old pawns have Faction Numbe_29. I counted how many Faction_29 entries I have and there are about 2600. So I have 2 issues now:

1) if I change only 20 entries in the xml file and replace Faction_29 to the new Faction_14 the colonists don't leave but everything around them is not theirs. Beds are assigned to other faction, they don't work on hydroponics and so on. If I build a new altar it is inactive.
2) If I change all 2600 entries in the xml file and replace Faction_29 to the new Faction_14 everything belongs to my old pawns, BUT the ideology is completely disabled. My pawns don't have an ideology at all as if I disabled it.

Any help?
SkipPyP00S 25 Jan @ 3:39am 
My old colonists become blue and they leave the map.
SkipPyP00S 25 Jan @ 3:33am 
Load Blueprint loads the map, but not the colonists. Previously I Saved Everything.
Mlie  [author] 19 Jan @ 9:59pm 
@CartTheKidd Please see the Reporting Issues section described above
CartTheKidd 19 Jan @ 9:44pm 
loading in a home area is kinda bugged as fu
Mlie  [author] 5 Jan @ 1:58am 
@burrex Its in the dev-menu, at the top of the screen
burrex 4 Jan @ 11:33pm 
Hey! Thank you for this.
I subbed the mod>enabled dev mod>loaded my game but found no save maps option.
Restarted it again and still nothing. Where exactly is it? Thank you!
Fronto 14 Nov, 2024 @ 4:41am 
@AussieWarGod don't know if u still need the solution, i just post it here , find the saved map file in your C:\Users\[your username]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\SavedMapPresets and open the xml , change all the faction number in it to your new colony faction number(the sorted number in factions or u can just test it in Dev mode).hope it helpful , cause i just figure it out
Fronto 13 Nov, 2024 @ 2:00pm 
my dream mod
Mlie  [author] 27 Oct, 2024 @ 6:42am 
@JoeOwnage Sometimes, depends on what mods are active
JoeOwnage 27 Oct, 2024 @ 5:54am 
Does the save base and put it on a new map functionality work?
Mask of Humble 21 Sep, 2024 @ 4:44pm 
I have SoS2 installed and I am still able to save and load maps
AM 21 Sep, 2024 @ 1:23pm 
that or other map-components being updated to essentially break this mod for good
Mlie  [author] 21 Sep, 2024 @ 12:53pm 
@AM Sounds probable, sos2 does not use the vanilla map-components as far as I know
AM 21 Sep, 2024 @ 12:14pm 
Mod is most probably incompatible with SOS2 running along side it keeps breaking everything when loading map https://gist.github.com/HugsLibRecordKeeper/fadb75e46c188e10de953ebfa71f16c8
Mask of Humble 21 Sep, 2024 @ 4:22am 
Again thank you.
Mlie  [author] 21 Sep, 2024 @ 4:19am 
@Mask of Humble It does not, but as long as you remember your wold-gen settings it should generate the same world
Mask of Humble 21 Sep, 2024 @ 3:39am 
I see, thank you for the response, does this also save the world map?
Mlie  [author] 21 Sep, 2024 @ 3:27am 
@Mask of Humble I assume so
Mask of Humble 21 Sep, 2024 @ 2:09am 
Let say I spend time designing a map and want to save that and just use that for all my play-thoughts can I do that with this mod?