RimWorld

RimWorld

Map Mode Framework
86 Comments
Imperior 8 hours ago 
I'm having that same problem, I just posted a bug report with my log. It seems to have something to do with caching and getting the LongLatOf when trying to exit from a save.
吉田咲 2 Aug @ 9:46am 
Hello, I encountered an issue while playing. The game suddenly crashed, and after testing, I found that with my current save file, once loaded, I am unable to load a save or return to the main menu from the map. Attempting either of these actions causes the game to crash. After troubleshooting, I found that removing this mod allows the game to function normally.
Guineatown20806 2 Aug @ 7:32am 
Beta Rimworld Vibes!
カタストロフ  [author] 20 Jul @ 4:54pm 
Probably won't be out in a while, a good bit of stuff broke lol
JustSomeGoblin 20 Jul @ 4:41pm 
territory mod still wip?
far out 20 Jul @ 4:41pm 
The territory project youre working on seems really cool. Do you have a timeline for when we could expect to see a release?
カタストロフ  [author] 20 Jul @ 4:38pm 
Updated for 1.6 :DDDD
Meme Jam 16 Jul @ 7:09pm 
Is there a planned 1.6 update?
MajorityOfTheInternet 12 Jul @ 9:26pm 
Is the mod worked on or abandoned?
tiagocc0 8 Jul @ 5:39am 
Dear author, I made with AI a working version of this mod for Rimworld 1.6 unstable, the code is a mess but it is working and if you want I can send you the code, should help with the insights of the necessary changes needed for the new 1.6 code. You can add me as a friend here on steam or reach me on discord, tiagozero or 253930179196485633

Thanks for this wonderful mod, cheers!
Johnald P. Redham 21 Jun @ 10:37am 
Thank you for your service, this mod was very useful. Game changes may prevent an easy update, and I know there is little interest. But it was very appreciated, thank you. o/
Levelith_ 12 Jun @ 9:42am 
@Simbach Vazo In theory, it works normally, although I doubt very much that it will have constant updates again (considering that the last one was 10 months ago on github). And I also have no hope that it will be updated to 1.6 which is coming out soon.
Simbach Vazo 7 Jun @ 5:49pm 
Seeing as how old this is, is it safe to say it and the territorial map ideas are dead?
Safeway212 21 May @ 5:17pm 
Can I change the map temperature With this mod?
DaniAngione 18 May @ 3:32am 
Is there some specific loading order for it? I see the mod's UI (and get no errors) but there's no modes to choose; the modes' bar is basically empty

I added it mid-save, by the way
Head 17 May @ 9:29am 
Please update!
jogado21 8 May @ 11:00pm 
Rim of iron 4 when ?
Alavastar 7 May @ 6:46am 
oh yes, yes, one step closer to map painting in Rimworld :)
LumberingTroll 19 Mar @ 7:56am 
Would it be possible to add a feature to find a tile that fits filter criteria? like temperature, biome, distance to other factions, dist to toxic, dist to X biome, etc.?
Alison 1 Mar @ 10:41pm 
travel difficulty overlay?
Dewender 21 Dec, 2024 @ 7:57am 
Dev dead?
Solhpuoztruo 24 Nov, 2024 @ 7:27pm 
update?
AA12糖尿病害我得蛀牙 12 Oct, 2024 @ 10:45pm 
cool
The Black Rider 28 Sep, 2024 @ 4:19am 
will the territory mod be added to this mod or will it be its own mod?
Comton 25 Sep, 2024 @ 10:48am 
@[NozoMe] カタストロフ Do you find a solution about simulating faction relations ? Myself I thinked about behind the scene periodic calculations that are translated into world map changes when values are meeted.

For exemple (in a algorithmic way) :

////Factions Attackers (A) & Defenders (D) are at war.

////A decide to push onto the tile XYZ controlled by D.

While (A & D relation = WAR && XYZ is under attack) :

- Each quadrum call function Frontline power for XYZ :
////Compare XYZ's frontline powers

- Frontline power (variables Ap & Dp) :

-- If Ap > Dp --> A take the tile
-- elseif Ap < Dp --> D keep the tile and A retreat
-- else --> combat still going next quadrum


It's very simplistic but it's an idea. Related to some variables like faction's combat power / faction's manpower etc.... it could be a nice simulation (if the game engine follow).

I think your framework will be a very interesting base for expanding wars of rimworld !!
Boiled Pepsi 21 Sep, 2024 @ 3:37am 
probably should have put this in one comment, but i would like to know if the territory mod is gonna have ways to contest and maybe take over territory by destroying settlements, making new ones, and maybe using outposts from outposts expanded?
Boiled Pepsi 21 Sep, 2024 @ 3:33am 
ive been looking for a proper territory mod for years. i NEED it.
oompityloomp 18 Sep, 2024 @ 3:44pm 
Please get the territory mod brother
marcomagallon 30 Aug, 2024 @ 10:32am 
Please don't use RimWar as a dependency for that territory mod. I used to use RimWar as I absolutely hated raiding parties just poofing out of thin air, but gave it up due to its horrible performance and lots of bugs. I have since gotten over it and accepted random raids as part of Rimworld. If you need to see what I am talking about follow the Dubs Mods discord, they bash RimWar as a common mod load list culprit of horrible late stage TPS.
カタストロフ  [author] 19 Aug, 2024 @ 8:16am 
@Wha I'll see if I can finally release a working beta by next month (if not early September, probably mid-September)
Öracle™ 14 Aug, 2024 @ 7:27pm 
oh no, I manage to correct myself, My game just never updated so I wasn't aware of 1.5.
カタストロフ  [author] 14 Aug, 2024 @ 3:57am 
@Öracle™ are there any errors? I think it should be fine to run on earlier versions but I haven't tested that yet to confirm so it's just 1.5 for now
Öracle™ 13 Aug, 2024 @ 9:13pm 
it says its only for 1.5 when were on 1.4 xD... idk how to get it to work.
カタストロフ  [author] 13 Aug, 2024 @ 6:54pm 
@Meyar I've considered making RimWar a dependency then use its army system, but I also want players who don't use it to also have an option. I think I'll just plan and release that as a separate module/submod, then the main mod would include the world history + territory features, e.g. borders, trespassing, settlement leaders.
Meyar 13 Aug, 2024 @ 1:47pm 
re conquering/stealing: Plug it into rimwar or something like it perhaps
カタストロフ  [author] 12 Aug, 2024 @ 11:06pm 
@JumboViking No definite release date yet but it's roughly 50% complete. I've rewrote my original code so the AI makes natural-looking borders now while expanding to unoccupied tiles, but I'm still stuck figuring out the best way to simulate factions conquering/"stealing" tiles from other factions. Once I figure this out development will resume.
JumboViking 12 Aug, 2024 @ 9:55pm 
eta on that territory mod?:espresso:
Juche Warrior 7 Aug, 2024 @ 12:30pm 
Finally, i was waiting for this mod since A17!
araccooneatingabigbeanburrito 7 Aug, 2024 @ 8:54am 
👀
Chimp Lizard 3 Aug, 2024 @ 2:15pm 
I always really loved the rimworld map generator. I wish there was an easy way to export the maps so I could use them for building TTRPG regions and locals...
カタストロフ  [author] 2 Aug, 2024 @ 8:37pm 
@Doctor Worm Oh, glad to hear it works now. Feel free to let me know anytime if any other problems come up :)
Doctor Worm 2 Aug, 2024 @ 8:09pm 
@[NozoMe] カタストロフ ok well im not really sure but i was troubleshooting some more stuff and now i am no longer getting that error with it loaded first. all i think i really did was disable every single mod and then re-enable all the mods so maybe a caching error or somethin?
カタストロフ  [author] 2 Aug, 2024 @ 7:31pm 
@Doctor Worm That's strange. I did notice that the error was popping up when the mod was loaded above Geological Landforms, which should now be fixed by the latest update. Thank you for the log, not sure yet why it still persists on your end but I'll look into it.
Doctor Worm 2 Aug, 2024 @ 6:50pm 
I see an update was posted for "load order" not sure if it was to address my concern but if it was, I'm still getting the error. No, it does not appear to cause any actual issues in the game, just a "red" load error:
[Map Mode Framework] Assembly (GeologicalLandforms) not found for running mod (Geological Landforms). Compatibility patches will not apply.

And here's the log:
https://gist.github.com/HugsLibRecordKeeper/3e664f170509f1be307286c807ccd99d
カタストロフ  [author] 2 Aug, 2024 @ 7:38am 
@Doctor Worm Thanks for reporting, do you remember what it said and did it cause any problems while in-game?
Doctor Worm 2 Aug, 2024 @ 7:16am 
This new update caused an error for me with geological landforms but it went away after i changed the load order so this loads before geological landforms
カタストロフ  [author] 2 Aug, 2024 @ 12:50am 
Hi everyone! Sorry for the delayed response, I've been optimizing a lot of the code. Please let me know if you encounter any bugs or performance issues.

@4NGRY_K1TT3N It should be:
Seed - mj
Coverage - 100%
Map generation mods: Geological Landforms, Realistic Planets Continued (default settings)

@Roque the Rogue It's currently based on World Objects, so it should be compatible with RimWar by default. Outposts and other mods that add World Objects, e.g. RimCities and Empire, should be easy to patch :) Really hoping to see more mods expanding interactions with the world as a whole too, hope this project inspires some mod authors towards that direction :>

@Hippi Thanks for letting me know. If you mean that the map mode doesn't color/register newly-discovered tiles, this should be fixed in the latest update.

@cometopapa Sure, I'd love to know any ideas you have in mind :D

@kad I don't use my Discord much but I'll try to hop in once I've got most of the main features set up :)
Doggocide 1 Aug, 2024 @ 3:48pm 
What's the seed in the images? It looks really cool.
Simbach Vazo 31 Jul, 2024 @ 8:26pm 
Diplomacy Expanded has been on the docket for years at this point, it's been pushed back so much I honestly don't think it will ever release.
Roque the Rogue 31 Jul, 2024 @ 4:15pm 
Wonder how that territory mod will work with outposts, rim war and the like, well, also who knows what the Vanilla Diplomacy Expanded will be like.
Regardless, the whole thing seems like an awesome push for RimWorld no matter what theme and collection you're playing, factions are always there but this would add so much depth to storytelling.
Hopefully a framework for many fantastic advancements.