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I noticed however it crashes when playing on the experimental version (v0.7.9.3 at time of writing). The cause is a renamed or removed method in the game's code.
If this is is your crash I recommend switching to the main branch of the game to use the mod. Since the current experimental branch doesn't add a lot of new stuff yet I'm not going to fix this now simply cause the game code could change again in the next experimental update.
Maps created on the main branch should work when on experimental too. So you could switch back after you are done editing. Just don't activate the mod on the initial screen to avoid the crash on experimental.
If this is not your crash please head over to the mod's discord thread and post your Player.log
The thread is found at the official Timberborn discord > Modding > individual-mods > Extra Terrain Tools.
1. If you're running experimental the mod cannot be loaded (yet)
2. Does it crash when you try to load the map? Or on game start?
3. Does it crash no matter if you have the mod loaded or no?
If possible please start an issue on GitHub (link in mod description) and upload the crash log and a copy of the map. Helps me keep things organised.
I could imagine a single mod that adds both the "game" version of them plus the editor tools to place them.
If you wanna place vanilla assets there's probably has to be some sort of converter from the map to the game version.
The smoothing tool works by averaging the height of a cell based on the surrounding cells and it does this repeatedly as long as you hold down the button. Since the game is blocky there's a limit to how "smooth" the game can be. At that limit the tool stops having an effect. If that doesn't describe your issue then could you put up a video or give some more details and I'll take a look.
A copy/paste or stencil-like tool would be cool, add in the ability to rotate... It's done, it's going on the list.
The community has already made a heightmap importer but it works outside the game and it's sort of how I started this whole thing... I didn't like the workflow of switching between apps. I might make a tool for it but no promises.
I seem to be having issues where the smoothing tool stops working it's nbd. I would like a copy paste terrain tool if that could be possible might result in some very cool maps.
another wishlist item would be an import heightmap feature, so I could design a map in photoshop greyscale (clamped to 16 values i guess) and import that as terrain.
The problem is that the game's terrain system currently doesn't support terrain on top of block objects. Though it should be possible to fake it by modding in a "dirt levie" block but that's outside the scope of this mod.
I remember someone experimenting with that on the discord, check the workshop if there's something like it.
Work is keeping me busy but once I get some time and the line tool is in a better place I'm aiming to give the UI some love. It would be nice to be able hide the panel or even sections of it
Work is still progressing on the next update which should add some new neat features to the map editor. My personal favorite so far is the Undo/Redo... it just makes working in the editor so painless.
A late thank you to @Smudge for the kind words and suggestion.
With the right settings the upcoming Mound Maker tool can be used to add positive or negative noise and should satisfy your need. The tool is essentially ready, it just needs some UI love, and should be available in the next release.
I'm currently working on a path tool inspired by the road tools in Cities Skylines 2 to allow you to place canals, canyons, ridges and the like.
As an extra thanks here's a quick peek at current state of development
Complete or nearly complete features coming online in the near future, date TBD:
- Editor History - Undo / Redo changes
- Mound Maker Tool (rename of mountain maker)
- Ridge Raiser Tool
New planned features (any of these may be dropped if deemed unnecessary/infeasible)
- Slope Terrain Tool
- Smoothing Tool
The stock map editor has decent forest painting tools so that's essentially covered.
Regarding the ruins this would require making "ruined" versions of existing buildings and that's beyond the scope of this mod, so I'm gonna say No for now.
A "Hooman" city generator is definitely doable though... hmm
However, I can think of what would be nice to have.
Maybe these are already in use, so forgive any duplicates.
Tool ideas
Forest generator \\ pure (all one kind) random (including dead)
Ruins generator, not the metal places but abandoned previous settlements. For instance left over stuff from the FolkTales that the IronTeeth find... Not usable but good for scrap on easy - normal levels but missing on harder ones.
Hope this gets ideas going