RimWorld

RimWorld

Glittertech Expansion
Major Bug, map generation for quest no sane result
Got the quest "Ancient Glitterworld Outpost"
It spawned on a coastal tile with the "Fjord" feature (vanilla Odyssey).
All buildings spawned in deep ocean, i.e. can not walk there at all, no way to reach any of the generated buildings.
Picture below, with terrain affordance toggle. Red is unwalkable (polluted) deep ocean.
https://ibb.co/JFjtdk9M

I had a quest earlier in this exact same tile, but it was from Insectoids 2 (a newly spawned hive cluster). It spawned fine, there was still a lot of impassable terrain, but everything was reachable and felt quite sane. Perhaps worth taking a look at how they do it, or ask them (Vanilla Expanded Insectoids 2).

It could possibly be cheesed by what I have (farskip spam), thoug I highly doubt that's the intention!

I resorted to using the dev tool and setting it to gravel terrain manually (i.e. cheat, but imo just a practical solution to fix a bug, for anyone else encountering it).

Have a great day!
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Showing 1-5 of 5 comments
Molay 8 Aug @ 1:44pm 
Oh and I'd like to add, it failed completely silently. There were no errors of any kind linked to it. It just spawned the map wrong, but it was not an error as such.
BlueEagle421  [developer] 10 Aug @ 2:19am 
Thanks for reporting. The quest map generation is mostly handled by Vanilla Expanded Framework, but will definitely try to figure it out ;)
Molay 10 Aug @ 2:45am 
Cheers mate, thanks for your ongoing support for those amazing mods :)
BlueEagle421  [developer] 10 Aug @ 10:34am 
:)

Unfortunately it might be something I cannot fix. I'm using KCSG module of the framework and read somewhere that's it's not actively developed (I might be wrong but the last major commit on it was two months ago). I remeber in my playthrough I also encountered bugged quest generations using this system.

To fully fix it I would probably need to scrap the whole system for my quests and do it again using vanilla game prefabs (they look great, but it's hard for me to figure out and there's no documentation on them).

In the meantime I fixed some of the glitter quests spawning without a proper power supply, will push update soon ;)
Molay 10 Aug @ 1:59pm 
Ah snap, that sounds a lot more involved than I thought it would be! In the meantime, using the dev console to spawn dirt was a good workaround for me. I'm not sure every mod user knows about it or how to use it even, though. So as a stopgap measure, maybe put a little disclaimer in the description page in a known issues/bugs section briefly explaining the workaround?

If such a thing is possible (I never modded rimworld besides a very simple craftable neutroamine mod way way way back and forgot all about it since), perhaps you can manage it in the mod options -- add a button "Debug quest maps" that will convert all deep ocean to some other terrain type (sand or dirt) for the quest map (assuming you can identify the quest map for such a function?).

Not sure, just throwing some ideas around. That way even a very regular user without dev mode enabled can have a fix. Just "Ah right, read about that in the description, just go to mod options and hit that FIX! button" :)

Thanks for all the work.
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