RimWorld

RimWorld

EdB Prepare Carefully
Alpha 14: EdB and MapGenerator Compatibility Guide
I decided to help anyone who wished to play this mod with any mods that alter the MapGenerator defs.

First, you'll need a program that will allow you to edit xml files. I use Notepad++ as it's free and is basically a version of the original notepad program just with a large amount of extra choice so it's pretty easy to use.

Next, you will need the other mod/mods that you wish to make compatible downloaded, which for the purpose of this tutorial will be Misc. MapGenerator. You can find the files for these mods by going into your steamapps folder and into workshop. The numbers may confuse you which is why i'd reccommend you sort the page by date modified and then click on the most recently edited one.

Within this file will be more numbers and this is when the download date is important. If you downloaded the mod just before going inot these files then it will be at the top of the list if it's still being sorted by date modified. If not, then trial and error will have to take it's place.

Now you'll want to go into the def files of Misc. MapGenerator and into the MapGeneratorDefs file. In this file will be an XML file labeled MapGenerators_BlueprintVillage which you will need to open with Notepad++.

Once the file is opened you may see some code that looks a bit confusing at first but it will become clearer the more you look at it. You'll want to highlight from the line of code
<!-- Empty ruins (vanilla) --> to the line above <!-- Steam geysers --> and copy it.

In all technicallity you could highligh all of the code blocks with green text at the top but it's more simple this way. Now you need to open up the MapGeneratorDefs file for EdB Prepare Carefully and then paste the code you've copied from the Misc. MapGenerator into the place of the code within EdB's MapGenaratorDefs def file.

You will need to highlight from the exact same points you did in the previous def file as you will want to reduce the chance of error, meaning you will need to highlight from
<!-- Empty ruins (vanilla) --> to the line above <!-- Steam geysers --> and then past your copied lines. This will replace it all with the code from the other def and leave the code necessary for Edb to work.

All you'll need to do now is save the file and make sure you run Edb after Misc. MapGenerator in the mod load order.

If there is anything that needs clarifying then say so and i'l try to help.
Last edited by Ptolthegoodguy; 29 Aug, 2016 @ 3:41am
< >
Showing 1-3 of 3 comments
Denys 4 Aug, 2016 @ 4:21pm 
Thanx man
big fella 8 Aug, 2016 @ 7:29pm 
You can find the workshop id of a mod by looking at the URL of the workshop page for said mod. For example;

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/735106432/

this is prepare carefully. The 9 digit path at the end of the link is the name of PC's mod folder.

This is Misc.Map Generator.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/704182588/

So with that we can see that PC is 736106432, and M.MG is 704182588.
Last edited by big fella; 8 Aug, 2016 @ 7:31pm
edbmods  [developer] 29 Aug, 2016 @ 12:20am 
Thanks for writing up this guide. A change in the way that map generation works in Alpha 15 should remove the need for map generation patches. This will make mod compatibility much easier moving forward.
< >
Showing 1-3 of 3 comments
Per page: 1530 50