RimWorld
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Consistent Map Stone (Continued)
   
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Consistent Map Stone (Continued)

В 1 коллекции, созданной Mlie
Mlie's resurrected mods
Предметов: 856
Описание

Update of Evelyns mod https://steamproxy.net/sharedfiles/filedetails/?id=2654086748



[dsc.gg]
[github.com]


For Users
This mod is compatible with literally anything, do not concern yourself with what it does, it's a framework type mod. Feel free to read the below if you really must know, though. You don't need this unless a mod you want to use is dependent on it.

FAQ
Q - Can I add this to an existing save?
A - Absolutely, but understand that if your map was generated without it any mods that use this one will get stone types that are unlikely to line up with the ones on your map. They will, from there on out, be consistent with each other though.

Q - Can I remove this safely without messing up my save?
A - Yep!

Mods That Use This
Soil Relocation https://steamproxy.net/sharedfiles/filedetails/?id=3248607572
Consistent Deep Drill Stone https://steamproxy.net/sharedfiles/filedetails/?id=3248605918

For Modders
This mod allows other mods to get what type of stone would be at a place if it were exposed stone terrain. Without modifying how stone types are distributed around the map, this isn't possible, believe it or not. Strangely, by default, it uses a random seed each time. This means that after the map is generated there's no way to know what that seed was and thus no way to find out what stone would go where.

For modders, to get the stone type at a particular cell, add the assembly reference to this mod and then do something like the following:
var sg = Map.GetComponentCMS.MapComponent_StoneGrid();
then you can use the following functions on that:

StoneTypeAt(IntVec3) (gives you the ThingDef for the stone type itself)
StoneTerrainAt(IntVec3) (gives you the TerrainDef for the stone type)
StoneChunkAt(IntVec3) (gives you the ThingDef for the chunk of that stone type)

The latter two call the first one and then conveniently drill down to get the relevant values, so if you need to call more than one thing it's more efficient to call the first one and drill down yourself to not duplicate work.

Be sure to add it as a dependency for your mod in the Steam upload so it's easy for users to find and install this dependency!


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods
Комментариев: 6
Mr McNificent 5 окт в 0:36 
it's okay they just dropped some on the way because there are no wheelbarrows on the rim
BrioRio59 22 сен в 4:54 
soil requires 10 soil to be placed -> dig up soil -> gets 8 instead of 10 soil -> finds out that this mod allows colonist to break the law of conservation of mass -> sudden anxiety
The Throngler 22 мая в 21:30 
Mlie, do you sleep? I swear every time I blink you've taken over another deprecated mod!
Mlie  [создатель] 21 мая в 10:24 
@ebeard The description shows exactly what it does if you read under the heading For Modders
ebeard 21 мая в 10:17 
Is there somewhere I can read a description of what this mod actually does?
Waggish 17 мая в 19:20 
What an amazing Friday treat, thank you. :BEheart: