RimWorld

RimWorld

Geological Landforms
1,588 Comments
m00nl1ght  [author] 29 Nov @ 11:48am 
@illusion_pj

This mod does not modify events/incidents like blood rain in any way.
illusion_pj 29 Nov @ 8:49am 
I started at a blood rain vent. It rains blood for 10 days now without stop, the animals run crazy to kill people and they don't seem to go hungry even if they run day and night... Is it suppose to stop any time soon or that's the design? All this started just few days after I started the game.
m00nl1ght  [author] 19 Nov @ 9:19am 
@pug

No, this is not currently possible, but planned for a future update.
pug 19 Nov @ 6:45am 
Is there a way to make Odyssey landmarks spawn on your landforms? I was trying to get a caldera with stuff like abandoned colonies, stockpiles, ancient garrisons, ancient warehouses etc, I'm searching with Prepare Landing and it never seems to have them together.
m00nl1ght  [author] 19 Nov @ 6:25am 
@Rex705

I assume you mean the biome config tab? If the toggle for it is grayed out, that means the biome is not supported, and no landforms will appear inside of that biome.
Rex705 18 Nov @ 4:57pm 
In the options This Rim Of Mine is X'd out and can't be changed
m00nl1ght  [author] 18 Nov @ 4:38pm 
@Rex705

What do you mean?
Rex705 18 Nov @ 1:31pm 
Why is This Rim of Mine perma disabled in settings?
m00nl1ght  [author] 18 Nov @ 9:06am 
@Not Sure

If you turn if off, landforms will have the same size as they would on a 250x250 map. So if the map is bigger than that, the landform will not stretch across the entire map.
Not Sure 18 Nov @ 2:10am 
what happens if we turn off scaling with larger than 250 map size?
m00nl1ght  [author] 9 Nov @ 9:55am 
@PandaBearJelly

No incompatibilities with it have been reported, so probably.
PandaBearJelly 8 Nov @ 9:33pm 
Does this work with regrowth 2
m00nl1ght  [author] 29 Aug @ 6:16am 
@Aquifel

In the settings of Prepare Landing, make sure you enable the option to include impassable tiles, iirc it is off by default.
m00nl1ght  [author] 29 Aug @ 6:16am 
@In September

No worries, thanks for checking
In September 28 Aug @ 7:53am 
Update: I tested it as well now, with both options: disabled; enabled, and it generated the Quest both times.
Hope i didn't steal too much of your time.
In September 28 Aug @ 7:43am 
@m00nl1ght
i did the "Generate Quest: SanguophageShip"and it didn't work, disabled the "cell finder optimizations" option and generated the Quest again, and it worked. Didn't even load a save or anything.

What i will do is, turn the CFO option on again, and test it again, if the error comes back, it probably wasn't coincidence.
Aquifel 28 Aug @ 5:46am 
It's still kind of weird. I can find secluded valleys and sinkholes now that I disabled that mod, but I have to just scroll around until I find one. Prepare landing seems to be unable to locate those ones specifically.
m00nl1ght  [author] 28 Aug @ 4:38am 
@Aquifel

Yes, unfortunately "Impassable Map Maker" overrides all Impassable tiles with it's map generation, so it also overrides some landforms from this mod.
m00nl1ght  [author] 28 Aug @ 4:37am 
@In September

I've tested with the exact tile but could not replicate it. Quest generates fine for me, both with "cell finder optimizations" enabled and disabled. Is it possible the issue only randomly happens sometimes, and it working after you changed the setting was just coincidence?
Aquifel 27 Aug @ 7:14pm 
Nevermind, found it in the Discord that this mod is partially incompatible with 'Impassible Map Maker'. That fixed it!
Aquifel 27 Aug @ 7:11pm 
I am using Prepare Landing / Map Preview / etc to scout for these.
Aquifel 27 Aug @ 7:11pm 
I've been trying to force a few of these and there are some that never seem to generate. I've rolled 10 maps now and never seen a Secluded Valley or Sinkhole. Is there something special maybe required for those?
In September 26 Aug @ 6:52am 
@m00nl1ght

Sorry for late reply, im not getting notifications.

Seed: pleasant
Coveragage: 100%
Temperate forest
15.73°N 71.13°E
Features: Caldera, river, biome transition.

Note: I turned this tile into a Caldera myself via "Set landform override (god mode)"

I hope it still helps.
тетеря, блин 26 Aug @ 4:53am 
thanks for your work! great game, great community. one of the best, actually.
m00nl1ght  [author] 26 Aug @ 4:33am 
Update 1.7.11

- Added compatibility patch for 'Roads Of The Rim'
- Fixed lag spike (once per in-game day) when 'Alpha Biomes' is present
- Fixed compatibility patch for 'RimWar' in 1.6
m00nl1ght  [author] 25 Aug @ 9:50am 
@In September

In that case, please post your world seed and tile coordinates so I can try to replicate.
In September 25 Aug @ 7:56am 
Ok little update.

I used the Generate Quest: SanguophageShip and it didn't work.

Then i disabled the "cell finder optimizations" option that you suggested and it worked.
In September 25 Aug @ 7:32am 
I will try this out. Thank you.
m00nl1ght  [author] 24 Aug @ 12:42pm 
@In September

The error happened because the game tried to access terrain outside the bounds of the map. It's unlikely this was caused by Geological Landforms, because the error happened before its patches even run. But to confirm, you can try disabling the "cell finder optimizations" option in the mod settings. If that does not change anything, then the issue is not caused by Geological Landforms.
In September 24 Aug @ 5:25am 
Hello m00nl1ght, i got an error, and asked ChatGPT about it (because i have no clue of anything)
It told me the error might be caused by Geological Landforms. Because Rimworld can't start the Sanguaphago Ship Quest because there is no Save Landing Spot. Caused by a wrong "DropCellFinder"
again, no idea what all of this means.

here is the Log: https://gist.github.com/HugsLibRecordKeeper/84b61d990014d26dcef748cfffc4608f

Thanks in advance.
m00nl1ght  [author] 12 Aug @ 10:20am 
@ilyvion

Some parts of Map Preview are included in this mod, in order to provide the preview functionality in the landform editor.

The first time the mod is loaded, it analyzes all terrain textures (both from the base game and from other mods) to determine which color they should have in previews. This should only happen once. The first time you launch the game after installing the mod, the colors are calculated and saved in a file TrueTerrainColorsCache.xml in your Config folder. On subsequent game launches, the colors are simply read from the file and not calculated again, unless you add new mods which contain new terrain textures.
ilyvion 12 Aug @ 3:21am 
Presumably there's not much to do about this 90 second long process, but it was annoying enough to get to the bottom of that I had to write about it to make it feel like it wasn't wasted effort. 😅
ilyvion 12 Aug @ 3:20am 
I don't know if this is a bug report, exactly, but this mod seems to include (parts of) Map Preview in it? I noticed when I enabled this mod that my loading screen would hang for ~90 seconds, and I added some debug output to my Loading Progress mod to figure out who the culprit was, and this is what's "hanging":

[Loading Progress][DEV] About to run static constructor for MapPreview.TrueTerrainColors @ 12:05:34.400
[TrueTerrainColors v1.12.22] Extracted true colors from 1571 terrain defs in 103.55 seconds using a RenderTexture of size 2048x2048.
[Loading Progress][DEV] Finished running static constructor for MapPreview.TrueTerrainColors @ 12:07:18.035; took 01:43.634

Except... I don't have the "map preview" mod enabled. Looking in the directory for this mod, it turns out there's a 1.6/Lunar/Components/MapPreview.dll with the expensive MapPreview.TrueTerrainColors class in it.
m00nl1ght  [author] 12 Aug @ 3:18am 
@Trump prime(convicted felon)

This is not caused by Geological Landforms, at least not by itself. My guess would be that some other mod is involved, possibly one that adds custom terrains. If you can narrow down which mod(s) are needed to trigger the issue, I can look into it further.
at Verse.MapGenerator.GenerateContentsIntoMap (System.Collections.Generic.IEnumerable`1[T] genStepDefs, Verse.Map map, System.Int32 seed, System.Boolean stepDebugger) [0x001c3] in <cb53cd4422904947932d33f561ad8d15>:0
- PREFIX GeologicalLandforms.Main: Void GeologicalLandforms.Patches.Patch_Verse_MapGenerator:GenerateContentsIntoMap_Prefix(Map map, IEnumerable`1& genStepDefs)
- POSTFIX GeologicalLandforms.Main: Void GeologicalLandforms.Patches.Patch_Verse_MapGenerator:GenerateContentsIntoMap_Postfix(Map map)

Sorry, no clue what exactly that means, but some sort of error prevents map generation. Full log:
https://gist.github.com/HugsLibRecordKeeper/01793b913869313fe6a5bb1c2beb97e6
m00nl1ght  [author] 11 Aug @ 3:32am 
@Citrix

Looks like the author of RimWar removed the code that was targeted by the compatibility patch, so it is no longer needed. You can safely ignore the error for now, I will remove the patch in the next update.
Citrix 10 Aug @ 7:18pm 
@m00nl1ght: iam getting this error since the RimWar Update "[Geological Landforms v1.7.10] Failed to apply compatibility patches for RimWar
HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Boolean GeologicalLandforms.Compatibility.ModCompat_RimWar::WorldReachability_CanReach_Patch(System.Boolean& __result)"
m00nl1ght  [author] 10 Aug @ 10:25am 
@BlueberryMuffin

Sorry but I don't understand what you mean. The "Crater" landform from this mod is in no way limited to specific biomes, and when testing I'm getting plenty of Crater maps with no lava.
BlueberryMuffin 10 Aug @ 8:55am 
I am only getting craters on lava maps. Is there a way to make this y'know... not be only on lava?
R as in "Robert Loggia" 8 Aug @ 7:55pm 
Should've seen that. Many thanks!
m00nl1ght  [author] 8 Aug @ 6:15pm 
@R as in "Robert Loggia"

If you want you can join the Discord linked on this workshop page, it has a #landform-help channel for questions about the editor.
R as in "Robert Loggia" 8 Aug @ 5:12pm 
Ah gotcha. Hope that change occurs. Nonetheless, thank you for the great mod!

That being said, would anyone be willing to help me with understanding how the custom landform editor works? I've created my own landform, got it 95% of the way there through working backwards and experimenting, however, I'd like to get that extra 5% and I'm way in over my head with all this.
m00nl1ght  [author] 7 Aug @ 2:49pm 
@R as in "Robert Loggia"

Currently, any landforms that have custom mountains will have priority over settings from Map Designer. This might change with a future update.
R as in "Robert Loggia" 7 Aug @ 1:10pm 
Does this mod conflict with editing mountains in Map Designer on specific landforms such as island, tombolo, etc...?
Skywatcher68 7 Aug @ 8:54am 
@dominicawb: I don't know of any mod which specifically allows impassible roads at worldgen but you can have your pawns build them if you have Roads of the Rim. https://steamproxy.net/sharedfiles/filedetails/?id=2280318231
m00nl1ght  [author] 6 Aug @ 4:41pm 
@dominicawb

Road generation is not handled by this mod at all, only natural terrain. Roads are handled by vanilla code and/or other mods you may have.
dominicawb 6 Aug @ 10:54am 
So your mod doesn't seem to take into account roads built into impassable tiles via the Vanilla Factions - Classical Mod. I guess it's because theres no "landform" thats only an impassable tile and a road. Do you think you could add this landform type, even though it technically doesn't spawn naturally in worlds?
m00nl1ght  [author] 6 Aug @ 10:49am 
@тетеря, блин

Biome Transitions does not either. It just adds transitions for biomes.
тетеря, блин 6 Aug @ 10:44am 
maybe I thought of «biome transitions».. for some reason, I though some of your mods deal with water freezing. sorry, if they don't.
m00nl1ght  [author] 6 Aug @ 10:35am 
@тетеря, блин

There is not anything is Geological Landforms related to water freezing. So why would it be incompatible?