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Map Mode Framework Forked

Forked Mod Description About I have created a fork of the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3296654393]Map Mode Framework mod by カタストロフ[/url] since the original author is currently unavailable. This fork is a drop in replacement. You will need to unsubscribe from the original mod and then subscribe to this one. Here are the current changes: [list] [*] Regrowth integration for RimWorld 1.6 has been corrected. [*] Plant Growth caching has been disabled until the Unity Runtime crashing issue has been fixed [*] Settings panel is now properly saving cache settings [*] DevOps pipeline has been set up so I can compile any new features and bug fixes for both RimWorld 1.5 and RimWorld 1.6. I may backport it to older versions of Rimworld if it is viable and there is interest. [/list] Upcoming changes I am going to wait a couple of weeks and see if I can get a hold of the original author. I would like to find out if the original author has intentions on supporting the existing framework. No need to step on toes and cause confusion for other devs that would like to use someone elses framework. If I am unable to get a hold of the original author or they don't plan on supporting the existing mod then I will continue development and update this description accordingly. The first item on my list is to tighten up the source code and eliminate any unhandled exceptions and improves error logging. Then I will be updating the caching system to prevent crashing the Unity runtime. I also wanted to put together a small wiki for devs with examples with how to use the framework in their own projects. License This project and the work it was derived is free software. You can redistribute it and/or modify it under the terms of the [url=https%3A%2F%2Fcodeberg.org%2FColossalFossilGames%2FMapModeFrameworkForked%2Fsrc%2Fbranch%2Fmain%2FLICENSE]MIT License[/url][codeberg.org]. Source Code The project's source code can be found on my [url=https%3A%2F%2Fcodeberg.org%2FColossalFossilGames%2FMapModeFrameworkForked]Codeberg resository[/url][codeberg.org]. Original Mod Description follows About Adds switchable map modes to the world map as well as C# utilities for mod authors to create their own map modes. By default, this mod contains 9 map modes: [list] [*] [b]Default[/b] - Nothing drawn, i.e. the normal RimWorld world map. [*] [b]Biome[/b] - Provides a dropdown of all naturally-occurring biomes. Tiles of that biome are colored green. [*] [b]Temperature[/b] - Tiles are drawn by average temperature. [*] [b]Elevation[/b] - Tiles are drawn by elevation. [*] [b]Rainfall[/b] - Tiles are drawn by rainfall. [*] [b]Growing Period[/b] - Tiles are drawn by growing period. [*] [b]Animal Commonality[/b] - Tiles are drawn according to commonality of the selected animal. [*] [b]Plant Commonality[/b] - Tiles are drawn according to commonality of the selected plant. [*] [b]Features[/b] - Tiles are grouped by "world features" or landforms. [/list] I made this since I was working on a "faction territory" mod and I wanted players to be able to switch between "territories" and the normal world map without cluttering the UI too much by adding buttons and WorldLayers all over. To my knowledge, there isn't any unified/organized "map mode" mod that I could take advantage of to achieve this, so I made this framework to serve as a base for me as well as any other mod author that may find this useful. Considering RimWorld used to have map modes in earlier versions of the game and the textures are still in the code, I went ahead and implemented them (particularly temperature, elevation, and rainfall). Supported Languages [i]You are free to make translations of this mod through your own mod or by sending a pull request to the repository. Languages supported by the mod by default are the following:[/i] [b]Spanish[/b] - Translation by Ferchu Compatibility This should be compatible with any mod (in that it shouldn't really break anything). However, specific considerations and notes for select mods are listed below: [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594]Geological Landforms[/url] [list] [*] Patched so that landform textures are also toggled by the "Draw Hills" setting. [*] Planned: Map mode for finding specific landforms. [/list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131]Save Our Ship 2[/url] [list] [*] Map modes aren't seen from the ship, but otherwise work perfectly fine when in the world map screen. [/list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2941608795]Rimworld Exploration Mode[/url] [list] [*] Patched so that textures, labels, and tooltips won't be drawn over unexplored tiles. [/list] [*] [url=https://steamcommunity.com/workshop/filedetails/?id=2260097569]ReGrowth: Core[/url] [list] [*] Patched so that World Beautification textures are also toggled by the "Draw Hills" setting. [*] Note: This includes trees/forests since they're rendered on the same WorldLayer as the hills/mountains. [/list] [/list] Kindly report any bugs and incompatibilities with other mods and I'll see what I can do. FAQ [list] [*] Can I add/remove this on an existing save? [list] [*] Yes, this can be safely added and removed mid-game. [/list] [*] Does this affect or change world/map generation? [list] [*] No, map modes only render textures according to a tile's terrain/characteristics on top of the world terrain. [/list] [*] Why are there settings to toggle world objects and landform text when they can already be toggled using the buttons below the pause/play menu? [list] [*] I honestly didn't see them until around 5 minutes before releasing this mod lol. [/list] [*] Can I see that territory mod you're making using this framework? [list] [*] Okay, just a peek. Hope it also gives you an idea of what can be done using this. [*] Please see screenshot in the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3296654393]original mod description[/url]. [/list] [/list] Changelog and Planned Features (Original Mod version) Please see [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3296654393]original mod description[/url] to review previous mod's changelog and planned features.