边缘世界 RimWorld

边缘世界 RimWorld

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Save Maps (Continued)
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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2023 年 1 月 11 日 上午 11:23
7 月 30 日 下午 1:48
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Save Maps (Continued)

在 Mlie 的 1 个合集中
Mlie's resurrected mods
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描述

Update of Jacob, Taranchuks mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2543713263



[discord.gg]
[github.com]




Save Maps is a mod that allows you to save your maps at any time and load them at any time across any save.

This takes the form of blueprint files saved and accessed via the Dev menu.

Have you ever generated a really cool map and thought it was a shame that you only get to use it once for one save with one base and one story, and then never again?

Have you ever wanted to share a map with someone without them having to go through the trouble of using your seed and finding coordinates?

Do you only like to play on a certain type of map, and spend way too much time with map reroll trying to achieve this one type of map every time you start a new game?

How about your bases? Have you ever built a pretty cool base and wished that you could use the same base but on a different map or a different save?

If you answered yes to any of these questions, then you and I have experienced similar problems, and now we have a solution.
  • Save Maps saves map blueprints in the game's configuration files location so that they will NEVER be touched or altered by the Steam Workshop. You will NEVER lose your map files as a result of weirdness with Workshop updates, or if you were to accidentally unsubscribe from the mod.

  • Loaded blueprints will generate mod-added ores into anywhere on the map that ores would normally go, even if the blueprint was saved in vanilla Rimworld. This should mean that your saved maps will be future proof as far as ore generation goes.

  • Save maps will automatically adjust the size of your maps so that you don't get any weirdness when you go to load up, for example, your saved 500x500 map but forgot to change the map size from 200x200 before landing.

  • If you do not want to save a whole map, but have gotten very attached to a certain base that you have built, you can use Save Maps to save every player-placed structure in your home area, and simply import that to a different map.

  • Save Maps will save all items on the map along with the map itself. This means that if you save a base and load it on a different save, all of your acquired items and resources will be just as they were when you saved them.

  • Optionally, Save Maps can save your colonists along with a map so that they will never be separate or gone, ever.

  • If all you want is a barebones untouched map to save and play on different saves with different colonists and different stories, this is completely achievable as well.

Your saved maps will be in the following location:
C:\Users\[your username]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\SavedMapPresets

In order to use Save Maps, you must first enable Dev Mode in the options menu.

In the Dev Menu, you will notice a new category called “Save Maps” which will have all of the buttons you control the mod with.

Save Everything:
This option will save the map and everything on it including items and colonists as a blueprint to be loaded.

Save Everything w/o Colonists:
This option will save the map and everything on it including items but excluding colonists as a blueprint to be loaded.

Save in Home Area with Colonists:
This option will save all created structures within the home area as a blueprint that can be transplanted to another map. Colonists will also be saved.

Save in Home Area w/o Colonists:
This option will save all created structures within the home area as a blueprint that can be transplanted to another map. Colonists will not be saved.

Load Blueprint:
This option will load a saved blueprint, and take all items and colonists with you to the new map.

Load Blueprint (override):
This option will load a saved blueprint, but will not carry over anything from the current map to the loaded map.

Load Blueprint (override, except colonists):
This option will load a saved blueprint, and will only carry over your colonists but no items to the new map.

1.3?!?
-Finally done

Taranchuk - All code
The Duck Gamer - Workshop art
HandsomeAwkward - Playtesting, workshop description

[discord.gg]


  • 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.
  • Always post your log using the Log Uploader
  • 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

| tags: map transfer
159 条留言
Monkey Tonky Man 12 月 8 日 下午 9:46 
Also additionally, my TPS went from about 450 to 700 which is kind of insane. Thank you so much!!
Monkey Tonky Man 12 月 8 日 下午 9:44 
Hello! Just want to say i accidentally broke my World-tiles by uninstalling a terrain generation mod, and my save was pretty much doomed if i ever wanted to leave my tile, but this mod let me generate a new world and saved it. There was some setup and quirks, like how i had to set ownership of many things, but besides that its worked flawlessly. Honestly could not say thanks enough!!!
Boss 12 月 5 日 下午 6:45 
Seems ridiculously buggy. Not only does it not, in fact, save the colonists. But it's caused a constant error on loading/saving about objects having the same ID.
Admiralthrawnbar 11 月 14 日 上午 10:22 
I'm not sure how fixable it is, but I thought I'd let you know that when saving a map with a gravship on it, if you put a floor on top of the gravship substructure, only the floor is saved not the substructure, breaking any gravship until you remove the floor, replace the substructure, and put the floor back on top.
Roshag 11 月 13 日 下午 12:38 
Seems that loading the whole map broke Map Preview - it keeps saying that it is busy loading previous map. Re-adding the mod later does not fix the issue. A small price for being able to move the whole colony to a new planet
Dimitru Sgozzini 10 月 18 日 上午 3:39 
well, it did help indeed, but it still is a problem, that I can not own the stuff in my base, it does not let me claim anything
Helljumper27 10 月 17 日 下午 4:33 
use dev mode to recruit your enemy pawns that helped me :]
Dimitru Sgozzini 9 月 26 日 上午 7:29 
The mod works relatively well, but I’m running into a strange issue. The pawns I saved, along with the turrets and even the structure itself, spawn correctly but they all show up as part of an enemy faction (a mech hive, for some reason). I thought it might be related to my mechanoids, so I removed them, started a new game, loaded up my old map, and yet everything still belongs to the enemy mech hive. On top of that, it also seems to break my ability to spawn pawns using the character editor.
fractalgem 9 月 25 日 下午 6:32 
welll....
it worked.
it was realllly bugggy for me, sure, about 3/4ths of my pawns lost the ability to go to sleep until they passed out (so i just slapped the never sleep gene into them with character editor), anyone with arm and leg bionics had them rearranged into a non functional state, and a couple pieces of my ship (save our ship 2) spazzed out...

But it WORKED and i was able to get around a save-specific issue I was having and ALSO regained some of my tps from ditching a lot of the world clutter (some of which even save file shrinkers won't touch, like completed quests) without having to start a brand new colony.

(normally save our ship 2 has its own way of transferring your ship around, but that ties into the save-specific issue i was having. long story and maybe there was another way around it...but this worked. )
Starman 9 月 25 日 上午 6:16 
@Mlie The mod works correctly for me; it loads the map without a problem, even with contents in containers and container rules. There's one issue: when loading a savegame containing a building inserted via the mod, errors like "Exception registering RimWorld.Building_PlantGrower VFE_Ecosystem_Tilable5726 in loaded object directory with unique thing ID 5726: System.ArgumentException: An item with the same key has already been added. Key: 5726" are logged. In this example, it doesn't matter which object is specified in the error, as it records various objects, including vanilla ones. Not all objects are recorded, only about 20-30. I haven't noticed these errors negatively impacting the game.
Mlie, do you know what these errors might be related to? What do these kinds of errors even mean?