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IGeo- this mod doesn't affect pathing, but large maps with lots of mountain can have pathing issues. Using "ensure exit" on map gen will generally prevent this from being an issue, but hasn't been extensively tested on really large maps, so ymmv
I want to create a lake of deep water with an island in the middle.
I remember I could do this in an older version. Now there is no way to create a lake other than with the odyssey, which does not allow me to set the water level, move position, change size or allow other features to spawn in the lake.
Lyrdian- gradually. The issue is that map generation changed substantially and a lot of this mod had to be rewritten, some of it from scratch. I'm still picking away at it.
What am I doing wrong?
You dont have to save or apply a template unless you want the same set of settings later
New Odyssey tab (must have Odyssey enabled). Opt in.
You can now select one or more features for your map. THIS TAB IS IN BETA and undergoing active development, use at your own risk!
For 1.6, I did change the wording and back end functionality somewhat, because 1.6 added an actual "biome rock" type flag. Prior to 1.6, the code basically had to guess which rocks were biome-limited.
It's back and working now.
Say you spawned on a map surrounded by mountains, like, the tile, not the world map, and there is no entry ways or exits.
If I mine a path, will merchants and animals and raiders be able to come through? I might be completely isolated with drop pod raids as my only company.
I was able to reproduce the error and the fix has been tested. But since this bug only shows up in specific circumstances, please let me know if the fix works or doesn't work for you, and I'll go back to the drawing board.
"JobDriver threw exception in toil MakeNewToils's initAction for pawn ... driver=JobDriver_EnterPortal ... NullReferenceException at MapDesigner.Patches.RockTypesPatch.Finalizer ..."
From the stacktrace, it seems that Map Designer’s finalizer is trying to remove ThingDefs (rock types), but one of them is null, causing the crash during map generation.
**Suggested fix**: in the `RockTypesPatch.Finalizer` method, add a null check such as:
```csharp
__result = __result.Where(def => def != null).ToList();