#Map doesn't load edits to rooms in non-modded regions or new rooms at all in vanilla regions

1 messages · Page 1 of 1 (latest)

marsh matrix
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As the title says, any rooms added to a vanilla region by a mod do not appear on my in-game map, the map looking like i'm in an empty void. DLC-affected rooms have been fine and show no issues and only seem to be affected by modded rooms. Rooms that are edited by region mods do not reflect these changes and only display as the vanilla map. The room changes do appear in the Dev Tools map, however? I have a handful of region mods / mods that affect rooms enabled, namely:

  • Moss Fields
  • Far Shore
  • Pilgrim's Ascent
  • Scorched District
  • The Mast
  • Badlands
  • Chasing Wind
  • Precipice Leap

A few mods that might be contributing to this:

  • ModOptions
  • SBCameraScroll
  • Map Warp
  • Warp Menu
  • Open Exclusive Regions
    As I know my way around most of these rooms already, it isn't a huge issue, but it's still a weird issue nonetheless that I'd prefer fixed.
sour light
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this is ordinary

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only one mod can affect the visible map at a time

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so, if one mod connects to industrial, and another mod also connects to industrial, only one of those mods rooms will show up on the visible map

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afaik theres no fix being made for this, someone might make a regionkit or crs feature that fixes it in the future

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(i believe the devtools map draws from the world file, where all changes are listed appropriately; the visible map is a separate thing)

lunar light
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This is normal and the new game version supposedly comes with a new map merging system that can deal with this. The only problem is it requires the relevant modders to update the modded map in the new format but there's no documentation that I know of.

bold obsidian
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Hello there! I'm undigging this post because I'm having similar issues.
I created a new room for SB and I want it to appear on the minimap. When MSC is turned off, everything works fine, but when it's on, the map is screwed. If I understand correctly, both mods are in conflict and it messes up, right? Is there still no documentation about it? If not, I might have found a way to work around that, I'll try it and keep you updated.

sour light
# bold obsidian Hello there! I'm undigging this post because I'm having similar issues. I create...

Most mods use a modify file to dynamically edit the contents of another file. This allows multiple mods to edit the same file, and with some careful formatting even to edit the same line.

However, modify files are text only, and the visual map is done via an image. Because of this, the only way to change the visual map is to override the file, which means that whichever mod is at the top of the load order will have changes to the map, and all other mods will have a screwed up map.

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I think there's a map merger? But it doesn't work, as far as I'm aware.

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As for solo race's comment about the new version having a new map merging system, I also haven't seen any documentation of it, or even what the new format is.

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If you've got a workaround that allows multiple mods to edit the map that'd be amazing.

bold obsidian
# sour light If you've got a workaround that allows multiple mods to edit the map that'd be a...

Well, I was ahead of myself on that one. The best I can think of is to manually make a merged map of every mod I have and then make a backup of MSC map files before deleting them or something like that. Which is not very convenient, is very time consuming and it would only work for me because there's no way to predict what mods people will have (although we could have a mod with lots of options to choose from depending on what regions you have I guess).

bold obsidian
sour light
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I havent seen any other information about it but you can ask in #modding-dev.

lunar light
# bold obsidian Where did you see that info about the map merging system? I'd like to take a loo...

You can ask Bro about this. I think they wrote the code for the new merging system. The new method was that the new rooms should be rendered as separate rooms and you write its relative position in the txt. But I didn't try this.
I was having the same problem because I made a mod called Expanded Leg, and it wouldn't be great if the map just disappear on the new rooms. Currently, what I did is render the map regularly and grab map image and put it in the regular world folder. Then I would put the txt in modify and write the merge end merge stuff around the start and end lines. You can dig into my mod files to see how it was done. But ofc, this is only useful for one mod, and doesn't take into account the situation where other mods modify the same region. In which case, if you want the map to work for all those mods, I think you need to implement the new map merging method with single room images and all that, but perhaps all the merging files should still be in their respective mod folders, or it doesn't mean anything. Well, in this case, I feel it will need all those mod authors to implement the new method.

bold obsidian