#Map Resizer [Works with Map Editor]

351 messages · Page 1 of 1 (latest)

unkempt heart
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Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3470646045
Mod.io: https://mod.io/g/timberborn/m/map-resizer-works-with-map-editor

Your favorite mod Beaver's Ascent is back with a brand new feature: Map Resize! You can now resize your map, in both the Game and the Map editor and break the map height limit!

Tip: you can also use this to make a map smaller or make the height limit lower as a challenge!

How to use

You should pause and save your game before the next step. After resizing, the mod will make a save (game or map) called "MapResized". It will automatically overwrite any with the same name, so be careful!

With this mod installed, in your Menu (Esc), you will find a new button called "Map Resize". When clicking it, a dialog will show up to let you choose a new size for your map. You can enlarge or shrink your map.

If you are enlarging your map, you can choose the strategy to fill the new space: either Mirroring the existing map or simply copying the edge.
If you are shrinking your map, please note the mod will offer an option to delete all the objects first so the resized map won't crash the game. Please delete them and then go back to the resize dialog.

You can also choose to change the height. The game has two height levels: terrain and "all". The terrain height is how high you can build Terrain blocks to, while the "all" height is how much higher you can build any object. The game default is 23 + 10.

Once you are done, click "Resize" and the mod will resize and make a save. It will also offer to load the new save as your current game will likely crash if you continue anyway.

In my experience, you don't need to keep this mod on if you don't mess with the map's Terrain Height. You can actually change the Above-terrain height and then turn the mod off.

Map Editor

You can use this to quickly make symmetrical maps, or to make a map larger for more players.

Note: please see in mod page

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@quiet pasture @ivory badge could you please try this one and see if the resize works for you? I added the code

ivory badge
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eyyyy!

unkempt heart
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if it works I will update to Steam and Mod.io 🙂

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to sleepy to actually check all the maths lol

ivory badge
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so wait am i loading my save with this orrrr?

quiet pasture
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Did what I said make sense?

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Yes

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Take that and try your save; I was using your save to test it

ivory badge
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ah. alrighty.

unkempt heart
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yep, replace the current mod with the one in that zip file, then try to resize and see if it still crashes 🙂

quiet pasture
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Might look familiar after all

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So did that make sense then?

ivory badge
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okay so i'm going to place a dirt block at height 26 which was what was killing it before

quiet pasture
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Basically the game got mad if either soil or surface water evap data was off

unkempt heart
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ohhh... so you resized it, then put Dirt up to 26?

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wonder if it happens to a new map as well

ivory badge
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i resized it, i allowed the dirt up to 30

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it was working fine until i put dirt on layer 26

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normal dirt goes up to like 15 right?

quiet pasture
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Is this currently or previously

ivory badge
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afaik currently

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hold on

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oh i meant 21

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yeah dirt maxes at 21 apparently

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er it maxes below 21

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so i raised it

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and this layer that i'm trying to place in this screenshot worked fine

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it's the next one that broke, which is why we are here. still loading the save. it takes a while

quiet pasture
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I noticed hah

unkempt heart
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I brought it up to 32 here

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did it work for you now?

unkempt heart
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hmm that was a different error?

ivory badge
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well i put the exact same dirt in the exact same place i been doing to test this

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note FORGET the above pic i just sent now. it is not important

unkempt heart
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that's strange, let me just copy the exact code then

ivory badge
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hmmm.... jsut for giggles lemme place any dirt to see if any dirt crashes it

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cause if placing any dirt crashes it now then we have an entirely different problem

unkempt heart
# ivory badge

did this happen when you load the game or when you place the dirt?

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could you tell me again how did you get the crash, step by step please 😛

ivory badge
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i can place the dirt. the beavers can fill the building place, they can build it to 80 percent, and then it crashes when it tries to finish the construction

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buuuut gonna load up the save again and test placing dirt elsewhere to see what happens

quiet pasture
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Those are different errors btw

ivory badge
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okay so the dirt isn't broken.

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also if you're tired, then go sleep. seriously dude. don't code on an empty sleep tank

unkempt heart
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it's okay, I am not just up for checking the WaterMap code because lots of calculation there lol

quiet pasture
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What did you change in that? We can apply similar logic to ColumnTerrainMapResizeService.cs if needed

unkempt heart
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I just copied your whole file

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no change

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I made this mod a while ago so I don't remember all the things

quiet pasture
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Gotcha gotcha

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Oh, so was the first .zip something different with the 2nd/latest .zip the modified file?

unkempt heart
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first zip has some modification of my own but it didn't work so 2nd zip is just your code, no modification

quiet pasture
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icic

quiet pasture
unkempt heart
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that's very weird... oh well I will just use this code for now then, thanks a lot 😛

quiet pasture
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lol I get the feeling you don't like the way I have it written 😅

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@ivory badge did you try with the latest mod file? I think that's the spot you tried to place yours, and you can see it works on my side

ivory badge
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i place my single dirt on the other side of the block next to the tube station. but anyways..... it didn't work

quiet pasture
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11ish minutes ago

unkempt heart
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same error?

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oh well, I will investigate it later then

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thanks for the help btw

quiet pasture
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np

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If they did try the 2nd file and got the same error, I might have an idea on that too if you want

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Not sure why they'd have the issue though if I can place it unless there's another conflict

unkempt heart
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but maybe I should re-create a file like that

quiet pasture
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like what

unkempt heart
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like the current save file

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so, some platform, then soil?

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btw, is there water up there?

quiet pasture
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no clue

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Wouldn't it technically register as 0.0f or whatever though? So it'd still be tracked, no?

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-# I don't recall how it's actually written, so just using examples

unkempt heart
quiet pasture
unkempt heart
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did you use the Resize feature any time before that btw?

quiet pasture
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I think the first is pretty close to what I had on Water

ivory badge
unkempt heart
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so crash at step 3 right?

quiet pasture
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ok yea

ivory badge
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yes

unkempt heart
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thanks, I will investigate later next week I guess

quiet pasture
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wait wait

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like 2s

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Can you try that real quick, @ivory badge ? Sorry to ping, I just know this is close

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Same zip, different format, so choose whichever and see if that fixes it

ivory badge
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hey i'm here to test

quiet pasture
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I'd try and replicate it with your save but I'm not crashing

ivory badge
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whiiiich means that the crash is caused by a mod interaction unless you downloaded all the mods i have

quiet pasture
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lol no way, BUT I'm kinda hopeful

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if it helps:

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I started with the bare minimum and crashed as you did on resizing

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after trial and error, I didn't crash, which means it wasn't just you

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Your latest crash log though brings me to ColumnTerrainMapResizeService, so that's where my latest test was at

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Arg's the one that got me to realize I could do that, and it's very handy

unkempt heart
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yeah I likely need to revisit all the resize methods after last update

quiet pasture
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Wouldn't be surprised

unkempt heart
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they changed everything on how the water etc works

quiet pasture
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Keeps modders "employed" hah

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Yea

unkempt heart
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haha. the frustrating thing is I can't get it to crash on my saves

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so far people who have these crashes use a lot of mods too so it's very hard to know

quiet pasture
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Well I can't either, but that's the nature of the game

unkempt heart
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but the crash log makes sense that it's from a mistaken resizing

quiet pasture
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I do know that the logs keep telling Rider the issues are in the files I posted though

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Yea

ivory badge
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uhhhh

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so

quiet pasture
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I'm curious if we get another crash as I feel this is getting closer

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Soooo

ivory badge
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this one fucked the ENTIRE control sceme of the game

quiet pasture
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Meaning?

ivory badge
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like my scroll wheel is modifying which layer i'm viewing

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pressing R isn't rotoating buildings

quiet pasture
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I have to try and see myself haha

ivory badge
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that sorta stuff

unkempt heart
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btw, did you try to resize in a new game? use Dev Mode to build up, then resize, then build up again, see if it crashes as well on a new smaller map?

quiet pasture
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That shouldn't affect any of it tbh

ivory badge
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oh also it still crashed

quiet pasture
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log please?

ivory badge
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it ocurres to me that it's possible i've been loading the same mod over and over somehow. or does it automatically turn on the new mod? cause i did turn off beaver's ascent and the other beaver's ascent

unkempt heart
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not when building dirt?

ivory badge
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nope

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when building dirt

unkempt heart
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that's super weird...

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because LateUpdateSingleton is only called when loading a save...

ivory badge
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occured to me that it could be helpful to do this

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#clipthis

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this is exactly what happens every time

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part of me has this tiny hope that seeing this will give you some sorta epiphany

quiet pasture
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maybe!

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I'm loading my latest-latest-latest change before I send it

unkempt heart
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the crazy thing is the crash log makes no sense in this case...

ivory badge
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well now you can actually see the crash happening soooooo

unkempt heart
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sorry just to be sure, you are sure the log file is the latest?

ivory badge
unkempt heart
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could you try sending us this file please? %appdata%\..\LocalLow\Mechanistry\Timberborn

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the Player.log file in there

ivory badge
quiet pasture
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yeah timestamp is the same on both, so that's the latest

unkempt heart
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oh right..

quiet pasture
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That's with this .zip

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I chopped up my previous edit a lot and simplified it; hoping for less uh...issues hah

ivory badge
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okay but didn't I try that already. thus this is an issue with another mod?

unkempt heart
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could be but hard to know

quiet pasture
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If it helps, right now it's possible that it could be another mod, but we actually have traction for this one so it's (imo) the best avenue to run down if you want to keep the mods you have

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Also we're working on it, whereas you might not get someone else's update for uh...ever hah

unkempt heart
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do you have any Barrier nearby? maybe that's it :/

ivory badge
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barrier?

unkempt heart
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Contamination Barrier

ivory badge
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no

unkempt heart
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oh well...

ivory badge
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wouldnn't need it. only badwater source is capped

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also that's high in the air

quiet pasture
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the barrier would be vanilla though, and it works on mine no?

ivory badge
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well i guess i just gotta start cutting mods until i find the conflict. shit.

quiet pasture
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You try my super latest zip yet?

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I wouldn't be trying if I thought this was not really attainable

unkempt heart
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i.e. try it with a new game on a small map to make sure if it's due to another mod\

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before you start another game and then can't resize again later

quiet pasture
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Adding latest zip again just in case; this was created as of <t:1749955560:R>

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I rezipped it to be sure

ivory badge
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nope

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still crash

quiet pasture
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can I have that log? I'll think it over after that

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Gonna look into a few different projects of my own in the meantime 😅

quiet pasture
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ty

ivory badge
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so i'm thnking while you geniuses do your genius things i'm just going to switch around my build and place my manufactoring up top

unkempt heart
# ivory badge

Fixed a crash when placing a building at the top of the world.
I wonder if it's actually the game. if you still have your save could you try with the Experimental branch please?

ivory badge
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welllll my save is broken in a different way atm

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currently emberpelts is broken. or at least it was this morning

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but lemme try loading it again

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nope. waiting for hte fix. the fix is already known, but i gottga wait for the modder to apply it

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specifically.... i could probably go and insert the fix myself since it's just "delete a file" but i'm not only lazy, but also have no idea where the file is

ivory badge
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shit

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steam is being difficult

unkempt heart
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it's known. you need to unsubscribe/subscribe or use Verify File integrity

unkempt heart
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v7.1.0: Added Free Camera.

unkempt heart
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Finally fixed it, the crash error!!!

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thanks @proper galleon for the save!

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v7.1.1: Finally fixed a crash when resizing maps with "underground" Water Source at the edge. Big thanks to @proper galleon and many others who gave me a save that helped me pinpointing the issue.

gloomy spire
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When I saw the update, I had an idea... an idea to expand the map resizer. What if you could create maps in other formats... an L-shape or an S-shape, for example! Maybe by placing empty blocks on an oblong or square map that the map creator or player can't build on. I can't think of how to enter the size when creating a map with an S shape or L ... hence the idea of ​​empty blocks.
But now that I think about it, it would probably be more of a new addon and not an expansion, right?

unkempt heart
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yes it will be a standalone new mod because for these options, users will need to install it to play for sure 🙂

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but hey, great idea on custom-shape maps

dire niche
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Hello - not sure if this is the right place to post this, but: I used Beaver's Ascent to create a 64x128 map with a terrain height limit if 44. Now, learning of the Map Resizer mod, I can't seem to load the map in the map editor with the map resizer instead. The map loads fine with Beaver's Ascent itself with a terrain height limit set to 44. I have tried both replacing Beaver's Ascent with Map Resizer, and loading both simultaneously, neither which seemed to work. I've also appended both error reports.

Is there a solution to this problem that I have? I'd love to not lose my map I created.

unkempt heart
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I am sorry but if your map was playable with Beaver Ascent, it's not likely will run with U7/Map Resizer

dire niche
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It's that bad? There's no way to like, unzip the map file and find some max height value, or elsehow convert the map? 😦

unkempt heart
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yeah in U6 Beaver Ascent simply change the game's variable and does nothing to the map. Map Resizer actually has to re-map data to fit the new size.

dire niche
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Okay... so how does Beaver's Ascent make the map work in update 7 then? I'm confused. The map loads and runs fine with Beaver's Ascent in update 7 with a set terrain height of 44. Are you saying Beaver's Ascent, to work in U7, reverts the map format to update 6's?

unkempt heart
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I am surprised it work with U7. can you run the map with both Beaver's Ascent and Map Resizer?

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then maybe use the Resizer to try to "save" it.

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U6 = I think it barely does anything, simply change the game's "max height" thingy and it just works.

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U7 = I have to resize all the Water Map, Terrain Maps etc to the new size, like, imagine a 3D grid (X, Y, Z), you put in new data into it.

dire niche
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As I wrote above, all in U7 when loading it in the map editor:
-Map loads fine with Beaver's Ascent, height limit set to 44.
-Game crashes with Beaver's Ascent + Map Resizer - error report "Both mods" linked above.
-Game crashes with only Map Resizer - error report "Replacing old mod" linked above.

unkempt heart
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v7.1.2: Fixed objects on top being considered "out of the map". You also have an option to see which object that prevents the resizing so it's easier to spot an issue.

gloomy spire
sour jay
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with map resizer/architects toolkit - are there any plans to add support for rotational symmetry?

unkempt heart
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If there is, likely only works in the Map Editor because moving already exist objects around likely will crash the game.

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the game always assumes a building (BlockObject) to be "rooted" to where they were placed.

small walrus
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mod might be broken with today 0.7.10.9 release.
they reworked the WaterMap

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TypeLoadException: Could not load type of field 'MapResizer.Services.WaterMapResizeService:<waterMap>P' (0) due to: Could not resolve type with token 0100005d from typeref (expected class 'Timberborn.WaterSystem.WaterMap' in assembly 'Timberborn.WaterSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null') assembly:Timberborn.WaterSystem, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:Timberborn.WaterSystem.WaterMap member:(null)

System.RuntimeTypeHandle.CanCastTo (System.RuntimeType type, System.RuntimeType target) (at <4780199c95764436ade50bbd58f63488>:0)
System.RuntimeType.IsAssignableFrom (System.Type c) (at <4780199c95764436ade50bbd58f63488>:0)

and so on

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just to let you know

worthy iris
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Oh I'm getting this too, so it's not water beavers, roll back time

small walrus
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i hope it's not water beavers. please ping me if you get errors for them (it's likely my code.. )

worthy iris
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No I got the same error you got

small walrus
worthy iris
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Does posting a message in this chat ping the mod creator? I might ping them tomorrow as they haven't posted anything for a few months

small walrus
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i don't think it pings them, just posting here (but gives a notice that there's new message on discord and pretty sure he'll find it in time)

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he made a new mod two days ago ^^

worthy iris
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Oh that's good. I'm trying your fix as I'm not sure how busy the creator is, real life and all that

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Well the game loaded

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Checking my save...

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And it loaded, and everything looks intact! Great work 🙂

small walrus
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it's really just 12 lines to load / save the map sizes if MapResizer not is on 😅

Luke's mod is much much more complex, being able to manipulate the different sub-maps and all with 'magic' imho.

worthy iris
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Heh well thank you, I wanted to play Timberborn tonight but I thought I wouldn't be able to
And 12 lines might be 12 really good lines of code

worthy iris
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Timberborn.Navigation.NavMeshSourceNode.UnblockEdge (System.Int32 nodeId, System.Int32 groupId) (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.Navigation.NavMeshSource.UnblockEdge (System.Int32 startNodeId, System.Int32 endNodeId, System.Int32 groupId) (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.Navigation.NavMeshChange.Apply (Timberborn.Navigation.TerrainNavMeshSource terrainNavMeshSource, Timberborn.Navigation.NavMeshUpdate+Builder navMeshUpdateBuilder) (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.Navigation.NavMeshUpdater.ProcessInstantChanges (Timberborn.Navigation.NavMeshUpdate+Builder navMeshUpdateBuilder) (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.Navigation.NavigationUpdateSynchronizer.ProcessInstantChanges () (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.Navigation.NavigationUpdateSynchronizer.UpdateSingleton () (at <7c8f083215224bc18a0b8a3c4a7b80c4>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UpdateSingletons () (at <37714495c7b34fbf87491c89893567c4>:0)
Timberborn.SingletonSystem.SingletonLifecycleService.UpdateAll () (at <37714495c7b34fbf87491c89893567c4>:0)
Timberborn.SingletonSystem.SingletonLifecycleUnityAdapter.Update () (at <37714495c7b34fbf87491c89893567c4>:0)```
Might be a bug?  My game crashed mid game, I have built at the top of the tall map
small walrus
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that's my mod.
otherwise the message says there's been an object that was destroyed, but not on nav mesh. might be a problem with the top-most level being wrongly registered / out of bounds?

can confirm the bug. will take a while to figure out a fix 🙁

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oh: my version not includes a validator for that level^^ sorry

small walrus
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@worthy iris fix is up. sorry again 😅
thanks for reporting!

unkempt heart
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thanks for reporting, yes it's due to this mod and the update, going to fix it now

candid shell
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I tried to add the map resizer mod last night on main branch and the game crashes on loading a save, new game, and map editor. Everything is off except Harmony, TimberUI, and Map Resizer.

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MissingMethodException: Method not found: void .Builder.Show()
UnityEngine.UIElements.Clickable.Invoke (UnityEngine.UIElements.EventBase evt) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.Clickable.ProcessUpEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.Vector2 localPosition, System.Int32 pointerId) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.Clickable.OnMouseUp (UnityEngine.UIElements.MouseUpEvent evt) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacksAtTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElement (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToCapturingElementOrElementUnderPointer (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, System.Int32 pointerId, UnityEngine.Vector2 position) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0)```
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UnityEngine.UIElements.MouseEventBase`1[T].Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcher.OpenGate () (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <6d408e0b50ec41a4b6f9c566c73bc7da>:0) UnityEngine.UIElements.PanelEventHandler.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.EventSystems.BaseEventData sourceEventData) (at <2f1357a3e6394002b76d3dcd0dbf9562>:0) UnityEngine.UIElements.PanelEventHandler.OnPointerUp (UnityEngine.EventSystems.PointerEventData eventData) (at <2f1357a3e6394002b76d3dcd0dbf9562>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerUpHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <2f1357a3e6394002b76d3dcd0dbf9562>:0)

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UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <2f1357a3e6394002b76d3dcd0dbf9562>:0) UnityEngine.EventSystems.EventSystem:Update()

unkempt heart
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wait there is an update on main branch too? ThinkingFT

unkempt heart
candid shell
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Saved same day. I get the same error starting a new game

unkempt heart
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are you sure it's the main branch and not exp?

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could you send me the Player.log file please?

candid shell
unkempt heart
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Starting game version 0.5.3.2-3a67edf-xsw
your game version is 0.5, which is very old.

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that's update 5. you need update 7.

candid shell
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I have update 7

unkempt heart
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the log file says otherwise.

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and you have BepExIn

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which is no longer used since U6

candid shell
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wow. Just realized my sort was out of wack

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sorry for that

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I appreciate the help

unkempt heart
# candid shell

that error seems to be because you had a faulty Harmony or because you had BepExIn

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you need to remove it since U6

candid shell
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That was it

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Thank you for the help!

fading path
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Game Crashes on start with running Harmony, TimberUI, and Map Resizer. If I only run Harmony then the game will run

unkempt heart
fading path
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So just turn it back to the previous version for now?

unkempt heart
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yeah v1 was just released yesterday, most mods are not ready for it yet anyway

fading path
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Okay, thank you.

tame crystal
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looks like TerrainLevelPreviewsValidator --> TerrainLevelValidator. I'm sure that there are other changes too

chilly forge
chilly forge
chilly forge
unkempt heart
chilly forge
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It crash when i unpause this

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I will send to you

#

How do i send a file to you ? ;-D

unkempt heart
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thanks, will check later.

chilly forge
unkempt heart
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v10.0.0: Should work with Timberborn v1.0.

steel bay
unkempt heart
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v10.0.1: Fixed a crash when creating a new map in the Map Editor.

steel bay
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Found another minor issue. I shrunk a map to 256x96 but it still shows up as a 256x256 in the map list.

unkempt heart
steel bay
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Nope. Did a "save as" with a new name and it still reads 256x256.

unkempt heart
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wonder where it's stored then. I think it's in a separate file

steel bay
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Weird choice. Ah well. Just wanted to let you know. Probably not a lot of people shrinking maps.

tame crystal
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I would assume that it would be the same as growing and shrinking (i.e. that both are not updating the UI)

steel bay
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Didn't even think about thath.

solar forge
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Regarding the map loading error issue concerning height-extended maps. This remains a potential bug at this stage.

tame crystal
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So is it an issue with the horizontal size, or the vertical height, or both?

#

What if you make a 64x64x31? Does that work?

solar forge
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It can be loaded in Vanilla. I'll continue testing with Map Resizer enabled.

unkempt heart
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was the map height resized using Map Resizer? the mod needs extra info from maps that it resized in order to enable custom height.

solar forge
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When enabled, an error has occurred.

unkempt heart
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there is no width/height limit by the game.

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only the height matters.

solar forge
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I am converting Excel cells into variables and concatenating other headers as strings, with a structure as shown in the image. The red text sections are variables.

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The line breaks are for display purposes only and do not actually exist.

solar forge
unkempt heart
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simply changing the TerrainMap/MapSize won't work because Map Resizer has to resize Water Map and some other stuff too, like Moisture or Contamination

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I think the easiest would be to use Map Resizer to make an empty map with the size you want, and then change the content like what you are doing instead?

solar forge
# unkempt heart I think the easiest would be to use Map Resizer to make an empty map with the si...

I believe that is probably the simplest approach. However, the replacement process is likely to involve lengthy VBA code. This question is to explore alternative processing possibilities: I understand that arrays other than the terrain voxels (such as water depth and humidity) are two-dimensional arrays based on the number of elements in the original data. Currently, I am concatenating strings of 0s and 1s corresponding to the number of elements. Could there be a fundamental error in this approach?

unkempt heart
solar forge
unkempt heart
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I don't know how they are stored, I never touched that part because it's hard to read as human.

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BUT the Z of the map is irrelevant to how many Z there may be for WaterMap. There could be 1 column if that's all water in the map can be stored in.

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or say, you put: Water -> Terrain Block -> Water -> Terrain Block then there are (probably) 3 water columns

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same for Contamination and Moisture map. I don't remember if they use Terrain Column or Water Column, I think they use Terrain Column

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so like I said, the easiest is to just resize it with Map Resizer, then replace all other maps with 0 if you need to. then replace the Terrain Voxels data.

solar forge
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For reference, the current contents of world.json, generated by string concatenation, are as follows. This is for a 4×4×4 map.
I shall attach the contents of the JSON file saved by the Map Resizer for the same size map later.

unkempt heart
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WaterColumns here is the 2D map to let you know the Z of the cell

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try putting water in and another terrain block and water above and you will see how it changes.

solar forge
unkempt heart
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yes like I said, it's one column

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basically all your terrain can be stored in 1 "column", height 4.

solar forge
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Values above height cut value 2 are displayed as infinity.

unkempt heart
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I am not sure what that means or how it is relevant with what you are trying to do

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but there is a 0 level as well.

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oh also, in all the data maps, there is a padding of 1, I am not sure if the game remove that padding when saving or not

solar forge
unkempt heart
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yeah sorry I don't think I will follow this approach anymore. you need to read the game code to understand what the data mean.

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I have never read the stored data in the save file because it's not the actual data stored in the game

solar forge
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After resizing, the terrain still appears to only stack up to a maximum height of 3, rather than 4.

solar forge
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@unkempt heart
This suggests that the issue lies with the Map Resizer itself: the actual resized height is one less than the set height, and this discrepancy in the internal data appears to be related to the loading error.
Thank you for your considerable time and assistance. I believe this is a bug, so please verify the behaviour.

unkempt heart
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oh yeah, I think so, because I count the actual game's array with zero. I remember the default number is 23 (when I think the default is 22).

#

so yeah, just increase your number by 1

solar forge
solar forge
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All issues have now been fully resolved. This will greatly facilitate map creation.
I apologise for the inconvenience caused. And thank you for your generous support.
The situation stemmed from a misunderstanding that the height setting in the Map Resizer was identical to the actual in-game maximum height limit.
In the actual saved data, the 3D voxel array includes a layer one level higher than the maximum height, with all values set to zero. Furthermore, the processing order follows the sequence: Z-axis first, then Y-axis, and finally X-axis.
Additionally, we have learned that for the 2D array portion, provided no specific features like water areas are required, simply converting the 2D array into a 1D string and populating it with either 0 or 1 values is sufficient.

limpid leaf
unkempt heart
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interesting... is it in the map editor or the game? and if possible can you tell me which map please?

limpid leaf
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I have not tested maps tho

gloomy spire
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I also tested it briefly. I can't say why but that it's true. I created a map with "terrain height to 32"! Creating it works for me but as soon as I build up with the terrain it crashes. I set the same map to "terrain height to 33" and built it high and nothing happened.

unkempt heart
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I wonder what about number 32 that causes it to crash, but normally the default height is 32 I think (22 terrain + 10 objects) ThinkingFT

gloomy spire
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you are prob. on the right track there