This mod patches RWG to fix various issues.
- No more trader will sticks to biome.
- Single-biome world can be generated.
- The world generation settings will be permanent. It is also used in the simple generation on the New Game.
- The world map preview can be zoomed in/out with mouse scrolling, and can be moved by mouse dragging.
- Fix a problem in which the unevenness of the world map preview appears to be reversed.
Generator Options
This mod changes following options.
- Biome Layout
- Change “Line” in the last option to “Single”. The world will be generated with biome that the highest weighted of them.
This mod adds following options.
- Traders
- Amount of trader spawns.
- None
- No any traders will be spawned.
- Few
- For large worlds (6k+) it will be less than the default, but for small worlds there will not be much change.
- Default
- Enough traders will be spawned. (But maybe less than vanilla.)
- Many
- Many traders will be spawned. (Almost the same as vanilla.)
- Spawn Range
- How many meters away from first trader (or city) should spawn points be placed?
- Short
- Spawn points are placed within 600 meters from a trader if a trader is spawned in the world, otherwise within 600 meters from a city or town. (Simillar to A21)
- Default
- Spawn points are placed within 900 meters from a trader if a trader is spawned in the world, otherwise within 900 meters from a city or town. (Almost the same as vanilla.)
- Long
- Spawn points are placed within 1.2K meters from a trader if a trader is spawned in the world, otherwise within 1.2K meters from a city or town.
- Spawn Biome
- Which biome should spawn points be placed in?
- Default
- Spawn points are placed in forest biomes whenever possible. (Almost the same as vanilla.)
- Randomize
- Spawn points are randomly placed in any biome.
Changelog
- V1.1 is now supported.
- V1.2(b22) Experimental compatible version can be downloaded from additional links.
DOWNLOAD V1.1 (224 KB)
DOWNLOAD V1.2 Exp (224 KB)
Credits: goemoncode
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
I was able to generate a world in 1.1, but when I tried to make another one in 1.2 i got the following error
WRN [MODS][Harmony] AccessTools.DeclaredMethod: Could not find method for type WorldGenerationEngineFinal.WorldBuilder and name savePlayerSpawns and parameters
2024-12-16T11:10:14 9.619 INF [MODS][Harmony](Debug) ### Exception from user “ModEntry”, Harmony v2.13.0.0
WRN [MODS][Harmony] AccessTools.DeclaredMethod: Could not find method for type WorldGenerationEngineFinal.WorldBuilder and name savePlayerSpawns and parameters
2024-12-16T11:10:14 9.619 INF [MODS][Harmony](Debug) ### Exception from user “ModEntry”, Harmony v2.13.0.0
Any ideas on if this is noob-fixable (ie. me) or if it needs a more refined touch?
Needs a update for 1.1 Stable
this mod no longer works with game version 1.1 please update if you can~
nvm, found a solution. Mod “RWG Bias Check” was conflicting. (just commented the trader lines in the mod out)
Doesn’t work on V 1.0 (b336)
Error:
KeyNotFoundException: The given key ‘trader_bob – original min_count=1’ was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0
at Patch_PrefabManager.LoadPrefabs () [0x00043] in :0
at (wrapper dynamic-method) WorldGenerationEngineFinal.PrefabManager.DMD()
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy()
at WorldGenerationEngineFinal.WorldBuilder+d__82.MoveNext () [0x000ff] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in :0
I get following error when generating a world
KeyNotFoundException: The given key ‘trader_mechanic’ was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in :0
at Patch_PrefabManager.LoadPrefabs () [0x00043] in :0
at (wrapper dynamic-method) WorldGenerationEngineFinal.PrefabManager.DMD(WorldGenerationEngineFinal.PrefabManager)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy(WorldGenerationEngineFinal.PrefabManager)
at WorldGenerationEngineFinal.WorldBuilder+d__84.MoveNext () [0x000ff] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in :0
I have fixed the issue. I am sorry for your inconvenience, but please download (V1.1 Exp compatibles) again and check it.
I am currently getting “EXC TypeLoadException: Failure has occurred while loading a type.” and no other message. I have no other mods installed that touches RWG aside from custom POIs (Like Voltralux’s and LazyPOI packs.)
Any clue as to what’s going on?
The in-practice effect this has is that the RWG screen shows the new options, but it shuts off all control of the window and I can’t even go back. Same happens if I go to load my previous save.
Since I have provided only V1.1 experimental compatibles so far, now provided V1.0 compatibles and V1.1 experimental compatibles separately.
In your case, please download and use the V1.0 compatibles.
I am having the same error…
Hoping someone can help me out here pleaseeeeeeeeee
2024-09-26T11:40:15 27.397 INF [EOS] Read (news_game_v1_hotfix.jpg) completed: Success, received 545164 bytes
TypeLoadException: Failure has occurred while loading a type.
at (wrapper dynamic-method) XUiC_WorldGenerationWindowGroup.DMD(XUiC_WorldGenerationWindowGroup)
The circumstances are as commented above. In your case too.
I am sorry for your inconvenience, but please download and check the V1.0 compatibles.
Thank you, that worked, I removed all mods to try it and it worked, put all my mods back in and it stopped, but now its a simple conflict, thank you again.
Appeared for me, after installing this patch.
Found one mod that can conflict with it, called “MickkpewpewQuests”
ArgumentException: An item with the same key has already been added. Key: trader_rekt
at System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <467a840a914a47078e4ae9b0b1e8779e>:0
at System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in :0
at System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer1[T] comparer) [0x00086] in <53d9c9e3ddfd44bba9f7bd7413478f07>:0
at System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable1[T] source, System.Func`2[T,TResult] keySelector) [0x00000] in :0
at Patch_WorldGenerationFromXml.Load (XmlFile file) [0x0005f] in :0
at (wrapper dynamic-method) WorldGenerationEngineFinal.WorldGenerationFromXml.DMD(XmlFile)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy(XmlFile)
at WorldStaticData+d__51.MoveNext () [0x00271] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in :0
The problem you report does not occur in my environment. Perhaps some other mod is causing this problem.
I cannot guarantee that my mod will work according to specifications under such circumstances, but I have tried to modify the program to prevent the error that is occurring. Please download it again and check.
I have this kind of error.
ArgumentException: An item with the same key has already been added. Key: rural_outdoor_wedding_01
at System.Collections.Generic.Dictionary2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <467a840a914a47078e4ae9b0b1e8779e>:0
at System.Collections.Generic.Dictionary2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in :0
at System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] keySelector, System.Collections.Generic.IEqualityComparer1[T] comparer) [0x00086] in <53d9c9e3ddfd44bba9f7bd7413478f07>:0
at System.Linq.Enumerable.ToDictionary[TSource,TKey] (System.Collections.Generic.IEnumerable1[T] source, System.Func`2[T,TResult] keySelector) [0x00000] in :0
at Patch_WorldGenerationFromXml.Load (XmlFile file) [0x0005f] in :0
at (wrapper dynamic-method) WorldGenerationEngineFinal.WorldGenerationFromXml.DMD(XmlFile)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy(XmlFile)
at WorldStaticData+d__51.MoveNext () [0x00271] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in :0
Please make sure that the rwgmixer.xml provided by this mod is saved in the installation folder of this mod.
Or the rwgmixer.xml provided by another mod may be causing the problem.
Loved this mod but the .114 update today blew it up.
Error log:
MissingFieldException: Field not found: int[] WorldGenerationEngineFinal.WorldBuilder.BiomeWeightDefaults Due to: Could not find field in class
at (wrapper dynamic-method) XUiC_WorldGenerationWindowGroup.DMD(XUiC_WorldGenerationWindowGroup)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy(XUiC_WorldGenerationWindowGroup)
Thank you for your report.
I have fixed the issue, please download the zip file again and check it.
Works great again! Thanks so much for this!!!
I prefer a single biome for my maps, and this gives us that ability.
Many Thanks!
The error I get since 1.0 stable was released is: EXC Keynotfoundexception: The Given Key “trader_mechanic” was not present in the dictionary
And when the error comes up the game stops doing anything and I have to force quit the game. If I remove this mod game works as intended…
Same here.
Ok trader_mechanic apparently is a POI that is included into Bdub’s vehicles mod…There was actually a Trader Mechanic….I removed Bdub’s vehicles mod and RWG works without flaw…I assume the creator of this mod needs to add Bdub’s vehicles – trader mechanic to this mod so it will recognize it…
With so many mods, it is difficult to maintain consistency with other mods in advance, but i have fixed this issue since you told me the cause.
Please download the zip file again and check it.
Yes, thank you it now works with Bdub’s Vehicles mod..
The new 7days update seems to be causing problems for this mod? Or maybe its my setup?
It gives me errors and won’t load the game…Pretty sure the update broke it.
great mod, but I have console errors, when loading this mod, something about the RWGpatch.dll, please fix.
“No more trader will sticks to biome.” <<– Does that mean any trader can be in any biome, like it used to be?
Yes, please try it out.
Same as Drizzit and Alexa, rural_outdoor_wedding_01…
I had to remove the mod in order for the game to work (at least the current savegame is still working without it)
Hi and Thx for the mod
It was working fine but now I have the same issue as Alexa.
Console appears and ends with “ArgumentException: An item with the same key has already been added. Key: rural_outdoor_wedding_01”
After the 1.0 b325 Update, this mod no longer works. My Console always appears and ends with “ArgumentException: An item with the same key has already been added. Key: rural_outdoor_wedding_01”
How do I do a map with only two biomes?
Unfortunately, there is no ability to generate a map with only two biomes.
Does this mess with the trader progression quests? I have tried some mods like this and the one that actually changed the starter trader from Rekt’s to random trader didn’t give me my next trader after completing the 10 required quests. Also would I need to use the world randomizer or would any normal prefab map work?
The issue that traders except reckt not refer other traders has been fixed. Please download the zip file again and check it. thank you.