RimWorld

RimWorld

Smart Odyssey
198 Comments
Тьмослав 4 minutes ago 
Does this work with Combat Extended?
apple❤ 13 hours ago 
Digging through the info on each tile was very annoying, this is a lovely change, thank you<3
Sarg Bjornson  [author] 23 hours ago 
@gliscor94: this mod doesn't add anything gameplay wise to the game

@Parker_TheGhost: No, the Odyssey search only looks for landmarks
Parker_TheGhost 18 Jul @ 8:02pm 
Is there a way to search for specific tile mutations on a world map outside of just the landmarks?
gliscor94 18 Jul @ 6:57pm 
First off love your mods I really appreciate all your work, but do some of these landmarks only spawn in other factions bases?
Sarg Bjornson  [author] 18 Jul @ 9:45am 
hahaha
Futstub 18 Jul @ 9:44am 
I'm ashamed now. As I should be.
Sarg Bjornson  [author] 18 Jul @ 9:38am 
Read above
Futstub 18 Jul @ 9:23am 
RimSort says this is incompatible with Alpha Biomes, but given that both are from Sarg that sounds weid to me. Anybody knows what's up with that?
Sarg Bjornson  [author] 18 Jul @ 9:12am 
Are there any mutators in that tile?
tstarj 18 Jul @ 9:03am 
for some reason, when i click on tiles on the map, the interface comes up, but its just blank
Manluke 18 Jul @ 5:55am 
Thanks Sarg, this been a game change it makes it easier to 'read' the title.
RayoB 17 Jul @ 7:32pm 
that Q&A tho xD
PGMP 17 Jul @ 2:20pm 
Is there a way to search for a map feature like with a search box ?
Honest question I am not trying to be pushy. @SargBjornson
Slop 17 Jul @ 1:21pm 
You know, I never thought I would need this mod but, yeah I do. Thanks!
Narouge 16 Jul @ 5:18pm 
@GrimGearheart You mean like the very person you replied to? They have known if they had bothered to read.
Tsornin 16 Jul @ 5:17pm 
This is so pretty!! The art looks wonderful. I'm wondering if it would be possible to add labels with the images for easier quick glancing. I'm sure I'll learn them over time though if that doesn't fit your vision. Text is just easier for me sometimes.
GrimGearheart 16 Jul @ 1:03pm 
@biship because in the description of the mod it says "This mod is included in Alpha Biomes". The mod author including that in the frequently asked questions is to express annoyance at people who don't fucking read.
aaron 16 Jul @ 11:00am 
Thanks very much. A thousand apologies that I did not check the bug report discussion first. All the best.
Sarg Bjornson  [author] 16 Jul @ 10:57am 
Yes, fixed this morning, you need to force update the mod
aaron 16 Jul @ 10:53am 
I get this error on load:
Could not resolve cross-reference: No RimWorld.TileMutatorDef named Pollution_Increased found to give to SmartOdyssey.MutatorAndIcon SmartOdyssey.MutatorAndIcon

I think this is maybe because I don't have Biotech?
full errors here:
https://pastebin.com/jzm3n30v
Sounds 16 Jul @ 9:01am 
@biship florida man moment
Ghost in the MapleNepvision 16 Jul @ 7:43am 
Dear author, the funni made me happy, please keep up the good work.
Necromenta 16 Jul @ 7:27am 
Now we only need a mod that allows us to search for a feature in the gravship range, that would be great lol

Thanks for this mod Sarg! Literally checking for every single map cell

PD: I know there is a mod to search for a feature, IDK which one, but it searches out of the gravship range anyway
Sarg Bjornson  [author] 16 Jul @ 6:12am 
Read above, you homunculus
biship 16 Jul @ 6:04am 
Q: Why no Alpha Biomes compatibility??
A: AAAAAAAAAAAAAAAAAAAGHHHHHH

WTF does this mean? If the author can't communicate clearly, remove the useless ambiguous information.
Molay 16 Jul @ 2:57am 
Fair enough, was just laying out the ideas that came to mind while using it (: Thanks for considering it!
Hope the icons aren't too much hassle to implement (:
Cheers!
Sarg Bjornson  [author] 16 Jul @ 2:50am 
The problem is that veers away a lot from what Odyssey offers. The game doesn't make a distinction between the different mutators.

I like the animal and plant icon though
Molay 16 Jul @ 2:45am 
Also, extra points if you can draw a plant/animal sprite on top of the icon for "Animal Sanctuary: X". If you can draw the animal X on top of the sprite, that would be SO helpful and we would no longer need to hover over any of the things once we learned the icons. Same for "Wild X plants". Drawing a psychoid plant over the icon from Wild Plants would avoid having to hover over it to read. May or may not be a ton of work, no idea about implementation, but would certainly be cool (:

Thanks for all your ongoing hard work Sarg!
Molay 16 Jul @ 2:43am 
The idea being that you can actually really tell at a glance what you're looking at.
The top row you already know by virtue of the tile you clicked on - river, mountain, coast etc. Can skim over.
The second row is interesting, as it might shape your colony in a special way, i.e. wild Psychoid will be wonderful for waster starts, decreased plant life can be a rough modifier, etc - you can't tell them by where the map is located, they're specific to that particular tile so you need to pay attention to this row.
Third row is all the special "exploration stuff" - old garrisons to explore, old warehouses and stuff like that. They're already marked on the map and have a huge impact on the map.
Keeping them split up like that makes it easy to tell at a glance what is going on. Currently I find it a bit "busy" to read the icons since they are all just lumped together.
Molay 16 Jul @ 2:43am 
Would you consider adding an option of structuring the icons in a way to tell apart "special features" from "map features" and "rare map features"? I'm not sure if they have tags attached to them or if they need to be listed manually.
To give an example of what I mean. Listed in the top row are common things like: Mountain, Lakeshore, Coast, River. I.e. the things that you know are guaranteed depending on where a tile is.
Next row is rare things, like Decreased Plant Life, Caves, Cecropia Tree Grove, Wild Cotton, Sunny and such.
Last row would be the rare things, like Ruins, Ancient Uplink, Ancient Garison, Ancient Warehouse.
Jontheknight 16 Jul @ 2:18am 
Oh.
Sarg Bjornson  [author] 16 Jul @ 2:16am 
Oh, you mean on an existing map?? That'd be impossible
Jontheknight 16 Jul @ 1:58am 
Sure thing, It is just a humble request. I have been sitting and randomizing seeds looking at mutators, would be nice to just edit one with a mod; up to you of course. I tried with dev mode but my colony gets destroyed regenerating it.
Sarg Bjornson  [author] 16 Jul @ 1:56am 
It'd be an entire new mod, or a feature for Alpha Biomes
Jontheknight 16 Jul @ 1:54am 
I would like to second the idea of adding a feature to edit a tile before landing on it. Or if you'd like to make an entirely new mod for that. So that we can add mutators to a tile.
Sarg Bjornson  [author] 16 Jul @ 1:40am 
Searching for landmarks is already part of Odyssey. It seems Ludeon decided not to allow mutator search, and I'm not sure how feasible modifying that would be
Ellias 16 Jul @ 1:38am 
Could an option be added that allows searching for a specific landmark mutation?
theygotmyasstheygotmyass 16 Jul @ 1:36am 
odd. because this mod makes it so you can customise the rates as are
Sarg Bjornson  [author] 16 Jul @ 1:28am 
Not fitting this mod
theygotmyasstheygotmyass 16 Jul @ 1:27am 
wdym? out of scope as in too hard to code in or not fitting in this mod in its use?
Sarg Bjornson  [author] 16 Jul @ 1:16am 
Not in this mod, that'd be very out of scope
theygotmyasstheygotmyass 16 Jul @ 1:15am 
what it be possible to add a feature that specifically changes the mutators in a single tile? so like if you find a nice place for your base you can change the mutators to make it more challenging or easy?
Sarg Bjornson  [author] 16 Jul @ 1:13am 
v1.1:

Added Geological landforms compatibility, with 15 new icons
Fixed one of the icons needing Biotech
Psyckosama 15 Jul @ 7:04pm 
so really, why no Alpha Biomes compatibility...

...

Kidding! Kidding!

Seriously dude, great feature. Thanks.
WrongTypeOfHero 15 Jul @ 3:38pm 
@PremierVader Map Preview is actually moveable itself lol. I just lowered it a little bit below this mod!
Sakujo 15 Jul @ 11:39am 
Sarg Bjornson you have never disappointed. You'll find a way :)
Sarg Bjornson  [author] 15 Jul @ 10:26am 
Unfortunately I haven't found an easy way to move the window
PremierVader 15 Jul @ 10:10am 
Hey is this compatible with "Map Preview" mod? It seems to give a preview of the map in the same place this mod gives its own information.
WrongTypeOfHero 15 Jul @ 9:02am 
@Sakujo

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGHHHHHHHHHHHHHHH