GamerLadyAnny Posted May 18, 2019 Share Posted May 18, 2019 I'd like to know, how can I select specific layouts to have 100% spawn chance, such as using this presets: I want to know if it's possible to have multiple of some of them too - I'm a noob at modding) bargain_start cave_art_test_start cave_base_1 cave_base_2 cave_base_3 cave_test_start default_plus_start (can I have it without selecting default plus config? ) insane_flint (5 per map, ideally not very far from each other but away enough giants or varg can't attack each other) resurrectionstone ( having at least 10 through the map, I'm playing with huge map) Link to comment Share on other sites More sharing options...
MissSora22 Posted May 18, 2019 Share Posted May 18, 2019 If I understand you correctly, you want to add static layouts in a specific number to your map, right? I personally would make a new room for the layouts and add it to the worldgen task were I would like to have it. I`m sure there a nicer ways to do it but for me this works (modworldgenmain): 1. Create the room: 2. Add the room to the worldgen task: The worldgen task you select will decide in which part of the map the room or rooms will appear. The most of the worldgen tasks can be found here by the way, if you haven`t until now, I recommand, you should take a look at them: C:\Programm\Steam\steamapps\common\dont_starve\data\DLC0003\scripts\map\tasks or in the corrosponding files of the other DLC if you don`t have Hamlet I hope this helps you and sorry if my english is not the best I`m not a native speaker Have a nice weekend Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 19, 2019 Author Share Posted May 19, 2019 7 hours ago, MissSora22 said: If I understand you correctly, you want to add static layouts in a specific number to your map, right? I personally would make a new room for the layouts and add it to the worldgen task were I would like to have it. I`m sure there a nicer ways to do it but for me this works (modworldgenmain): 1. Create the room: 2. Add the room to the worldgen task: The worldgen task you select will decide in which part of the map the room or rooms will appear. The most of the worldgen tasks can be found here by the way, if you haven`t until now, I recommand, you should take a look at them: C:\Programm\Steam\steamapps\common\dont_starve\data\DLC0003\scripts\map\tasks or in the corrosponding files of the other DLC if you don`t have Hamlet I hope this helps you and sorry if my english is not the best I`m not a native speaker Have a nice weekend Hey I've made a modworldgenmain.lua file with the code you gave me, I've got an error... Here follows how my modworldgenmain is coded: GLOBAL.require("constants") local GROUND = GLOBAL.GROUND AssRoom("1StartBargain", { colour={r=0,g=.9,b=0,a=.50}, value = GROUND.GRASS, contents = { countstaticlayouts={ ["bargain_start"] = 1, }, distributepercent = .2, distributeprefabs= { berrybush = 5, sapling = 5, grass = 5, }, } }) local function 1StartBargainTaskPrelnit(task) task.room_choices["bargain_start"] = 1 end AddTaskPrelnit("Other_edge_of_civilization", 1StartBargainTaskPrelnit) Link to comment Share on other sites More sharing options...
MissSora22 Posted May 19, 2019 Share Posted May 19, 2019 You tried to add the layout instead of the room: task.room_choices["bargain_start"] = 1 must be task.room_choices["1StartBargain"] = 1 and you have a typo here: AssRoom("1StartBargain", { must be AddRoom("1StartBargain", { Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 19, 2019 Author Share Posted May 19, 2019 10 hours ago, MissSora22 said: You tried to add the layout instead of the room: task.room_choices["bargain_start"] = 1 must be task.room_choices["1StartBargain"] = 1 and you have a typo here: AssRoom("1StartBargain", { must be AddRoom("1StartBargain", { I fixed the text, but still got an error. Text currently on modworldgenmain: GLOBAL.require("constants") local GROUND = GLOBAL.GROUND AddRoom("1StartBargain", { colour={r=0,g=.9,b=0,a=.50}, value = GROUND.GRASS, contents = { countstaticlayouts={ ["bargain_start"] = 1, }, distributepercent = .2, distributeprefabs= { berrybush = 5, sapling = 5, grass = 5, }, } }) local function 1StartBargainTaskPrelnit(task) task.room_choices["1StartBargain"] = 1 end AddTaskPrelnit("Other_edge_of_civilization", 1StartBargainTaskPrelnit) Link to comment Share on other sites More sharing options...
MissSora22 Posted May 19, 2019 Share Posted May 19, 2019 I have never gotten this specific error befor, but perhabs he doesn´t like the 1 in front of the task Try StartBargain1TaskPrelnit(task) instead of 1StartBargainTaskPrelnit(task) If it still doesn`t work then, please send me the complete error log file under documents/ klei/ dontstrave/ log Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 19, 2019 Author Share Posted May 19, 2019 1 hour ago, MissSora22 said: I have never gotten this specific error befor, but perhabs he doesn´t like the 1 in front of the task Try StartBargain1TaskPrelnit(task) instead of 1StartBargainTaskPrelnit(task) If it still doesn`t work then, please send me the complete error log file under documents/ klei/ dontstrave/ log I tried to fix it again, but the error got worse LOL file: GLOBAL.require("constants") local GROUND = GLOBAL.GROUND AddRoom("Start1Bargain", { colour={r=0,g=.9,b=0,a=.50}, value = GROUND.GRASS, contents = { countstaticlayouts={ ["bargain_start"] = 1, }, distributepercent = .2, distributeprefabs= { berrybush = 5, sapling = 5, grass = 5, }, } }) local function Start1BargainTaskPrelnit(task) task.room_choices["Start1Bargain"] = 1 end AddTaskPrelnit("Other_edge_of_civilization", Start1BargainTaskPrelnit) log.txt Link to comment Share on other sites More sharing options...
MissSora22 Posted May 19, 2019 Share Posted May 19, 2019 It`s not worse, it`s just another one . That means we solve the one from bevor. But honestly, I can´t say much more without knowing more over the error or what ecactly the mod should do. First Question: This is for Don`t Starve, right? Not for Don`t starve together? Second Question: Do you just have DS or also RoG, SW and/or Hamlet. Third Question: In which world do you want to put the layout? Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 19, 2019 Author Share Posted May 19, 2019 50 minutes ago, MissSora22 said: It`s not worse, it`s just another one . That means we solve the one from bevor. But honestly, I can´t say much more without knowing more over the error or what ecactly the mod should do. First Question: This is for Don`t Starve, right? Not for Don`t starve together? Second Question: Do you just have DS or also RoG, SW and/or Hamlet. Third Question: In which world do you want to put the layout? Yes, Dont starve (alone). I have all three DLC. I wanted to a rog world with hamlet compatibility (which means shipwrecked would be ported too) But nonetheless, the game crashes as soon I simply turn on the mod. I just want to spawn structures from the static layouts, for example, spawning a world with 100% chance of having both tallbird fort and reed trap, along other structures Link to comment Share on other sites More sharing options...
MissSora22 Posted May 20, 2019 Share Posted May 20, 2019 1: I found a spelling mistake, in AddTaskPrelnit its a big i not a l, sorry it`s hart to see in this typeface. 2: If you want to add the room to RoG you have to use a RoG worldgen task. "Other_edge_of_civilization" is a worldgen task from Hamlet. Try AddTaskPreInit ("Badlands", Start1BargainTaskPrelnit) or AddTaskPreInit ("Oasis", Start1BargainTaskPrelnit) The other worldgen tasks form Vanilla DS can be found under dont_starve\data\DLC0001\scripts\map\task.lua There is where the room must be added to appear in RoG Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 20, 2019 Author Share Posted May 20, 2019 8 hours ago, MissSora22 said: 1: I found a spelling mistake, in AddTaskPrelnit its a big i not a l, sorry it`s hart to see in this typeface. 2: If you want to add the room to RoG you have to use a RoG worldgen task. "Other_edge_of_civilization" is a worldgen task from Hamlet. Try AddTaskPreInit ("Badlands", Start1BargainTaskPrelnit) or AddTaskPreInit ("Oasis", Start1BargainTaskPrelnit) The other worldgen tasks form Vanilla DS can be found under dont_starve\data\DLC0001\scripts\map\task.lua There is where the room must be added to appear in RoG I did as you said, using the badlands task, I loaded a base game world, a rog, and a rog w hamlet compatibility, and the roon did not appear in none of them Link to comment Share on other sites More sharing options...
MissSora22 Posted May 20, 2019 Share Posted May 20, 2019 That should insert the room 1 time in the RoG World in the Desert Biome. I don`t know why it doesn`t work. If you send me a .zipwith the mod, I will take a look. Right know I`m out of ideas. Sorry Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 20, 2019 Author Share Posted May 20, 2019 34 minutes ago, MissSora22 said: That should insert the room 1 time in the RoG World in the Desert Biome. I don`t know why it doesn`t work. If you send me a .zipwith the mod, I will take a look. Right know I`m out of ideas. Sorry Thanks, here it is. It's possible to make it spawn into a forest or grassland? Za Moddo.zip Link to comment Share on other sites More sharing options...
MissSora22 Posted May 21, 2019 Share Posted May 21, 2019 Some of the layouts can`t be used together, becauce all of them include startingpoints for the world. But I can give you the stuff from these layouts. Right now I have ready: 1 Diviningrod not too far away form your starting point in Vanilla and RoG Survival, run in a few big circles and you will find it. 7 - 8 additional Resurrectionstones in Vanilla and RoG Survival, all around the map above ground But I need to know where you want your other things. Especially if above ground or in the caves. Also if you want I can make option for you so you can enable or disable the different parts of the mod Za Moddo.zip Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 21, 2019 Author Share Posted May 21, 2019 I've used the show map command (below) in both vanilla and RoG worlds, haven't found the divining rod... minimap=TheSim:FindFirstEntityWithTag("minimap")minimap.MiniMap:ShowArea(0,0,0, 10000) However, the ressurection spots are working awesomely! In both worlds! It's possible to copy the entire static layout of the bargain_start with the whole structure? (walls, tent, divining rod, 2 bee boxes) with additional twigs, grass and bushes Link to comment Share on other sites More sharing options...
MissSora22 Posted May 22, 2019 Share Posted May 22, 2019 Stupid Question first: Did you enable the mod under the mod tab? try this command : c_gonext("diviningrodstart"), that should bring you to it, it is not showing on the map I will see what I can do with the layout, but I have never changed one, so no promises Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 22, 2019 Author Share Posted May 22, 2019 Yes I've enabled XD got around 10 ressurection stones on the map. Thanks you're already helping me a lot <3 Link to comment Share on other sites More sharing options...
MissSora22 Posted May 22, 2019 Share Posted May 22, 2019 So, here we have a bargain_start base, a default_plus_start base, 5 times insane_flint and + 7 or 8 resurrectionstones in the vanilla/RoG world. Do you want the cave bases in the caves or on the surfave? Za Moddo.zip Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 22, 2019 Author Share Posted May 22, 2019 Now nothing seems to work even the ressurection stones didn't appeared this time! Cave bases in the caves itselves, please ^^ Link to comment Share on other sites More sharing options...
MissSora22 Posted May 23, 2019 Share Posted May 23, 2019 Hmm, it seems that it works sometimes, sometimes it doesn`t and sometimes partly. Perhabs there is a cap to the number of rooms somewhere I`m not aware of. I will try something else, but I have to take 1 1/2 shifts at work until Saturday and I can`t promise you I will be able to get it ready this week. Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 23, 2019 Author Share Posted May 23, 2019 No problem dear, I have no rush at all Link to comment Share on other sites More sharing options...
MissSora22 Posted May 23, 2019 Share Posted May 23, 2019 I tested the mod a few times to see what is wrong, it seams that it works correctly but there is not enough room for all the layouts on the default map. Try a huge one. By the way, you can count the existing prefabs like this: c_countprefabs("prefab"), then you don´t have to search for them on the map. And GetWorld().minimap.MiniMap:ShowArea(0,0,0,10000) doesn´t reveal everything on the map. Often you still have to had been there befor you can see the icons on the map. To telepot to a prefab use c_gonext("prefab") Try to find prefabs like tent, treasurechest, resurrectionstone ect. Link to comment Share on other sites More sharing options...
GamerLadyAnny Posted May 24, 2019 Author Share Posted May 24, 2019 I tried huge maps '-' I tried the teleport to prefab thing, yet none of the prefab nor the extra ressurection stones appeared to me. The version is attached is the one ehich shows extra ressurection stones 2 5ce3d23b88a56_ZaModdo.zip Link to comment Share on other sites More sharing options...
MissSora22 Posted May 24, 2019 Share Posted May 24, 2019 Please send me the log. It`s working on my end. I don`t understand why it doesn`t . Link to comment Share on other sites More sharing options...
MissSora22 Posted May 24, 2019 Share Posted May 24, 2019 Here is the best mod I can make. In my game I get everything you wanted above ground in a large or bigger world. Caves and ruins normally give me around 3 bases together, I think because the map is small. If it doesn`t work send me the log and I will have a look. Za Moddo.zip Link to comment Share on other sites More sharing options...
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