Rainbowdesign Posted June 28, 2019 Share Posted June 28, 2019 It would be cool to be able to replace the starting biome with a random biome when feeling ready for a bigger challenge Link to comment Share on other sites More sharing options...
.RR. Posted June 28, 2019 Share Posted June 28, 2019 I tried one year ago and this works but only with debug. Link to comment Share on other sites More sharing options...
Rainbowdesign Posted June 28, 2019 Author Share Posted June 28, 2019 really how does it work with debug? i like to try it Link to comment Share on other sites More sharing options...
.RR. Posted June 28, 2019 Share Posted June 28, 2019 Start location spawn in fog of war and u can't see it ...also u got message what's ur duplicants are dead but it isn't so. And that's why i deleted it. Link to comment Share on other sites More sharing options...
Developer Ipsquiggle Posted June 28, 2019 Developer Share Posted June 28, 2019 The updated worldgen now has fully parameterized the starting biome (though that biome itself needs a couple key tags to work best...) Check out worlds/SandstoneDefault.yaml, there is a parameter there related to the start subworld. You can duplicate that file and try chucking your own there, as a starting point. Link to comment Share on other sites More sharing options...
Rainbowdesign Posted June 28, 2019 Author Share Posted June 28, 2019 Sounds very nice. I would have one question: Will you add settings for mods and a seperated area in the game generation - difficulty screen anytime soon? Maybe something you can collapse for each mod Link to comment Share on other sites More sharing options...
Nightinggale Posted June 28, 2019 Share Posted June 28, 2019 5 minutes ago, Rainbowdesign said: I would have one question: Will you add settings for mods and a seperated area in the game generation - difficulty screen anytime soon? Maybe something you can collapse for each mod I'm not sure a screen, which is only available at game creation is the way to go. What if it is something you want to be able to modify during the game? What if it is a setting for a mod, which is was added to an existing savegame rather than a new game? Also we need a proper place for modding requests/feedback. Right now it drowns in gameplay requests and just starting threads in the modding subforum doesn't seem like a nice approach either. Perhaps a subforum dedicated to the purpose. Also perhaps it would be good to add "modding" to bugtracker categories. I have multiple ideas I want to provide as feedback, but I would prefer a more organized way of doing that, both for writing and reading. Also right now I'm holding off while waiting for the modding documentation. There is no need to request something you already added, but haven't documented yet. Link to comment Share on other sites More sharing options...
Rainbowdesign Posted June 28, 2019 Author Share Posted June 28, 2019 1 hour ago, Nightinggale said: Also right now I'm holding off while waiting for the modding documentation. Me too but i highly doubt oni will get any kind of scripting support like the lua support i consider to implement so thats not rally a big blocker. But it would be cool to see tutorials if there are new features for modintegration. 1 hour ago, Nightinggale said: Also we need a proper place for modding requests/feedback. Right now it drowns in gameplay requests and just starting threads in the modding subforum doesn't seem like a nice approach either. Perhaps a subforum dedicated to the purpose. Also perhaps it would be good to add "modding" to bugtracker categories. I had this idea long ago and javisar did offer his github repository for that purpose: https://github.com/javisar/ONI-Modloader/issues It is not widely used however. 1 hour ago, Nightinggale said: I'm not sure a screen, which is only available at game creation is the way to go. No ofcourse i dont mean only one screen at game creation, i use the gamecreation screen now for mapsettings and i would like to make it more orderly. Link to comment Share on other sites More sharing options...
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