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Mod request: Force Both resource Variants to ALWAYS spawn at world regen.


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They should spawn in the same amount as now BUT with both variants spawning 50/50. So if 50% of grass geckos spawn then 50% grass tufts are RANDOMLY removed from the world (but can still spawn everwhere and not just savanna).

- Grass Geckos and Grass Tufts, (Grass geckos can spawn WITH grass tufts. But that removes grass from all other places but savanna which is bad).
- Juicy Berry Bushes and Berry Bushes,
- Twiggy Trees and Saplings.

Ive never seen this mod BUT ive seen it requested and wished numerous times. Whoever uploads the mod I assume will gain alot of cred.

EDIT: I would do it if I knew how. Seems almost impossible to figure out so far and I think that's why no one has done it. I imagine we can look at prefabswaps.lua and figure it out?

Edited by NamelessName
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Are you asking for the grass not to disappear when the gekko spawns? If so, this should be a very simple fix. In the prefab file for grass, they call the transition from grass to a grass gecko a morph. In the function onmorphtimer in grass.lua, they call inst:Remove() on the grass after spawning a grass gekko, so I'm pretty sure we could circumvent this somehow by adding a prefab post init. The fn() function for this doesn't directly call onmorphtimer so you might have to do some maneuvering to work the altered code in. Buuut, I still don't know if that's what you're asking...

If you want equal probabilities of berry bushes to juicy berry bushes and twiggy trees vs sapplings, then I think you might be interested in scripts/map/rooms and terrain_grass and terrain_forest. You might also find the other rooms interesting since they list the probabilities of having certain plants and animals. My brother and I attempted to make changes to probabilities when we started working on a wheat mod, so I'll post our worldmodgenmain.lua here to give you an example of how to do this.

 

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12 hours ago, rawii22 said:

Are you asking for the grass not to disappear when the gekko spawns? If so, this should be a very simple fix. In the prefab file for grass, they call the transition from grass to a grass gecko a morph. In the function onmorphtimer in grass.lua, they call inst:Remove() on the grass after spawning a grass gekko, so I'm pretty sure we could circumvent this somehow by adding a prefab post init. The fn() function for this doesn't directly call onmorphtimer so you might have to do some maneuvering to work the altered code in. Buuut, I still don't know if that's what you're asking...

If you want equal probabilities of berry bushes to juicy berry bushes and twiggy trees vs sapplings, then I think you might be interested in scripts/map/rooms and terrain_grass and terrain_forest. You might also find the other rooms interesting since they list the probabilities of having certain plants and animals. My brother and I attempted to make changes to probabilities when we started working on a wheat mod, so I'll post our worldmodgenmain.lua here to give you an example of how to do this.

 

Thank you man. I will take a look at it. Its nice to see some examples.

What I wanted to  figure out was how to spawn every version with equal probabilities :)

Edited by NamelessName
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