NamelessName Posted May 15, 2020 Share Posted May 15, 2020 (edited) There is a static layout called "MushroomRingLarge" in layouts.lua. How can I mod that to NEVER spawn? What code can I add to my modworldgen.lua? PS: its actually in terrain_forest.lua that the " count layout" is added. Edited May 15, 2020 by NamelessName Link to comment Share on other sites More sharing options...
NamelessName Posted May 18, 2020 Author Share Posted May 18, 2020 Anyone knows how to turn off the default set pieces? I know that adding something like "--" in front of a line can disable it to spawn but how do I make that into a mod. I have made the dev graveyard trap (and many others) to spawn always BUT they also sometimes spawn a duplicate of it for some reason. How do I make sure that it doesnt spawn more than the one ive added? Link to comment Share on other sites More sharing options...
NamelessName Posted June 23, 2020 Author Share Posted June 23, 2020 Bump Link to comment Share on other sites More sharing options...
-LukaS- Posted June 23, 2020 Share Posted June 23, 2020 So at first I tried incresing the amount of mushroom rings to see if it's possible to change the frequency of appearance. It worked with this code: AddRoomPreInit("BGDeepForest", function(room) -- Adding the room with mushroom rings room.contents.countstaticlayouts = {["MushroomRingSmall"] = function() -- A function that sets the frequency of appearance if math.random(0,1000) > 20 then -- The smaller the number on the right the higher the frequency of appearance return 1 end return 0 end} end) AddRoomPreInit("Clearing", function(room) -- Adding the room with mushroom rings room.contents.countstaticlayouts = {["MushroomRingLarge"] = function() -- A function that sets the frequency of appearance if math.random(0,1000) > 20 then -- The smaller the number on the right the higher the frequency of appearance return 1 end return 0 end} end) There was around 20 rings per world (I didn't count so might be more). Now to reverse this effect I put in this code: AddRoomPreInit("BGDeepForest", function(room) room.contents.countstaticlayouts = {["MushroomRingSmall"] = nil} -- Eliminating any static layouts (in this case only mushroom rings) end) AddRoomPreInit("Clearing", function(room) room.contents.countstaticlayouts = {["MushroomRingLarge"] = nil} -- Eliminating any static layouts (in this case only mushroom rings) end) It seems to work but I'm not sure since it's hard to search for something that you might have deleted. 1 Link to comment Share on other sites More sharing options...
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