JadeKnightblazer Posted July 2, 2022 Share Posted July 2, 2022 (edited) What would be the best option for the following. I am making 20 shrines that spawn on the map. Namely 10 on Overworld and 10 in Caves. All of which use the same prefab, however a data.value is set in Tiled. There is nothing special about what is around them, and they just need to spawn on the map. Do I make 20 setpieces and use level.required_setpieces = {} or Do I make 20 different prefabs (numbered 1 - 20: example: shrine_1, shrine_2) and use level.required_prefabs = {} Does using setpieces take away from natural spawning setpieces or just add more in? Edited July 2, 2022 by JadeKnightblazer Link to comment https://forums.kleientertainment.com/forums/topic/141399-setpiece-or-required-prefab/ Share on other sites More sharing options...
JadeKnightblazer Posted July 2, 2022 Author Share Posted July 2, 2022 Thinking its best with option 2, however having issues with modworldgenmain to load required prefabs with... if level.location == "forest" then -- only in overworld if level.required_prefabs == nil then level.required_prefabs = {} end table.insert(level.required_prefabs, "custom_altar_1") end Just gets into a stuck world creation screen. I have theses at the top of my lua local Layouts = GLOBAL.require("map/layouts").Layouts --this is where we add the setpiece local StaticLayout = GLOBAL.require("map/static_layout") --this helps us load the setpiece is there a missing prefab one I need? or something like this for prefabs below? Layouts["custom set piece"] = StaticLayout.Get("map/static_layouts/custom_setpiece") --index your setpiece Link to comment https://forums.kleientertainment.com/forums/topic/141399-setpiece-or-required-prefab/#findComment-1581411 Share on other sites More sharing options...
Serpens Posted July 23, 2022 Share Posted July 23, 2022 required_prefab does not add soemthing. I just makes the worldgeneration stop and try again, until some other code finally was able to place that prefab. If you just want to place a single prefab, with no special stuff around it, it is best to simply spawn it in within modmain (eg.in AddPrefabPostInit("world",...) (eg. count how many prefabs exist in Ents and if it is less then 10, spawn some. Or save and load somewhere if the prefabs were spawned already or not (so it is not spawned again on every game start). You can take a look at my teleportato mod for this. Normally the teleportato parts are generated by setpieces. But setpiece placement from DST is very bad, especially for big setpieces it fails very often. Therefore I have code in modmain.lua to manually spawn the parts that are missing. https://steamcommunity.com/sharedfiles/filedetails/?id=756229217 1 Link to comment https://forums.kleientertainment.com/forums/topic/141399-setpiece-or-required-prefab/#findComment-1588014 Share on other sites More sharing options...
JadeKnightblazer Posted August 1, 2022 Author Share Posted August 1, 2022 Honestly I have looked into your teleportato even before I posted XD. I can get every thing to spawn that I want, however..... If I say spawn 13 setpieces, do my 13 setpieces remove 13 other default setpieces? I would hate for my req setpieces remove from the world than add to it!! Thank you about the required_prefab part. I thought it would work like the eyebone. Where I could just tell the worldgen to spawn the 10 prefabs and I have and not care where they would spawn. Link to comment https://forums.kleientertainment.com/forums/topic/141399-setpiece-or-required-prefab/#findComment-1591004 Share on other sites More sharing options...
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