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I'm working on a biome to replace another biome. I followed the Feything tutorial on how to make a biome, but no matter what I do, it will not connect to the mainland. I've tried changing out the locks and keys, and I've triple-checked that there are no tags forcing it to be an island. This seems to be common issue since most mods adding biomes seem to add them as islands rather than something connected to the mainland, but perhaps someone knows the solution. The tutorial made it sound like they were able to get their biomes to connect to the mainland.

I've found two mods with interesting information. 
The Desert Enhancement mod seemed like it would be exactly what I'd want to base my mod on, but it doesn't seem to work at all anymore. I have no clue why. 
The Sugarwood Forest Biome mod connects to the mainland, but it's written very differently from most custom biome mods and seems to cause performance problems now. Again, no clue why. 
So I'm assuming something has changed in terms of creating biomes. 

Also, how would one go about replacing or removing a biome? For example, I want my new biome to replace the terrain_rocky rooms. Or is there any way to manually add each biome one by one so I could add all but the rocky biome since I have a replacement? 

Any help would be greatly appreciated! 

EDIT: I just relaunched the game and made a new server to check something, and Desert Enhancement started working. So I'll be looking more into that mod in a bit. I'm still curious as to why the Feything tutorial didn't work for me though. 

Edited by agrowingpain
The merge was confusing

The Desert Enhancement mod gave me ideas on how to replace old biomes, but I still have one major issue. No matter what I do, I can't get the new biome to connect to the mainland. 

It's probably something small preventing me doing this, but I can't figure it out. There's no tags, locks, keys, or anything else that should be preventing it from being on the mainland. I've played around with pretty much everything, and this is what I currently have. If I add other biomes, they all connect to each other, but still not to the mainland. The roads also won't cross rooms unless I turn the crosslink factor very high, which creates a ridiculous amount of roads and isn't the solution I need. 

BTW, don't bother testing alpineOnly, it crashes because the start can't connect to the mainland.

init_worldgen.lua modinfo.lua modmain.lua modworldgenmain.lua alpine_rooms.lua alpineBiome.lua

Okay, so it has something to do with 

region_id = "Forest",

in the tasks combined with 

AddTaskSetPreInitAny(function(tasksetdata)
           if tasksetdata.location == "forest" and tasksetdata.tasks then
            for i, setpieces in ipairs(alpine_tasks) do
            table.insert(tasksetdata.tasks, setpieces)
            end    
           end
end)


in init_worldgen.

If I go around init_worldgen and put everything in modworldgenmain and omit the region_id, they spawn connected to the mainland. No clue why. It's messy, but if it works, I guess that's how I'll have to do it.  



 

I was following the same Feything tutorial and made my own island without issue but then changed my mind and wanted it to also connect to mainland. It wasn't working for me either but I've managed to get it working now, I kept it simple while I was testing it.

My "Biome" file:

require("map/rooms/chinchi_rooms")

AddTask("Chinchi Island", {
		locks=LOCKS.NONE,
		keys_given={KEYS.TIER2}, 
		--region_id = "chinland",
		--level_set_piece_blocker = true,
		room_tags = {"RoadPoison"},
		room_choices={
			["chinland_rocky"] = 1,
		},
		room_bg=WORLD_TILES.ROCKY,
		background_room="BG chinland",
		colour={r=0,g=1,b=1,a=1}
	})

I looked at forest.lua and didnt see region id or level set piece blocker used here so took those out. And the Feything tutorial had locks as "{LOCKS.NONE}" but the files dont have the {} so removed that. It's been working now so perhaps try this and keep it simple to test and get it working with one task and then start adding your things back.

  • Like 1

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