Vezerszattyan Posted September 18, 2025 Share Posted September 18, 2025 (edited) I'm not sure how feasible this would be, but I’ve seen client-only mods that can spawn setpieces and maybe even tiles (though I’m not completely sure about the latter). So I was thinking it’d be great if there were around 10 pre-made versions of the Fumarole biome available as console commands. You’d just type the command and it would spawn the biome entrance right where your character is standing, or at the spot your mouse is pointing, aligned properly with the turf. It can be 3 different sizes: small, medium, or large ,3 of each. I’ve got this big empty spot on my map where a proper-looking Fumarole biome would fit perfectly. The main reason for this suggestion is that I have a cave megabase that’s over 4 years old, and I’m sure other players want to spawn their own biomes where they want. Edited September 18, 2025 by Vezerszattyan 5 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/ Share on other sites More sharing options...
Leonidas IV Posted September 18, 2025 Share Posted September 18, 2025 You may try this command: require "debugcommands" d_spawnlayout("retrofit_fumarole") Please make sure you make a backup of your world, if case you don't like the placement of the set piece! 3 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836347 Share on other sites More sharing options...
Vezerszattyan Posted September 18, 2025 Author Share Posted September 18, 2025 (edited) . 31 minutes ago, Leonidas IV said: You may try this command: require "debugcommands" d_spawnlayout("retrofit_fumarole") Please make sure you make a backup of your world, if case you don't like the placement of the set piece! What happens to the first one that spawns automatically when you enter the game? Also, the centipede spawned 1 more time. Maybe you know the command to delete the centipede spawner? Edited September 18, 2025 by Vezerszattyan Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836361 Share on other sites More sharing options...
Leonidas IV Posted September 18, 2025 Share Posted September 18, 2025 (edited) 10 minutes ago, Vezerszattyan said: What happens to the first one that spawns automatically when you enter the game? Also, the centipede spawned 1 more time. Maybe you know the command to delete the centipede spawner? There is no easy way to remove the one generated by the game. Edited September 18, 2025 by Leonidas IV Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836364 Share on other sites More sharing options...
Vezerszattyan Posted September 18, 2025 Author Share Posted September 18, 2025 3 minutes ago, Leonidas IV said: There is no easy way to remove the one generated by the game. Is it possible in Visual Studio Code? Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836368 Share on other sites More sharing options...
Veyred Posted September 19, 2025 Share Posted September 19, 2025 (edited) 5 hours ago, Leonidas IV said: You may try this command: require "debugcommands" d_spawnlayout("retrofit_fumarole") Please make sure you make a backup of your world, if case you don't like the placement of the set piece! genuinely thank you, this command fixes the retrofit issue somewhat, shame thers no way to remove the wormhole one tough,, guess i have to pretend it doesnt exist in some dark corner of my cave. I too would like a bigger retrofittable version of the biome, tough its extremly unlikly klei is gonna give us 9 variants, best i can see myself hoping for are 3: small,medium and big. Edited September 19, 2025 by Veyred Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836438 Share on other sites More sharing options...
Kacpert25 Posted September 19, 2025 Share Posted September 19, 2025 7 hours ago, Veyred said: shame thers no way to remove the wormhole one tough,, guess i have to pretend it doesnt exist in some dark corner of my cave. I think removing a wormhole is possible. The Too Many Items mod, for example, allows for simple one-click removal of objects, so it should work with wormholes as well. Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836484 Share on other sites More sharing options...
SOS-Ouroboros-K Posted September 19, 2025 Share Posted September 19, 2025 1 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836488 Share on other sites More sharing options...
Veyred Posted September 19, 2025 Share Posted September 19, 2025 4 hours ago, Kacpert25 said: I think removing a wormhole is possible. The Too Many Items mod, for example, allows for simple one-click removal of objects, so it should work with wormholes as well. you missunderstood, i was talking about removing the whole biome i know how to remove a object with c_select() c_sel():Remove() Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836509 Share on other sites More sharing options...
Kacpert25 Posted September 19, 2025 Share Posted September 19, 2025 3 hours ago, Veyred said: you missunderstood, i was talking about removing the whole biome I think this mod would be good for removing the biome. https://steamcommunity.com/sharedfiles/filedetails/?id=1848571133 1 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836531 Share on other sites More sharing options...
Vezerszattyan Posted September 19, 2025 Author Share Posted September 19, 2025 2 hours ago, Kacpert25 said: I think this mod would be good for removing the biome. https://steamcommunity.com/sharedfiles/filedetails/?id=1848571133 Tried this mod, but it lacks void turf ,so it’s useless for clearing cave turfs. Honestly, there’s so much free space around the cave map that this Fumarole biome could have been placed separately from the main cave map, and only accessible through a Big Tentacle. That way, it would’ve been much easier for the devs to handle the retrofitting, and nobody would be questioning why it’s separate from the main map. Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836548 Share on other sites More sharing options...
Developer omar_klei Posted September 19, 2025 Developer Share Posted September 19, 2025 Hi guys! d_spawnlayout is a bit limited in its current functionality in that it does not properly apply topology or populate prefab densities in its current implementation. This means that the Boulderboughs vines won't dig up the correct loot, nor will regrowth work. d_spawnlayout will be updated to support this, so next patch you'll be able to execute: require("debugcommands") d_spawnlayout("retrofit_fumarole", {id = "FumaroleRetrofit:0:Chasm", populate_prefab_densities = true}) This will properly apply topology, and populate prefab densities within this topology, allowing for Boulderboughs vines and their regrowth to work correctly. As always thanks for the suggestions and feedback! For the main post, it's unlikely we'll have time to dedicate to handcrafting several retrofit set piece variations at this time. Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836549 Share on other sites More sharing options...
Kacpert25 Posted September 19, 2025 Share Posted September 19, 2025 (edited) 40 minutes ago, Vezerszattyan said: Tried this mod, but it lacks void turf ,so it’s useless for clearing cave turfs. It doesn't have void turf, but besides it, it still works in caves. The "turf" of the old ocean acts as a void in the caves. Edited September 19, 2025 by Kacpert25 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836550 Share on other sites More sharing options...
Vezerszattyan Posted September 20, 2025 Author Share Posted September 20, 2025 11 hours ago, omar_klei said: Hi guys! d_spawnlayout is a bit limited in its current functionality in that it does not properly apply topology or populate prefab densities in its current implementation. This means that the Boulderboughs vines won't dig up the correct loot, nor will regrowth work. d_spawnlayout will be updated to support this, so next patch you'll be able to execute: require("debugcommands") d_spawnlayout("retrofit_fumarole", {id = "FumaroleRetrofit:0:Chasm", populate_prefab_densities = true}) This will properly apply topology, and populate prefab densities within this topology, allowing for Boulderboughs vines and their regrowth to work correctly. As always thanks for the suggestions and feedback! For the main post, it's unlikely we'll have time to dedicate to handcrafting several retrofit set piece variations at this time. I used the command but this happened Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836620 Share on other sites More sharing options...
Kacpert25 Posted September 21, 2025 Share Posted September 21, 2025 (edited) On 9/19/2025 at 10:10 PM, omar_klei said: Hi guys! d_spawnlayout is a bit limited in its current functionality in that it does not properly apply topology or populate prefab densities in its current implementation. This means that the Boulderboughs vines won't dig up the correct loot, nor will regrowth work. d_spawnlayout will be updated to support this, so next patch you'll be able to execute: require("debugcommands") d_spawnlayout("retrofit_fumarole", {id = "FumaroleRetrofit:0:Chasm", populate_prefab_densities = true}) This will properly apply topology, and populate prefab densities within this topology, allowing for Boulderboughs vines and their regrowth to work correctly. As always thanks for the suggestions and feedback! For the main post, it's unlikely we'll have time to dedicate to handcrafting several retrofit set piece variations at this time. Something's VERY wrong with this command. Edited September 21, 2025 by Kacpert25 2 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836778 Share on other sites More sharing options...
Bumber64 Posted September 21, 2025 Share Posted September 21, 2025 (edited) I feel like this could be Wilson's doing, but the science machines aren't on fire, so IDK. Edited September 21, 2025 by Bumber64 Link to comment https://forums.kleientertainment.com/forums/topic/168050-a-suggestion-about-retrofitting-the-fumarole-biome/#findComment-1836802 Share on other sites More sharing options...
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