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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.

image.png.ada34ae50cc45f46fc22b307515da496.png

Edited by Vezerszattyan
  • Like 5

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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 by Vezerszattyan
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 by Leonidas IV
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 by Veyred
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.

 

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()

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

  • Wavey 1
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.

  • Developer

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.

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 by Kacpert25
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 happenedimage.png.f519d8e4070b29e2a4d0ed208b56d8ac.png

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.

Zrzutekranu2025-09-21114612.png.e0b054890afcc019801bba9f942f318e.png

Edited by Kacpert25
  • Haha 2

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