ShadowbirdRH Posted June 5 Share Posted June 5 (edited) I can see that some new content has been added to the world, but the junk yard isn't included. Is there a more legitimate way of prompting the game to place one than using the console to add one myself? Fumarole area in the caves doesn't seem to have been added either. Anything I can do about that? Edited June 5 by ShadowbirdRH Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/ Share on other sites More sharing options...
Draggofroot Posted June 6 Share Posted June 6 did you do c_announce(c_countprefabs(""junk_pile_big")) to verify it? when junk pile is retrofitted, it doesnt og into the forest Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870377 Share on other sites More sharing options...
Mike23Ua Posted June 6 Share Posted June 6 Mine is in a beefalo Savannah dead center of my map very close to the Florid Postern portal. I have no idea if it’s spawning is random or predictable but if it’s predictable you can try checking near your florid Postern. Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870381 Share on other sites More sharing options...
RubLog6 Posted June 6 Share Posted June 6 It will spawn randomly somewhere. You'll have to look for it. 2 Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870515 Share on other sites More sharing options...
Sorceress2024 Posted Sunday at 01:19 PM Share Posted Sunday at 01:19 PM I also think ive heard someone mention it retrofiting somewhere that isnt on the mainland. In the case of the fumarole biome, the way you access it when its retrofited is by finding a wormhole in the caves, so it could be easy to miss Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870636 Share on other sites More sharing options...
ShadowbirdRH Posted Monday at 08:11 PM Author Share Posted Monday at 08:11 PM On 6/6/2026 at 1:08 AM, Draggofroot said: did you do c_announce(c_countprefabs(""junk_pile_big")) to verify it? when junk pile is retrofitted, it doesnt og into the forest No, as I'm unfamiliar with that one. I just tried it, and it didn't seem to do anything. What I did use was ThePlayer.components.talker:Say(tostring(c_countprefabs("junk_pile"))) which gave a 0, spoken by the character. Also tried junk_pile_big and the one for the fence used, which I don't recall offhand. Sorry for not getting back to this topic, I'd thought that since I had no notifications, that all this time, the topic had gotten no activity. Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870822 Share on other sites More sharing options...
Draggofroot Posted Monday at 08:17 PM Share Posted Monday at 08:17 PM 6 minutes ago, ShadowbirdRH said: No, as I'm unfamiliar with that one. I just tried it, and it didn't seem to do anything. What I did use was ThePlayer.components.talker:Say(tostring(c_countprefabs("junk_pile"))) which gave a 0, spoken by the character. Also tried junk_pile_big and the one for the fence used, which I don't recall offhand. Sorry for not getting back to this topic, I'd thought that since I had no notifications, that all this time, the topic had gotten no activity. did you copy and paste my command btw, i put an extra " on accident whoops Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870825 Share on other sites More sharing options...
ShadowbirdRH Posted Monday at 08:21 PM Author Share Posted Monday at 08:21 PM (edited) I did. I'll try with the typo corrected now. Interesting... it does say 1... No, wait, I misunderstood. 1 announcement, that there are 0 big junkpiles in the world. Perhaps I should elaborate a bit, this is a very old world. All the roads I placed in this world were back when turfs were crafted on at a time, except scaled flooring, which produced 6. Still, I do see the whirlpool on my map and that thing with the shark NPC/boss, so there have been some updates to the world. Console couldn't find any trace of the Fumarole biom either. Edited Monday at 08:25 PM by ShadowbirdRH Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870827 Share on other sites More sharing options...
Draggofroot Posted Monday at 08:41 PM Share Posted Monday at 08:41 PM (edited) 20 minutes ago, ShadowbirdRH said: I did. I'll try with the typo corrected now. Interesting... it does say 1... No, wait, I misunderstood. 1 announcement, that there are 0 big junkpiles in the world. Perhaps I should elaborate a bit, this is a very old world. All the roads I placed in this world were back when turfs were crafted on at a time, except scaled flooring, which produced 6. Still, I do see the whirlpool on my map and that thing with the shark NPC/boss, so there have been some updates to the world. Console couldn't find any trace of the Fumarole biom either. atp id just try the c_gonext() command lol, if it doesnt work then idk what to do Edited Monday at 08:42 PM by Draggofroot Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870830 Share on other sites More sharing options...
Maxil20 Posted Monday at 08:55 PM Share Posted Monday at 08:55 PM If you wanna try to generate the junkyard if your world didn't generate with one, run the following command: TheWorld.components.retrofitforestmap_anr.retrofit_junkyard_content = true; TheWorld.components.retrofitforestmap_anr:OnPostInit() This should retry the retrofit and hopefully successfully add the junkyard into your world. Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870833 Share on other sites More sharing options...
ShadowbirdRH Posted Monday at 09:03 PM Author Share Posted Monday at 09:03 PM 2 minutes ago, Maxil20 said: If you wanna try to generate the junkyard if your world didn't generate with one, run the following command: TheWorld.components.retrofitforestmap_anr.retrofit_junkyard_content = true; TheWorld.components.retrofitforestmap_anr:OnPostInit() This should retry the retrofit and hopefully successfully add the junkyard into your world. Thanks, that looks promising. Just to be sure though, is that one line or two? A space after the ;, or new line, and is there similar with the fumarole biome? Actually, I might not want to retrofit that bit if it's guaranteed to replace my current rout to the atrium. I do have a petrified forest in this world, maybe that might have interfered with the initial retrofit attempt. I'll clear the petrified trees and make a backup copy of my world just in case before trying. Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870834 Share on other sites More sharing options...
ShadowbirdRH Posted Monday at 10:09 PM Author Share Posted Monday at 10:09 PM (edited) Well that certainly is interesting. The console doesn't recognize it exists until I reach it. It was in a meadow close to the petrified forest, up near the queen beehive all along (though without any smaller junkpiles), and the command I was using only returned a 1 after I reached it, causing it to appear on the map. I duplicated the world, cleared the petrified forest, spawned in 1 gunpowder to clear a glitched tree that was two in one place and I couldn't mine it normally, tried that new command as single, tried searching again in vain, then finally did the gonext command. I loaded the copy world where I didn't do any of the above, walked to the destination, and it was there all along. Curse my lack of thorougness. Perhaps that might mean the fumarole biome is out there somewhere too. I'd already explored every giant wormhole in this world years ago, and used turf to indicate where they go, so I should expect to find a new wormhole somewhere? Edited Monday at 10:10 PM by ShadowbirdRH Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870840 Share on other sites More sharing options...
Draggofroot Posted Monday at 11:44 PM Share Posted Monday at 11:44 PM 1 hour ago, ShadowbirdRH said: Well that certainly is interesting. The console doesn't recognize it exists until I reach it. It was in a meadow close to the petrified forest, up near the queen beehive all along (though without any smaller junkpiles), and the command I was using only returned a 1 after I reached it, causing it to appear on the map. I duplicated the world, cleared the petrified forest, spawned in 1 gunpowder to clear a glitched tree that was two in one place and I couldn't mine it normally, tried that new command as single, tried searching again in vain, then finally did the gonext command. I loaded the copy world where I didn't do any of the above, walked to the destination, and it was there all along. Curse my lack of thorougness. Perhaps that might mean the fumarole biome is out there somewhere too. I'd already explored every giant wormhole in this world years ago, and used turf to indicate where they go, so I should expect to find a new wormhole somewhere? yeah the fumarole should be in a wormhole, i found mine retrofitted into the cave mosaic but it could be anywhere i think Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870850 Share on other sites More sharing options...
ShadowbirdRH Posted Tuesday at 02:35 AM Author Share Posted Tuesday at 02:35 AM Oh, regular wormhole! I just went crazy with the gonext command to warp to and kill every last tentacle pillar (playing Wormwood; bramblehusk makes those things a snap), then when trying to search tree_rock, as that with debug spawn will create a bramblebough tree, I noticed the expand arrow, which upon clicking, showed me that there are variants to tree_rock. While using the announce debug command for tree_rock gave 0, using it with tree_rock1 gave 14, so I use gonext... and the biome was filled with miasma, I barely made it to the wormhole alive, and going through it took me almost right back to my base. How's that for irony, huh? *rolls back to before all that console abuse* 1 Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1870879 Share on other sites More sharing options...
Draggofroot Posted Tuesday at 06:54 PM Share Posted Tuesday at 06:54 PM 16 hours ago, ShadowbirdRH said: Oh, regular wormhole! sorry i shoulda probably said that lol Link to comment https://forums.kleientertainment.com/forums/topic/171977-resuming-an-old-world-theres-no-junk-yard/#findComment-1871007 Share on other sites More sharing options...
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