Decelexevi Posted May 29, 2014 Share Posted May 29, 2014 Generate a few new worlds on default setting and when you load in use console GetWorld().minimap.MiniMap:ShowArea(0,0,0,10000) That reveals the entire map. I use that method to see how often I generate worlds without pig kings (Surprisingly often). Try that 10 times and count the number of times there are zero occurrences of tallbird nests. Not a wonderful sample size but you should get an idea of how rare they really are. Not that you can see them on the map, but I've had more than enough worlds generate with no beefalo, either. Or, like, 2 spider nests on the whole planet. Link to comment Share on other sites More sharing options...
orian34 Posted May 29, 2014 Share Posted May 29, 2014 it's maxwell reign ....just submit... Link to comment Share on other sites More sharing options...
Madman666 Posted May 29, 2014 Share Posted May 29, 2014 it's maxwell reign ....just submit... NeverRR! Tyrant will fall! Freedom to tallbird nation!) Link to comment Share on other sites More sharing options...
diegodiegui Posted May 30, 2014 Author Share Posted May 30, 2014 Rather DebugSpawn("tallbirdnest")thank you very much I will put 2 nests in my world now but does not cause any kind of bug if I do this certain? Link to comment Share on other sites More sharing options...
Malan-Tai Posted May 30, 2014 Share Posted May 30, 2014 thank you very much I will put 2 nests in my world now but does not cause any kind of bug if I do this certain? You're welcome But I'm not sure about the prefab, you'd better check the wiki. Link to comment Share on other sites More sharing options...
rsrs Posted May 30, 2014 Share Posted May 30, 2014 Rather DebugSpawn("tallbirdnest")Is there any advantage of using DebugSpawn? Because I think c_spawn or c_give (which sends the item directly into the inventory) is far better, as it is quicker to type. Link to comment Share on other sites More sharing options...
rsrs Posted May 30, 2014 Share Posted May 30, 2014 why? it's op and you don't need them...I have created a small mod that uses tallbird eggs and then I found out that Tallbirds are now almost nonexistent in the game. Link to comment Share on other sites More sharing options...
orian34 Posted May 30, 2014 Share Posted May 30, 2014 Oh, it''s different.. ok. Link to comment Share on other sites More sharing options...
Malan-Tai Posted May 30, 2014 Share Posted May 30, 2014 Is there any advantage of using DebugSpawn? Because I think c_spawn or c_give (which sends the item directly into the inventory) is far better, as it is quicker to type.I think you need to type something else before the c_give, but, as a modder, you certainly know console better than me. Link to comment Share on other sites More sharing options...
rsrs Posted May 31, 2014 Share Posted May 31, 2014 I think you need to type something else before the c_give, but, as a modder, you certainly know console better than me. I never needed to type anything before c_spawn (spawns the object at the mouse cursor) or c_give (sends the object to the inventory). Using it like c_spawn("tallbirdnest") to spawn a Tallbird nest or c_spawn("log",2) to spawn 2 logs or c_give("log",2) to send 2 logs into the inventory works for me. Link to comment Share on other sites More sharing options...
The Letter W Posted May 31, 2014 Share Posted May 31, 2014 You got the opposite problem to me. In at least a third of the worlds I've gotten Tallbird Quarries.That I usually find after I've established a base and they're almost always just a screen away. Link to comment Share on other sites More sharing options...
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