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Method to World Hop?


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I'm aware obviously that world hopping as such isn't in the game, but back when caves were first introduced it was possible to move all your items into the caves then do c_regenerateworld() in the overworld and come back for everything you'd saved from the original world, and vice-versa. Now c_regenerateworld() affects both layers of the server, and there's c_regenerateshard() which only regenerates the targeted layer. However, whenever I do c_regenerateshard() any chests and items which are on the floor will disappear, effectively just resetting that world to day 1 with the same seed. The exact same problem occurs if I create a 2nd server as a blank slate, then overwrite the current overworld with its overworld whilst maintaining the caves. Naturally I'd prefer it if I wasn't just bound by the luck of worldgen as far as non-renewable resources go, is there a workaround to these problems that still works in the current version?

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c_regenerateshard() doesn't make a new seed? That sounds like a bug...

One thing you could do is move to the caves, close the caves server only, and then do c_regenerateworld() on the overworld. Then go back to the overworld, close the overworld, and do c_regenerateworld() on the caves.

What really doesn't make sense is that overwriting the overworld with a completely separate save doesn't work? Maybe your game is bugged out, and generates the same seed every time?

I could have probably worded that one a bit better. So essentially what happens when I do c_regenerateshard() is that the world I'm in will regenerate fine, but the world I'm not in will also lose any chests and items on the floor, going back to a default state, which is also what happens during an overwrite.

2 hours ago, Tsmuji said:

I could have probably worded that one a bit better. So essentially what happens when I do c_regenerateshard() is that the world I'm in will regenerate fine, but the world I'm not in will also lose any chests and items on the floor, going back to a default state, which is also what happens during an overwrite.

oh, ok. No idea why the other world would get regenerated like that. Have you ever tried doing c_regenerateshard() on the world you aren't in? Maybe see what happens to the chests/etc, or whether you get a loading screen or something. Although, if you want to do legit world hopping like in DS, you wouldn't be able to bring chests with you, lol. Obviously, you will need a dedicated server or 2 people to test this.

Yeah I tried that with a friend, even if your current shard isn't regenerated you're still brought back to character selection and the overworld sadly. I haven't tried it out with just me playing on my dedicated server yet but I can't imagine the result being any different.

5 hours ago, Tsmuji said:

Yeah I tried that with a friend, even if your current shard isn't regenerated you're still brought back to character selection and the overworld sadly. I haven't tried it out with just me playing on my dedicated server yet but I can't imagine the result being any different.

So I went and tried using the c_regenerateshard() command, and similar things are happening to me. Not sure if it's a bug or not. One thing to note though is that I can regenerate the caves without being despawned, but if I try to regenerate the overworld then I get despawned.

Its because of

Quote

[00:10:00]: Synchronizing backward to master snapshot 2
[00:10:00]: Truncating to snapshot #2...

Your slave servers will put out this message, when their master gets reseted in some way (regeneration or c_rollback). It happens automatically. Everytime, when the servers are creating a new snapshot (save), they are going to be 'synchronized' -> working on an equal snapshot number.

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