wang-mu Posted April 5, 2016 Share Posted April 5, 2016 Hi, I read some closed post that you can change this with a mods. I found one for Hounds, and I think it should be pretty easy for other mobs. Right now, mainly interested in angry bees, but I would like to change others like tentacles, and Koalefant (that i set up as never). But I don't know the name for each of them, so somebody could help me? For hounds, I found: <pre> function HoundsSimPostInit() local world_hound_mode = GLOBAL.GetWorld().components.hounded if world_hound_mode then world_hound_mode:SpawnModeMed() end end AddSimPostInit(HoundsSimPostInit) </pre> Or if anybody point me to all the components a world have, I can try to do it myself. I understand the code, is pretty simple, just I don't know how angrybees are refereed. Here Hound, are hounded. yes, i know that I can start over, but if this can be done, would like to spend more days with some settings changed, if possible. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/ Share on other sites More sharing options...
Mobbstar Posted April 5, 2016 Share Posted April 5, 2016 Koalefants are handled in the "hunt" component. Things that generate with the world, such as beehives or tentacles, cannot be generated afterwards. Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-744863 Share on other sites More sharing options...
Arkathorn Posted April 6, 2016 Share Posted April 6, 2016 On 4/5/2016 at 0:07 PM, Mobbstar said: Things that generate with the world, such as beehives or tentacles, cannot be generated afterwards. Unless you add a component to do that. Try copying 'components/hounded.lua' to make a new component, but spawning bees instead of hounds. That should be a decent start. Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-745712 Share on other sites More sharing options...
Rincevvind Posted April 7, 2016 Share Posted April 7, 2016 (edited) hounded have nothing common with placed objects it's all about calculating amount hounds to spawn (depends on day) + spawn in 1-2 screens from player Edited April 7, 2016 by Rincevvind Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-746056 Share on other sites More sharing options...
Arkathorn Posted April 7, 2016 Share Posted April 7, 2016 2 hours ago, Rincevvind said: hounded have nothing common with placed objects Right, spawning creatures. I assume that's what OP meant when saying "angry bees"? Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-746082 Share on other sites More sharing options...
Mobbstar Posted April 7, 2016 Share Posted April 7, 2016 2 hours ago, Arkathorn said: Right, spawning creatures. I assume that's what OP meant when saying "angry bees"? Killerbees, I thought. Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-746134 Share on other sites More sharing options...
Arkathorn Posted April 7, 2016 Share Posted April 7, 2016 Right, these things: Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-746158 Share on other sites More sharing options...
Rincevvind Posted April 7, 2016 Share Posted April 7, 2016 (edited) if OP's question is about spring behavior of bees - it's can be solved via modding their brains but my guess - question was about killer bees and their hives. Edited April 7, 2016 by Rincevvind Link to comment https://forums.kleientertainment.com/forums/topic/66095-change-angrybees-spawn-after-the-world-is-already-generated/#findComment-746230 Share on other sites More sharing options...
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