Oarc Posted April 8, 2016 Share Posted April 8, 2016 Hello, I'm trying to setup a multi-world server (more than just 1 normal and 1 cave). I have a few questions: Do seasons/temperature of an over world affect any connected caves level? Or are the seasons/temperature of all worlds independent? Are there any issues with creating 3-4 over worlds/caves with different map sizes? Does leaving "default" for cave specific worldgenoverride settings cause them to spawn in the overworld? Or does "default" have a different effect depending on the task_set? Are there any concerns about having different mods enabled on different shards? Example: Enable "campfire respawn" in one but not another? I assume enabling something which affects items or can be carried from one world to the other may cause problems if it is disabled in the next world. I've already tested having different configurations of a mod like "welcome message". Clearly no issues with something like that. General worldgenoverride questions: What is the difference between "meteorspawner" and "meteorshowers"? How does "start_location" work? If I set "caves" but task_set is "default", what should happen? Is "alternatehunt" the winter version of the koalefant? Does this require winter season to spawn even if I change the setting to "always"? I posted this question in a different thread as well, but is there anywhere I can find the exact effect of every worldgenoverride setting? Example: How many days in "shortseason" or "veryshortseason", when do "rare" hounds spawn and how many, etc... I'm open to looking into source code if that's possible... No idea where to start looking though. Thanks for the help! Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/ Share on other sites More sharing options...
DarkXero Posted April 8, 2016 Share Posted April 8, 2016 6 hours ago, Oarc said: Do seasons/temperature of an over world affect any connected caves level? You have a master shard and slave shards. The seasons and the clock of the master shard rule over the seasons and clock of the slaves. The seasons of the over world apply to the seasons of the cave. Temperature does not. 6 hours ago, Oarc said: Or are the seasons/temperature of all worlds independent? Seasons aren't independent, temperature is. 6 hours ago, Oarc said: Are there any issues with creating 3-4 over worlds/caves with different map sizes? No. 6 hours ago, Oarc said: Does leaving "default" for cave specific worldgenoverride settings cause them to spawn in the overworld? No. 6 hours ago, Oarc said: Or does "default" have a different effect depending on the task_set? No. 6 hours ago, Oarc said: Are there any concerns about having different mods enabled on different shards? You said it yourself. There may be problems like the prefab existing in one server but not in the other. If a mod says "all_clients_require_mod = true", then all servers need the mod. If they don't, then you can enable them on the server you want. 6 hours ago, Oarc said: What is the difference between "meteorspawner" and "meteorshowers" Increasing "meteorspawner" puts more locations in the world where meteors will spawn. Increasing "meteorshowers" decreases the time needed to pass for the next meteor shower to occur. 6 hours ago, Oarc said: How does "start_location" work? start_location affects the area around the multiplayer portal. "caves" means portal with grass and twigs and a cave light on top. "default" means your portal with a grass patch and some flowers. "plus" means your portal with a chest with resources. "darkness" means your portal with a campfire and a chest with some resources. 6 hours ago, Oarc said: If I set "caves" but task_set is "default", what should happen? You get one over world with a portal surrounded by the cave mushroom turf, and a cave light. No total darkness as you may think. 6 hours ago, Oarc said: Is "alternatehunt" the winter version of the koalefant? No, it's the chance to get a warg/ewecus. 6 hours ago, Oarc said: Does this require winter season to spawn even if I change the setting to "always"? You always get a winter koalefant on winter, if you get a koalefant and not an alternate monster. 6 hours ago, Oarc said: I posted this question in a different thread as well, but is there anywhere I can find the exact effect of every worldgenoverride setting? You have to hunt in the code. Because the overrides have different meanings and are also applied differently. Better to learn from experience. 6 hours ago, Oarc said: How many days in "shortseason" or "veryshortseason", when do "rare" hounds spawn and how many, etc... For autumn and spring, 5, 12, 20, 30, 50, random any of these. (veryshort, short, default, long, verylong, random) For winter and summer, 5, 10, 15, 22, 40, random. "rare" hounds mean you get attacked every 6-13 days by 2-4 hounds (max for each player), and the warning howls last for a minute. 6 hours ago, Oarc said: 'm open to looking into source code if that's possible... No idea where to start looking though. Well yeah, depending on what you want is where you have to look. Most stuff is in the tuning_override file, but then you have to track down what everything means. Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/#findComment-747028 Share on other sites More sharing options...
Muche Posted April 8, 2016 Share Posted April 8, 2016 5.4 IIRC, there are two kinds of override settings - those that change the number of prefabs spawned during world creation and those that override tuning values. Tuning overriding is done in tuning_override.lua. Most of them override tuning values either directly, or using other tuning values. The number of prefabs spawned is mostly overriden in map/forest_map.lua|TranslateWorldGenChoices() where the value set in world customization screen/worldgenoverride.lua detemines the multiplier for given prefab (i.e. the number specified in the room definition * multiplier based on world customization). hounds rare option is passed on to TheWorld.component.hounded:SpawnModeLight() which seems to set hound attacks to every 6-7 days with 60s of warning. However, it seems that the maximum number of hounds spawned is not determined by this setting, but always by the player's age. Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/#findComment-747038 Share on other sites More sharing options...
Oarc Posted April 8, 2016 Author Share Posted April 8, 2016 You all are the best. I really appreciate the help! I must say, I was very disappointed to find out that you can only have one "season" clock for all servers. I take it there is currently no way to implement multiple worlds with different seasons? My intent was to make a "winter only" server connected to an "autumn only" server or something like that... Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/#findComment-747076 Share on other sites More sharing options...
DarkXero Posted April 8, 2016 Share Posted April 8, 2016 1 hour ago, Oarc said: I take it there is currently no way to implement multiple worlds with different seasons? My intent was to make a "winter only" server connected to an "autumn only" server or something like that... A server mod with local function UpdateSeasons(self) local world = GLOBAL.TheWorld world.event_listeners.slave_seasonsupdate = {} world.net.event_listening.slave_seasonsupdate = {} end AddComponentPostInit("seasons", UpdateSeasons) this in modmain makes it so that a slave shard doesn't react to the server updates. After that, different worldgenoverrides would do the trick. A problem would be that the slave world would be clock synchronized with the master, so you would have autumn day compositions (medium length nights) instead of winter's long nights. But here you would have to perform surgery on the slave's clock to separate the segs distribution (how much day, dusk, night in a day) from the time that passed (days). For now, the idea is that slaves in a cluster are dependent on the master. Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/#findComment-747115 Share on other sites More sharing options...
Oarc Posted April 8, 2016 Author Share Posted April 8, 2016 16 minutes ago, DarkXero said: A server mod with local function UpdateSeasons(self) local world = GLOBAL.TheWorld world.event_listeners.slave_seasonsupdate = {} world.net.event_listening.slave_seasonsupdate = {} end AddComponentPostInit("seasons", UpdateSeasons) this in modmain makes it so that a slave shard doesn't react to the server updates. After that, different worldgenoverrides would do the trick. A problem would be that the slave world would be clock synchronized with the master, so you would have autumn day compositions (medium length nights) instead of winter's long nights. But here you would have to perform surgery on the slave's clock to separate the segs distribution (how much day, dusk, night in a day) from the time that passed (days). For now, the idea is that slaves in a cluster are dependent on the master. Even that would go a long way to what I would like to try out. I wouldn't mind if the night/day cycle was the same across all master and slaves if the seasons were independent. I guess I might start learning how to mod for DST... Again, I appreciate the very clear and detailed responses! Link to comment https://forums.kleientertainment.com/forums/topic/66170-multiple-shard-world-and-mod-settings/#findComment-747124 Share on other sites More sharing options...
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