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[WIP] DST: Shipwrecked


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How this mod will be going:
 

1. Make assets for beach cave entrance and tropical cave stairs.

2. Make setpieces for islands that use these cave entrances and stairs out at sea.

3. Add SW stuff, so the islands can be filled up.

4. Make the islands properly generated.

 

Right now, I've got the beach cave entrance done. (It's just an enlarged batcave. Sounds dumb but my god does it look amazing on Beach Turf :P)

I'm working on Cave Stairs now. Bare with me.

 

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arent there already mods for this?
The whole beach and some stuff you can find in "Multi Worlds" mod.. I think they plan to add everything from shipwrecked.
And a mod for characters also already exists.

And:
Island generation is broken in DST, see here:

but if you manage to find a workaround, please let me know!
Cause I also need islands for my adventure mod.

DarkXero gave me the following code, to prevent the "PANIC" during worldgeneration. So the world is generated (and does not tries to generate again and again in endless loop), but unfortunatley only one island exist... so it seems the worldgeneration stops when the PANIC would appear, instead of keep on generating..

 

local function GetUpvalue(func, name)
	local debug = GLOBAL.debug
	local i = 1
	while true do
		local n, v = debug.getupvalue(func, i)
		if not n then
			return nil, nil
		end
		if n == name then
			return v, i
		end
		i = i + 1
	end
end

local function SetUpvalue(func, ind, value)
	local debug = GLOBAL.debug
	debug.setupvalue(func, ind, value)
end

local function HackGenChecksForIslands()
	local generate_fn = GLOBAL.require("map/forest_map").Generate

	local SKIP_GEN_CHECKS, SKIP_GEN_CHECKS_index = GetUpvalue(generate_fn, "SKIP_GEN_CHECKS")

	SetUpvalue(generate_fn, SKIP_GEN_CHECKS_index, true)
end

HackGenChecksForIslands()

 

Edited by Serpens
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