Chaosky Posted February 25, 2017 Share Posted February 25, 2017 Can anyone write in detail how to use this command properly? Are you suppose to just write c_resetruins() in the console and it just resets the caves or is there more steps involved? Thanks in advance for any replies in regards to this question as I am certain it will help more than just myself. Link to comment Share on other sites More sharing options...
ItsPizzaTime Posted February 25, 2017 Share Posted February 25, 2017 Use “c_resetruins()” while in the caves. Damaged Clockwork, Splumonkey Pods, Slurpers, Worms, and the Ancient Guardian will be respawned when the ruins are reset. Ornate Chests will reset their treasure. Large Ornate Chest will despawn and be replaced by a new Ancient Guardian. Make sure you didn’t leave anything valuable in it. Main post in the update thread, is says to specifically be underground while using the command, so that seems to be the specifics. Link to comment Share on other sites More sharing options...
EuedeAdodooedoe Posted February 25, 2017 Share Posted February 25, 2017 Will the regeneration happen on its own right now, or is the command all we have so far? I hear different things from various players, so I'm asking here to get a clearer answer. Link to comment Share on other sites More sharing options...
GentlemanFridge Posted February 25, 2017 Share Posted February 25, 2017 9 minutes ago, EuedeAdodooedoe said: Will the regeneration happen on its own right now, or is the command all we have so far? I hear different things from various players, so I'm asking here to get a clearer answer. ScottHansen said that the command we have now is temporary and will be included in the normal coding in an upcoming update. It's not automatic as of now. Link to comment Share on other sites More sharing options...
EuedeAdodooedoe Posted February 25, 2017 Share Posted February 25, 2017 Just now, WishIHadAFridge said: ScottHansen said that the command we have now is temporary and will be included in the normal coding in an upcoming update. It's not automatic as of now. Hmm... It's a bit of a shame that thulecite fragments, or at the very least the ancient gems (yellow, green and orange) didn't get something in terms of easier renewability while everything else in the ruins becomes renewable. I would understand why they would not allow for the statues to be respawned for easy thulecite, however something along the lines of thulecite fragments and ancient gems being dropped during earthquakes in the ruins would probably be very beneficial in being able to use ruins gear some-what more reliably, because right now... who actually uses or can afford to use thulecite corwns, for example, as often as they use dark swords? Since you can only get 1 - 2 green gems, guaranteed every 20 days at best, this isn't anywhere near good enough for multiple players to use the gear reliably. With the regen of the ornate chests, however, I really wonder whether this will enable it all to be used much more reliably. I guess it depends on how often it all actually regenerates. Link to comment Share on other sites More sharing options...
Electroely Posted February 26, 2017 Share Posted February 26, 2017 I'm pretty sure the statues can't respawn because it would be pretty hard knowing where they were before. In case you haven't noticed, clockworks don't respawn in their proper places. They spawn at nightmare lights. That almost costed me an ancient pseudosciense station because a rook spawned in there. This is most likely due to a change. Link to comment Share on other sites More sharing options...
JimmyJam Posted February 27, 2017 Share Posted February 27, 2017 So does this command reset the whole cave? Or does it just re spawn stuff? Link to comment Share on other sites More sharing options...
fimmatek Posted February 27, 2017 Share Posted February 27, 2017 4 minutes ago, JimmyJam said: So does this command reset the whole cave? Or does it just re spawn stuff? It just respawns a few stuff, like the Ancient Guardian (and despawns its chest), broken and not-so-broken clockworks, monkey houses, and refills the chests in the Labyrinth. The map itself won't change, and nothing at all in the caves (outside of the ruins), so you don't have to explore again. I wonder however if the command respawns an Ancient Pseudoscience Station, if all are destroyed. I don't remember if it was mentioned, but I think it doesn't do that, does it? Link to comment Share on other sites More sharing options...
JimmyJam Posted February 27, 2017 Share Posted February 27, 2017 5 minutes ago, fimmatek said: It just respawns a few stuff, like the Ancient Guardian (and despawns its chest), broken and not-so-broken clockworks, monkey houses, and refills the chests in the Labyrinth. The map itself won't change, and nothing at all in the caves (outside of the ruins), so you don't have to explore again. I wonder however if the command respawns an Ancient Pseudoscience Station, if all are destroyed. I don't remember if it was mentioned, but I think it doesn't do that, does it? ahhh why the monkeys! Link to comment Share on other sites More sharing options...
EuedeAdodooedoe Posted February 28, 2017 Share Posted February 28, 2017 Ancient psudo stations should really respawn as well from the command, because they can easily be destroyed by rooks or earthquakes. And it would probably be good if they went from repaired to broken first before breaking from things like hammers and earthquakes, so that we could repair them then. Link to comment Share on other sites More sharing options...
Deadbyte Posted February 28, 2017 Share Posted February 28, 2017 When I used the command the guardian and the chests respawned but not the clockworks. Link to comment Share on other sites More sharing options...
Mr.Tarunio Posted February 28, 2017 Share Posted February 28, 2017 Just now, Deadbyte said: When I used the command the guardian and the chests respawned but not the clockworks. pre existing world? Link to comment Share on other sites More sharing options...
Deadbyte Posted February 28, 2017 Share Posted February 28, 2017 1 minute ago, jantonio said: pre existing world? Yes Link to comment Share on other sites More sharing options...
Mr.Tarunio Posted February 28, 2017 Share Posted February 28, 2017 1 minute ago, Deadbyte said: Yes they spawn near nightmare light. Link to comment Share on other sites More sharing options...
Deadbyte Posted February 28, 2017 Share Posted February 28, 2017 1 minute ago, jantonio said: they spawn near nightmare light. I'm talking about clockworks not shadow creatures. Link to comment Share on other sites More sharing options...
Mr.Tarunio Posted February 28, 2017 Share Posted February 28, 2017 Just now, Deadbyte said: I'm talking about clockworks not shadow creatures. ye, clockworks spawn right near the nightmare light when using the c_resetruins() . Link to comment Share on other sites More sharing options...
Deadbyte Posted February 28, 2017 Share Posted February 28, 2017 1 hour ago, jantonio said: ye, clockworks spawn right near the nightmare light when using the c_resetruins() . Alright, I'll check with c_gonext("nightmarelight") if there are any clockworks near the nightmare light. Link to comment Share on other sites More sharing options...
EuedeAdodooedoe Posted February 28, 2017 Share Posted February 28, 2017 4 hours ago, jantonio said: ye, clockworks spawn right near the nightmare light when using the c_resetruins() . Wait... they re-spawn near EVERY nightmare light...? ;_; Link to comment Share on other sites More sharing options...
Mr.Tarunio Posted February 28, 2017 Share Posted February 28, 2017 in pre existing worlds. Link to comment Share on other sites More sharing options...
Developer ScottHansen Posted February 28, 2017 Developer Share Posted February 28, 2017 So i'll try to clear up a few things around this. Preexisting worlds: - If you have killed all/most of the broken clockworks the broken clockwork will have their spawners located near nightmare lights. "Why?" you might ask. Due to <insert technical stuff here> this was the fastest way to get them respawing. Any Broken Clockwork that were left alive will have their spawners set to where they were at the time of the retrofitting. If you want to c_countprefabs or c_gonext to verify they are there, the prefabs are: rook_nightmare, bishop_nightmare, knight_nightmare. - If you killed the Ancient Guardian then it will respawn where the Large Ornate Chest is. If you felt the need to destroy the chest, then the AG will respawn in the center its island. New worlds and preexisting worlds where no one touched the ruins: - you win, everything is perfect. Respawning the statues and thulecite walls; this probably wont happen. Respawning the ancient pseudosciense station; I'll look into this one, but no promises. Link to comment Share on other sites More sharing options...
Mr.Tarunio Posted March 1, 2017 Share Posted March 1, 2017 9 hours ago, ScottHansen said: Respawning the ancient pseudosciense station; I'll look into this one, but no promises. Since i destroyed my clockworks and they now spawn in night lights, rooks can spawn near my complete psedo station, so if its ok to look into this with this in mind. Link to comment Share on other sites More sharing options...
Pruinae Posted March 1, 2017 Share Posted March 1, 2017 1 hour ago, jantonio said: Since i destroyed my clockworks and they now spawn in night lights, rooks can spawn near my complete psedo station, so if its ok to look into this with this in mind. 50 minutes ago, V2C said: Ancient Pseudoscience Stations that have been destroyed will now be restored during ruins regeneration (currently only triggered by running c_resetruins()). View full update You probably already saw it but if you didn't here it is. Link to comment Share on other sites More sharing options...
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