I've always wondered why some rooms in cave generate only a few resources and are surrounded by a large open space.Until I checked the file, and did the test.
(SpiderIncursion)
AddRoom("SpiderIncursion", { colour={r=.10,g=.08,b=.05,a=.50}, value = WORLD_TILES.SINKHOLE, type = NODE_TYPE.Room, custom_tiles={ GeneratorFunction = RUNCA.GeneratorFunction, data = { iterations=3, seed_mode=CA_SEED_MODE.SEED_CENTROID, num_random_points=1, translate={ {tile = WORLD_TILES.SINKHOLE, items = {"grass"}, item_count=3}, {tile = WORLD_TILES.SINKHOLE, items = {"sapling","berrybush"}, item_count=5}, {tile = WORLD_TILES.GRASS, items = {"grass", "berrybush", "spiderden"}, item_count=10}, {tile = WORLD_TILES.GRASS, items = {"grass", "sapling", "evergreen", "spiderden"}, item_count=12}, {tile = WORLD_TILES.GRASS, items = {"evergreen", "sapling", "spiderden"}, item_count=10}, }, centroid= {tile=WORLD_TILES.FOREST, items={"cavelight"}, item_count=1}, }, }, contents = { distributepercent = .175, distributeprefabs = { cavelight = 25, cavelight_small = 25, cavelight_tiny = 25, spiderden = .1, rabbithouse = 1, fireflies = 1, sapling = 15, twiggytree = 6, evergreen = .25, berrybush = .5, berrybush_juicy = 0.25, blue_mushroom = .5, green_mushroom = .3, red_mushroom = .4, grass = .25, cave_fern = 20, }, } })
It seems to only generate the first one instead of generating all prefabs equally(except the fifth,just ignored).I think that's why there's always only grass and saplings here.Something else is generated when I change the sort order.distributeprefabs is ignored and can't generate anything.
The same is true for the other two rooms.
(RabbitSinkhole)
AddRoom("RabbitSinkhole", { colour={r=.15,g=.18,b=.15,a=.50}, value = WORLD_TILES.SINKHOLE, type = NODE_TYPE.Room, custom_tiles={ GeneratorFunction = RUNCA.GeneratorFunction, data = { iterations=8, seed_mode=CA_SEED_MODE.SEED_CENTROID, num_random_points=1, translate={ {tile = WORLD_TILES.GRASS, items = {"sapling","berrybush"}, item_count = 5}, {tile = WORLD_TILES.GRASS, items = {"grass", "berrybush", "rabbithouse"}, item_count = 10}, {tile = WORLD_TILES.GRASS, items = {"grass", "sapling", "evergreen", "rabbithouse"}, item_count = 12}, {tile = WORLD_TILES.GRASS, items = {"evergreen", "sapling", "rabbithouse"}, item_count = 10}, {tile = WORLD_TILES.GRASS, items = {"not_used"}, item_count = 300}, }, centroid = { tile = WORLD_TILES.FOREST, items = {"cavelight"}, item_count = 1 }, }, }, contents = { distributepercent = .175, distributeprefabs = { cavelight = 25, cavelight_small = 25, cavelight_tiny = 25, spiderden = .1, rabbithouse = 1, fireflies = 1, sapling = 15, twiggytree = 6, evergreen = .25, berrybush = .5, berrybush_juicy = 0.25, blue_mushroom = .5, green_mushroom = .3, red_mushroom = .4, grass = .25, cave_fern = 20, }, } })
(GreenMushNoise)
AddRoom("GreenMushNoise", { colour={r=.36,g=.32,b=.38,a=.50}, value = WORLD_TILES.FUNGUSGREEN, tags = {"Hutch_Fishbowl"}, custom_tiles={ GeneratorFunction = RUNCA.GeneratorFunction, data = {iterations=8, seed_mode=CA_SEED_MODE.SEED_RANDOM, num_random_points=2, translate={ {tile=WORLD_TILES.FUNGUSGREEN, items={"mushtree_small", "flower_cave", "cave_fern"}, item_count=20}, {tile=WORLD_TILES.FUNGUSGREEN, items={"mushtree_small", "flower_cave", "cave_fern"}, item_count=20}, {tile=WORLD_TILES.FUNGUSGREEN, items={"mushtree_small", "flower_cave", "cave_fern"}, item_count=20}, {tile=WORLD_TILES.SINKHOLE, items={"evergreen", "grass", "sapling", "berrybush"}, item_count=20}, {tile=WORLD_TILES.SINKHOLE, items={"evergreen", "grass", "sapling"}, item_count=20}, }, }, }, contents = { distributepercent = .25, distributeprefabs= { mushtree_small = 2.0, green_mushroom = 2.0, flower_cave = 0.5, flower_cave_double = 0.2, flower_cave_triple = 0.2, cave_fern = 3.5, slurper = 0.001, rabbithouse = 0.005, }, } })
Steps to Reproduce
Observe the three rooms of SpiderIncursion, RabbitSinkhole, and GreenMushNoise.
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