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[OLD] [solved] [debug] Command to spawn new and functional Fumarole Biome.


Adgycarp
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I was notified that a recent patch caused retrofitting for Fumarole Biome to work normally again.
For older worlds that had been wrongly retrofitted there are options:

  1. Find a way to remove the old fuma-biome, and alter the savefile, deleting the part that confirms fumarole retrofitting had been done;
    It will prompt the game to re-do retrofitting (if you're lucky there is documentation on this forum how to do that)
  2. Try using "d_spawnlayout" in accordance with earlier forums that mentioned it (It has been shared by devs somewhere else).
    It might have been fixed, but there is no certainty.
  3. There is a 'fixed' customcommand in the old version of this post. Use this when all else fails. Sadly as it turned out, this does not quite solve everything, as it fails to properly enable regrowth in the biome.
    A solution for '3' might come later if d_spawnlayout is not sufficient.

Original:
One of the developpers mentioned a command that would spawn a retrofitted fumarole biome in the world. While it seemed to work for the most part, observations of mine and others were that not all of the biome's mechanics were present.

After tinkering around with the earlier mentioned command, it seems I've crafted a variation that includes the biome properties that were missing.
Similar to my previous post, this will spawn the biome including its global heat aura, and the working Geothermite spawners + rift boulderbough loot table.


It's a bit of a mess, but thankfully it needs to be used just once, and can be discarded after the deed is done.


Steps to Reproduce
  • For regular in-game hosting: Download the attached file from this post, select 'Host Games' and find the world you wish to change: Click on the 🔧 icon on the right side, then select 'Open World Folder'. Then open the 'Caves' folder, and place the file in there.
    ↑Corrected↑
  • For dedicated servers: Download the file, navigate to the 'Caves' folder of your server, and post the file in there.

--------------

  1. Navigate to the place where you want to, and are able to, spawn the new biome. Put your mouse where the center needs to be. Open the console, make sure that it is set to 'Remote' in the bottom left corner, and paste the following:
    c_spawnlayout("retrofit_fumarole", {id = "FumaroleRetrofit:0:Chasm", populate_prefab_densities = true})
  2. 2.1 On regular servers: Close and relaunch your world.
    2.2 On dedicated servers, let a few seconds pass inside the caves, then use c_save() and followup with c_reset()
  3. Optional and recommended: Manually create wormholes from the new biome to the mainland.
        Spawn Wormhole
    
        Follow steps instead, or connect commands with ";" to execute them all in once.
        Spawn wormhole 1 using this command: worm1 = c_spawn("wormhole")
        Spawn wormhole 2 using this command: worm2 = c_spawn("wormhole")
        Create connections forth: worm1.components.teleporter.targetTeleporter = worm2
        And back: worm2.components.teleporter.targetTeleporter = worm1
        DONE!

    Credit to the wiki ↑

  4. Enjoy the smoke.

I strongly recommend to throw out the customcommands file after it's served its purpose, just to prevent the stuff inside from interferring with the rest of your game.

If issues arrive with the use of this guide, then please do let me know.

customcommands.lua

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NOTHING HAPPEN

11 minutes ago, dubushop said:

NOTHING HAPPEN

 

12 minutes ago, dubushop said:

NOTHING HAPPEN

Do I need to generate a new biome first?

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So all need to do is write c_spawnlayout("retrofit_fumarole", {id = "FumaroleRetrofit:0:Chasm", populate_prefab_densities = true}) and the fumarole biome should spawn immediately? No need to write require("debugcommands") first?

And attached file should be placed in the world cluster, not in the caves folder?

EDIT: Yeah, I had to put the file in the caves folder.

And by the way, IT WORKS, IT WORKS!!!!

Thank you Adgycarp from the bottom of my heart for fixing this.

Edited by Kacpert25
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On 12/12/2025 at 12:12 PM, dubushop said:

NOTHING HAPPEN

 

Do I need to generate a new biome first?

Hiya there was a mistake in my description for the method on regular hosted games. I have changed it, and verified that it worked. My bad.

The corrected part of the guide is this:

Quote

For regular in-game hosting: Download the attached file from this post, select 'Host Games' and find the world you wish to change: Click on the 🔧 icon on the right side, then select 'Open World Folder'. Then open the 'Caves' folder, and place the file in there.

 

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50 minutes ago, Adgycarp said:

Hiya there was a mistake in my description for the method on regular hosted games. I have changed it, and verified that it worked. My bad.

The corrected part of the guide is this:

 

Thank you very much, it worked! However, the plot is still a bit small. How could I generate a large plot with one hundred stone trees, just like in the new cave file?

I've found a clumsy method: repeating the command multiple times. But I'm wondering if this might cause multiple bosses to appear simultaneously?

 

Edited by dubushop

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40 minutes ago, dubushop said:

Thank you very much, it worked! However, the plot is still a bit small. How could I generate a large plot with one hundred stone trees, just like in the new cave file?

I've found a clumsy method: repeating the command multiple times. But I'm wondering if this might cause multiple bosses to appear simultaneously?

 

the retrofit biome is sadly rather tiny, and klei has not expressed any desire to add a bigger one.

Also im pretty sure you will now have dozens of mega ripples.

 

is a custom command to add a bigger one possible? 

 

 

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1 hour ago, dubushop said:

I've found a clumsy method: repeating the command multiple times. But I'm wondering if this might cause multiple bosses to appear simultaneously?

@dubushop Glad to hear that it worked ^_^

That method is for sure a little risky. I'm not sure if the game or internal game engine will cope with such things, where you spawn multiple of the same setpiece in one place. Since it also uses map topology and other things that work outside of view. They can, in theory, cause problems later down the line (for long term worlds i'd suggest undoing this).

It may be fine though, but what's certain is that you will have multiple of the (invisible) spawner prefabs that will make enemies spawn at their set location. It's likely you'll get duplicate bosses and Geothermites.

 

50 minutes ago, Veyred said:

is a custom command to add a bigger one possible? 

With the help of modding it definitely is possible. I probably won't be doing it myself (i might change my mind later), but you could always ask the modding subtopic in this forum to see if anyone is willing to do it, or to help out.

The file " scripts/map/static_layouts/retrofit_fumarole.lua " basically contains the layout of the biome you'd spawn in with the command from this post.
The harder/hardest part is to assign the correct topology to the biome, which dictates what kind of biome it is, inside the game's logic. And thus giving it its unique properties.
This very thing is what had gone wrong from the beginning due to a bug, and it made it so that the biomes didn't function like they should.

TL;DR it's possible but not with the snap of a finger. you'd have to manually craft a different biome and then some.
 

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@Adgycarp In the last patch, the non-functioning regrowth on the retrofitted fumarole biome was fixed.
But the biome spawned using your custom command still has non-functional regrowth. Both on biomes spawned before and after this patch.
So could the custom command be modified to include working regrowth?

By the way, besides fixing the regrowth, the biome content has also been fixed. And now the newly generated, retrofitted fumarole biome spawns with the previously missing content. So your modification is no longer necessary.

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On 1/31/2026 at 5:04 PM, Kacpert25 said:

@Adgycarp In the last patch, the non-functioning regrowth on the retrofitted fumarole biome was fixed.
But the biome spawned using your custom command still has non-functional regrowth. Both on biomes spawned before and after this patch.
So could the custom command be modified to include working regrowth?

By the way, besides fixing the regrowth, the biome content has also been fixed. And now the newly generated, retrofitted fumarole biome spawns with the previously missing content. So your modification is no longer necessary.

Thank you for informing me. Now that the fix is not longer necessary I will unlist the workshop mod and edit the original posts on my part in this forum.
About the custom command, that's a real pity. I do recall in my playthrougs that stuff would not regrow within the manually spawned biome 😕

I'll make an edit in the OP (this one) to let others know.
As for fixing this command to work completely well, it's gonna have to take some looking into, possibly drawing useful knowledge from the changes inside the recent patches..

@Kacpert25 It is possible (in theory) that klei's recent bugfix also managed to completely restore function to the vanilla "d_spawnlayout" that was mentioned by one of the devs way back. Do you happen to know if that is the case? Or would you be willing to try it out? If that is true, then it'll be an easier option for everyone.
my customcommand was based entirely of that d_Spawnlayout, it just introduced a (partial) fix which to be honest, i don't know precisely why or how that worked 🙃

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16 hours ago, Adgycarp said:

It is possible (in theory) that klei's recent bugfix also managed to completely restore function to the vanilla "d_spawnlayout" that was mentioned by one of the devs way back. Do you happen to know if that is the case? Or would you be willing to try it out? If that is true, then it'll be an easier option for everyone.
my customcommand was based entirely of that d_Spawnlayout, it just introduced a (partial) fix which to be honest, i don't know precisely why or how that worked 🙃

I tested this before and unfortunately this command still works as before and doesn't spawn the biome with all its contents.

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I have an interesting anomaly.
One of the biomes in my world has become a biome with a high temperature.

Zrzutekranu2026-02-11214427.png.53053894b761dc693174b8e6731ec5e5.png

I have some suspicions as to what might have caused this.

This biome is located at the edge of the map where the original fumarole biome was generated.

Zrzutekranu2026-02-11214452.png.bc243f491e10d3998ae44fdb4a4e324a.png

A biome that I removed with the map editor.

And since the last patch fixed the retrofitting of this biome, which included the high temperature occurring there, perhaps the game was trying to overlay it on the spot where the fumarole biome should have been. 
But since there was no area in that spot where the game could overlay it, it overlaid it on the nearest biome.

Zrzutekranu2026-02-11214452kopia.png.d9440ddbb32a814722e0a2c69ad01ccc.png

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Same exact thing happened to me. And everywhere else during the bugged retro fitting. not everyone has pieces of map near the corner, but when you do, that's what happened.

in my years old over 10k days world, the heat zone from the fumarole setpiece overlapped parts of the ruins, and AG maze. Oof 🫠

Let me see where those pictures are.

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1 minute ago, Adgycarp said:

in my years old over 10k days world, the heat zone from the fumarole setpiece overlapped parts of the ruins, and AG maze. Oof 🫠

Ouch, then I was pretty lucky it only affected the biome I never go to XD.

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fumarole-topology.png.df37ac8765216af568d58544732eef84.png

Yep ↑

In this picture is drawn the lines of the heat area, where in the bottom left corner is the fumarole, where it should have been

By now klei fixed the bug that caused it, these are just remaining aftermath.

it was the topology that was placed with a too big offset, due to an error inside the code/variables that were entered

For the world I'll take the L 😛 The 'fake' biome could serve as a sort of safe haven or something :) because without any topology, not much happens in the biome. not even worm waves and acid rain IIRC.

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