I would like to play the DS adventure map archipel, so I put this into modworldgenmain:
AddStartLocation("adv4", {
name = "adv4",
location = "forest",
start_setpeice = "ThisMeansWarStart",
start_node = "BGGrass",
})
AddTaskSetPreInitAny(function(tasksetdata)
if tasksetdata.location ~= "forest" then
return
end
tasksetdata.numoptionaltasks = 0
tasksetdata.tasks = {"IslandHop_Start","IslandHop_Hounds","IslandHop_Forest","IslandHop_Savanna","IslandHop_Rocky","IslandHop_Merm",}
tasksetdata.optionaltasks = {}
tasksetdata.set_pieces = {}
tasksetdata.substitutes = GetRandomSubstituteList(SUBS_1, 3)
tasksetdata.ordered_story_setpieces = teleportato_layouts
tasksetdata.required_prefabs = {
"teleportato_ring", "teleportato_box", "teleportato_crank", "teleportato_potato", "teleportato_base", "chester_eyebone"
}
tasksetdata.overrides={
islands = "always",
roads = "never",
weather = {"rare", "default", "often"},
dragonfly = "never",
bearger = "never",
goosemoose = "never",
season_start = "default",
wormhole_prefab = "wormhole",
layout_mode = "LinkNodesByKeys",
start_location = "adv4",
autumn = "shortseason",
winter = "shortseason",
spring = "shortseason",
summer = "shortseason",
}
}
But the world does not load, because of too many unconnected tiles.
I also tried to add a multiplayerportal and spawnpoint_master to the start setpeice.
GetWormHolesExtra:
[00:01:36]: [GetWormholesExtra] connected 0 unconnected 6
[00:01:36]: [GetWormholesExtra] after: connected 1 unconnected 5
[00:01:36]: [GetWormholesExtra] First:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Forest (IslandHop_Forest:BG_3:BGDeepForest) success: true
[00:01:36]: [GetWormholesExtra] Second:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Savanna (IslandHop_Savanna:1:BeefalowPlain) success: true
[00:01:36]: [GetWormholesExtra] First:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Savanna (IslandHop_Savanna:0:BeefalowPlain) success: true
[00:01:36]: [GetWormholesExtra] Second:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Rocky (IslandHop_Rocky:1:Rocky) success: true
[00:01:36]: [GetWormholesExtra] First:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Savanna (IslandHop_Savanna:0:BeefalowPlain) success: true
[00:01:36]: [GetWormholesExtra] Second:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Merm (IslandHop_Merm:0:SlightlyMermySwamp) success: true
[00:01:36]: [GetWormholesExtra] First:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Savanna (IslandHop_Savanna:1:BeefalowPlain) success: true
[00:01:36]: [GetWormholesExtra] Second:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Start (IslandHop_Start:BG_12:BGMarsh) success: true
[00:01:36]: [GetWormholesExtra] First:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Merm (IslandHop_Merm:1:SlightlyMermySwamp) success: true
[00:01:36]: [GetWormholesExtra] Second:
[00:01:36]: [GetWormholesExtra] reserving space in area IslandHop_Hounds (IslandHop_Hounds:1:SpiderForest) success: true
[00:01:36]: [GetWormholesExtra] pushed 5 wormholes
If I add the following, the world loads without problems, but of course also without islands:
islandtasks = {"IslandHop_Start","IslandHop_Hounds","IslandHop_Forest","IslandHop_Savanna","IslandHop_Rocky","IslandHop_Merm",}
for _,tasks in pairs(islandtasks) do
AddTaskPreInit(tasks,function(task)
task.entrance_room = nil
end)
end
try to load archipel in DST
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