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Is there a mod that allows more settings about the world generation?

I just tried the normal "huge" Map setting and I hoped to get more than just 1 swamp area... But "huge" is the same like "small" , ecxcept that the areas itself are bigger. 
But I would like to have normal area size, but like 3 times swamp area and so on.

 

I found this one:
http://steamcommunity.com/sharedfiles/filedetails/?id=503187227

but I fear because of all the other stuff that mod can, it will cause problems. I only want to set the number of areas...
and of course we don't know if Deja Vu will update his mod after the beta is released...

 

edit:
AND I noticed we need better settings for enemies... I just put some enemies to "more", so only one setting higher than default. and everywhere were enemies... that is just ridiculous ...

Edited by Serpens
1 hour ago, Serpens said:

Is there a mod that allows more settings about the world generation?

I just tried the normal "huge" Map setting and I hoped to get more than just 1 swamp area... But "huge" is the same like "small" , ecxcept that the areas itself are bigger. 
But I would like to have normal area size, but like 3 times swamp area and so on.

 

I found this one:
http://steamcommunity.com/sharedfiles/filedetails/?id=503187227

but I fear because of all the other stuff that mod can, it will cause problems. I only want to set the number of areas...
and of course we don't know if Deja Vu will update his mod after the beta is released...

 

edit:
AND I noticed we need better settings for enemies... I just put some enemies to "more", so only one setting higher than default. and everywhere were enemies... that is just ridiculous ...

I confirm Advanced World Generation works on the beta branch. I made a mistake of creating a multi-sharded servers with it, so the portals are kind of messed up, but otherwise, you get a crazy world with a lot of challenges.

I love getting more swamps, so try what I do - the highest settings for land branching. It will likely split the biomes usually showing on the map's borders into smaller sections.

I agree the tiering of mobs is odd. @Asparagus requested a world with more killer bees and hounds... People were leaving because they deemed it too crazy (can't blame them).

 

5 hours ago, Arlesienne said:

I agree the tiering of mobs is odd. @Asparagus requested a world with more killer bees and hounds... People were leaving because they deemed it too crazy (can't blame them).

They need to git gud hurhurhur (jk <3 thanks btw for setting it up haha)

About Deja Vus Advanced World Generation Mod:

1) Did I understood it correctly, that I can set the number for all those "set pieces" in the mod, but only up to "RandomOptionalBiomes" number are picked from these?
Or what does "RandomOptionalBiomes"?

2) And how to make sure that in the world are EXACTLY the set number of e.g pigkings or base ?
At the moment it seems the number is always lower, that's why I assuemed that it has to do with "RandomOptionalBiomes"...
Maybe the number is lower because of the problem described in 6) below?
I would like to add teleportato things, and there have to be one of each part in the world. So if an error happens, he has to try again...

3) And what is the meaning of all those "tasks" in the lua ?
tasks={"Make a pick", "Dig that rock", "Great Plains", "Squeltch", "Beeeees!", "Speak to the king", "Forest hunters", "Badlands"}
Are these the possible biomes?

 

Edit:

4) And I had the feeling that "GlobalBiomeSize" did nothing. I added to the script:
GLOBAL.SIZE_VARIATION = GetModConfigData("GlobalBiomeSize")
and now I'm sure the world is much bigger when this is set to bigger values.
So in the original mod this does not work like intended?

edit2:
5) Ah and I think I found kind of a bug... When I play with htis mod active, the counter for the next "clothes gift" is not resetted? I just started a new world and I directly got a gift. And if I do not collect it and start a new world with thid mod active, the gift stays open.

edit3:
6) The log showsthings like this:
[00:32:30]: Warning! Could not find a spot for WormholeGrass in node Badlands:BG_37:BGBadlands   
[00:32:30]: Warning! Could not find a spot for Maxwell1 in node Great Plains:0:BeefalowPlain    
[00:32:30]: Warning! Could not find a spot for MooseNest in node Magic meadow:0:Pondopolis    
[00:32:30]: Warning! Could not find a spot for Maxwell4 in node Mole Colony Deciduous:2:DeepDeciduous    
[00:32:30]: Warning! Could not find a spot for WormholeGrass in node For a nice walk:BG_76:BGForest  

What does it mean and how to prevent this? 

Edited by Serpens
12 hours ago, Serpens said:

About Deja Vus Advanced World Generation Mod:

1) Did I understood it correctly, that I can set the number for all those "set pieces" in the mod, but only up to "RandomOptionalBiomes" number are picked from these?
Or what does "RandomOptionalBiomes"?

2) And how to make sure that in the world are EXACTLY the set number of e.g pigkings or base ?
At the moment it seems the number is always lower, that's why I assuemed that it has to do with "RandomOptionalBiomes"...
Maybe the number is lower because of the problem described in 6) below?
I would like to add teleportato things, and there have to be one of each part in the world. So if an error happens, he has to try again...

3) And what is the meaning of all those "tasks" in the lua ?
tasks={"Make a pick", "Dig that rock", "Great Plains", "Squeltch", "Beeeees!", "Speak to the king", "Forest hunters", "Badlands"}
Are these the possible biomes?

 

Edit:

4) And I had the feeling that "GlobalBiomeSize" did nothing. I added to the script:
GLOBAL.SIZE_VARIATION = GetModConfigData("GlobalBiomeSize")
and now I'm sure the world is much bigger when this is set to bigger values.
So in the original mod this does not work like intended?

edit2:
5) Ah and I think I found kind of a bug... When I play with htis mod active, the counter for the next "clothes gift" is not resetted? I just started a new world and I directly got a gift. And if I do not collect it and start a new world with thid mod active, the gift stays open.

edit3:
6) The log showsthings like this:
[00:32:30]: Warning! Could not find a spot for WormholeGrass in node Badlands:BG_37:BGBadlands   
[00:32:30]: Warning! Could not find a spot for Maxwell1 in node Great Plains:0:BeefalowPlain    
[00:32:30]: Warning! Could not find a spot for MooseNest in node Magic meadow:0:Pondopolis    
[00:32:30]: Warning! Could not find a spot for Maxwell4 in node Mole Colony Deciduous:2:DeepDeciduous    
[00:32:30]: Warning! Could not find a spot for WormholeGrass in node For a nice walk:BG_76:BGForest  

What does it mean and how to prevent this? 

1) RandomOptionalBiomes option is exactly what it says it is. It adds random biomes of different type to the world to add more variety. This option is not tied with set pieces and does not affect it in any way.

2) Unfortunately it's not possible to predict the outcome of the set pieces and if exactly the number you set will spawn into the world. This is because the world generation sometimes tries to spawn something in a place where there is something blocking it, thus the set piece does not spawn at all. Try to think of the numbers as "The bigger number i put, the bigger the chance that a lot of them will spawn into the world". Some set pieces have a hard-coded limit to them, for example there can't be more than 2 pig kings in the world.

3) That specific line says on which biomes the set piece can possibly spawn. This is made in order to stop set pieces to spawn into biomes where they do not fit naturally.

4) I'm not entirely sure why it does not work for you as it is in the mod right now. It should, but if anyone else sees that it does not work, i'm open for suggestions. When i had my own server, it worked fine.

5) That is extremely weird and i would guess this is a game bug and not because of my mod. It makes zero sense my mod would interfere with that game mechanic.

6) That is, as you stated before, related with my answer number 2. This means the world generation couldn't find a place where to spawn the set piece. This is random and as said before, it's basically not possible, as far as i am aware, to prevent this from happening. No worries though, it's not an error, just a warning and does not do anything else with the server later. Sometimes you see the same kind of warnings even in a server generation without any mods.

 

Additional Information:

I am not fully satisfied with the mod. I have an unfinished project based on my mod which adds better world generation editing and has more flexible options, but i quit the game for certain reasons before i could finish it. Perhaps some day i will return. In the meanwhile i will still try to maintain my existing mods so they work with the game.

Hope this helped.

@Lumina@Arlesienne@Asparagus
I just released an Animal Setting mod ;)
This should work much better than this game settings.

http://steamcommunity.com/sharedfiles/filedetails/?id=758921911

Edited by Serpens

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