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ImDaMisterL    17,341

I myself probably won't be using this, but I know lots of people will. You sir, are awesome. Thanks for giving us this tool!

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Moonkis    127
1 minute ago, ImDaMisterL said:

I myself probably won't be using this, but I know lots of people will. You sir, are awesome. Thanks for giving us this tool!

Thank you! Klei will probably make this tool obsolete soon enough, but until then! :D
I honestly did this out of pure nostalgia lingering from the Don't Starve Way-Back-When-Days, feels good to be (somewhat) back!

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w00tyd00d    146

Yeahh I remember those Don't Starve Way-Back-When-Days....

Those were some good times, buddy ;) 

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Moonkis    127
Just now, tehMugwump said:

Well, that didn't take long. ;)

What can I say, nostalgia got the better of me this time. ;)

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dunny    20

is there any chance to change mapgen settings? the yaml files don't seem to affect anything

great tool

I so wanted a wider than taller world

I'd like to see different start biome settings (swirls, starts, pentagrams, chaotic instead of round blob, tho they will probably refine it)

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Moonkis    127
3 hours ago, dunny said:

is there any chance to change mapgen settings? the yaml files don't seem to affect anything

great tool

I so wanted a wider than taller world

I'd like to see different start biome settings (swirls, starts, pentagrams, chaotic instead of round blob, tho they will probably refine it)

It should be possible, I'll see what I can do! Thanks for the feedback/suggestion!

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dunny    20

I had a look myself and was able to change a few settings, I have not found the settings for increasing the sedimentary startworld blob but managed to ruin the mapgen (too much noise) as well as set a starting temperature for the gate room (i chose mild which gives an immediate area with ~15 degrees, changes a lot)

Sadly I have no understanding of the math behind possier discs and penlin fractals ^^

it's possible to change amount of starting lakes, copper blobs, co2/vacuum caverns, mob stuff and many other things

 

also I dunno how much of an interest it is to you and your tool ideas, but hex editing for dupes works pretty well, especially easy to make out what is what rig ht after starting a new game

but things like parsing stats, traits, stress level or modifying them with script/tool 

Edited by dunny

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Moonkis    127
39 minutes ago, dunny said:

I had a look myself and was able to change a few settings, I have not found the settings for increasing the sedimentary startworld blob but managed to ruin the mapgen (too much noise) as well as set a starting temperature for the gate room (i chose mild which gives an immediate area with ~15 degrees, changes a lot)

Sadly I have no understanding of the math behind possier discs and penlin fractals ^^

it's possible to change amount of starting lakes, copper blobs, co2/vacuum caverns, mob stuff and many other things

 

also I dunno how much of an interest it is to you and your tool ideas, but hex editing for dupes works pretty well, especially easy to make out what is what rig ht after starting a new game

but things like parsing stats, traits, stress level or modifying them with script/tool 

I messed around with world-gen before, it's not hard to modify, given you know a bit of the required math. The problem is that the world-gen is huge and spans over a great deal of functions and classes. Modifying it on my end is easy, but it requires considerably more effort writing the patcher for it so that others can use it. World-gen is also something that will most likely be drastically changed, meaning that any patcher will most likely break every update or so. Still it certainly would be interesting...

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achoo    10

Wow,  This deserves far more attention than it's currently received!  Really looking forward to playing with the world size and eventually some tuning / balancing of current game mechanics.  Definitely takes me back to the beginning of Don't Starve!  Good times!

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Moonkis    127
On 2/21/2017 at 11:21 PM, achoo said:

Wow,  This deserves far more attention than it's currently received!  Really looking forward to playing with the world size and eventually some tuning / balancing of current game mechanics.  Definitely takes me back to the beginning of Don't Starve!  Good times!

Thank you! It was a very adventurous time, and I can easily say it was probably one of the most fun and memorable periods in my life.

20 hours ago, sundrop said:

i love it 4 thumbs up @Moonkis thx! will be great if there is update too

Thank you for the kind words! I'm a bit confused, what do you mean by update? I am actively working on each tool, though I have limited time to work on it. If you have any suggestions or features you would like to see, feel free to post them, I'll try to look into it.

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Targa_X    40

Awesome! I had posted a suggestion that the devs allow map seed exchange. The tool is a little clunky, and if possible I'd like to see the following improvements:

You've already done this: Warn the user to backup Assembly-CSharp.dll (not too big of a deal, really, because verifying game integrity with Steam will fix it).

For a more streamlined end-user experience, I'd say after making a backup, rename the original Assembly-CSharp.dll to something else very specific, like Onion.dll. Then run the program, select your desired function and click the Patch button. The program looks for Onion.dll and uses it to create a patched Assembly-CSharp.dll. If a file named Assembly-CSharp.dll already exists, the program moves it to the recycle bin. This would make trying different seeds much easier, as the user wouldn't have to keep deleting a patched Assembly-CSharp.dll and putting a copy of the original back, then deleting it after the patch is created and renaming Assembly-CSharp.onion.dll every time. If it worked as I just described, I'd simply be able to type in a new seed and click Patch after every try.

Either that or figure out a way to patch a patched Assembly-CSharp.dll. Once you patch in a new seed value, re-patching the modified file doesn't work. It keeps giving you the first seed's map.

It would also be nice if the program remembered where the game directory is located after the user locates it the first time, rather than having to do that every time you run it.

Edited by Targa_X

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chrispy1    0

hello I would like to have more water in my world and also some more sand.
How can I get this done.
I have the union patcher.
please help me Thanks greetings chrispy

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noodog    27
37 minutes ago, chrispy1 said:

hello I would like to have more water in my world and also some more sand.
How can I get this done.
I have the union patcher.
please help me Thanks greetings chrispy

OxygenNotIncluded_Data\StreamingAssets\worldgen\features
OxygenNotIncluded_Data\StreamingAssets\worldgen\biomeTables

you can modify values in any of these yamls to change the type and quantity of elements generated, just remember to back up any files you edit, and return them to original when you run into game crashes

only way to do it until papa moonkis adds more features to his super cool tool

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chrispy1    0

thanks noodog.

i have 1 more question is there a way to change the stats of the people

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noodog    27
4 hours ago, chrispy1 said:

thanks noodog.

i have 1 more question is there a way to change the stats of the people

i think hex editing the save file is illegal? i duno, i could show how to do that if it isnt

 

Edited by noodog

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techActual    2
1 hour ago, chrispy1 said:

i have 1 more question is there a way to change the stats of the people

Nothing yet, but I'm hopeful we'll eventually see something as powerful as EdB Prepare Carefully from RimWorld:

prepare-carefully-a13-1_zpsh0cee1rf.jpg

prepare-carefully-a13-2_zpsgwivj8wc.jpg

 

@Moonkis Thanks for getting the modding/tool momentum going.

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chrispy1    0

Thanks for the help but hex editor is to hard for me i think 

but again thanks for the help all i know is how to use notepad++ hehehehe

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Targa_X    40
5 hours ago, chrispy1 said:

hello I would like to have more water in my world and also some more sand.
How can I get this done.
I have the union patcher.
please help me Thanks greetings chrispy

 

For more water, change the blobSize min and max (line 6) in feature_Sedimentary_SmallLake.yaml and feature_Sedimentary_MediumLake.yaml.

For more sand change the bandSize for sand in biomes_Sedimentary.yaml.

@noodog Hex editing the save file isn't illegal. Wouldn't matter anyway, since you'd just be explaining how to do it, not actually doing it.

I'll pass this along for those interested in these kinds of things: To get the map seed of a map you just generated, open WorldGenDataSave.dat in My Documents\Klei\OxygenNotIncluded with a hex editor. The map seed can be found at offsets 9AB through 9AE. Type these numbers in a hex to decimal converter - BACKWARDS - to get the map seed to use with OnionPatcher. So if, for example, your file looks like this: B9 32 D7 46, you would type into the converter: 46D732B9. Note that WorldGenDataSave.dat is overwritten every time you generate a new map, so be sure to save the seeds of maps you like before rolling a new game.

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Moonkis    127
3 hours ago, noodog said:

i think hex editing the save file is illegal? i duno, i could show how to do that if it isnt

this is what would need to be edited inside the Assembly-CSharp.dll
tuning > duplicantstats > distributions

  Reveal hidden contents


        public class DISTRIBUTIONS
        {
            public static List<int[]> TYPES;

            static DISTRIBUTIONS()
            {
                List<int[]> numArrays = new List<int[]>()
                {
                    new int[] { 7, 6, 5, 4, 3, 2, 1 },
                    new int[] { 7, 4, 2, 1 },
                    new int[] { 7, 2, 2, 1 },
                    new int[] { 8, 1 },
                    new int[] { 8, 4, 1 },
                    new int[] { 4, 4, 4, 4, 1 },
                    new int[] { 6 },
                    new int[] { 4 },
                    new int[] { 2 },
                    new int[] { 1 }
                };
                DUPLICANTSTATS.DISTRIBUTIONS.TYPES = numArrays;
            }

            public DISTRIBUTIONS()
            {
            }

            public static int[] GetRandomDistribution()
            {
                return DUPLICANTSTATS.DISTRIBUTIONS.TYPES[Random.Range(0, DUPLICANTSTATS.DISTRIBUTIONS.TYPES.Count)];
            }
        }

 

 

For now, I suggest you don't post code directly taken from the assembly itself, as that might be prohibited (most likely?).

 

2 hours ago, techActual said:

 

@Moonkis Thanks for getting the modding/tool momentum going.

It was fun, and I'm happy to see there are people interested in modding this game, I'm sure a lot of cool stuff will come out of it.

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Yuno_Gasai    0

I couldn't find any kind of 'managed' file or folder, only my save and autosave folders.  Is this outdated already, or am I looking in the wrong place?

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ShamPeiN    25
Posted (edited)
On 3/13/2017 at 10:14 AM, Yuno_Gasai said:

I couldn't find any kind of 'managed' file or folder, only my save and autosave folders.  Is this outdated already, or am I looking in the wrong place?

first on OxygenNotIncluded_Data then managed

 

Edited by ShamPeiN

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