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crashes in new game on v66
Is this mod still necessary with the map generation changes that came out recently?
Because I've never settled in a location with those resources (at least in v64), when I did settle there in my testing last night, it probably led to me not noticing these changes in effect (since I had no baseline).
So, basically the conclusion is: In map areas without a node, the changes are there but not large enough to notice. But, maps with nodes are very noticeable, which is good to know.
Thanks again for elaborating. I tried messing with this for a few hours last night and it made me feel slightly stupid lol.
The mod is specifically updating files targeting map generation, so existing maps aren't affected. When a map is generated, it's referring to .txt files to obtain a float which is usually between 0.0 and 1.0. If I remember correctly, harvestable resources default to 0.8, which I've changed to 1.0. A 20% increase is minor and might not be very noticable. A lot of the mineral resources do, however, get changed from values like 0.5, or even 0.1 up to 1.0, which is much more substantial.
Unless fish comes under harvestable resources, this isn't a resource I've seen that can be altered, in frequency nor fertility.
I guess the change in resources isn't as big as I thought it was going to be (not that I mind).
That does lead me into an unrelated comment: Is fishing fertility able to be changed during map generation?
Also, I guess I should ask to make sure I understand, this does only affect the that you actually play on, right?
Open CLAY.txt and you can see TERRAIN is set to WET: 1.0 and NONE: 1.0. If you change NONE: to 0, Clay wouldn't spawn outside of 'wet'. This scales from 0.0 to 1.0, so you can have 0.5 and dry terrain would spawn clay at 50%. The same applies to Gems in water, or minerals in mountains.
Then once you're done tweaking these variables, just open the game and disable my mod and enable your own. If you have other mods enabled, check they don't conflict and cause the issue you're describing.
1. When picking mods in the SOS Launcher, hover over the mod name to see what the file path is, then go there and copy the whole last folder (which will contain V64, V63, and _Info.txt)
2. Open the following folder and paste the folder you copied above there: C:\Users\%userprofile%\AppData\Roaming\songsofsyx\mods
(note that this assumes your OS is on C:\ drive
3. In the folder you just made in the path above, you can now open and customise the two files that dictate world generation:
- \V64\assets\init\config\GenerationSettlement.txt
- \V64\assets\init\resource\minable\ [all resources are here]
Specifically, I think mineral nodes should generally be much more dense and compact; having then take up a huge amount of space on my map is very annoying, while they are so sparse I don't even want to bother mining them. What is have been doing is using the debug tools to delete all the start nodes and then add in what feels like a balanced (location and amount) arrangement of max richness but relatively tiny nodes. If possible, I try to also make them seem more plausible than the giant, random mess we get by default (like your map does have some mountains in the side, but all your minerals are just spread in giant fields and none in the mountain? Or you have massive rivers all over, but the gems are under the rivers and your clay is in a desert on the edge??).
Does having a huge amount of all special resources feel like cheating, or just making your dream city?