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As Remnants heavily relies on worldgen, I assume it will overwrite the features of my mod.
Porque este a veces dura un montón generandose y no sé porque.... pero aunque toma mucho tiempo, si acaba de terminar siempre!
@Ronnie1001: thanks! Sadly until now no updates are planned, I'm chronically out of time.
I've done some testing as per yer invitation, and you can find the results and notes here. [imgur.com]
If you have any more recommendations, about what to improve, feel free to tell 👍
The "Chastised Church" has always been part of the mod, since I took over development.
It was quite barren in the beginning but over the last year I slowly filled it with deco.
Allow me not to spoil the experience of finding it in your world. Terraria, after all, is also about exploring :-)
As a hint, about where to find it, you may have a look at the screenshots in this workshop page. The "Chastised Church" is not that difficult to find.
Is the 'church' a new generation? I don't remember seeing it there before and I haven't found one in my world yet.
Didn't like the idea of 'Abandoned Hellovaters' personally and swapped the two values about. I have enough Hellovaters in all my runs that I'd rather not find a striaght pit down t' hell. Always nicer when its a rough n' tumble fall. Seems the Fissures are lined with traps too, been using the launch-pad traps to scale back up in a hurry. :p
All the structures of this mod create very early during the world generation, so sadly they get overwritten quite often. On the other hand it makes the mod very "other worldgen mod" friendly. So other mods, that might have biomes critical for their playthrough, most probably won't get them compromised by the structures of this mod. So yeah, what you encountered is natural. The mushroom caves, the desert, granite, marble, corruption etc. all generate after the fissure and will overwrite them. Actually when you write "While not really a problem at all, it spoils the vibe of a earth-splitting valley to me" I think I can put another config option to fix that. Give me some 10 days as I'm on vacation right now.
You're right about the "Fissure" having a disabled state as default value...that's not intended and most probably an oversighted bug. Thanks for reporting, I'll fix that after returning from vacation!
While not really a problem at all, it spoils the vibe of a earth-splitting valley to me. :p
Just in case, the other world-generation mods I've installed are
Verv's Minecraft Mod
Thorium Mod
Remnants
Orchid Mineshaft
Better Caves
@all: after having put 1 year of my freetime into the mod I finally achieved what I wanted it to look like. Right now I don't plan on adding additional structures, but I'm going to maintain the mod whenever anyone finds a bug / issue or Terraria gets updated.
So please don't stop reporting anything that doesn't seem right to you! :-)
Wow, I've never played any of the special seeds, very astonishing what effort the devs put into those!
In the next update the Wand of Sparkling, Wand of Frosting and also Chain Knife should no longer generate in the Frost Fortress during WorldGen of the remix world, a.k.a "don't dig up" world seed.
Thanks a lot for reporting! :-)
Merry Christmas everybody :-)
Answering your question of whether you should add or fix something in your mod. (I'm just saying this as a suggestion) it would be nice to add certain structures that add more atmosphere to the game.
Thanks.
I see the BrimstoneCrag generting, overwriting my ChastisedChurch...meh: https://i.imgur.com/eOioNPB.jpg
After that I see a structure on the other side of hell generting in the step "Draedon Structures". Is this what you call "hell lab"? https://i.imgur.com/iBulfMJ.jpg
.
I cannot seem to understand what you wrote: "the corruption dungeon in the underworld completely overwrote it with 0 blocks from Calamity spawning". My ChastisedChurch (the "corruption dungeon" you refer to?) generates directly after the Underworld is created and therefore gets overwritten quite easily... so yeah, my structure spawns fist, and Calamity can overwrite it. I don't see my mod causing a problem here either.
Also sorry for the delay. I had (and have) very few free time.
So I installed your two mentioned mods and created a world myself and it didn't get stuck during world generation.
Now analyzing your videos:
- first video: world generation seems to get stuck in "[R] Mineshafts". That step is not related to my mod...which mod is it from?
- second video: I couldn't decipher which mod you deactivated, so that the world now generates.... my mod is still activated (after filtering: second row third mod), so I still don't see how my mod is causing problems.
- third video: world generation seems to get stuck again but this time in "[R] Microdungeons". That step is not related to my mod...which mod is it from?
.
....so in none of your three videos I see my mod failing. What exactly does my mod wrong and what do you think I should fix?
try it.. :)
@Schema: I've sent you an access query to watch the video. I'll have a look at the problem.
https://drive.google.com/drive/folders/1S_-Rvt1J_BTueNhvBWPO1kkEIOibGeur?usp=drive_link
Here are the links https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3158254975&searchtext=better+caves
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939093580&searchtext=mineshafts
Could you take a look at it and make it work? It gets stuck in world generation.