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Raportează o problemă de traducere
Short answer: I don't know, feel free to test and report back (in console "LongUpdate(1000)" (or higher numbers) can kind of speed up the time).
Long answer:
My code does not add any repopulation. Back then when I modded DST (wholy moly already 8 years ago I made this mod), there was also no kind of world-regeneration, so most things were finite.
I do not mod DST anymore and did not really follow the new additions, but I think many things got some kind of respawn. I don't know how this respawn works and if it affects the population added by this mod ..
since I do not mod dst anymore, there won't be another mod adding more prefabs. But feel free to write the code and we can share this mod or you make a new one adding several new prefabs to it.
I'd love to be able to increase amount of grass but only in savanna! Just an idea ofc.
I can recommend this together with my teleportato mod, to automatically generate a new randomized world on each worldjump.
This mod is only active during worldgeneration. So it can only cause a crash during world generation, if at all.
And yes, wasps are the killer bees, the code often refers to wasps eg. "wasphive".
quite sure you know he means the red killer bees / hives.
Unfortunately they have been removed from the settings. For some strange reason, even if you increased the amount of them by the tiniest bit, everything was full of clockworks. And double and triple checked all code, but I found no problem in my code, so I can only assume it is a game bug/game incompatibilty I dont see. (see mod changelog from 21 July 2019)
I think you can try to enable the settings in modinfo.lua again and see if it works. But I guess this "everything full of clockworks" is still the case.
My best guess would be, that the game is adding a default setpiece to the 1 you chose. But to be sure we would need to search through the files of world generation. Fact is, that if you set "1" then the setpiece entry will have a count of 1 after the mod loaded. So the game must add another one, after that step.
If you find out how to solve this, let me know. I unfortunately dont have the time for such a possibly time consuming research =/
PS: I did find a new bug today I think. I regenerated a world that spawned with two "Hound Rocks" even though I had only set 1 to spawn. Is this intended?
Hm... very strange. I have absolutely no clue why they aren't spawning. It is defined in game files map/layouts.lua that the default start is spawning pumpkin_lanterns, if hallowed night is active. And hallowed nights is active (not deactivated by the mod). And also the starting setpiece is neither replaced nor modified by this nor the advanced world generation mod.
So I really have no explanation for this and cant fix it. Lets hope it is only this "minor" bug. The lanters in all other setpieces are there as intended.
can you provide more information? Eg. how could I test this? Is there currently an event that should spawn these lanterns, although it is not halloween?
PS: It seems the code works anyway so far. No crashes at least, so I have faith that the code works properly. I want to thank you for all the help man, very appreciated! I can probably learn from that code to turn off other set pieces as well which is great.
AddTaskSetPreInitAny(function(tasksetdata)
tasksetdata.set_pieces["Chilled Decid Base"] = nil
tasksetdata.set_pieces["Chilled Base"] = nil
tasksetdata.set_pieces["Hot Base"] = nil
end)
But... I just searched the game files, and these traps are commented out in the code. So I would assume, that they can not appear in a game without any mods. Not sure how it was back in 2016, when I released this mod.
It says something like this and tons more errors (just copy pasted the first error lines)...
[00:00:11]: DoLuaFile Error: #[string "scripts/map/level.lua"]:198: Trying to add set piece 'Chilled Base' but no choices given.
#LUA ERROR stack traceback:
@=[C]:-1 in (global) assert (C) <-1--1>
@scripts/map/level.lua:198 in (method) ChooseSetPieces (Lua) <160-215>
self =
Try this in modworldgenmain.lua:
AddTaskSetPreInitAny(function(tasksetdata)
tasksetdata.set_pieces["Chilled Decid Base"] = { count = 0, tasks={}}
tasksetdata.set_pieces["Chilled Base"] = { count = 0, tasks={}}
tasksetdata.set_pieces["Hot Base"] = { count = 0, tasks={}}
end)
after that, you just ignore them?
As far as I remember you can already do this? I think the options in modsettings should be "0, default, 1, 2 ...". Settings it to 0 should disable it, if I remeber right. You can try in console: c_gonext("winterometer"), to check if there really spawned none of these traps.