饑荒聯機版

饑荒聯機版

Increase Animals + Setpieces
147 則留言
cadevandevort 3 月 14 日 下午 12:58 
Can you add reeds, ponds and others into it, after the quilty of life update it wasn't really fun to play because there wasn't much going on. is there anyway to make them on to it or make a new mod?
FoxKnight64 2024 年 9 月 16 日 上午 2:02 
Cool mod, but sometimes can get spawn killed when loading new world with extra mobs or the pigs guarding chests
Serp  [作者] 2024 年 8 月 14 日 上午 9:04 
@Eddie the Mammoth:
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.
Eddie the Mammoth 2024 年 8 月 14 日 上午 4:07 
"I can make a mod for increasing every prefabs, so e.g I could also increase plants."
I'd love to be able to increase amount of grass but only in savanna! Just an idea ofc.
Eddie the Mammoth 2024 年 8 月 14 日 上午 4:01 
Mod works great, makes the world much more alive! I also have a question, will the extra mobs repopulate if a lot of them died off? Especially for something that weren't supposed to exist in that biome like surface rock lobsters. Basically I'd like to know if the population will stay roughly the same as when first generated. Ty.
Serp  [作者] 2024 年 5 月 30 日 上午 9:12 
@Cascade: if I recall correctly no. Its long time ago I wrote it, I think the biomes are tied to the setpieces. But I think in theory one could make a mod to change this for sure, but I'm not activevly modding DST currently.
Cascade 2024 年 5 月 20 日 下午 9:24 
Very, very specific question. But is there a way to choose what biome a set piece spawns?
Serp  [作者] 2024 年 5 月 20 日 上午 3:51 
yes still should work.
I can recommend this together with my teleportato mod, to automatically generate a new randomized world on each worldjump.
Cascade 2024 年 5 月 19 日 下午 1:03 
Still work! :>
Cascade 2024 年 5 月 19 日 上午 1:32 
Still work?
Serp  [作者] 2021 年 7 月 16 日 上午 6:54 
works fine in my tests.
This mod is only active during worldgeneration. So it can only cause a crash during world generation, if at all.
Ponyta 2021 年 7 月 16 日 上午 2:50 
crashou meu jogo :'(
Dex Enfvaras 2021 年 2 月 25 日 上午 11:00 
Ah alright.
Serp  [作者] 2021 年 2 月 24 日 上午 2:44 
Of course game updates may break this mod, but I dont play the beta, so please write again when the mod does not work on the live branch or send me a logfile.
Dex Enfvaras 2021 年 2 月 23 日 下午 5:09 
For some reason, this mod is causing an endless generation loop when making a new world with this mod turned on. I tested it with just this mod with no client-side mods or server-side mods for the ReturnofThemBeta. Not sure if this intended, but it may just be me. Thought I would just share this in case someone else might be having the same issue.
Serp  [作者] 2021 年 2 月 10 日 上午 4:51 
enable it as a server mod and go to modsettings to enable/disable/set values for things you would like to generate on worldgeneration. (only for worldgeneration, not after world was already created). And read the description above.
b ♡ 2021 年 2 月 10 日 上午 4:38 
how do i use this?
johnsir 2020 年 8 月 30 日 下午 4:44 
It does make sense in a way, but on paper it makes no sense since "wasps" come out of regular hives when you attack nearby bees or the hive itself. Also I'm glad you fixed that error in the description cause I just said that cause I thought it was a funny way of pointing it out.
Serp  [作者] 2020 年 8 月 30 日 上午 3:15 
@johnsir: added a "," between GuardPigs and Bees....
And yes, wasps are the killer bees, the code often refers to wasps eg. "wasphive".
-shhfiftyfive 2020 年 8 月 29 日 下午 1:57 
what a pointless comment...

quite sure you know he means the red killer bees / hives.
johnsir 2020 年 8 月 29 日 下午 1:51 
What's a GuardPigs Bees? Also I'm sure there's no such thing as wasps in don't starve together.
Serp  [作者] 2020 年 7 月 16 日 上午 1:22 
in case you want to try it, I just looked in the files, not only modinfo (line 1518 till 1661) needs to be enabled again, but also in modworldgenmain I removed clockworks line 105 till 107. The - ,Clockworks="clockwork" - must be within the list AnimalPrefabs.
KramerMcBarret 2020 年 7 月 15 日 下午 6:56 
Ok thanks for the information
-shhfiftyfive 2020 年 7 月 15 日 下午 1:59 
yeah, that was obnoxious, having chess enemies everywhere.
Serp  [作者] 2020 年 7 月 15 日 上午 7:21 
@KramerMcBarret:
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.
KramerMcBarret 2020 年 7 月 14 日 下午 2:24 
This looks really great but I don't see the clockworks in the settings. They are the ones i'd like to increase, is it normal ?
Serp  [作者] 2020 年 7 月 5 日 上午 3:58 
@dvoice: No, this mod only changes worldgeneration.
dvoice 2020 年 7 月 4 日 上午 10:26 
I want to know if the world has been created, will it work to change the number of animals
WiseCog 2020 年 5 月 15 日 下午 12:32 
Ok man. I figured it all out. So I deleted my posts.
Serp  [作者] 2020 年 4 月 30 日 上午 3:44 
it's too long ago, cant remember exactly how the world generation works and even every game update could change it (eg. my mod does not include the new areas, like island or ocean).

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 =/
WiseCog 2020 年 4 月 30 日 上午 3:06 
Now I noticed that two "PigGuardsGrass8" also spawned twice... I dont know if this is intended? But I assumed that the number I pick should be spawned in the world.
WiseCog 2020 年 4 月 30 日 上午 2:58 
Yea I have no clue either... Well, its a small problem.

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?
Serp  [作者] 2020 年 4 月 29 日 上午 10:14 
@Greenpakto:
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.
WiseCog 2020 年 4 月 29 日 上午 1:39 
@Serp You can choose any event you want when creating server. Hallowed Nights is one of them.
Serp  [作者] 2020 年 4 月 29 日 上午 1:31 
@HyperBlaster:
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?
Hypermun 2020 年 4 月 28 日 下午 3:56 
the mod when activated prevents the hallowed nights jack-o-lanterns from spawning around the portal
WiseCog 2020 年 4 月 3 日 下午 1:56 
Wait what @Serp, are you saying that these traps have already been removed by the devs?? That's very strange because they spawned for me earlier this week. Oh but yea right that's cause I used your mod maybe? I know 100% for a fact they could spawn when your mod was released 2016 and even 2017 (I didn't use your mod back then but they still spawned).

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.
Serp  [作者] 2020 年 4 月 3 日 下午 12:35 
ok, guess the empty "tasks" is causing the crash, so better might be:
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.
WiseCog 2020 年 4 月 3 日 上午 11:05 
It crashes when I add what you pasted into my own "modworldgenmain". Am I suppose to add more things? I didnt add anything else into my own 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 =
Serp  [作者] 2020 年 4 月 3 日 上午 9:43 
@Greenpakto:
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)
-shhfiftyfive 2020 年 4 月 2 日 下午 4:20 
or use his other mod that lets you build the "things" and start a new world. that way who cares if these exist, if the world is just temporary.
WiseCog 2020 年 4 月 2 日 下午 12:39 
@shhfiftyfive, I would never open these chests myself and rookies tend to open them at random times. And since I never would open them anyway I don't want them to spawn at all. I know I could ignore every time they spawn but I rather have them gone forever.
-shhfiftyfive 2020 年 4 月 2 日 上午 10:45 
the traps are just there for new players to experience.
after that, you just ignore them?
-shhfiftyfive 2020 年 4 月 2 日 上午 10:44 
just ignore the traps?
WiseCog 2020 年 4 月 2 日 上午 10:21 
@Serp thank you for the reply. Yes I think I didn't explain myself well enough. I would like to have a mod purely for that without any other options and such. Just a simple mod to add to my mod folder, turn it on, and then traps would be removed automatically for my world (no need for any settings and such). I would do it myself if I could. I tried to borrow that code from you but its just so many other lines and changes that I cant tell what to borrow (my lua skills are FAR below yours).
Serp  [作者] 2020 年 4 月 2 日 上午 9:54 
@Greenpakto:
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.
WiseCog 2020 年 4 月 2 日 上午 3:57 
No one in the mod workshop except you have done something similar.
WiseCog 2020 年 4 月 2 日 上午 3:56 
Hey there Serp! Do you mind doing me an enormous favor? Create a mod purely for disabling winter and summer traps (no need for option "yes" and "no")... I really hate these traps but I have no clue how to mod it in myself...
-shhfiftyfive 2019 年 11 月 4 日 上午 9:42 
@mandrake for one, lureplants are seasonal
Babadrake 2019 年 11 月 3 日 下午 4:22 
@Serp i want a world where lure plants spawn constantly and for there to be a ton more