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<waterPondsArea value=“0%”/>
<!--percentage of water body length from level length-->
<waterPondHeight value=“0”/>
<!--maximum depth-->
<waterPondWidth value=“0”/>
<!--maximum width -->
In my levels file:
<humidityTemplate value="Forest_Mountains"/>
and in my template file:
<humidity>
<Forest_Mountains local="ForestHum">
<rainInterval value="60-300"/>
<rainDuration value="20-50"/>
<mrain value="60%"/>
<rain value="30%"/>
<storm value="10%"/>
<waterAbsorb value="300"/>
<smallWARatio value="0.33"/>
<waterPondsArea value="0%"/>
<waterPondHeight value="0"/>
<waterPondWidth value="0"/>
</Forest_Mountains>
</humidity>
Does this look right to you? are there any other places I should reference the humidity template?
<waterPondsArea value="0%"/> = 1 Pond
<waterPondsArea value="0"/> 0 Ponds
Have you chose the right weather by world creation?
I mean when you start the new game / new save with you Forest_Mountains did you chose your moded weather = humidity (ForestHum) or did you start with default waether?
Omg thanks Steeamdeck I completely forgot that was an option in the game creation options at the start!!
I was able to change the number of ponds but the width and height setting for them always remained the same sadly but I can live with that.
I have had another problem with tree spawning though, I made my own custom Dirt block (mountain_dirt) as I wanted some custom textures and used it as a replacement in my template file but have not been able to get any trees to spawn on the blocks at all.
<block name="mountain_dirt" file="gfx\level_tiles\tile\biom_ground_2\dirt_ground" corner="gfx\level_tiles\tile\biom_ground_2\corner" corner_group="3" corner_type="every" extract="10" build="0" through="false" resource="dirt,seed-1-5,seed_carrot-1-5,seed_cucumber-1-2,seed_potato-1-5,seed_tomato-1-2" crack="true" border="dirt_biome2" grass_border="grass" draw_layer="front_a1" properties="apply_tool1,dirt,can_replace,biome_dirt" pak="">
<childs import_from="dirt">
<block name="water_hole" file="gfx\level_tiles\tile\Biome1\water" extract="10" through="false" crack="true" draw_layer="front_b" ontop="false" />
</childs>
I also set custom trees up like this:
<block name="mountain_tree" file="gfx\Spine\environment\tree1_1" extract="7" growth="true" through="true" resource="wood-4,apple" nodigunder="true" crack="false" ontop="true" properties="tree,apply_tool2,max_height=25,props=dirt|snow|mountain_dirt,param1=tree1" pak="">
<collumn>
<block name="top" file="gfx\Spine\environment\tree1_1" through="true" resource="wood-4,apple" crack="false" ontop="true" />
<block name="trunk" file="gfx\Spine\environment\tree1_2" through="true" resource="wood-4,apple" crack="false" ontop="true" />
<block name="bottom" file="gfx\Spine\environment\tree1_2" through="true" resource="wood-4,apple" crack="false" ontop="true" />
</collumn>
</block>
Is dirt hard coded or is possible to get this to work? Have I missed something silly again?
I am not shure about this “biome_dirt” and “max_height=25” Dou you have a Spine/gfx file with 25 Pics High?
The old trees (from 2014) worked similar to a column, if I remember correctly, but I'm not sure.
Did you "allow" you tree in your world flora?