饥荒联机版

饥荒联机版

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Improved Additional Set Pieces
   
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2021 年 1 月 17 日 下午 3:54
4 月 9 日 上午 1:04
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Improved Additional Set Pieces

在 thegreatmanagement 的 2 个合集中
Don't Starve Together Mod Collection 1
34 件物品
Don't Starve Together Mod Collection: Magic Wonderland
33 件物品
描述
The Setpiece Config Revisited mod re-revised and updated with all of DST's vanilla set pieces, including caves and lunar islands set pieces, and now lunar grotto, ruins and DS only set pieces too! Credit to Joeshmocoolstuff, CheetoJesus and WinterKoalefant for the underlying code for the original mod!

Original Mod by Joeschmocoolstuff: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=850494968
Setpiece Config Revisited: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2012031749

Joe: https://psteamcommunity.yuanyoumao.com/profiles/76561198161213854
CheetoJesus: https://psteamcommunity.yuanyoumao.com/profiles/76561198374693823
WinterKoalefant: https://psteamcommunity.yuanyoumao.com/profiles/76561198801403626

This mod is featured on our group's servers, of the Don't Starve Together server group; report bugs in the steam or Discord groups, or directly to me/in the mod discussion.
Steam: https://psteamcommunity.yuanyoumao.com/groups/DST_Survivors
Discord: https://discord.gg/nyCepy7qpr

This is a mod that allows for set pieces to be generated consistently at the time of worldgen.Feel free to max out the world's settings now! The extra set pieces will cause more biomes to spawn to accomodate the extra set pieces, and the extras shouldn't be much of a problem anymore, as any number above the total count of any setpieces (5) will just be ignored and discarded.

All of the settings in this mod are fully vanilla and both appear in the normal game and spawn in their proper areas they would in DST; you now have the option to also add DS only set pieces, which is fully configurable!

Please note that this mod only adds more set pieces; these set pieces can and will spawn randomly sometimes still.

If you find crashes with this mod or problems, please report it in the bug tracker discussion. The mod may rarely crash when overloaded with too many set pieces to load. A regen / relaunch will fix that (this mod should not crash post world gen)

List of included set pieces:

Traps:
• Dev Graveyard
• Sleeping Spider
• Rotted Base
• Beefalo Farm
• Fire Hounds
• Ice Hounds

Seasonal Traps (optional + configurable)
• Chilled Base
• Chilled Decid Base
• Hot Base

Protected Resources:
• Living Forest
• Spider Queen's Gathering
• Killer Bee Grass Trap
• Hound Fortress
• Reed Trap
• Tallfort
• Multiple vanilla Pig Torch set pieces
• Depths Worm Trap

Layouts:
• All the Maxwell marble set pieces
• All the marble sculpture set pieces
• Imprisoned Pig
• All the bunnymen set pieces
• All current lunar island set pieces
• All exclusive set pieces (like Glommer's Statue)
• All Caves, Ruins, Lunar Grotto, and Lunar Islands set pieces

Points of Interest (Skeletons)
• All of the rare skeleton set pieces, including:
- Dapper Skeleton
- Lumberjack
- Trapper
- Entomologist (Bee traps)
- Farmer
- Miner
- Hunter
- Camper
- Wizard (Ice)
- Wizard (Fire)
- Warrior
- Construction
- Fisher
- Grave Robber
- Night Hunter
- Summer
- Rain Coat
- Mush Lumberjack
- Lightbulb Farmer
- Bat Fighter

All Boons (newly added!)

Also features a new setting that allows you to add more counts of your own desired set pieces in modoverrides.lua in the server's folder! Simply add the set piece's name to the table below; for multiplies of the same set piece, just repeat the name in the table. The format is as follows:

{setpiecename, setpiecename2, setpiecename3}; see modworldgenmain.lua or scripts/map/{boon, layouts, pointsofinterest, protected_resources, traps} for the set piece names!

热门讨论 查看全部(1)
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2021 年 1 月 17 日 下午 4:28
Bug Tracking
thegreatmanagement
60 条留言
Edwynn 9 月 25 日 上午 1:26 
game crashes when generating new world with this mod (or maybe it has compability issues with force biomes)
Reverie 8 月 18 日 下午 12:24 
:O Cool to know! I've managed to generate a world with crazy stuff so I kept it for now, but in the future I just might!

I don't know if the Walrus Town is caused by this mod, but it's crazy. Like 16 or so McTusk igloos together. Never seen that before ever.
thegreatmanagement  [作者] 8 月 18 日 上午 9:10 
@Reverie you can regenerate a world whose modoverrides.lua has the included set pieces you want to generate :eyes: you can also pre-create the file from another world, then copy and paste it into a new world before you launch it, that also should work :)
Reverie 8 月 9 日 上午 3:34 
I may be being a moron but how do I use the modoverrides.lua to create a world with more set pieces when it only appears after the world has already been created? ^^'
thegreatmanagement  [作者] 4 月 21 日 上午 2:20 
How much are you setting each value to? You must understand that (especially when you set values very high), that the sheer amount of resource/maxwell set pieces far outnumbers singular set pieces like the imprisoned pig and the dev grave. Try independently increasing these values and let me know how that works.
Grimmr 4 月 20 日 上午 7:37 
Even I choose to increase trap, imprison pig and dev grave, and not touch the resource part, the world generation always favour the resource set piece and maxwell set piece
thegreatmanagement  [作者] 4 月 9 日 上午 1:02 
@yarrock holmes you have a good eye for noticing this; you're correct, I used the wrong variable for those functions :( I'll push a fix out for this ASAP!

Also to the mod's design, I personally found in my testing that adding additional instances of biomes worked significantly better in my opinion for successful world gens vs larger biomes; for those who call for many/a specific set piece also, allocating space for 2-4 more of a biome to spawn worked quite efficiently at avoiding crashes and making sure the number of set pieces requested were accomplished :) Another issue is also set pieces are not duplicated in a biome, for instance there wouldn't be 2 reed traps in the same swamp biome; because of that, adding more reed trap set pieces in the world requires adding biome tasksets, if that makes sense.

I may consider your methodology more broadly and to a limited extent, but at the moment I think the mod is in an okay place design wise, I'll think on it some more though :)
yarrock holmes 4 月 8 日 下午 1:55 
hello, gj but i have some questions. can u check addtask function second arguments in worldgenmainlua line 533-534 ? is that normal "badlands data" or was it just an oversight (maybe should be lightningbluffdata)? and when the mod uses addtask manuelly, it seems to create the biome more than 1. wouldn t it be better to just make the existing biome a little bigger instead? like AddTaskPreInit("Lightning Bluff", function (task)
base = task.room_choices["LightningBluffLightning"]
task.room_choices["LightningBluffLightning"] = base + 2
end) or does worldgen care more about how many biomes there ar rather than how big each one is? good modding
dvd_d8 3 月 24 日 下午 4:37 
It's alr, I deduced it was harder bc how ocean generation works
I hope you can manage to do it in the future
Ty for answering :celeste_strawberry:
thegreatmanagement  [作者] 3 月 24 日 上午 1:12 
@dvd_d8 I have that as a long term goal, I have looked briefly at the code for adding set pieces to ocean biomes but the code functions differently than how this mod implements land based set pieces, so it will be challenging and probably a far in the future sort of deal unfortunately :( I do have it on the list though at least c,: