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You either live with the islands the game gives you or you make your own and replace them in the cartographer.
I forgot to mention that you can add customized islands to your current world (since you mentioned you like your current world / map) without having to restart the game. You can just add islands mid game whenever you like. You probably already know this, but I figured I'd mention it just in case.
Good luck with your game…
There are actually different answer depending on what you are trying to achieve.
- You CAN edit an existing island, but it is not straightforward, you will have to play a bit with the game files (basically it consists in identifying the island you like, and copying its files : heightmap, and objects, into the editor)
- You may render the same world as in a previous game using the seed (copy your old world seed, generate new world with the old seed)
- If you replace an island mid-game, there might be a flag you may have to change to make it "undiscovered" again, so the nature and loot is generated again
Do you have access to this link ?
https://steamcommunity.com/groups/sd-map-makers/discussions/1/458606877328422343/
Thanks for your constructive response.
I'm writing this as it may help other new players to this game.
It did cross my mind there might be some in-file modification/editing needed (like in 7D2D).
I looked at the link, thanks. The link does give some guidance, however it appears to be quite dated from 2016 or so.
Identifying a specific island: Notable, is the difference of the map layout [5x5 grid form] in the Cartographer, where the specific island seed number is easy to locate.
Where as now [version 0.74.00] with far more islands generated in a World, each island's number doesn't appear/isn't displayed in the Cartographer (when the island is hovered over to display the island details).
C:\Users\NAME\Documents\Stranded Deep\Data\Editor\World - World Folder contains each of the specific island sub-folders [in that world], and appears to be numbered between 0-48 or so
Each numbered Island folder has a sub-folder with one of the following island label types:
1) MAP_INTERNAL_PROCEDURAL_xN - these are auto-generated regular islands
2) MAP_INTERNAL_MISSION_xN - these are auto-generated mission islands
3) MAP_sequence of alpha-numeric digits - these are custom islands (of which I currently have two)
[Noted, it is currently possible to save only ONE Game [world] at any one time].
My next step is to identify/find the specific auto-generated island in a MAP_INTERNAL_PROCEDURAL_xN folder.
The KB "size" of the MAP_INTERNAL_PROCEDURAL_OBJECT.map file (in each of the MAP_INTERNAL_PROCEDURAL_xN folder) may be indicative the island has been discovered and build on/edited. The default size appears to be 1KB.
C:\Users\[NAME]\Documents\Stranded Deep\Data\Editor\Maps - Map Folder contains Custom created Islands. I've created four custom islands since installing the game, therefore I have four maps (islands really) listed in the Maps folder. Of which two are in the current game.
Will update if I make progress.
Thanks
Hey no prob
I may also update the mapper tool to show the indexes corresponding to the islands if you like :
https://steamcommunity.com/app/313120/discussions/2/1473096694443856339/
That would be less tedious
Your Island Mapper looks like a really useful utility.
Yes, a Mapper update that includes the specific Island index (reference identifier) would be useful indeed. Certainly sounds like a less tedious solution. Not sure how much hassle or work a Mapper update entails.
Without knowing the specific reference of the island one wants to edit, it makes it more hassle then need be in order to progress. Surprised it's not more obvious somewhere in the game.
In C:\Users\[NAME]\Documents\Stranded Deep\Data I've found the gameID folder which contains the gameID json file, listing the objects. Thought each of the islands might be listed here with their reference.
the new version (0.19) adds that feature you requested, if you check "show island names", it will show you the index
do not hesitate to report any bug
I've had a look. Great!
I can now observe the MAP identifier for each island in the World.
1) The specific INTERNAL_PROCEDURAL_xN label of auto-generated island [corresponds to a MAP_INTERNAL_PROCEDURAL_xN folder] - that I would like to edit s objects from.
2) The specific Custom island with it's Index reference (sequence of alpha-numeric digits) [corresponds to an island listed in C:\Users\NAME\Documents\Stranded Deep\Data\Editor\World ]
Thanks ever so much.
Finding a Specific Object on an island:
In the map _OBJECT.map file an object typically has a Prefab index (e.g. "dd12f9b5-8e24-4d65-ad68-8f9182d6821f" - sequence of alpha-numeric digits) without a description label of what the object actually is.
The streamID/gameID file located at C:\Users\NAME\Documents\Stranded Deep\Data\76561198417405093 contains the object's Description label (e.g. YOUNG_PALM_2) of what the Prefab index number "dd12f9b5-8e24-4d65-ad68-8f9182d6821f" refers to.
Note: An island may have several instances of the same object/Prefab, each with a unique "Reference" number.
It's trial & error finding the 'specific' unique Reference of an object's several instances in an island you want to edit.
We could get a list of prefabs with older maps which had both the labels and the prefabs.
"name": "LABEL_MAKER(Clone)",
"reference": "aaff0891-7227-427b-9486-c6c2d8556596", <- this appears to be unique to an instance of an object. Each 'LABEL_MAKER' seems to have a unique number. Are you saying this number isn't as unique as I think it is?
"prefab": "fef469ed-ee46-4819-8be6-b7a11e40cf6b", <- where as this index appears with each instance of the same object.
It's interesting that older _OBJECT.map files listed both the Prefab index AND a label descriptor for the object.