Stranded Deep
Edit Existing Generated World - Is there a World Editor?
Does Stranded Deep [0.74.00 - PC - Windows 10] have a World Editor to edit the Auto-Generated islands?

I am not looking to create an island or to create an entire new world.
I'd like to edit [de-spawn/remove] objects (e.g. Trees, bushes etc.) on an existing [starter] island in the current game.

Is there something in the game OPTIONS section I need to set/switch on to edit an existing island?
Or is there a Mod to enable editing an existing island?
In the Cartographer/Map maker area - I've only found two options so far.
1) Create an Island - which I don't need to do
2) Create New World - which I don't need to do .

Yes, I'm aware game objects can be spawned into a current game, although trees seem to spawn to a position off the ground / floating up in the air, for some reason [anybody else had this?], with no way in the game to lower the object to the ground level - maybe it's a key binding thing. Whilst usable items do drop to the floor/ground.
I've also looked at YouTube, but there are no current video's on editing an existing / procedurally generated island.
Thanks
Last edited by Lady Southwark; Nov 17, 2020 @ 1:58pm
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Showing 1-15 of 17 comments
BodyBagger Nov 15, 2020 @ 3:34pm 
I don't think you can alter the auto-generated islands; however, you can download (subscribe to) custom islands in the "workshop." Those islands are usually a lot more fun to play on.
Lady Southwark Nov 15, 2020 @ 3:47pm 
I'm looking to edit the current island base. Yes, I'm aware there are lots of custom islands available.
Gladi8er65 Nov 15, 2020 @ 9:34pm 
I think the overall answer is "no" you can't edit the vanilla islands the way you are asking about.

You either live with the islands the game gives you or you make your own and replace them in the cartographer.
BodyBagger Nov 15, 2020 @ 9:49pm 
Lady...

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…
Lady Southwark Nov 16, 2020 @ 3:18pm 
Hi BodyBagger, thanks for the heads up. Yes, I've been having a play with island creation in my existing map. Though it was nice of you to let me know. Cheers.
Hantacore Nov 17, 2020 @ 2:56am 
Hi there,

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/
Last edited by Hantacore; Nov 17, 2020 @ 3:04am
Lady Southwark Nov 17, 2020 @ 12:45pm 
Hi Hantacore,
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
Hantacore Nov 17, 2020 @ 1:14pm 
Originally posted by Lady Southwark:
Hi Hantacore,
Thanks for your constructive response.

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
Last edited by Hantacore; Nov 17, 2020 @ 1:14pm
Lady Southwark Nov 17, 2020 @ 1:57pm 
Hi Hantacore,

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.
Hantacore Nov 17, 2020 @ 2:18pm 
Code done, i'll post the update tomorrow
Lady Southwark Nov 17, 2020 @ 3:31pm 
Good stuff. I'll have a look then.
Hantacore Nov 18, 2020 @ 10:08am 
Originally posted by Lady Southwark:
Good stuff. I'll have a look then.

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
Lady Southwark Nov 18, 2020 @ 1:26pm 
Hi Hantacore,
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.
Hantacore Nov 18, 2020 @ 2:29pm 
Be aware that the reference of the object is not unique as you say, it's a prefab code. The editor handles all these objects very well so that should not be a problem

We could get a list of prefabs with older maps which had both the labels and the prefabs.
Last edited by Hantacore; Nov 18, 2020 @ 2:29pm
Lady Southwark Nov 18, 2020 @ 3:28pm 
To double check for clarity, I noted the following demonstrated in the example below from the streamID/gameID file:
"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.
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Date Posted: Nov 15, 2020 @ 3:24pm
Posts: 17