Don't Starve Together

Don't Starve Together

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Seed Hunter
   
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Jun 22, 2024 @ 8:00am
Sep 23, 2024 @ 7:57am
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Seed Hunter

Description
Brute force the perfect seed.
This mod does not alter world generation. It simply generates savedatas until it rolls a world with all specifications.
This is still WIP (see disclaimers).

Inspired by this fantastic mod by clearlove:
https://steamcommunity.com/sharedfiles/filedetails/?id=3151929150

[SEE BELOW FOR ENTITY PAIRS GUIDE]

Capabilities:
- Check seeds to contain specific setpices
- Chek savedata for total prefabs
- Check savedata for distance between prefabs
- Check savedata for connected regions (biomes)
-- this includes lunar island connected to main land
-- this includes ruins connected to sinkholes

disclaimers:
- this mod is WIP
- this mod is very slow. Run this over night or setup multiple instances.
- The entity pair options listed use the portal as a starting point. Other pairs can be configured directly in the mod folder's file 'editme.lua'
- When generating many cave savedatas, the game occasionally will crash (not mod error). I cannot fix this, since it is a bug from Klei themselves.

Feel free request any features or report any bugs to me via my discord: matt_planet

---------------------------------------------
Helpful notes
---------------------------------------------

*You can get the name of a prefab in-game by hovering over it with your mouse and using c_announce(c_select().prefab) in console. For bosses, you must use the spawner instead; you cannot use entity "dragonfly", you must use "dragonfly_spawner". Pseudoscience stations also use spawners ('ancient_altar_broken_spawner' or "ancient_altar_spawner"). For sculptures you must use "rook_sculpture" and not "rook_sculpturebody" (or whatever sculpture which has a body and head). For stage you must use 'charlie_stage_post'.

*For connected regions, this mod is a helpful tool for visualizing biomes aka tasks aka regions:
https://steamcommunity.com/sharedfiles/filedetails/?id=2845091102&searchtext=voronoi

*For entity counts of stackable prefabs, 1 stack = 1 prefab. This does not check containers

****How to use the "Entity Pairs" aka distance check feature + explanation:****

1. Navigate to wherever your steam mods are stored, and locate the folder for this mod (id: 3273013325). For me the directory is: C:\Program Files (x86)\Steam\steamapps\workshop\content\322330\3273013325

2. Open 'editme.lua' to begin configuring the entity pairs list. The list in this file is imported into the mod directly. The reason for this is that in-game configurations are limited to preset options and do not allow you to add your own values. This allows you to write the name of any entity in the game, as opposed to me adding every possible configuration myself (not practical without hundreds of sliders).

3. In the file is an example list of pairs. You must use this format for it to be properly added, and you cannot leave any fields blank or the mod will likely crash. The format should be as follows:

return {
{"<starting point entity>", "<finishing point entity>", <maximum allowed distance between start and finish>},
}

Each pair in the list is it's own check independent of the other pairs. You can add as many pairs as you want to this list, as long as each list is formatted properly with commas and strings (notice the start and finish entities are contained in "" quotation marks, but the distance is no. this is just a number).

A practical example might look something like this:
return {
{"multiplayer_portal", "pigking", 300},
{"multiplayer_portal", "cane", 100},
{"cane", "pigking", 200},
}

This tells the mod to check that the spawn portal (multiplayer_portal) is within 300 units of pigking, within 100 units of a walking cane, and also make sure that the walking cane is within 200 units of pigking (see distance reference in workshop page with the moon lenses before configuring). Each sub-list must contain a start, end, and distance, and be enclosed with brackets and end with a comma. You can use more or less pairs depending on your needs. This distance is the straight line (euclidean) distance between the positions of these entities. If multiple of an entity exists, for example, multiple "cave_entrance"s, then it will ensure that the minimum distance between the cave_entrance and whatever entity it is paired with is below the threshold. A quick note, if an entity does not exist, the mod will automatically regenerate a new world, so do not worry about configuring rare entities like "nightsword" or "cane". If you do not want to use this feature, make sure to clear the table, since this configuration will apply to any world the mod is enabled for. The empty list should just be:

return {

}
5 Comments
Tarka1945 Mar 22 @ 6:50am 
I'd love if you added selection of resource mutation(twigs, grass and berries) like in "Search your map", honestly the only feature your mod misses
l Nov 16, 2024 @ 3:13pm 
Big bro, please translate it into Chinese, thanks a lot! My English is very poor, it's very difficult to understand the mod configuration QAQ
salem  [author] Oct 9, 2024 @ 10:40pm 
@greenwaves31 when a setpiece gets picked, it does not guarantee that it will exist in the world, since it can often be obstructed (mainly the larger setpieces have this issue). However if its a persistent problem, then i recommend messaging on discord so I can fix it
Greenwaves31 Oct 9, 2024 @ 2:41am 
The setpieces I select aren't generating, but other than that, it's working well!
Varrgas 2.0 Jun 28, 2024 @ 3:44pm 
very interesting project !

Good luck with it, I keep an eye on it to see the progress you will do with the mod.