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Works BUT if put in Rocky or Forest area it deletes Rocks or Trees that were meant to spawn in that area from spawning at world generation!
Had very few Trees in Forests & took me so long to realize its due to the Mod xD
http://forums.kleientertainment.com/topic/73995-tutorial-how-to-add-not-replace-stuff-in-worldgeneration/
I saw that too, when I set the bulbs to spawn at swamp there was no tenticles and very little of everything else. Please fix.
if you read this some day, you really should fix this mod.
You set room.contents.distributepercent to a value, without taking the old value into account.
So if you choose "Very rare" at your options, it will not only result in very rare light bulbs. It will result in very rare anything (at least in every area you chose to spawn lightbulbs).
So if you chose grass, most grass areas will be totally empty. No tree, not nothing.
If you are interested in fixing this, you might take a look how I handled this in my mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=758921911
Did you ever get your game working correctly? If not, PM me on the Klei forums, I'll see if I can help!
Olimar, thank you. I will be working on that one very soon. Possibly tomorrow or Saturday. It will be a bit more effort because I'll have to make custom graphics. But using the diggable reed code as a guide should make it a lot easier for me.
Ok thank you :)
I really dont want to push you, I swear. Your mod, by the way is awesome, the lightbulbs function without problem
yes actually that was a feature request on the dont starve version of this. someone made a plantable reed and i think i'm going to look at how he did that and 'borrow' it for making the plantable cave flower.
nice mod btw
Always thought myself, arent other people also in need for lightbulbs, only me??
And it would be really awesome if you make a mushtree mod! ^^
Here's essentially how I plan for it to work:
There is a function to check a tile type. So essentially it finds the size of the map. Then checks each tile at each tile coordinate.
So it will check the tile, it's a marsh, ok go to next step. random number, 1D20, if you set to 'fairly rare" in config for example, it would do place light flower (light flower single 50%, light flower double 30%, light flower triple 20% of the time) on a roll of 1-3 (or place one about 15% of the time).
Use the c_spawn for a quick fix for an existing server. Then (not today) I will start figuring out how to add to an existing server. I am mostly making these mods for the challenge so I am looking forward to trying to figure it out.
Thank you :D
Again, I know it's possible. Because you can press ~ to open the console and type c_give("flower_cave",1) and it will spawn a cave flower next to you. So there is some way to make new things spawn on an existing server. For the sake of making them spawn in specific places and such, that's a bit more complicated. In fact, I don't think the function 'c_give" would be used either. There must be a 'spawn' function as well. Maybe SpawnPrefab(prefab, location, amount) or something. I just don't know. I'll be looking into it today. But if you want to just use that c_give function in your existing world, that would work as a quick fix if you really want some light bulbs now and cannot wait.
Hope that helps.
I now made it to day 680 without dying so I dont really want to make a new world, but I will keep it in my favorite mods, maybe one day I will start a new one ^^
Also, anthother question, would you make a Mushtree Mod also overground for people?
If you are interested.
I dont have a cave server cause I dont know how to put mods in the dedicated server, but still like to play with things from caves or ruins