Don't Starve Together

Don't Starve Together

Force Biomes
 This topic has been pinned, so it's probably important
T Shaw Killer  [developer] May 22, 2017 @ 7:34pm
Suggestions
Post your suggestions here.
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Showing 1-15 of 15 comments
OscarMC Jul 10, 2017 @ 1:30pm 
You should make a text with the characteristics of each biome, it whould help a lot new players to learn.
Abom Jan 21, 2018 @ 4:22pm 
Add the Reed Trap, please.
kroun Jul 30, 2018 @ 12:12pm 
the beefalo pen set piece, and queens gathering.
T Shaw Killer  [developer] Jul 30, 2018 @ 5:15pm 
Originally posted by kroun:
the beefalo pen set piece, and queens gathering.
This mod is for "biomes", not the setpieces, as there are other mods that already add setpieces, like Setpiece Config
kroun Jul 30, 2018 @ 10:09pm 
thought it included setpieces, cause triple mactusk is a setpiece, and in your description, triple mactusk is included.
T Shaw Killer  [developer] Jul 31, 2018 @ 5:38am 
Originally posted by kroun:
thought it included setpieces, cause triple mactusk is a setpiece, and in your description, triple mactusk is included.
In this mod I only change the “chance” of already existing biomes to generate in a world. These biomes may include “set pieces” that spawn with them. Set pieces do not change the land/turf beneath them; they are limited to spawning on certain types depending on the set piece. Biomes on the other hand change the land/turf to what is defined for the biome, and determine what spawns on them, which may include spawning certain “landmarks” like a triple mactusk, oasis pond, pig king, glommer, etc. In the “Triple MacTusk” biome case, it will always generate a Savannah, Rocky, and Grass turf area with a Walrus Camp in each turf area (game default, I don’t change any biomes).
Last edited by T Shaw Killer; Jul 31, 2018 @ 5:48am
kroun Jul 31, 2018 @ 6:02am 
queens gathering always generates in: (lists all biomes)
heoheo00911 Nov 23, 2021 @ 7:27am 
This is more a question. Does this mod work with Dedicated Server?
T Shaw Killer  [developer] Nov 23, 2021 @ 2:40pm 
Originally posted by heoheo00911:
This is more a question. Does this mod work with Dedicated Server?
Yes, it should function like other server mods on a dedicated server. Just make sure it is configured as desired in the modoverrides.lua of the dedicated server shard folder.
Last edited by T Shaw Killer; Nov 23, 2021 @ 7:50pm
heoheo00911 Nov 23, 2021 @ 3:17pm 
That's weird, some of the biomes that I have disabled still shows up and I'm pretty sure "Force Biome" is in my Server.
heoheo00911 Nov 23, 2021 @ 4:02pm 
Do you need to see my log and world?
heoheo00911 Nov 23, 2021 @ 4:58pm 
Maybe because I have mods that put caves biomes onto the surface?
Last edited by heoheo00911; Nov 23, 2021 @ 8:04pm
T Shaw Killer  [developer] Nov 23, 2021 @ 7:49pm 
Originally posted by heoheo00911:
Do you need to see my log and world?
Yes. Post the surface/caves server log from world generation to pastebin[pastebin.com] and I'll try to find out.

Originally posted by heoheo00911:
Maybe because I have mobs that put caves biomes onto the surface?
That might be the problem.
Elysia chlorotica Feb 16, 2023 @ 11:34pm 
I took a look at the code to understand the compartment rooms of the biome better and it seems like there are some differences compares to the list of optional biomes of the mod.
Cave: The mod does not have the biome "SoggySinkhole".
Ruin: "CaveJungle" and "MilitaryPits" are not listed as optional biomes in the code (instead we have "AtriumMaze" and "ArchiveMaze" which is weird since I would assume they be guaranteed)

I could be wrong so I would love to have your comment on this. Either way thank you so much for the mod!
T Shaw Killer  [developer] Feb 23, 2023 @ 7:10pm 
Originally posted by Elysia chlorotica:
I took a look at the code to understand the compartment rooms of the biome better and it seems like there are some differences compares to the list of optional biomes of the mod.
Cave: The mod does not have the biome "SoggySinkhole".
Ruin: "CaveJungle" and "MilitaryPits" are not listed as optional biomes in the code (instead we have "AtriumMaze" and "ArchiveMaze" which is weird since I would assume they be guaranteed)

I could be wrong so I would love to have your comment on this. Either way thank you so much for the mod!
My mod just controls which "optional biomes" are chosen; it doesn't add additional rooms/task (like "SoggySinkhole") or alter default ones (like "AtriumMaze" and "ArchiveMaze").

The optional tasks that this mod controls are listed in the game file "scripts\map\tasksets\forest.lua", in the "default" taskset under the "optionaltasks" table. And for the caves, "scripts\map\tasksets\caves.lua" game file, "cave_default" taskset, then under the table "optionaltasks" table again.

"SoggySinkhole" is a task in code that is never referenced to be added into vanilla world generation.
"CaveJungle" and "MilitaryPits" both show up in the optional tasks in "cave_default" taskset.
"AtriumMaze" and "ArchiveMaze" are both already guaranteed to spawn since they are in the "tasks" table inside the "cave_default" taskset.

Hope that helps, but maybe I overlooked something.
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