I'd like help with a project to help playfield editors. I want to compile a gallery of screenshots of everything in game with each screenshot labeled with what it's called in the yaml files. I've started with textures so I'll keep going with that section. Hopefully I came get some of the people that read this post to help with NPCs Decorations (rocks, plants, trees, other) Drones Grasses I plan to post all the screenshots somewhere on the web so that everyone can access them. Any volunteers?
Right... Well, I'm going to be writing a guide to creating planets and such... Would have been nice to get help with the screenshots
This would be very helpful as I am trying to figure what things are now myself and searching for guides. Edit: Can you do a planet from scratch so a really good understanding of each piece of the yaml is understood and why things are done. It's easy to understand most of the config, but somethings still leave a little bit of a question around them.
Just a followup, might help with your guide. What I currently running into, is ... What terrians are valid, how do we figure what names are accessible to us. What textures and decorations can we use for the Mainbiome, are these also all valid for sub biomes. (do a search on Emyprion biome decorations and you get nothing useful) What happens if there is no Biome section, will it use defaults calling from the terrian value. How do biome positions get set by the game when the playfield is created, random values determined by the seed? (all I see is an altitude adjustment, can we limit size of a biome). A little more info on clustersize and what it does would be awesome. (What does a cluster size of 0 (zero) do) POI's and mob generation are very straight forward and easy to follow, but is there anyway to use random and fixed POI locations? (Sometimes the random places the object in a very bad spot). Since seeds are used, if the amount of POI"s generate stays the same, will they always be in the same place on a refresh of the playfield. (meaning, same seed, same formula for placement is used) A lot more questions as I have just started creating some custom planets and it is a little frustrating guessing a lot of the time of the results you will get. I am trying to create a waterless planet, I have succeded in creating a planet with no water (snow on mountians though, I want that), but for some reason my map view shows bodies of water when there is no water there. I have succeeded once with the map view not showing any water, but I don't why that one time it was different and am not sure what I changed to achieve it. I have noticed my Z axis at the locations showing water in always 3 and they are very flat spots. Even on the map view that doesn't show bodies of water you can still tell when you fly over as it has a different texture. Right now it is guess work figuring out how to achieve what I want, it's a very slow process.
try this, it's not a complete list but I've been busy Cluster size zero means Infinite in the header section UseFixed: True # If set uses fixed POIs + resources how did you get rid of the water? this should work SeaLevel: 0 # Sea level of planet
Spreadsheet: Thank you very much! Cluster: thank you Fixed: I was hoping for variation, meaning on a reset you don't know where they are but also the possiblity of making some POI's static for good placement with a certain seed. It would be nice to have both settings available, not one or the other. Water: (I used 0 for sealevel and also used -100 as a test, same effect) Question about the map graphic, is it cached somewhere? I didn't reset this time and created a new planet, the map view now shows no water. It's basically the same config just used for a fresh planet. No matter what I do with resets on the original planet I created (it had water at first) the map view always shows water now. Edit: was wondering if I used the same configs and planet name, wiped them, moved them a little in the sector file, would it create a new map image? (I might have to try that but need to move some stuff, I have a couple test worlds on my server that I use for testing, a little slower to achieve what I want but it's fun) I also used ... (testing to see what it looks like) RealRadius: 13037.972940 # Please don't change ScaledRadius: 13000 # Please don't change Oh man I love the larger planets it looks so good (I created the planet I want), is there any plan for them allowing this and having the scale work properly? Once I have creation down, almost there, I have been thinking of away to efficiently grab pics of the decorations to help out. Could be a long process, dev's need to make a model viewer ... lol
Probably not in the current iteration. I heard they are working on spherical planets that can be any size, at any angle and rotate at any speed. They have actually said there is a version in testing that has spherical planets. They didn't say anything more than that though.
Follow up, water problem. There is something cached that is associated with the name. The only way I could get the Map Graphic (planet side) to change and show no water was to use another name and I also used fresh playfield configs, different name. Basically letting the game create a new system to ignore the old, that did create a lot of structures not associated to anything burning up hard drive space in the shared directory. Example ... (it looks really kewl when two moons come up on the horizon overlaping a little, the color is off but close to the original movie scene) - Coordinates: [ 85, 0, -375 ] Color: "0.37, 0.33, 0.04" Icon: "Circle" Playfields: - [ "0, 0, 0", "NewTatoonie Orbit", TatNewSpaceAsteroidFieldRing ] - [ "0, 0, 0", NewTatoonie, TatNew ] - [ "1500, 3000, 4500", Ghomrassen, TatNewGhomrassenMoonOne ] - [ "2000, 5000, -7000", Guermessa, TatNewGuermessaMoonTwo ] - [ "2000, 8000, 7000", Chenini, TatNewCheniniMoonThree ]
Now a couple of questions for you if you don't mind, how can I get MOB's running around on the moon ... lol ... think it would be a prefect place for golems and something fast also. Ghomrassen config included ... 1) How to add mobs to the moon? 2) Difficulty: 4 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level (can i use 7 here for unlimited drones waves?) This is just a copy of the moon template with a few adjustments, I tried to add mobs but wasn't successful with my first attempt. --- # Playfield Configuration # IMPORTANT: YAML files use spaces as indentation. Please don't use TABs - tab indentation is forbidden: http://yaml.org/faq.html # Playfield Characteristics RealRadius: 1303.797294 # Please don't change ScaledRadius: 1300 # Please don't change Gravity: -4.5 # Gravity on planet AtmosphereDensity: 0 # Please don't change AtmosphereO2: 0 # Oxygen level of atmosphere AtmosphereBreathable: False # If player can breathe without helmet Temperature: -22 # No functionality yet TemperatureDay: 85 # No functionality yet TemperatureNight: -105 # No functionality yet DayLength: 24 # No functionality yet PlanetType: Barren # No functionality yet Moons: 0 # No functionality yet PvP: False # Set to True to allow PvP in this playfield, default is False #Seed: 123456 # If set overwrites main Seed UseFixed: False # If set uses fixed POIs + resources # Playfield difficulty (has impact on experience gains) Difficulty: 5 # Between 2 and 5: larger values indicate higher difficulty # Planet or Space PlayfieldType: Moon # Please don't change # Sun # SunFlareBlue, SunFlareWhite, SunFlareWhite2, SunFlareWhite3, SunFlareYellow, SunFlarePurple SunFlare: EnvironmentalEffects/SunFlareWhiteMoon # Special Effects # Atmosphere and Sky AtmosphereEnabled: False # Atmosphere True or False # Light DayLightIntensity: 1.3 # Between 0 and 1: larger values = brighter, default is 0.6 NightLightIntensity: 0.25 # Between 0 and 1: larger values = brighter, default is 0.6 DayShadowStrength: 0.95 # Between 0 and 1: larger values = stronger # Fog # Clouds # Wind Speed ### Randomly distributed resources RandomResources: - Name: IronResource CountMinMax: [ 3, 4 ] # range of number of resources to distribute on planet SizeMinMax: [ 6, 12 ] # range of sizes of resource depots DepthMinMax: [ 0, 3 ] # Range of how deep to bury depots below terrain surface (e.g. 0 = partly visible, 3 = top of depot starts 3m below surface) DroneProb: 0.5 # probability that the resource is defended by drones MaxDroneCount: 3 # if at all, 1..n drones will defend the resource [default = 1] - Name: CobaltResource CountMinMax: [ 2, 4 ] SizeMinMax: [ 7, 11 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.5 MaxDroneCount: 3 - Name: CopperResource CountMinMax: [ 2, 3 ] SizeMinMax: [ 5, 9 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.6 MaxDroneCount: 3 - Name: SiliconResource CountMinMax: [ 2, 3 ] SizeMinMax: [ 6, 11 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.7 MaxDroneCount: 3 - Name: NeodymiumResource CountMinMax: [ 4, 5 ] SizeMinMax: [ 6, 10 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.8 MaxDroneCount: 5 - Name: SathiumResource CountMinMax: [ 2, 3 ] SizeMinMax: [ 6, 10 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.8 MaxDroneCount: 5 - Name: PromethiumResource CountMinMax: [ 2, 3 ] SizeMinMax: [ 9, 12 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.6 MaxDroneCount: 5 ### Resource Asteroids AsteroidResources: - Name: IronResource Threshold: 0.5 Amount: 0.5 - Name: CobaltResource Threshold: 0.4 Amount: 0.2 - Name: CopperResource Threshold: 0.5 Amount: 0.2 - Name: SiliconResource Threshold: 0.5 Amount: 0.2 - Name: NeodymiumResource Threshold: 0.5 Amount: 0.2 - Name: SathiumResource Threshold: 0.5 Amount: 0.2 - Name: PromethiumResource Threshold: 0.5 Amount: 0.2 ### Terrain and Decorations # Terrain and Local Decoration Terrain: Name: Moonstone PoleLevel: 60 # Pole level of planet NoiseStrength: 0.1 ColorChange: YFadeCenter: 60 YFadeRange: 25 YFadeMin: 0.2 YFadeMax: -0.1 MainBiome: Textures: - [ RockBlack, 3 ] - [ RockGrey08, 0 ] - [ BedrockLava, 2 ] Decorations: - [ RocksmallA02, 1 ] - [ RocksmallC01, 1 ] - [ RockGreySmall02, 1 ] # Biome Definition and Main Decoration Biome: - Altitude: [ 30, 55 ] Slope: [ 0, 12 ] BiomeClusterData: - ClusterSize: 30 NbOfClusters: 4 Decorations: - [ CrystalStraight, 10] ### POIs POIs: Random: - GroupName: CrashedShip CountMinMax: [ 1, 1 ] DroneProb: 1.0 DronesMinMax: [ 3, 5 ] ReserveCount: 4 TroopTransport: True - GroupName: CivilSettlement CountMinMax: [ 1, 2 ] DroneProb: 0.8 DronesMinMax: [ 2, 3 ] ReserveCount: 3 TroopTransport: True - GroupName: GhostRiderBase CountMinMax: [ 7, 9 ] DroneProb: 0.7 DronesMinMax: [ 2, 3 ] ReserveCount: 2 TroopTransport: True - GroupName: GhostRiderDefence CountMinMax: [ 7, 9 ] DroneProb: 0.7 DronesMinMax: [ 2, 3 ] ReserveCount: 2 TroopTransport: True ### Drones DroneBaseSetup: # PresetStyle: # -> 0 = no drone attack base, # 1 = day + 2 triggers, # 2 = night + 2 triggers, # 3 = at once + 2 triggers, # 4 = night + turret trigger Random: - GroupName: DroneBaseAkua DronesMinMax: [ 3, 5 ] # range of number of drones that defend drone base ReserveCount: 3 # number of drones that will be replaced when defending drones got killed DroneProb: 1.0 # probability that drones will defend drone base Difficulty: 4 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level PresetStyle: 3 # 0..4 -> see comment above # BaseAttack: DroneSmallAttackBase Stock: - Name: DroneSmallFast01Rocket # Name of drone Amount: 500 # Amount of drones in stock Extra: 1 # Type of drone 0..3 -> see comment above - Name: DroneSmallFast01Minigun Amount: 500 Extra: 1 - Name: DroneLargeSlow01Minigun Amount: 500 Extra: 1 - Name: DroneSmallSlow01Cannon Amount: 500 Extra: 1 - Name: DroneSmallAttackBase Amount: 500 Extra: 1 - Name: DroneTroopsTransport Amount: 500 Extra: 2 - Name: ZiraxMale Amount: 500 Extra: 3 - Name: Crawler Amount: 500 Extra: 3 DroneSpawning: Random: - DronesMinMax: [ 5, 10 ] CenterX: -2500 Radius: 1500 - DronesMinMax: [ 5, 10 ] CenterX: 2500 Radius: 1500
To add creatures roaming around you just need to create a biome, give it a name, assign a low and high altitude to it of your choice, then assign creatures to that biome. Quick example would be ; - Altitude: [ 15, 80 ] Slope: [ 0, 30 ] BiomeClusterData: - Name: "MoonPlains" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1, 0] The above creates a biome, calls it "MoonPlains", and assigns every area on the moon between an altitude of 15 and 80 to be included in that biome. I have added only 1 type of rock, randomly placed, and will only appear if the slope is < 30 degrees in angle. The values of 0 simply means an infinite amount. So in between altitudes of 15-80 you'll see random rocks. Then we add creatures to it; - Biome: MoonPlains Entities: - Name: AlienBugs01 Period: Day Amount: 3 Delay: 0 The above will spawn in groups of 3 Alienbugs, on the biome "MoonPlains", without delay. You can add more creatures, in various quantities, in day, night, or always to this section as well. Andy.
Thank you Andy, I must've made a mistake with my first attempted moon biome, finished the planet now (the system is starting to look good) and moons are next to edit.
Then, depending on how realistic you want to make it - you may want to add some fauna of some type to the biome....... Creatures in theory can't survive on nothing Up to you tho.... Andy.
This is what I have come up with, see any flaws before I go live with it? Biome: - Altitude: [ 30, 55 ] Slope: [ 0, 12 ] BiomeClusterData: - ClusterSize: 30 NbOfClusters: 4 Decorations: - [ CrystalStraight, 10] - Altitude: [ 15, 80 ] Slope: [ 0, 30 ] BiomeClusterData: - Name: "MoonPlains" Id: 1 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1, 0.05] - [ RealRock1Snow, 0.05] - [ DesertRockLarge, 0.03] (added to the end of the file) CreatureSpawning: - Biome: MoonPlains - Name: GolemsIce Period: Always Amount: 3 Delay: 0 - Name: Otyughs Period: Night Amount: 1 Delay: 0 - Name: AlienBugs01 Period: Always Amount: 3 Delay: 0 Edit: understand about the creatures not surviving in nothing, but hey there golems and space aliens .... lol Edit2: I guess what I am wondering, better words ... are decorations DLL dependent, or is it any decoration anywhere?
Scott.Ward - check the formatting of the first biome section, as you have missed some crucial information (you need the Name and ID) - after BiomeClusterData:, and before ClusterSize:. The second biome data look ok. For your CreatureSpawning section, check the format as well. Make sure you insert "Entities:" after the biome name. Just bring it in, and test accordingly. Bring up the console, type DI so you have your altitudes and roam around checking the levels to see what you need to adjust. Andy.
the first part of the biome is the default biome, I didn't edit that, I just added to it, the second altitude. Starts with the first part no problem, but when theh second is added it won't ... kind of funny.
My Biome now ... (I removed the creature spawning section and it starts fine with this biome, something is wrong with the creature spawning) Biome: - Altitude: [ 30, 55 ] Slope: [ 0, 12 ] BiomeClusterData: - Name: "MoonLowerPlains" Id: 1 ClusterSize: 30 NbOfClusters: 4 Decorations: - [ CrystalStraight, 10] - Altitude: [ 15, 80 ] Slope: [ 0, 30 ] BiomeClusterData: - Name: "MoonPlains" Id: 5 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ CrystalsPyramidBlue, 1]
THank you, so much for my double check, the entites solved the problem .. now to the moon ... lol This was my final configs (it worked) ... Biome: - Altitude: [ 30, 55 ] Slope: [ 0, 12 ] BiomeClusterData: - Name: "MoonLowerPlains" Id: 1 ClusterSize: 30 NbOfClusters: 4 Decorations: - [ CrystalStraight, 10] - Altitude: [ 15, 80 ] Slope: [ 0, 30 ] BiomeClusterData: - Name: "MoonPlains" Id: 5 ClusterSize: 0 NbOfClusters: 0 Decorations: - [ RealRock1, 0.05] - [ RealRock1Snow, 0.05] - [ DesertRockLarge, 0.03] CreatureSpawning: - Biome: MoonPlains Entities: - Name: GolemsIce Period: Night Amount: 3 Delay: 0 - Name: Otyughs Period: Night Amount: 1 Delay: 0 - Name: AlienBugs01 Period: Day Amount: 3 Delay: 0
Glad its working. Yell out if you need other assistance with the YAMLs, there's plenty more you can customise. .... Andy.
This is fun, I made a hard moon, next one even harder ... lol ... question if you don't mind ... Under entites ... Amount: what is the available range 1 to ? Thanks again, two more moons to setup then a colorful Sol, I am having a blast with this creating custom POI's and custom planets, my NewTatoonie is starting to look good.