[TOOL] [DISCONTINUED] Empyrion Playfield Designer Alpha7 v1.36.1 [deprecated version]

Discussion in 'Planets & Playfields' started by jmcburn, Feb 16, 2017.

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  1. Taelyn

    Taelyn Guest

    Thx for the quick response. Removed the config folder tried again and it works. Think i made a mistake i started the program up on my own pc to see how it was and then coppied it to my dedicated server =).

    As i said removing the config folder and then start it up made it work :)

    Taelyn
     
    #61
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  2. jmcburn

    jmcburn Rear Admiral

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    There will be an 'options' page also in the near future, to change such things directly in the program, but glad it worked.

    /jmc
     
    #62
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  3. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.03.0)

    CHANGES:

    • GamePath is now checked on every start to ensure, that game hasn't been moved/removed, or tool got moved to a different computer.
    • Added MoveUp/MoveDown functionality for ListBoxes Items.
    • Added Title Logo
    • Cleanup of Main Window xaml
    • Code Cleanup
    • Prepared basic code structures for Input Validation (correct dataTypes, Min, Max, Unique). But need more information on that topic to implement.

    upload_2017-3-12_9-5-3.png

    Download Link:
    https://drive.google.com/file/d/0BxUpWMGez5I0SUs2bkI2WVBuZUk/view?usp=sharing

    /jmc
     
    #63
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  4. Taelyn

    Taelyn Guest

    Hello,

    How does it work with own made POI's? Cant seem to find them in the list =)

    Taelyn
     
    #64
  5. jmcburn

    jmcburn Rear Admiral

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    It doesn't yet. :) But a good tip, will look into it right away.

    At the moment you can only pick from the POIs, that are included in any of the game release playfields.
    Not so pretty workaround: rename it in .yaml after saving the playfield.

    Are your custom prefabs stored in the prefabs folder /Content/Prefabs?

    Can include an import routine for that folder into the database.

    /jmc
     
    #65
  6. Taelyn

    Taelyn Guest

    Ah that explains :D. Yep stored in the prefabs folder :)
     
    #66
  7. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.04.0) experimental

    CHANGES:

    • Implemented an experimental import function for all the Prefabs located in /prefabs folder.
    The problem is that i don't really understand the concepts of POIs regarding GroupName, Type and Name in playfield completely, so i don't know, which property should be linked to which table.

    Therefore the tables were created from existing playfields only till now. This was the safe version, but this also prevents you from using your own prefabs in game. So this is now an experimental version, of what i think, could work.

    If you're not really sure what you're doing, you can still use v1.03.0 - If you're feeling lucky today, try this v1.04.0. :D

    IMPORTANT, before first selecting or editing any prefabs, make sure, you import Prefabs, otherwise you will get an SQL error.

    I need your feedback on this, so please share your wisdom.

    THX

    Download Link:

    https://drive.google.com/file/d/0BxUpWMGez5I0ckFHM0dGbjFhRzg/view?usp=sharing

    /jmc
     
    #67
  8. Taelyn

    Taelyn Guest

    Hello again,

    Thats quick. Tried it but it doesnt load my own made poi's :(
     
    #68
  9. jmcburn

    jmcburn Rear Admiral

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    Is the .epb file in the prefabs folder?

    Any .epb in that folder should be imported. Its only for fixed pois (for now?), because only there is a 'prefab' section in playfield yaml.

    As in Random POIs, The listbox to select the item refers to a 'GroupName' property in playfield yamls.
    I don't know exactly what 'GroupName' means, but it's not a prefab, as i can tell from the names in the existing playfield yamls.

    There are no corresponding prefabs with the names found in other playfield files 'GroupName' section.

    Except it could be some kind of a stored name insinde the epb, but as i don't have access to epb files and their internal structure (yet), i can't tell.

    Maybe someone can shine a light on this.

    /jmc
     
    #69
  10. Taelyn

    Taelyn Guest

    the epb file is in the prefabs folder ye. AH they are in the fixed list :) didnt know that. Found them =)

    Groupname is inside the epb file. If u open the epb with notepad++ (what i do) somehwere top line its listed if it has a groupname atleast.
     
    #70
  11. jmcburn

    jmcburn Rear Admiral

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    I see, that's what i was already suspecting.

    Will have to look into it, if there's an easy way to get it out
    Using the epb filename in playfields won't work in random pois then, i guess. So i'd rather leave it that way for the time beeing.

    Maybe the devs can help me out there, we'll see.

    Thx for the info.

    /jmc
     
    #71
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  12. Argent Hawkins

    Argent Hawkins Lieutenant

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    When you open and load Desert playfield. You get a error come up for line 386. With no change to the playfield, this is what you get.

    386 NbOfClusters: 0
    Decorations:
    - [ RealRock1, 0, 1]

    When you change it to

    386 NbOfClusters: 0
    Decorations:
    - [ RealRock1, 0]

    Removing the 1 after 0,1 EPD will work and game wont crash when you change that.
    Not sure if this is error with your program or the playfield it self.

    Hope that is of some use.
     
    #72
  13. jmcburn

    jmcburn Rear Admiral

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    Well i noticed that too. My guess is, that this is actually an error in desert playfield, because that format isn't used in any other playfield, I imported. think it should mean '0.1' instead of "0,1" wrong decimal symbol.

    For this reason i haven't changed the yaml parser yet to accept two numbers after the name.

    Maybe it's already obsolete and desert2 the replacement. Don't know.

    /jmc
     
    #73
  14. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.04.1) stable

    CHANGES:

    • Auto importing of Prefabs into database on first start. if some prefabs have been added, you can reimport with Button on top to add the new prefabs to the database.
    KNOWN ISSUES:
    Custom prefabs only work in Fixed POIs for now, as i don't know if prefabs are accepted by the game in Random POIs 'GroupName' setting. Personally i don't think so.
    As i extracted some Group Names from the .epb files, the group names of many prefabs are the same. So my guess is, that in Random POIs the groupname is used to randomly choose from all prefabs with the given groupname.
    So for now, as i don't have any further information on the topic, it's best and safest for Random POIs to only let you choose from POI groupnames found in the existing playfields that came with the game.

    Download Link:
    https://drive.google.com/file/d/0BxUpWMGez5I0aXFyMDQxdTVZdTg/view?usp=sharing

    /jmc
     
    #74
  15. jmcburn

    jmcburn Rear Admiral

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    UPDATE (v1.04.2)

    CHANGES:

    • Using of Custom prefabs in 'Random POIs' now possible as a first test run. As long as a GroupName is defined in prefab .epb, the prefab is imported on first start or - if added later on - via the 'Import Prefabs' button.
      After that it is listed in Random POIs 'GroupName' list. This is a test though, I'm not even sure, if every prefab IS useable as a Random POI, so please test and let me know.

    Download Link:
    https://drive.google.com/file/d/0BxUpWMGez5I0WkRaZ1pfaU1LNG8/view?usp=sharing

    /jmc
     
    #75
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  16. Magicslayer

    Magicslayer Ensign

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    I think you have just saved me. I have been fighting with a playfield error now for a long time that I can't find. Thanks ^_^
     
    #76
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  17. Taelyn

    Taelyn Guest

    Hey,

    So far i see works nice with own made POI in the random poi.
    Only one bug. It doesnt count

    Drone Probability, Drones Reserve count min/max. No matter what i fill in it wont save it in the playfield (even not with the standard poi's)

    Also u have Troop Transport count min/max should be TroopTransport True or False

    Also, Dont know its normal or not.
    for instance i fill in AtmosphereO2: 0.05
    then in the playfield it will put it like AtmosphereO2: 0.050000000000000003 (does it wil almost any number anywhere)
     
    #77
  18. jmcburn

    jmcburn Rear Admiral

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    HOTFIX (v1.04.3)

    FIXES:

    • DroneProbability was defined as range, should have been double instead. Fixed.
    • Drone Reserve Count was defined as range , should have been single integer instead. Fixed.
    • TroopTransport was defined as range, shopuld have been boolean. Fixed.
    • Random POI didn't save aforementioned items into playfield. Fixed.
    THX Taelyn for Testing the POIs.

    Regarding the many decimal places in double values like Athosphere O2 and such, that's normal, shouldn't be a problem. I could round them to 2 decimal places, but would just be eyecandy.

    Download Link:
    https://drive.google.com/file/d/0BxUpWMGez5I0UFR2OVZpU1UyR1U/view?usp=sharing

    /jmc
     
    #78
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  19. Jugger On Valium

    Jugger On Valium Lieutenant

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    Put a planet description in on SpaceAlienStation (with no other changes) - the server refuses to load any playfields and the log shows:

    Code:
    14-21:03:03.590 21_03 -LOG- Loading file 'C:/servers/empyrion/EmpyrionDedicated_Data/../dedicated-test.yaml'
    14-21:03:04.008 21_03 -ERR- Exception while deserializing playfield configuration C:/servers/empyrion/EmpyrionDedicated_Data/..//Content/Playfields/SpaceAlienStation/playfield.yaml
    14-21:03:04.011 21_03 -EXC- YamlDotNet.Core.YamlException: (Line: 247, Col: 5, Idx: 5737) - (Line: 247, Col: 5, Idx: 5737): Exception during deserialization ---> System.Runtime.Serialization.SerializationException: Property 'DronePlanetVessel' not found on type 'Assembly-CSharp.PathSet+BitmapTree'.
      at YamlDotNet.Serialization.TypeInspectors.TypeInspectorSkeleton.GetProperty (System.Type type, System.Object container, System.String name, Boolean ignoreUnmatched) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.Deserializer+TypeDescriptorProxy.GetProperty (System.Type type, System.Object container, System.String name, Boolean ignoreUnmatched) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.NodeDeserializers.ObjectNodeDeserializer.YamlDotNet.Serialization.INodeDeserializer.Deserialize (YamlDotNet.Core.EventReader reader, System.Type expectedType, System.Func`3 nestedObjectDeserializer, System.Object& value) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.ValueDeserializers.NodeValueDeserializer.DeserializeValue (YamlDotNet.Core.EventReader reader, System.Type expectedType, YamlDotNet.Serialization.Utilities.SerializerState state, IValueDeserializer nestedObjectDeserializer) [0x00000] in <filename unknown>:0 
      --- End of inner exception stack trace ---
      at YamlDotNet.Serialization.ValueDeserializers.NodeValueDeserializer.DeserializeValue (YamlDotNet.Core.EventReader reader, System.Type expectedType, YamlDotNet.Serialization.Utilities.SerializerState state, IValueDeserializer nestedObjectDeserializer) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.ValueDeserializers.AliasValueDeserializer.DeserializeValue (YamlDotNet.Core.EventReader reader, System.Type expectedType, YamlDotNet.Serialization.Utilities.SerializerState state, IValueDeserializer nestedObjectDeserializer) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.ValueDeserializers.NodeValueDeserializer+<DeserializeValue>c__AnonStorey0.<>m__0 (YamlDotNet.Core.EventReader r, System.Type t) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.NodeDeserializers.CollectionNodeDeserializer.DeserializeHelper (System.Type tItem, YamlDotNet.Core.EventReader reader, System.Type expectedType, System.Func`3 nestedObjectDeserializer, IList result, Boolean canUpdate) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.NodeDeserializers.CollectionNodeDeserializer.YamlDotNet.Serialization.INodeDeserializer.Deserialize (YamlDotNet.Core.EventReader reader, System.Type expectedType, System.Func`3 nestedObjectDeserializer, System.Object& value) [0x00000] in <filename unknown>:0 
      at YamlDotNet.Serialization.ValueDeserializers.NodeValueDeserializer.DeserializeValue (YamlDotNet.Core.EventReader reader, System.Type expectedType, YamlDotNet.Serialization.Utilities.SerializerState state, IValueDeserializer nestedObjectDeserializer) [0x00000] in <filename unknown>:0 
    NullReferenceException: Object reference not set to an instance of an object
      at Assembly-CSharp.WindowContext.FreeVector (Boolean , System.String , System.String , System.String ) [0x00000] in <filename unknown>:0 
      at Assembly-CSharp.ConditionService+ContextStack.MoveNext () [0x00000] in <filename unknown>:0 
      at Assembly-CSharp.BitmapSite.FreeVector () [0x00000] in <filename unknown>:0 
      at MBS_S.set_FormatNetwork (.AspectType ) [0x00000] in <filename unknown>:0 
      at GameStartup.Awake () [0x00000] in <filename unknown>:0 
    
    (Filename:  Line: -1)
    
    Setting up 1 worker threads for Enlighten.
      Thread -> id: b0c -> priority: 1 
    
     
    #79
  20. Jugger On Valium

    Jugger On Valium Lieutenant

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    It edits the yaml file to this, when saved:

    Code:
    RealRadius: 1303.797294
    ScaledRadius: 1300
    AtmosphereBreathable: True
    Temperature: 23
    TemperatureDay: 26
    TemperatureNight: 16
    DayLength: 24
    PlanetType: Space
    Moons: 1
    Water: WaterBlue
    SeaLevel: 23
    PvP: True
    UseFixed: True
    Difficulty: 2
    PlayfieldType: Space
    Description: SpaceAlienStation
    SunFlare: EnvironmentalEffects/SunFlareRedSpace
    SpecialEffectsLocal: []
    SpecialEffectsGlobal: []
    AtmosphereColor: 0.71, 0.72, 1
    SkyColor: 0.71, 0.71, 1
    SkyHorizonColor: 0.71, 0.71, 1
    LightZenithColor: 1, 0.73, 0.73
    LightHorizonColor: 0.71, 0.71, 0.71
    DayLightIntensity: 0.5
    NightLightIntensity: 0.20000000000000001
    DayShadowStrength: 0.40000000000000002
    AtmosphereFog: 0.29999999999999999
    FogCloudIntensity: 0.29999999999999999
    FogIntensity: 0.14999999999999999
    FogStartDistance: 40
    GroundFogIntensity: 0.14999999999999999
    GroundFogHeight: 32
    CloudsDensity: 0.80000000000000004
    CloudsSharpness: 0.34999999999999998
    CloudsBrightness: 0.29999999999999999
    CloudsOpacity: 0.94999999999999996
    CloudsZenithColor: 0.73, 0.73, 1
    CloudsHorizonColor: 1, 0.72, 0.62
    WindSpeed: 3
    RandomResources:
    - Name: IronResource
      CountMinMax: [10, 12]
      SizeMinMax: [4, 30]
      DepthMinMax: [0, 1]
      MaxDroneCount: 1
    AsteroidResources:
    - Name: IronResource
      Threshold: 0.59999999999999998
      Amount: 0.5
    - Name: SathiumResource
      Threshold: 0.59999999999999998
      Amount: 0.5
    Terrain:
      Name: Temperate
      PoleLevel: 30
      NoiseStrength: 0.29999999999999999
      ColorChange:
        YFadeCenter: 65
        YFadeRange: 65
        YFadeMin: -0.12
        YFadeMax: -0.25
    MainBiome:
      Textures:
      - [Cliff, 5]
      - [Cliff, 0]
      - [BedRockLava, 2]
      Decorations:
      - [RocksmallA02, 0.1]
      - [RocksmallC01, 0.1]
      - [Rocks02, 0.1]
      - [Rocks03, 0.05]
    SubBiomes:
    - Altitude: 255
      Textures:
      - [Cliff, 25]
      - [SandBeach01, 1]
      Decorations:
      - [RocksmallA02, 3]
      - [RocksmallC01, 3]
      - [RockA01, 0.5]
      - [RockB01, 0.5]
    BiomeTextureReplacements:
    - Biome: 2
      From: Grass02Cliff
      To: Grass05Cliff
    Biome:
    - Altitude: [0, 200]
      Slope: [0, 255]
      BiomeClusterData:
      - Name: BiomeClusterName
        Id: 3
        ClusterSize: 4
        NbOfClusters: 5
        Decorations:
        - [RiverBirch, 0.2]
        - [RiverBirch, 0.2]
        Grass:
        - Name: GrassGreen01
          Density: 1200
          YScale: 1
          Preset: GrassDense
      - Name: BiomeClusterName
        Id: 3
        ClusterSize: 4
        NbOfClusters: 5
        Decorations:
        - [RiverBirch, 0.2]
        - [RiverBirch, 0.2]
        Grass:
        - Name: GrassGreen01
          Density: 1200
          YScale: 1
          Preset: GrassDense
      - Name: BiomeClusterName
        Id: 3
        ClusterSize: 4
        NbOfClusters: 5
        Decorations:
        - [RiverBirch, 0.2]
        - [RiverBirch, 0.2]
        Grass:
        - Name: GrassGreen01
          Density: 1200
          YScale: 1
          Preset: GrassDense
    POIs:
      Random:
      - GroupName: TS_Akua
        CountMinMax: [1, 1]
        DroneProb: 0.10000000000000001
        DronesMinMax: [1, 1]
        ReserveCount: 1
      Fixed:
      - Type: BA_Alien
        Prefab: BAO_OrbitalSpire
        Mode: Survival
        SubMode: Normal
        Name: Alien Base
        Pos: [0, 0, 500]
        Rot: [0, 75, 0]
        InitPower: True
      - Type: BA_Alien
        Prefab: BAO_SpireSatellite
        Mode: Survival
        SubMode: Normal
        Name: Alien Satellite
        Pos: [0, 100, 700]
        Rot: [0, 75, 0]
        InitPower: True
      - Type: BA_Alien
        Prefab: BAO_SpireSatellite
        Mode: Survival
        SubMode: Normal
        Name: Alien Satellite
        Pos: [0, 200, 300]
        Rot: [0, 75, 0]
        InitPower: True
      - Type: BA_Alien
        Prefab: BAO_SpireSatellite
        Mode: Survival
        SubMode: Normal
        Name: Alien Satellite
        Pos: [200, 200, 300]
        Rot: [0, 75, 0]
        InitPower: True
      - Type: BA_Alien
        Prefab: BAO_XenuSupplyStation
        Mode: Survival
        SubMode: Normal
        Name: Supply Station
        Pos: [2000, 0, 2000]
        Rot: [0, 75, 0]
        InitPower: True
      - Type: AsteroidVoxel01Promethium
        Prefab: AsteroidVoxel01Promethium
        Mode: Creative
        SubMode: Normal
        Name: Promethium Asteroid
        Pos: [-1216, 138, -518]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidVoxel02Sathium
        Prefab: AsteroidVoxel02Sathium
        Mode: Creative
        SubMode: Normal
        Name: Sathium Asteroid
        Pos: [-568, -264, -1273]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidVoxel03Zascosium
        Prefab: AsteroidVoxel03Zascosium
        Mode: Creative
        SubMode: Normal
        Name: Zascosium Asteroid
        Pos: [846, -335, 627]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidVoxel01Pentaxid
        Prefab: AsteroidVoxel01Pentaxid
        Mode: Creative
        SubMode: Normal
        Name: Pentaxid Asteroid
        Pos: [-634, -44, 459]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidVoxel03Zascosium
        Prefab: AsteroidVoxel03Zascosium
        Mode: Creative
        SubMode: Normal
        Name: Zascosium Asteroid
        Pos: [-1650, -104, 2872]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidVoxel01Magnesium
        Prefab: AsteroidVoxel01Magnesium
        Mode: Creative
        SubMode: Normal
        Name: Magnesium Asteroid
        Pos: [2110, -240, 4514]
        Rot: [0, 0, 0]
        InitPower: True
      - Type: AsteroidFieldRectangle2
        Prefab: BA_Outpost-AkuaV2
        Mode: Creative
        SubMode: Normal
        Name: Asteroid Field
        Pos: [0, 0, 0]
        Rot: [0, 0, 0]
        InitPower: True
      FixedPlayerStart:
      - Mode: Debug
        SubMode: Normal
        Pos: [-353, 72, -306]
    DroneBaseSetup:
      Random:
      - GroupName: DroneBaseAkua
        DronesMinMax: [2, 3]
        ReserveCount: 3
        DroneProb: 1
        Difficulty: 5
        PresetStyle: 2
        Stock:
        - Name: DroneSmallFast01Rocket
          Amount: 100
      Fixed:
      - Name: MainDroneBase
        Pos: [5000, 200, 5000]
        DroneOnDuty:
        - Name: SpaceDroneLaser
          Pos: [500, 500, 500]
          Radius: 150
        - Name: SpaceDroneLaser
          Pos: [-500, -500, 500]
          Radius: 150
        - Name: SpaceDroneLaser
          Pos: [500, 500, -500]
          Radius: 150
        - Name: SpaceDroneLaser
          Pos: [-500, -500, -500]
          Radius: 150
        - Name: SpaceDronePlasma
          Pos: [3000, 800, 3000]
          Radius: 250
        - Name: SpaceDronePlasma
          Pos: [-3000, -800, 3000]
          Radius: 250
        - Name: SpaceDronePlasma
          Pos: [3000, 800, -3000]
          Radius: 250
        - Name: SpaceDronePlasma
          Pos: [-3000, -800, -3000]
          Radius: 250
        DroneSpaceFreighter:
        - Name: Freighter
          FixedMaxSpeed: 15
          DelayBetweenRespawn: 500
          PathWayPoint:
          - [0, -600, -8000]
          - [-500, -600, 8000]
        - Name: war
          FixedMaxSpeed: 5
          DelayBetweenRespawn: 1000
          PathWayPoint:
          - [-5400, 2400, 8400]
          - [-3400, 2400, -8400]
        - Name: war
          FixedMaxSpeed: 4
          DelayBetweenRespawn: 1000
          PathWayPoint:
          - [-4900, 2300, 8300]
          - [-2900, 1900, -7900]
        - Name: war
          FixedMaxSpeed: 5
          DelayBetweenRespawn: 1000
          PathWayPoint:
          - [-5300, 2300, 8300]
          - [-3300, 2300, -8300]
        - Name: war
          FixedMaxSpeed: 6
          DelayBetweenRespawn: 1000
          PathWayPoint:
          - [-5200, 2200, 8200]
          - [-3200, 2200, -8200]
        DronePlanetVessel: []
    DroneSpawning:
      Random:
      - DronesMinMax: [5, 10]
        CenterX: 2500
      - DronesMinMax: [5, 10]
        CenterX: -2500
    CreatureSpawning:
    - Biome: Water
      Entities:
      - Name: Slimes
        Period: Day
        Amount: 1
        RestrictYMinMax: [0, 40]
      - Name: Hexapos
        Period: Night
        Amount: 5
        RestrictYMinMax: [0, 255]
    
     
    #80
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