i have made five variations of a base and put them in a group, then told the game to add that group to a world, i have tried several times to get it to work, no luck. the bases have alien cores, so it shouldn't be about that, could it be that i haven't added a spawner to them? if anyone would like to see what the bases are like, i can put them up somewhere. the world works fine other than that. Edit i tried adding spawners, fixing the name, i haven't figured it out yet. adding the relevant playfield.yaml below. --- # 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: -8.25 # Gravity on planet AtmosphereDensity: 1.051 # Please don't change AtmosphereBreathable: True # If player can breathe without helmet Temperature: 23 # No functionality yet TemperatureDay: 35 # No functionality yet TemperatureNight: 11 # No functionality yet DayLength: 24 # No functionality yet PlanetType: Temperate # No functionality yet Moons: 1 # No functionality yet Water: WaterBlue # WaterBlue, WaterGreen, WaterBrown SeaLevel: 25 # Sea level of planet 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: 2 # Between 2 and 5: larger values indicate higher difficulty # Planet or Space PlayfieldType: Planet # Please don't change Description: Akua is a temperate planet with vast oceans, volcanic islands and large continents with mountain ranges. It has a breathable atmosphere. The average temperature is 23°C and gravity amounts to 0.84g. # Sun # SunFlareBlue, SunFlareWhite, SunFlareWhite2, SunFlareWhite3, SunFlareYellow, SunFlarePurple SunFlare: EnvironmentalEffects/SunFlareWhite # Special Effects # Please don't change LocalEffect: Name: EnvironmentalEffects/Sparks MaxHeight: 200 # Atmosphere and Sky AtmosphereEnabled: True # Atmosphere True or False AtmosphereColor: "0.19, 0.26, 0.35" # Color of atmosphere seen in space, default is white "1,1,1" SkyColor: "1, 1, 1" # Color of skybox, default is white "1,1,1" # LightZenithColor: "1, 0.95, 0.92" # Color of light if sun is in zenith, default is almost white "1,0.95,0.92" # LightHorizonColor: "1, 0.6, 0" # Color of light if sun is on horizon, default is orange "1,0.6,0" # Light DayLightIntensity: 1.2 # Between 0 and 1.2: larger values = brighter, default is 0.6 NightLightIntensity: 0.9 # Between 0 and 1: larger values = brighter, default is 0.6 # Fog AtmosphereFog: 0.5 # Distant fog, between 0 and 1: larger values = stronger FogCloudIntensity: 0.3 # Waft of mist in air, between 0 and 1: larger values = stronger FogIntensity: 0.1 # Near Fog/Atmospheric Scattering Intensity, between 0 and 1: larger values = stronger FogStartDistance: 400 # Near Fog/Atmospheric Scattering Start Distance, in m GroundFogIntensity: 0 # Ground Layer Fog, between 0 and 1: larger values = stronger GroundFogHeight: 0 # Ground Layer Fog Height # Clouds CloudsDensity: 0.5 # Between 0 and 1: larger values = more clouds (coverage) CloudsSharpness: 0.2 # Between 0 and 1: larger values = less dense clouds CloudsBrightness: 1.3 # Between 0 and 2: larger values = brighter clouds # CloudsOpacity: 0.9 # Between 0 and 1: larger values = more opaque, default is 0.9 # CloudsZenithColor: "0.87, 0.92, 1" # Color of clouds if sun is in zenith, default is light blue "0.87,0.92,1" # CloudsHorizonColor: "1, 0.76, 0.56" # Color of clouds if sun is on horizon, default is light orange "1,0.76,0.56" # Wind Speed WindSpeed: 3 # Between 0 and 10: larger values = faster moving clouds ### Randomly distributed resources # For Seed>0 games # Please don't change RandomResources: - Name: IronResource CountMinMax: [ 6, 7 ] # range of number of resources to distribute on planet SizeMinMax: [ 8, 14 ] # range of sizes of resource depots DepthMinMax: [ 0, 1 ] # Range of how deep to bury depots below terrain surface (e.g. 0 = partly visible, 3 = top of depot starts 3m below surface) DroneProb: 0.2 # probability that the resource is defended by drones MaxDroneCount: 1 # if at all, 1..n drones will defend the resource [default = 1] - Name: CobaltResource CountMinMax: [ 5, 6 ] SizeMinMax: [ 6, 14 ] DepthMinMax: [ 0, 1 ] DroneProb: 0.2 - Name: CopperResource CountMinMax: [ 5, 6 ] SizeMinMax: [ 6, 13 ] DepthMinMax: [ 0, 1 ] DroneProb: 0.3 - Name: SiliconResource CountMinMax: [ 4, 5 ] SizeMinMax: [ 6, 13 ] DepthMinMax: [ 0, 2 ] DroneProb: 0.3 - Name: PromethiumResource CountMinMax: [ 5, 6 ] SizeMinMax: [ 8, 12 ] DepthMinMax: [ 0, 2 ] DroneProb: 0.4 - Name: MagnesiumResource CountMinMax: [ 4, 5 ] SizeMinMax: [ 8, 11 ] DepthMinMax: [ 0, 3 ] DroneProb: 0.4 ### Terrain and Decorations # Terrain and Local Decoration Terrain: Name: TemperateNew PoleLevel: 30 # Pole level of planet NoiseStrength: 0.1 ColorChange: YFadeCenter: 45 YFadeRange: 20 YFadeMin: -0.1 YFadeMax: -0.15 MainBiome: Textures: - [ Grass02Cliff, 1 ] - [ Cliff, 4 ] - [ RockBrown01, 0 ] - [ BedrockLava, 2 ] Decorations: - [ RocksmallA02, 0.1 ] # name, probability - [ RocksmallC01, 0.1 ] - [ Rocks02, 0.1 ] - [ Rocks03, 0.05 ] SubBiomes: - Altitude: 22 Textures: - [ SeaGround02, 20 ] - Altitude: 26 Textures: - [ SandBeach01Cliff, 4 ] Decorations: - [ RocksmallA02, 3.0 ] - [ RocksmallC01, 3.0 ] - [ RockA01, 0.5 ] - [ RockB01, 0.5 ] # Biome Definition and Main Decoration Biome: # Water Area - Altitude: [ 3, 18 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "Water" Id: 1 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ CoralBig01, 2, 1] - [ CoralBig08, 2, 1] - [ FingerSponge03-01, 1, 1] - [ CoralStone03-05, 2, 1] - [ Hydrilla2, 2, 1] - [ SeaWeed02-04, 3, 1] - [ RealRock1Water, 1, 1] - [ RealRock5Water, 1, 1] - [ CrystalStraight, 1, 1] GrassItem: - Name: "GrassGreen01" Density: 1200 XZScale: 2 YScale: 1 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.1 LNMinDensityThreshold: 0.05 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.1 - Name: "GrassGreen01" Density: 500 XZScale: 2 YScale: 1.5 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 1 LNMinDensityThreshold: 0.05 LNMinDensityValue: 1 InRangeDensityFactor: 0.1 - Name: "Water" Id: 1 ClusterSize: 10 NbOfClusters: 10 DecorationItem: - [ SeaWeed02-04, 20, 1] - [ Hydrilla2, 10, 1] GrassItem: - Name: "GrassGreen01" Density: 1000 XZScale: 2 YScale: 1 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.17 LNMinDensityThreshold: 0.05 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Name: "GrassGreen01" Density: 500 XZScale: 2 YScale: 1.5 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 1 LNMinDensityThreshold: 0.05 LNMinDensityValue: 1 InRangeDensityFactor: 0.0001 - Altitude: [ 18, 27 ] Slope: [ 0, 60 ] BiomeClusterData: - Name: "Water" Id: 1 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ CoralBig01, 0, 1] GrassItem: - Name: "GrassGreen01" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.25 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.1 InRangeDensityFactor: 0.0001 - Altitude: [ 0, 27 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Water" Id: 1 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ CoralBig01, 0, 1] # Forest - Altitude: [ 27, 55 ] Slope: [ 0, 20 ] BiomeClusterData: - Name: "TropicalForest" Id: 2 ClusterSize: 420 NbOfClusters: 8 DecorationItem: - [ ChineseBanyan, 1.3, 1] - [ BaldCypresFall, 0.8, 1] - [ BaldCypres, 1.5, 1] - [ BushGreen01, 0.3, 1] - [ BushGreen02, 0.3, 1] - [ CobraLeavesPlant, 0.5, 1] - [ MushroomBellBrown01, 0.4, 1] - [ CattailWinter, 0.8, 1] - [ PixieStalks, 0.4, 1] - [ InsanityPepper, 0.1, 1] - [ AlienPlant05, 0.1, 1] - [ AlienPlant07, 0.1, 1] - [ AlienPlant14, 0.1, 1] - [ DeadTree01, 0.1, 1] - [ DeadTree02b, 0.1, 1] - [ RealRock2, 0.1, 1] - [ RealRock1, 0.1, 1] GrassItem: - Name: "GrassGreen04" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.15 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Name: "GrassGreen03" Density: 1000 XZScale: 2 YScale: 1.2 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 1 LNMinDensityThreshold: 0.1 LNMinDensityValue: 1 InRangeDensityFactor: 0.00001 - Name: "Plant01" Density: 250 XZScale: 1 YScale: 1.15 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.4 LNMaxDensityThreshold: 0.85 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 # Open Plains - Name: "OpenPlains" Id: 3 ClusterSize: 70 NbOfClusters: 15 DecorationItem: - [ RealRock10, 2, 1] - [ RealRock3, 2, 1] - [ RealRock4, 2, 1] - [ RealRock5, 2, 1] - [ DesertPlant20, 8, 1] - [ PixieStalks, 2, 1] - [ Snakeweed, 3, 1] GrassItem: - Name: "GrassGreen04" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.15 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Name: "OpenPlains" Id: 3 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ HollywoodJuniperDesktop, 0.1, 1] - [ HollywoodJuniperDesktopBare, 0.1, 1] - [ ChineseBanyan, 0.3, 1] - [ BaldCypresFall, 0.05, 1] - [ BaldCypres, 0.03, 1] - [ AkuaBush1, 0.2, 1] - [ CornDogBush, 0.3, 1] - [ Snakeweed, 0.5, 1] - [ DesertPlant20, 0.25, 1] - [ CattailWinter, 0.5, 1] - [ RealRock10, 0.005, 1] - [ RealRock3, 0.005, 1] - [ RealRock4, 0.005, 1] - [ RealRock5, 0.005, 1] - [ RealRock8, 0.02, 1] # large rock - [ RealRock9, 0.02, 1] # large rock GrassItem: - Name: "GrassGreen06" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.17 LNMinDensityThreshold: 0.05 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Name: "Flower01" Density: 1000 XZScale: 1 YScale: 0.9 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 1 LNMinDensityThreshold: 0.05 LNMinDensityValue: 1 InRangeDensityFactor: 0.00001 - Name: "Flower02" Density: 70 XZScale: 1 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 1 LNMinDensityThreshold: 0.05 LNMinDensityValue: 1 InRangeDensityFactor: 0.00001 - Altitude: [ 27, 55 ] Slope: [ 0, 65 ] BiomeClusterData: - Name: "OpenPlains" Id: 3 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ RealRock1, 0, 1] GrassItem: - Name: "GrassGreen06" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.15 LNMinDensityThreshold: 0 LNMinDensityValue: 0 InRangeDensityFactor: 0.0001 - Name: "Plant01" Density: 250 XZScale: 1 YScale: 1.5 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.4 LNMaxDensityThreshold: 0.75 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 #Mountains - Altitude: [ 55, 180 ] Slope: [ 0, 50 ] BiomeClusterData: - Name: "Mountains" Id: 4 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ CornDogBush, 5, 1] - [ Snakeweed, 10, 1] GrassItem: - Name: "GrassGreen06" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.15 LNMinDensityThreshold: 0 LNMinDensityValue: 0 InRangeDensityFactor: 0.0001 - Name: "Plant01" Density: 250 XZScale: 1 YScale: 1.5 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.4 LNMaxDensityThreshold: 0.75 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Altitude: [ 55, 180 ] Slope: [ 0, 65 ] BiomeClusterData: - Name: "Mountains" Id: 4 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ RealRock1, 0, 1] GrassItem: - Name: "GrassGreen06" Density: 2000 XZScale: 2 YScale: 0.8 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.2 LNMaxDensityThreshold: 0.15 LNMinDensityThreshold: 0 LNMinDensityValue: 0 InRangeDensityFactor: 0.0001 - Name: "Plant01" Density: 250 XZScale: 1 YScale: 1.5 LibNoiseName: "GrassLibNoise" LibNoiseSeed: 0 LibNoiseXZScale: 0.4 LNMaxDensityThreshold: 0.75 LNMinDensityThreshold: 0.1 LNMinDensityValue: 0.2 InRangeDensityFactor: 0.0001 - Altitude: [ 55, 180 ] Slope: [ 0, 180 ] BiomeClusterData: - Name: "Mountains" Id: 4 ClusterSize: 0 NbOfClusters: 0 DecorationItem: - [ RealRock1, 0, 1] ### POIs POIs: Random: - GroupName: EpsilonTierI CountMinMax: [ 3, 5 ] # range of number of POIs of this group to distribute on planet DroneProb: 1.0 # probability that a POI is defended by drones DronesMinMax: [ 1, 2 ] # range of number of drones that defend POI ReserveCount: 3 TroopTransport: True # if troop transport will be sent - GroupName: EpsilonDroneFactory CountMinMax: [ 1, 1 ] DroneProb: 1.0 DronesMinMax: [ 2, 2 ] ReserveCount: 4 TroopTransport: True - GroupName: TalonVillage CountMinMax: [ 1, 10 ] DroneProb: 0 DronesMinMax: [ 0, 0 ] ReserveCount: 0 TroopTransport: False - GroupName: CrashedTalosBack CountMinMax: [ 1, 1 ] DroneProb: 0.9 DronesMinMax: [ 1, 2 ] ReserveCount: 3 TroopTransport: False - GroupName: CrashedTalosMid CountMinMax: [ 1, 1 ] DroneProb: 0.8 DronesMinMax: [ 1, 2 ] ReserveCount: 3 TroopTransport: True - GroupName: CrashedTalosFront CountMinMax: [ 1, 1 ] DroneProb: 0.6 DronesMinMax: [ 1, 1 ] ReserveCount: 3 TroopTransport: False - GroupName: farms2 CountMinMax: [ 8, 10 ] DroneProb: 1 DronesMinMax: [ 1, 3 ] ReserveCount: 9 TroopTransport: False Fixed: - Type: BA_Player Prefab: BA_OutpostAkua # Filename of blueprint Mode: Creative # Creative or Survival SubMode: Normal # Empty / Normal (only evaluated in Creative mode) [default: Normal] Name: Outpost Akua # name of blueprint as displayed to player Pos: [ -472, 11.2, -266.7 ] # position coordinates Rot: [ 0, -33, 0 ] # rotation angles InitPower: True - Type: SV_Player Prefab: SV_Falcon Mode: Creative SubMode: Normal Name: Falcon MKI Pos: [ -474, 24.4, -263.75] Rot: [ 0, 15, 0 ] # - Type: HV_Player # Prefab: HV_Starter_Tier1 # Mode: Creative # SubMode: Normal # Name: Land Speeder # Pos: [ -488.8, 22.2, -239.71 ] # Rot: [ 0, -123, 0 ] - Type: BA_Player Prefab: BA_OutpostAkua Mode: Debug Name: Outpost Akua Pos: [ -472, 11.2, -266.7 ] Rot: [ 0, -33, 0 ] InitPower: True FixedPlayerStart: - Mode: Creative # Creative or Survival SubMode: Empty # Empty / Normal (only evaluated in Creative mode) [default: Normal] Pos: [ -428,25.7,-291 ] # position coordinates RotY: -50 # rotation angle around Y axis - Mode: Creative # Creative or Survival SubMode: Normal # Empty / Normal (only evaluated in Creative mode) [default: Normal] Pos: [ -482.2,25.2,-252.56 ] # position coordinates RotY: 100 # rotation angle around Y axis - Mode: Debug Pos: [ -482.2,25.2,-252.56 ] RotY: 100 ### 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 # Extra: # -> 0 = default # 1 = Attacking base # 2 = Troop transport # 3 = Ground troop Random: - GroupName: DroneBaseAkua DronesMinMax: [ 2, 3 ] # 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: 2 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level PresetStyle: 2 # 0..4 -> see comment above # BaseAttack: DroneSmallAttackBase Stock: - Name: DroneSmallFast01Rocket # Name of drone Amount: 10 # Amount of drones in stock Extra: 0 # Type of drone 0..3 -> see comment above - Name: DroneSmallFast01Minigun Amount: 30 Extra: 0 - Name: DroneSmallSlow01Cannon Amount: 20 Extra: 0 - Name: DroneSmallAttackBase Amount: 30 Extra: 1 - Name: DroneTroopsTransport Amount: 1 Extra: 2 - Name: ZiraxMale Amount: 100 Extra: 3 - Name: Crawler Amount: 80 Extra: 3 # Patrol drones on whole planet # Type determined by stock of drone base DroneSpawning: Random: - DronesMinMax: [ 5, 10 ] # Range of number of drones that patrol CenterX: -2500 # Center of circle around which drones patrol (radius 1500m) - DronesMinMax: [ 5, 10 ] CenterX: 2500 ### Creatures CreatureSpawning: - Biome: Water Entities: - Name: Slimes Period: Day # Night / Day / Always Amount: 2 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Name: Triceratopses Period: Day Amount: 10 Delay: 4 RestrictYMinMax: [ 0, 40 ] - Name: PlantMonsters Period: Night Amount: 2 Delay: 2 RestrictYMinMax: [ 0, 40 ] - Biome: TropicalForest Entities: - Name: WoodWalkers Period: Night Amount: 3 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Name: PlantMonsters Period: Night Amount: 1 Delay: 2 RestrictYMinMax: [ 0, 40 ] - Name: Triceratopses Period: Day Amount: 2 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Name: TalonGuardians Period: Always Amount: 1 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Biome: OpenPlains Entities: - Name: Megalonopses Period: Day Amount: 2 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Name: TalonGuardians Period: Night Amount: 2 Delay: 0 RestrictYMinMax: [ 0, 40 ] - Name: AlienBugs01 Period: Night Amount: 1 Delay: 0 RestrictYMinMax: [ 0, 40 ]
Did you add the spanwner blocks to the poi bases you built ? Did you put them in the prefab folder and then start a new game ?
and that dose not worked? EDITnly thing don't understand in the playfield.yaml, how "reservcount" works and how it affects the game..I will do some research on that and will see what is the problem with custom POIs
Such things tend to be case sensitive in Emperion. Is the groupname farms2 or Farms2? Groupname and .yaml must match in all respects
I think u will find POI cores are set to a faction called [Aln] unless this is set they wont function as true POI's and at present there is no way, even when you set this that the guns/spawners will work because then u build POI's or spawn an existing and edit, they are then converted to player id, thus wiping the [Aln] tag. I have also found you are unable to use the convert steel process on them, as they do not appear to be made of the same steel blocks which we get in game. I assume once they are set as POI they become custom blocks. I have asked Devs, to lookin to this and possibly allow us to edit/create new POI's for server owners etc, yet no reply. Verdict, at present it seems impossible to add brand new POI's, however you can increase amount of existing or even add other existing POIs into a new playfield. Yours eRa5oR
No that's not correct. The OP is following the published rules for creating new alien POI,so - create BP - Add to group - copy to prefabs - add go up to playfield.yaml - Start a new game In fact it's not even necessary to start a new game anymore, if you edit the correct playfield.yaml file OP - which .yaml file did you change ./content or ./saves/games/etc?
Oh and to replaceblocks start with replaceblock xxx Hull HullFull - POI'S have a lot of pre-alpha blocks, and this will convert them to current hull blocks, so they can be further upgraded.
Well i currently have an experimental server running, and I have edited the playfield poi on my custom planet a few times, in an attempt to add new poi structures, but they dont seem to spawn, and there is no server error. Please could you point me in the direction of this published POI setup and the correct yaml that people should be editing, because to my knowledge, you would edit the yaml of the planet playfield you wished too add the POI too and make sure its inside the pre-fab. I still believe its not possible, as the POIs have the a name written into the HEX table as they are pre-alpha, without this name, the game doesnt seem to load them in, and theres no way too actualy add this into the HEX table even if you name the building before you save it. But as I say please point us in the right direction if you have a working/tested method, thanks eRa5oR
Well ...... the admin of three REACH server replaces all POI'S every Sunday, without wiping, so you can see for yourself, you don't have to take my word The simple method was posted by Hummel-o-War in the Steam forums some time ago. I'm AFK and can't provide the link, but I've provided the method, almost verbatim above. As for the correct. Yaml, since Hummels method says create a new game, the correct one would be the ./content/templates/{bione} version. I'm not sure if that's how the admin on Reach does it, he may simply destroy and restart, but I'm just spit balling on that one......
Thanks for your reply. I have added - GroupName: Fallen - CountMinMax: [ 1, 1 ] - DroneProb: 0.6 - DronesMinMax: [ 1, 2 ] - ReserveCount: 3 - TroopTransport: False into the Desert yaml which is used by omicron. I have double clicked the Blueprint and set the group to Fallen as above group name, I then copy the .epb file into the PREFAB folder along with all the other BA prefabs. but when booting up in solo and starting new game omicron, it does not appear...
thank you. BTW to start a game as if it were on a server, use the dedicated server included w/ the game, enter the world, then exit and close server. resume game as SP new servers should show up.
Good tip. All my testing was done on a save that had been loaded both ways, and I Missed this nuance, sorry @ra5or, we are all still learning!
@DrDeve i sent you a message regarding POIs as well, havent had a response back yet, your pretty much the only person who everyone says to go to so if you get a chance send me a chat back =D
Created a howto today: https://empyrion.gamepedia.com/Create_and_insert_customized_POIs Please give it a try and send me your feedback if this works for you (also added some Q&A for some often-asked questions)