need help with adding own bases as POIs

Discussion in 'The Hangar Bay' started by groo101, May 1, 2016.

  1. groo101

    groo101 Commander

    Joined:
    Jan 29, 2016
    Messages:
    16
    Likes Received:
    8
    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 ]
     
    #1
    Last edited: May 1, 2016
  2. Navonil Mukherjee

    Navonil Mukherjee Captain

    Joined:
    Aug 14, 2015
    Messages:
    129
    Likes Received:
    184
    did you put those POI in prefabs folder??
     
    #2
  3. groo101

    groo101 Commander

    Joined:
    Jan 29, 2016
    Messages:
    16
    Likes Received:
    8
    Just tried that. wondering if there is a limit to the number of prefabs you can have it make in SP
     
    #3
  4. piddlefoot

    piddlefoot Rear Admiral

    Joined:
    Mar 4, 2015
    Messages:
    1,841
    Likes Received:
    1,612
    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 ?
     
    #4
  5. groo101

    groo101 Commander

    Joined:
    Jan 29, 2016
    Messages:
    16
    Likes Received:
    8
    yes and yes
     
    #5
  6. Navonil Mukherjee

    Navonil Mukherjee Captain

    Joined:
    Aug 14, 2015
    Messages:
    129
    Likes Received:
    184
    and that dose not worked?

    EDIT:eek:nly 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
     
    #6
    Last edited: May 12, 2016
  7. piddlefoot

    piddlefoot Rear Admiral

    Joined:
    Mar 4, 2015
    Messages:
    1,841
    Likes Received:
    1,612
    Im away from home for few days so I cant test any of this to be sure on this version.
     
    #7
  8. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    Such things tend to be case sensitive in Emperion.

    Is the groupname farms2 or Farms2?

    Groupname and .yaml must match in all respects
     
    #8
  9. ra5or

    ra5or Lieutenant

    Joined:
    Apr 26, 2016
    Messages:
    5
    Likes Received:
    0
    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
     
    #9
  10. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    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?
     
    #10
  11. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    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.
     
    #11
  12. ra5or

    ra5or Lieutenant

    Joined:
    Apr 26, 2016
    Messages:
    5
    Likes Received:
    0
    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
     
    #12
  13. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    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......
     
    #13
  14. ra5or

    ra5or Lieutenant

    Joined:
    Apr 26, 2016
    Messages:
    5
    Likes Received:
    0
    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... :(
     
    #14
  15. ra5or

    ra5or Lieutenant

    Joined:
    Apr 26, 2016
    Messages:
    5
    Likes Received:
    0
    Found the issue and I fixed it! (Single player DOES NOT WORK as it dont create area files)
     
    #15
  16. groo101

    groo101 Commander

    Joined:
    Jan 29, 2016
    Messages:
    16
    Likes Received:
    8
    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.
     
    #16
  17. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    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!
     
    #17
  18. Vexray

    Vexray Captain

    Joined:
    May 12, 2016
    Messages:
    188
    Likes Received:
    338
    @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
     
    #18
  19. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

    • Developer
    Joined:
    Jun 15, 2015
    Messages:
    5,403
    Likes Received:
    8,417
    #19
    joemorin73, piddlefoot and DrDeve like this.
  20. DrDeve

    DrDeve Ensign

    Joined:
    Jun 7, 2016
    Messages:
    6
    Likes Received:
    0
    Sorry Vexray, was on vacation and didn't check here, can I still help?

    Sent steam invite too
     
    #20
    Last edited: Aug 2, 2016

Share This Page