I've a playfield I'm trying to create. If I have this Biome list, game runs fine: Pole Deep Water Shallow Water Shore Marsh Swamp Plains Desert Tundra Forest Tropical Forest Hills Foothills If I have this Biome list, game crashes at 60% loading planets. Pole Deep Water Shallow Water Shore Marsh Swamp Plains Desert Tundra Forest Tropical Forest Hills Foothills Mountains Mesa Volcanic Only thing I can figure is that there is a limit to number of biomes? Also, why such a limited choice for texturing? 16, and if I have ores I have to cut into that...? PS: Let's ignore sub-settings, just a basic list of biomes, the only sub-settings I have are stamps. And the list works fine, if I remove the bottom three (doesn't matter what's at the bottom)
Biomes with Ignoreforcedbiome true (or whatever it's called) must be all grouped in the top half of the biome list, with all other biomes that do not have that flag in the bottom half. I know mountains is one of those biomes. Check the console. It should tell you.
Cause the terrain shaider doesnt allow more then 16 textures. If the ores arnt setup as texture they will have a generic hardcoded texture
If you set your ore deposits to use the SSOR (subsurface ore rocks) then you don't need to use a texture slot on them.
First, will check suggestions made to make sure none apply. Then, if none apply, will include playfield. Which (or all) is needed? (Playfield.yaml, playfield_dynamic.yaml, playfield_debug.yaml, terrain.ecf) Also, thank you for the ton o' replies! Lastly, one of my attempts included changing all ores to SSOR, still crashed. (Keep in mind, not sure about other suggestions posed in thread, yet.)
Only one biome with "ignore forced" and that is pole. Made with EPD, though I am familiar enough with the coding to do manual edits/writing. (That software is glorious when it comes to variable names, ie RockGraySmall02 or whatever...) Here is a linky to the examples. Files with CRASH are the versions that crash. The ones without, well don't crash. Only differences between the two groups is I delete 3 biomes, the last three listed. It also doesn't matter what three are at the bottom, the crash will happen unless I delete 3 off of the CRASH versions.
Also, forgive the emptiness of the files. They're fresh starts, as in just starting to be made. So if the temp/humidity junk is bunk, ignore please I'll worry about that stuff once I have biomes that need humidity properly distributed...same with creatures, and POI's...though I think it's spawning "defaultRandom" stuff just for test sake.
This is AWESOME to hear! Even if I couldn't use the last 3 textures, I wouldn't grouse too much. Might I ask, does each ore have its own generic hardcoded texture? Or do all ores share the same generic hardcoded texture? (Sorry for the confusion!)
Thank you for the clarification! I'm thinking that may be my issue then. Since those last three biomes use 13 14 and 15 in the texture.ecf I'm a stickler for order, ironically since I'm Discordian...(The biomes use texture# in ascending order 1.2.3.4...) (Makes it easier on me when I manually go in and gussy up the code with notations etc...) ANYWAY, I will do some yamlling, see if it's related to the textures 13/14/15 (ore texture defaults). Regardless, since I don't want default textures...and I was planning on having more than 3 ores...So I'll have to do some boot camp shenanigans with Major Update, and General Repair. Better than a visit from Colonel Crash! (ouch, sorry! sorry!) Thank you everyone for being awesome! (As always, of course)
Oh yeah I don't think you can use those texture slots in biomes. I think I had the same problem as you. Try changing the texture slots used in your biomes and see if that fixes it.
It was indeed the issue! And again, thank you everyone for participation! Once I get the first draft done, I'll come show off what you helped me to create.