Planet Creation Debugging

Discussion in 'The Hangar Bay' started by Blkdragon13, Nov 17, 2016.

  1. Blkdragon13

    Blkdragon13 Lieutenant

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    I am having trouble editing the yaml for a new planet. I suspect the issue is in the Biome area. I am doing a very simple planet (all covered in sand) to try and better understand the process (babysteps). Can anyone tell me why this section would be crashing out? It goes to the quit and email screen, doesn't give me an error message beyond that.

    MainBiome:
    Textures:
    - [ SandBeach01, 1 ]
    - [ RockBrown01, 0 ]
    - [ Bedrock, 2 ]
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]
    SubBiomes:
    - Altitude: 22
    Textures:
    - [ SandBeach01, 22 ]
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]
    # Biome Definition and Main Decoration
    Biome:
    # Dunes
    - Altitude: [ 0, 255 ]
    Slope: [ 0, 20 ]
    BiomeClusterData:
    - Name: "Dunes"
    Id: 1
    ClusterSize: 0
    NbOfClusters: 0
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]


    Any thoughts?
     
    #1
  2. Blkdragon13

    Blkdragon13 Lieutenant

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    I copied it from Omnicron. It started cashing out when I started deleting and changing the Biome/Subbiome section. Before that the main biome section was working.
     
    #2
  3. Our Grid

    Our Grid Captain

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    If you can;t even get in to take a look at it you might have a syntax issue with the file?

    I find I can usually get in game and then hit tilde ( the ~) and at least read errors of missing resources etc.

    I use Notepad++ and check every line for a tab or other improper identifier.
     
    #3
  4. oojimaflip

    oojimaflip Captain

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    I can't see any issues with that snippet, but it's very hard to tell in isolation; the yaml files are "Space Indented" meaning they are full of spaces used to align all the columns and format the text. In a word: Painful.
    Best practice is to only make *one change at a time*, save and test. Yes, SAVE & TEST EVERY. SINGLE. CHANGE.:mad:

    In reality these days I make a few changes where I can be confident. I overwrite any values I need to change, and I do *everything possible to maintain spaces and formatting.
     
    #4
  5. Blkdragon13

    Blkdragon13 Lieutenant

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    I am using Notepad++, and I doubt it is a space issue. I think it has to do with subBiomes. Maybe how it interacts with creatures? It was working upto the point I started editing the subBiome's. I would make a change test it.
    Here is the whole file:

    ---
    # Playfield Configuration
    # IMPORTANT: YAML files use spaces as indentation. Please don't use TABs - tab indentation is forbidden: http://yaml.org/faq.html
    # For more detailed explanations of the different parameters, see examples in Empyrion\Content\Playfields\ExamplePlanet and ExampleSpace
    ### Playfield Characteristics
    # General Information
    RealRadius: 1303.797294 # Please don't change
    ScaledRadius: 1300 # Please don't change
    Gravity: -9.81 # Gravity on planet
    AtmosphereDensity: 1.217 # Please don't change
    AtmosphereO2: 0.5 # Oxygen level of atmosphere
    AtmosphereBreathable: True # If player can breathe without helmet
    Temperature: 32 # No functionality yet
    TemperatureDay: 53 # No functionality yet
    TemperatureNight: 13 # No functionality yet
    DayLength: 24 # No functionality yet
    PlanetType: Desert # No functionality yet
    Moons: 0 # No functionality yet
    #Water: WaterGreen # WaterBlue, WaterGreen, WaterBrown
    #SeaLevel: 29 # Sea level of planet
    PvP: True # 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: 4 # Between 2 and 5: larger values indicate higher difficulty
    # Planet or Space
    PlayfieldType: Planet # Please don't change
    Description: Arrakis, Dune, a desert planet.
    # Sun # SunFlareBlue, SunFlareWhite, SunFlareWhite2, SunFlareWhite3, SunFlareYellow, SunFlarePurple
    SunFlare: EnvironmentalEffects/SunFlareBlue
    # Special Effects # Please don't change
    SpecialEffectsLocal:
    - Name: FireFliesGreenFew
    Biome: [ Dunes ]
    Time: Night
    MaxHeight: 75
    SpecialEffectsGlobal:
    - Name: MeteorShower
    Biome: [ Dunes ]
    Time: Always
    InitialDelay: 3.5 # in game hours
    Delay: 5
    Lifetime: 60
    PlyDist: 200
    SpawnY: 100
    Struct: Avoid
    # 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"
    # Light
    DayLightIntensity: 1.4 # Between 0 and 1.2: larger values = brighter, default is 0.6
    NightLightIntensity: 0.2 # Between 0 and 1: larger values = brighter, default is 0.6
    DayShadowStrength: 0.95 # Between 0 and 1: larger values = stronger
    # Fog
    AtmosphereFog: 0 # Distant fog, between 0 and 1: larger values = stronger
    FogCloudIntensity: 0 # Waft of mist in air, between 0 and 1: larger values = stronger
    FogIntensity: 0 # 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: 0.1 # Between 0 and 1: larger values = more clouds (coverage)
    CloudsSharpness: 0.3 # Between 0 and 1: larger values = less dense clouds
    CloudsBrightness: 1.0 # Between 0 and 2: larger values = brighter clouds
    CloudsOpacity: 1.0 # Between 0 and 1: larger values = more opaque, default is 0.9
    # Wind Speed
    WindSpeed: 3 # Between 0 and 10: larger values = faster moving clouds

    ### Resources
    RandomResources:
    - Name: SiliconResource
    CountMinMax: [ 6, 8 ]
    SizeMinMax: [ 10, 15 ]
    DepthMinMax: [ 0, 1 ]
    DroneProb: 0.5
    - Name: PromethiumResource
    CountMinMax: [ 5, 6 ]
    SizeMinMax: [ 8, 13 ]
    DepthMinMax: [ 0, 1 ]
    DroneProb: 0.5
    - Name: ErestrumResource
    CountMinMax: [ 3, 5 ]
    SizeMinMax: [ 7, 9 ]
    DepthMinMax: [ 0, 1 ]
    DroneProb: 0.9

    - Name: GoldResource
    CountMinMax: [ 1, 2 ]
    SizeMinMax: [ 2, 4 ]
    DepthMinMax: [ 0, 1 ]
    DroneProb: 0.9
    #FixedResources:
    # - Name: SiliconResource # Name of resource
    # Pos: [ 646, 33, -607 ] # Position coordinates
    # Radius: 7 # Size
    #
    #- Name: SiliconResource
    # Pos: [ 646, 40, -705 ]
    # Radius: 7
    #
    # - Name: IronResource
    # Pos: [ -856, 45, 20 ]
    # Radius: 7
    ### Resource Asteroids
    AsteroidResources:
    - Name: SiliconResource
    Threshold: 0.3
    Amount: 0.2
    - Name: PromethiumResource
    Threshold: 0.2
    Amount: 0.2
    - Name: ErestrumResource
    Threshold: 0.2
    Amount: 0.3
    ### Terrain and Decorations
    # Terrain and Local Decoration
    Terrain:
    Name: Desert # Name of terrain dll
    PoleLevel: 38 # Pole level of planet
    NoiseStrength: 0.1 # Dirt effect on terrain
    ColorChange: # Used to generate color differences in terrain
    YFadeCenter: 80 # Starting point for color change
    YFadeRange: 50 # Range for which color change is applied
    YFadeMin: 0.1 # Positive values: terrain gets brighter in valleys
    YFadeMax: -0.15 # Negative values: terrain gets darker on mountains
    MainBiome:
    Textures:
    - [ SandBeach01, 1 ]
    - [ RockBrown01, 0 ]
    - [ Bedrock, 2 ]
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]
    SubBiomes:
    - Altitude: 22
    Textures:
    - [ SandBeach01, 22 ]
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]
    # Biome Definition and Main Decoration
    Biome:
    # Dunes
    - Altitude: [ 0, 255 ]
    Slope: [ 0, 20 ]
    BiomeClusterData:
    - Name: "Dunes"
    Id: 1
    ClusterSize: 0
    NbOfClusters: 0
    Decorations:
    - [ RocksmallA02, 0.2 ]
    - [ RocksmallC01, 0.2 ]
    - [ SkeletonWhaleFull, 0.2]

    ### POIs
    POIs:
    Random:
    - GroupName: XenuTierI # Group name of POI
    CountMinMax: [ 6, 8 ] # 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 # Number of drones that will be replaced when destroyed
    TroopTransport: True # If troop transport will be sent
    - GroupName: Artifact
    CountMinMax: [ 1, 2 ]
    DroneProb: 0.6
    DronesMinMax: [ 1, 2 ]
    ReserveCount: 3
    TroopTransport: False
    ### 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 drone
    # 1 = Drone that attacks base
    # 2 = Troop transport
    # 3 = Ground troop - content of troop transport
    # Troop Transport:
    # 4 slots for NPCs per troop transport
    # Proportion of NPC in each transport determined by ratio of total amounts
    Random:
    - GroupName: DroneBaseOmicron
    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: 5 # 0..4 -> 0 = no drone attack base ... 4 = max difficulty level (5, 6, 7 = low, medium, high difficulty but with infinite drone waves)
    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: DroneLargeSlow01Minigun
    Amount: 20
    Extra: 0
    - Name: DroneSmallSlow01Cannon
    Amount: 20
    Extra: 0
    - Name: DroneSmallFast01Minigun # Base attack drones
    Amount: 100
    Extra: 1
    - Name: DroneTroopsTransport
    Amount: 1
    Extra: 2
    - Name: ZiraxMale
    Amount: 100
    Extra: 3
    - Name: AlienAssassinGrey
    Amount: 50
    Extra: 3
    - Name: Crawler
    Amount: 30
    Extra: 3
    - Name: Overseer
    Amount: 50
    Extra: 3
    # Drones that patrol on whole planet
    # Type determined by stock of drone base (default drone - type = 0)
    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 ] # Range of number of drones that patrol
    CenterX: 2500 # Center of circle around which drones patrol (radius 1500m)
    ### Creatures
    CreatureSpawning:
    - Biome: Dunes
    Entities:
    - Name: Slimes
    Period: Day # Night / Day / Always
    Amount: 1
    Delay: 0
    RestrictYMinMax: [ 0, 40 ]
    - Name: PlantMonsters
    Period: Night
    Amount: 2
    Delay: 0
    RestrictYMinMax: [ 0, 40 ]
     
    #5
  6. Blkdragon13

    Blkdragon13 Lieutenant

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    I tried something different, I kept the subBiomes and just deleted the grasses and changed the textures to match what I wanted. It complies and doesn't crash out. Hmm. I suspect that it has someting to do with looking for multplie biomes in some other section of thegame code. They may be hard coded in (i.e. Omnicrom has 5 sub biomes so the .yaml file MUST have 5 subBiomes in it), but I am not sure.
     
    #6
    oojimaflip likes this.

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