Created POI (Quest hub) needs to be in a fixed position. However I want to make sure a patrol spawns (without being triggered via quest). Problem & Attempts to Resolve: When I set the POI to fixed, I was unable to spawn mobs in the area (confirmed in discord I can't do that with fixed poi's). The work around is to create a biome. I created the biome and set the SelectionCriteria to true. I set the special biome fixed position and min max count (see below). Prior to the screenshotted version I had all the settings set for it (deco etc etc). I removed all of that due to it not working and went minimalist. The POI never showed. I removed the parameter for it to pick the marker biome and true to form the POI randomly spawned. This leads me to believe my special biome isn't loading, hence it can't load the random poi within the biome as there is no special biome for it to anchor to. Solution Needed: What am I missing or what do I need to have my special biome spawn in the location I want and not get ignored in the planet build? My "minimal setup" is below. Current code within the Biome section. - Name: MarkerSDG Color: [0, 0, 0] SelectionCriteria: - true SpecialBiome: FixedPosition: [3718, 4060] CountMinMax: [1, 1] AmbientSound: TropicalIsland
You need to use a stamp that places the fixed biome, check out the Crashsite biome in the TemperateStarter playfield for an example. Code: Stamps: - Starter_5_base You can use any positive value stamp for this (so anything that pushes the terrain up or keeps it the same, such as mountains or the starter biome. Craters/ravines that bring the terrain down won't work with fixed biomes last time I tried) An alternative is to use the latitude and longitude selection criteria but this will give you a biome the shape of a square or rectangle. Code: SelectionCriteria: - -Long < 0.05 - +Long < 0.05 - -Lat < 0.05 - +Lat < 0.05 Also double check where in the biome configuration you place your biomes as the order matters. See the example planet playfield for some explanations. I hope this helps.
Going to try it out, thank you. I put the special biome at the bottom. My ignorance on the stamps appears to be my stall point. Again thank you. Yeah I wondered if I needed to lat/long. I have to say scenario creation is a pita but rewarding when it works.
Thaank you Ravien. Once I set a positive stamp it worked like a charm. I should have asked for help earlier hehe
My working solution was to add a special biome to the "beach" biome already on the map. I decided to go this route because in making a special biome was just too big (I went through all stamps I could find and tested them one by one). So in case anyone tries to do this in the future, I thought I would share my code for this. To achieve my goal of having particular mobs spawn acting like they were watching the poi (I did not want them triggered via quest or similar), I added a new creature spawn group for the nearby Forest. The mobs spawned without issue now and do act like they are watching the POI so it feels exactly like I wanted it to. Don't mind my notes, I have to mark up what I have done so I can A) fix it later or B) if someone looks at it later they know why I made the changes I made. Also makes for VERY easy look up and reference overall. Code: - Name: Beach Color: [0.899999976, 0.899999976, 0] SelectionCriteria: - Height < SeaLevel + 4 - Temperature > 0 Grass: - Name: Plant01 Preset: GrassDense Decorations: - [RockGrey01Large, 0.002] - [RockGrey02Large, 0.002] - [CornDogBush, 0.001, Plant] - [RockResourceIron, 0.0005, Free] - [RockResourceSilicon, 0.001, Free] SpecialBiome: # ========== Added for starter story and quest hub ========== FixedPosition: [3718, 4060] # ========== Location of Quest Hub 1 ========== CountMinMax: [1, 1] AmbientSound: DesertCricket IgnoreForcedBiome: True Texture: [1, 10, 0.0500000007] UndergroundLayers: - [10, 2] - [18, 3] - [9, 1] - [19, -1] - [12, 1] StampProb: 1