Ok I don't have any idea how to make a mission, I'm starting with a planet so hopefully some one can turn it into one. I'm editing with creative mode. For now I would like to know if someone CAN rip it out and make a mission, and if there is a way with creative or /admin to place endless lava.
Problem with endless liquids is ... they are (if it didn't change in the last weeks) biome-based. Code: "2" : { "name" : "lava", "tickDelta" : 3, "color" : [255, 150, 0, 205], "radiantLight" : [189, 26, 0], "statusEffects" : [ "melting" ], "itemDrop" : "liquidlava", "interactions" : [ { "liquid" : 1, "materialResult" : "magmarock" } ], "texture" : "/liquids/lavatex.png", "bottomLightMix" : [255, 70, 0], "textureMovementFactor" : 2.6 } Code: "ocean" : { "oceanLiquid" : [ "water" ], "blockSelector" : [ "floatingIslandsSurface" ], "fgCaveSelector" : [ "empty" ], "biome" : [ [0, [ "ocean" ]] ] } Code: "magma" : { "oceanLiquid" : [ "lava" ], "blockSelector" : [ "floatingIslandsSurface" ], "fgCaveSelector" : [ "empty" ], "biome" : [ [0, [ "magma" ]] ] } I'm not saying your method isn't viable, in fact, yes, it WOULD be lots easier and less open for failures. The problem at that is, as long as you don't plan to set the biome to magma, I don't see any valid method of creating endless lava. I might be missing something, totally possible, but that's my last state-of-knowledge.
1 - No. It's very helpful to have a finished example of a mission to transfer it to the png's tho, so that's a good start. 2 - Not as far as I know, but what do you want to do in the mission? If you set it to protected there's no need for endless lava, since you can't remove any blocks.
Well at least that means I don't have to do every single bit of background tile and the like just make reference guides Is it possible to perhaps make a mission file and then change it with creative mode?
Nope, it'll always resets as it's handled like a temporary instance, so it's newly created everytime the temporary world is deleted (upon logout or after 10 minutes, unmodded) So... the nope is a maybe-yes-kinda-nope, you can edit it, but it won't be saved upon relogging, so you CAN alter things and see if this or that looks better.
Ah, well my idea is best implemented with endless lava blocks. It involves a steadily rising lava level and thus having endless lava will control the speed. But then again speed can be controlled with how much room it has to flow and timed gates opening and closing if it's rising to fast. Lol going to take a lot of wiring and how you do that with code I got no clue lol but least with code you can shove it some where way out of sight and I can put it where I can get to it easy. Which reminds me, how do you get a timer to only send a signal once after it gets one and waits[DOUBLEPOST=1432941699][/DOUBLEPOST]This is what I'm trying to do http://community.playstarbound.com/threads/deep-core-apex-borehole-a-timed-dungeon-crawl.54693/
I have not a clue about what you try to achieve (without the thing I have in mind) or how wiring logic works outside lua, sorry. But, the fact that you want the lava rising sparked an idea that has been talked over in the forum earlier today. Why not add an item to your mission-mod that spawns inifnite liquid? It'd spawn the lava in one spot, making it slowly rise, the speed could be either edited with timing logic inside the code or via the easily updated "scriptDelta" function in Json, that'd just involve changing one number to change the dt of your update function. For the timer, in Lua I'd probably use math logic, subtracting one of a fixed cooldown via a dt variable and make it able to send a new signal once cooldown == 0, then set the timer back to what you need again. No clue how that works with ingame-wiring tho.
That "coding" would actually take about ~2 minutes since there's already a basic script swat posted lately.
Yah but it would look more natural being pumped in, unless you could make spots place 'blocks' of lava down every so often. That would push the lava in its place away and up.[DOUBLEPOST=1432943881][/DOUBLEPOST]I saw the screen center code strikes out, did that get removed? Cuz it would be cool to acationaly make the screen shake
When I'm done here I'll write an example and post a gif, since that's basically how it works if you do it right. No clue how you thought it'd work. o.o
Well endless lava just produces lava up to the level it is at...it don't make lava above it.[DOUBLEPOST=1432944114][/DOUBLEPOST]Though having a few blocks of endless lava shot up and back down here and there once it starts would be cool! Little fire balls flying up into the air
Problem with endless liquids is ... they are (if it didn't change in the last weeks) biome-based. Code: "2" : { "name" : "lava", "tickDelta" : 3, "color" : [255, 150, 0, 205], "radiantLight" : [189, 26, 0], "statusEffects" : [ "melting" ], "itemDrop" : "liquidlava", "interactions" : [ { "liquid" : 1, "materialResult" : "magmarock" } ], "texture" : "/liquids/lavatex.png", "bottomLightMix" : [255, 70, 0], "textureMovementFactor" : 2.6 } Code: "ocean" : { "oceanLiquid" : [ "water" ], "blockSelector" : [ "floatingIslandsSurface" ], "fgCaveSelector" : [ "empty" ], "biome" : [ [0, [ "ocean" ]] ] } Code: "magma" : { "oceanLiquid" : [ "lava" ], "blockSelector" : [ "floatingIslandsSurface" ], "fgCaveSelector" : [ "empty" ], "biome" : [ [0, [ "magma" ]] ] } I'm not saying your method isn't viable, in fact, yes, it WOULD be lots easier and less open for failures. The problem at that is, as long as you don't plan to set the biome to magma, I don't see any valid method of creating endless lava. I might be missing something, totally possible, but that's my last state-of-knowledge.
Well, that makes things easier. Then it "should" suffice to place a normal lava block in your liquids map on the spot where you want it to generate initially. I never tested it tho, so I'll look into it a bit more later, maybe I can get you some approval.
Basically you will arrive at the top of the structure and take an elevator shaft down, and power the place up. This will open the place for you to go inside and get what you need but I will also start experiments back up destabilizing the planet more and making lava flood the facility. Meaning you have to hurry and fight your way up, get what you need, and make it to the top again so you can leave. So if you die lava floods the whole place and you fail having to abandon it and start over. Though might have to put an anti cheat thing in a door that starts open and when you port in and walk over a pad it ignores you, but if you walk over it a second time it shuts the door.
What if you make it as a ship till your done with it, then change it into a mission? You can change ships. ^.^ that might work, right?
Oh, there are easier methods. I, for example, like to create instanced worlds, so I can use /warp UniqueWorld:<name> It has no real background, no surroundings, avoids bugging and avoids lagging in any possible way. Ship works too, but that's a little more complicated to achieve. Besides, the swap from UniqueWorld dungeons to missions is really easy.
Well I have not modded this game before and I would rather get a small planet, take the image and copy paste the crust layers for some realism in the look, erase a chuck out for the bore hole, paint in the back ground, paint in some foreground, then hop in game and make some edits with creative mode..... And just do that, hop back and forth between paint and creative till the final bit of coding needs added
/warp UniqueWorld:<name> don't seam to work unless you have one.... what files do I need to grab from something to use, and where do I need to put them when I am ready to edit them in the game?
.dungeon file Code: { "metadata" : { "name" : "leevenhouse", "species" : "generic", "rules" : [], "gravity" : 80, "anchor" : ["leevenhouse"], "maxRadius" : 80, "maxParts" : 1, "protected" : false } .dungeon file Code: "parts" : [ { "name" : "leevenhouse", "rules" : [ [ "maxSpawnCount", [1] ] ], "def" : [ "image", [ "leevenhouse.png", "leevenhouse-overlay.png"] ] } ] } .dungeon_worlds.config.patch Code: [{ "op" : "add", "path" : "/leevenhouse", "value" : { "primaryDungeon" : "leevenhouse", "threatLevel" : 1, "gravity" : 80, "worldSize" : [2000, 1000], "dungeonBaseHeight" : 500, "ambientLightLevel" : [128, 128, 128], "ambientNoises" : "/sfx/environmental/space_loop4.ogg", "musicTrack" : "/music/planetarium.ogg" } }] .instance_worlds.config.patch Code: [{ "op" : "add", "path" : "/leevenhouse", "value" : { "type" : "FloatingDungeon", "dungeonWorld" : "leevenhouse", "seed" : 1234, "spawningEnabled" : false, "worldProperties" : { "nonCombat" : true }, "skyParameters" : { "spaceLevel" : 3000, "ambientLightLevel" : [ 24, 28, 24 ], "satellites" : [ { "pos" : [ 0.310561, 0.21497 ], "drawables" : [ { "scale" : [ 0.055, 0.055 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/terrestrial/biomes/desert/maskie3.png?hueshift=-45" }, { "scale" : [ 0.055, 0.055 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/terrestrial/biomes/desert/maskie3.png?hueshift=-45?addmask=/celestial/system/terrestrial/dynamics/2.png" }, { "scale" : [ 0.055, 0.055 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/terrestrial/biomes/desert/maskie2.png?hueshift=-45?addmask=/celestial/system/terrestrial/dynamics/20.png" }, { "scale" : [ 0.055, 0.055 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/terrestrial/biomes/desert/maskie1.png?hueshift=-45?addmask=/celestial/system/terrestrial/dynamics/5.png" }, { "scale" : [ 0.055, 0.055 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/terrestrial/shadows/9.png" } ] } ], "planet" : { "pos" : [ 0.00538729, 0.46961 ], "drawables" : [ { "scale" : [ 0.15, 0.15 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/gas_giant/gas_giant_base.png" }, { "scale" : [ 0.15, 0.15 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/gas_giant/gas_giant_clouds.png?addmask=/celestial/system/gas_giant/gas_giant_dynamics/17.png+/celestial/system/gas_giant/gas_giant_dynamics/29.png" }, { "scale" : [ 0.15, 0.15 ], "mirrored" : false, "rotation" : 0, "flipHorizontal" : false, "centered" : true, "image" : "/celestial/system/gas_giant/shadows/9.png" } ] }, "skyType" : "barren", "horizonImages" : [ { "right" : "/celestial/system/terrestrial/horizon/liquids/water_r.png", "left" : "/celestial/system/terrestrial/horizon/liquids/water_l.png" }, { "right" : "/celestial/system/terrestrial/horizon/textures/forest_r.png?hueshift=-30?addmask=/celestial/system/terrestrial/horizon/masks/32_r.png;0;0", "left" : "/celestial/system/terrestrial/horizon/textures/forest_l.png?hueshift=-30?addmask=/celestial/system/terrestrial/horizon/masks/32_l.png;0;0" }, { "right" : "/celestial/system/terrestrial/horizon/atmosphere/atmosphere_r.png", "left" : "/celestial/system/terrestrial/horizon/atmosphere/atmosphere_l.png" }, { "right" : "/celestial/system/terrestrial/horizon/shadow/shadow_r.png", "left" : "/celestial/system/terrestrial/horizon/shadow/shadow_l.png" } ], "dayLength" : 1153.36, "surfaceLevel" : 1200, "seed" : -5288806180628666923 } } }] Where the .dungeon files belong is quite obvious (/mods/dungeons/other/<YourDungeon>). The other ones are patches for the root directory (/mods/).