Modding Help Testing dungeons?

Discussion in 'Starbound Modding' started by RyuujinZERO, Feb 2, 2014.

  1. RyuujinZERO

    RyuujinZERO Supernova

    Any advice on how to test dungeons? - Obviously dungeons are kinnnda random, how do even know if a dungeon I'm making works seeing i need to search planets until I find a planet that has the dungeon. It'd be like the superior brains search dialled up to 11
     
  2. TohKlidan

    TohKlidan Zero Gravity Genie

  3. Kawa

    Kawa Tiy's Beard

    Here's my setup:
    Code:
    {
        //To add felin villages to the set in general, expected behavior
        "__merge" : [],
        "dungeonWhitelist" : [ "felinvillage" ]
    }
    Code:
    {
        //To replace the whole set in general with just the felin villages
        "__merge" : [ [ "overwrite", "dungeonWhitelist" ] ],
        "dungeonWhitelist" : [ "felinvillage" ],
        "spawnDungeonNearSpawn" : true, //ensure it's nearby
        "spawnMonsters" : false //for safety
    }
     
  4. RyuujinZERO

    RyuujinZERO Supernova

    It's a little late though i asked this over a month ago when i was just starting work on settlements and long since figured it out.

    Though at this stage I am scratching my head figuring the best way to inject new micro-encounters into the game (Adding new encounter types to the biomes wouldn't work with VitSoU, merging them to the randomencounter dungeon file doesn't seem to be working...), and having less success than hoped. But I shall figure that out too
     
    The | Suit likes this.
  5. Kawa

    Kawa Tiy's Beard

    Bad news.
     
  6. RyuujinZERO

    RyuujinZERO Supernova

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