No matter what I set in the F1 menu or through console, it never reloads the map with updated parameters but it says it is regening in the console/bepinx console.
The only change I can ever see working is 'bc clouds' where it toggles off the clouds in the map after having used 'exploremap'
The mod doesn't work by itself for some reason. I'm not sure why the mod author added in this ability, to configure world gen with presets. Bizarre. I have only ever seen a single world ever created with this mod that actually functions.
Anyone knows what settings to use to accomplish the following: I want to keep the total land mass. I just want to make the islands bigger. Therefore the oeceans between the islands should get bigger too. Is this even possible?
In the early iterations of this mod one could adjust things like continent size, sea level, etc. when generating a vanilla map without needing to use custom map images or presents.
Is that still possible or is it only presents and custom map images now?
Thank you @JereKuusela! I am getting my map up to the newest patch, but wanted to express my gratitude. Not finding the answer anywhere, where do I place the spawnmap.png?
in reference to this:
[06 BetterContinents.Spawnmap] ## Legay path to a locationmap file to use. See the description on Nexusmods.com for the specifications (it will fail if they are not met)
The colors haven't changed thankfully; the one thing I keep running into however is trying to apply an overlay, it isn't possible from what I can see to respawn everything after you do it initially so it ends up making locations on ridges or valleys because they do not shift the plane they are on (when a layer is applied).
Is there a way to apply the overlay modification before the map is built that I am missing? i.e., I create the map and the unity log output shows all of the map files that are applied. When I launch the map for the first time to verify things I have to apply a noise filter using the "layer" tool (not sure I am wording that properly). I am relying on that filter because of a technical issue on my part due to Krita failing to launch on Windows 11 for some reason (I am still troubleshooting that problem).
edit: I just noticed your Upgrade World mod, curious if it would be possible to have a function that places the locations again after a layer change is made (which tends to drastically alter the geography).
using the default pangea setting I get no dragonqueen or hildr cave spawns setting the continent size to 1 fails to spawn anything and results in the infinite loading screen edit: and another run through with the kensheim textures and it failed to spawn hildir caves and drake nests that were important edit 2 : after running the seed "Sanctuary" and the official trial of tyr seed "MX7L9GYcf2" both with the pangea preset no hildir caves are spawning and I have a non bc trial of tyr world that has a hildir cave in it
I don't know the exact how the mod work. But I guess the trial of tyr seed probably not working at all. I mean, it was made for the vanilla world generation.
So the same seed would not work for this mod? Only my guess
Then don't click with the mouse? xD World generation always take some time, depending on your machine and mods you use.
When I create a new world, without this mod, it still needs some time to create the world. What is normal for my setup. This isn't really an issue from the Mod.
29 comments
The only change I can ever see working is 'bc clouds' where it toggles off the clouds in the map after having used 'exploremap'
There are no commands to deal with the mountains amount anymore?
[Error : Unity Log] ArgumentException: Undefined target method for patch method static bool BetterContinents.BetterContinents+ZoneSystemPatch::GenerateLocationsPrefix(ZoneSystem __instance, ZoneSystem+ZoneLocation location)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
BetterContinents.BetterContinents.Awake () (at <03a0ed998f3f477484998270d347f41b>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.GameObject:.cctor()
PlatformTools.Common.SingletonMonoBehaviour`1:get_Instance()
PlatformTools.PlatformManagerInitializer:OnRuntimeMethodLoad()
i am getting this error in my logs, is there a fix or should i be worried?
I want to keep the total land mass. I just want to make the islands bigger. Therefore the oeceans between the islands should get bigger too.
Is this even possible?
In the early iterations of this mod one could adjust things like continent size, sea level, etc. when generating a vanilla map without needing to use custom map images or presents.
Is that still possible or is it only presents and custom map images now?
in reference to this:
[06 BetterContinents.Spawnmap]
## Legay path to a locationmap file to use. See the description on Nexusmods.com for the specifications (it will fail if they are not met)
I'm working on updating the documentation with all the latest features.
edit: I just noticed your Upgrade World mod, curious if it would be possible to have a function that places the locations again after a layer change is made (which tends to drastically alter the geography).
edit: and another run through with the kensheim textures and it failed to spawn hildir caves and drake nests that were important
edit 2 : after running the seed "Sanctuary" and the official trial of tyr seed "MX7L9GYcf2" both with the pangea preset no hildir caves are spawning
and I have a non bc trial of tyr world that has a hildir cave in it
But I guess the trial of tyr seed probably not working at all. I mean, it was made for the vanilla world generation.
So the same seed would not work for this mod? Only my guess
World generation always take some time, depending on your machine and mods you use.
When I create a new world, without this mod, it still needs some time to create the world. What is normal for my setup.
This isn't really an issue from the Mod.