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Author Topic: [47.05] Lands of Duality - A Good/Evil Biome Revamp  (Read 40175 times)

Urist mcOverusedJoke

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #90 on: August 16, 2021, 07:27:04 pm »

Entirely random question... *How* did you manage to create biome "themes"? As far as I can tell, biomes are hardcoded into the game... Am I misinterpreting the description of the mod? Does it not add different "themes" for good and evil biomes along with general expansion?
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Splint

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #91 on: August 16, 2021, 08:34:22 pm »

Entirely random question... *How* did you manage to create biome "themes"? As far as I can tell, biomes are hardcoded into the game... Am I misinterpreting the description of the mod? Does it not add different "themes" for good and evil biomes along with general expansion?

Basically it makes use of the hardcoded biomes to create, granted climate-based by necessity of how the game works, themed biomes.

For example, unlike say wormy tendril or glumprongs which can potentially be found in all non-frozen evil biomes, you aren't going to find stuff from the flesh-marshes (evil temperate wetlands) in the spore swamps (evil tropical wetlands.)

Should things spawn (which they aren't guaranteed to do unfortunately,) you're going to have two very different results, with meat moss and veins for grass, bone and meat-based trees and more body-horror-y creatures in one, and fungi-based monsters, giant mushrooms, and general rot-themed stuff in the other, with no overlap unless those biomes somehow overlap through sheer random coincidence.

However, as mentioned, these things aren't guaranteed to appear, which can happen even in the vanilla game where you roll a world where "good" or "evil" biomes are entirely mundane and boring with the only difference being some vermin and a few creatures added to the rotation of standard wildlife and depending on settings, some crappy weather to stress your dudes out.

ZM5

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #92 on: August 17, 2021, 08:28:19 am »

What Splint said - its the same as with my cavern mod, simply assigning grasses, shrubs, creatures and the like to only appear within a certain layer and subset. Its a bit more finicky with good/evil biomes though, as its a crapshoot whether a biome will have the appropriate plantlife and creatures or whether its just gonna be "normal biome but with blood rain".

Kyuuketsuki_23

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #93 on: August 30, 2021, 01:42:30 am »

Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?

I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?

And finally, is it normal that my Vengeful Magus adventurer required food and water?
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ZM5

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #94 on: August 30, 2021, 02:11:54 pm »

Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?

I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?

And finally, is it normal that my Vengeful Magus adventurer required food and water?
1. Dice are enabled on every civ from the addon for this, so it's probably just a crapshoot on finding them with any regularity.

2. Not in this pack, no.

3. They and a lot of creatures shouldn't require sustenance - its merely a temporary measure to prevent a crash issue that started with 47 where if a civ is composed of creatures that don't require sustenance the game will crash in worldgen if they also have fishing enabled and/or I think the merriment value set to positive. For safety's sake I disabled NO_EAT/NO_DRINK on every creature that had it.

Immortal-D

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #95 on: October 13, 2021, 10:28:18 pm »

Query: Does the mod affect the spread of alignments?  I installed & ran the custom worldgen that I normally use for good/evil, and was kicked back with the error that the game could not place enough civs due to lacking low/medium savagery areas.  I turned down both the good/evil tiles and the savagery variance, to no avail.  Problem is, running on normal region settings does not produce enough tiles to actually see what the mod has to offer.  Are there recommended settings to a cook a world with this mod?

ZM5

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #96 on: October 14, 2021, 05:13:39 am »

That isn't something affected by the raws - as for the settings, I personally go with high/very high savagery on medium or large worlds - generally using the default presets rather than fiddling with the settings too much.

Immortal-D

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #97 on: October 14, 2021, 09:58:56 am »

Interesting.  Might be my personal gen is too much of a patchwork when combined with Duality.  I'll have to see how far I can adjust the standard regions.

oliverosky95

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #98 on: November 23, 2021, 07:41:57 pm »

I don't know if this is the base game being broken or the mod, but I have yet to see any of the custom regional interactions of this mod (the new weather effects).

Can I get some insight on this?
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ZM5

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Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« Reply #99 on: November 24, 2021, 05:45:49 am »

Could just be a crapshoot, especially if you're playing with the regular worldgen (procgenned ones crowding out the modded ones). Would recommend using advanced worldgen to reduce the amount of procgenned regional interactions - I know the modded ones definitely work.
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