Thanks for that great mod, I probably would have stopped playing the game without it.
I have two questions : 1/ I don't really understand how works the mine reset. Doest it count the reset days AFTER the mine is entirely cleared ? From the moment someone opens it and enters it ? On my server, I have partially cleared a copper mine for more than 50 days (in-game) and the mine did not reset although the reset days is configured to 14 days 2/ Is there a way to configure the drop percentage per ore type ? I am asking this because the coal ores are very frustrating in the sense that they are quickly cleared and provide very little amount of coal compared to the time spent finding one. In my opinion, coal ores should not drop stones and should have a 100% drop rate compared to others.
It seems the reset happens when a mine is 100% cleared which is almost impossible in most cases because of some deposits through walls or ground impossible to reach. I don't know if you plan to update your mod but two very useful things to do would be: - trigger the reset timer when >70% of the mine has been cleared (or if not possible to track that, when the mine has been opened) - re-balance the coal mines so it is worth doing them, which is currently more a waste of time than a useful thing
Anyway, I am not lowering the amazing work you have done, but that would make it even better.
same here, used "locations_add BOM_FlintMine01,BOM_FlintMine02,BOM_CopperMine01,BOM_CopperMine02,BOM_TinMine01,BOM_TinMine02,BOM_CoalMine01,BOM_CoalMine02,BOM_IronMine01,BOM_IronMine02,BOM_SilverMine01,BOM_SilverMine02 as per instruction :P
Is there any way to look for mines like in a file or something? Like is there a file with the coordinates when they were generated? I was hoping maybe I had a flint mine on my starting island, but I haven't had any luck so far.
you can use find command to check if there's a mine generated in your world example: find BOM_FlintMine01 or just type find bom_ then use tab key to scroll to the list
That is so much easier than anything I could think of! Thank you very much! I am embarrassed to say I found one about 300 units from my home, in a area I frequent, not so hidden.
Thank you for the tip, but they are actually already used by this mod! Unfortenately though, those assets are not set up for dungeons (they snap to terrain) so currently they fall through the mine floor.
Hello! Just downloaded and installed the mod, and I'm wondering if there is a minimum distance from spawn they will show up? I've done some exploring and haven't found one yet. I just started this world earlier today, so I haven't done much exploring.
19 comments
I have two questions :
1/ I don't really understand how works the mine reset. Doest it count the reset days AFTER the mine is entirely cleared ? From the moment someone opens it and enters it ? On my server, I have partially cleared a copper mine for more than 50 days (in-game) and the mine did not reset although the reset days is configured to 14 days
2/ Is there a way to configure the drop percentage per ore type ? I am asking this because the coal ores are very frustrating in the sense that they are quickly cleared and provide very little amount of coal compared to the time spent finding one. In my opinion, coal ores should not drop stones and should have a 100% drop rate compared to others.
I don't know if you plan to update your mod but two very useful things to do would be:
- trigger the reset timer when >70% of the mine has been cleared (or if not possible to track that, when the mine has been opened)
- re-balance the coal mines so it is worth doing them, which is currently more a waste of time than a useful thing
Anyway, I am not lowering the amazing work you have done, but that would make it even better.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ExpandWorldData.DataManager.CleanGhostInit (ZNetView view) (at <030475c193f546369de99b698e71d8d8>:0)
ExpandWorldData.DataManager.CleanGhostInit (UnityEngine.GameObject obj) (at <030475c193f546369de99b698e71d8d8>:0)
ExpandWorldData.Spawn.SharedBPO (ExpandWorldData.BlueprintObject obj, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Func`3[T1,T2,TResult] dataOverride, System.Func`2[T,TResult] prefabOverride, System.Collections.Generic.List`1[T] spawned) (at <030475c193f546369de99b698e71d8d8>:0)
ExpandWorldData.Spawn.BPO (ExpandWorldData.BlueprintObject obj, System.Func`3[T1,T2,TResult] dataOverride, System.Func`2[T,TResult] prefabOverride, System.Collections.Generic.List`1[T] spawned) (at <030475c193f546369de99b698e71d8d8>:0)
ExpandWorldData.LocationSpawning.Object (UnityEngine.GameObject prefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, System.Collections.Generic.List`1[T] spawnedGhostObjects) (at <030475c193f546369de99b698e71d8d8>:0)
(wrapper dynamic-method) ZoneSystem.DMD<ZoneSystem::SpawnLocation>(ZoneSystem,ZoneSystem/ZoneLocation,int,UnityEngine.Vector3,UnityEngine.Quaternion,ZoneSystem/SpawnMode,System.Collections.Generic.List`1<UnityEngine.GameObject>)
ZoneSystem.PlaceLocations (Vector2i zoneID, UnityEngine.Vector3 zoneCenterPos, UnityEngine.Transform parent, Heightmap hmap, System.Collections.Generic.List`1[T] clearAreas, ZoneSystem+SpawnMode mode, System.Collections.Generic.List`1[T] spawnedObjects) (at <79989041713a40fba2973f1624473248>:0)
UpgradeWorld.LocationOperation.SpawnLocation (Vector2i zone, ZoneSystem+LocationInstance location, System.Single clearRadius) (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.SpawnLocations.ExecuteLocation (Vector2i zone, ZoneSystem+LocationInstance location) (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.LocationOperation.ExecuteZone (Vector2i zone) (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.ZoneOperation.OnExecute () (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.ExecutedOperation.Execute () (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.Executor.Execute () (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
UpgradeWorld.UpgradeWorld.Execute () (at <373ee2d46bcb49dab5632b37c8e1b89a>:0)
Do you know why?
locations_add BOM_FlintMine01,BOM_FlintMine02,BOM_CopperMine01,BOM_CopperMine02,BOM_TinMine01,BOM_TinMine02,BOM_CoalMine01,BOM_CoalMine02,BOM_IronMine01,BOM_IronMine02,BOM_SilverMine01,BOM_SilverMine02
as per instruction :Pexample: find BOM_FlintMine01
or just type find bom_ then use tab key to scroll to the list
Unfortenately though, those assets are not set up for dungeons (they snap to terrain) so currently they fall through the mine floor.
It's a good idea to place lanterns or torches near the mine entrance to make them easier to find.