Great!
Nice background (=
I released the first version of my Anórian MOD now, you can check it out here
Great!
Nice background (=
I released the first version of my Anórian MOD now, you can check it out here
@Vargbane Maybe I should change the name to Tropics or Mountain Range?
I didn’t know Anorian was barren (don’t know the lore)
I’m not sure either, but I’m thinking foremost of the Plennor Fields ^^
@Vargbane Yeah, that pretty much answer my questions. Thank you for the feedback!
Now, we wait…
I decided to reply here cause I don’t want to outshine your mod in your post
because I want to upload your prototype that I just add some minor pics.
Thank you very much for the prototype!
tropics_biome.zip (2.8 MB)
Edited:
I might have reduce the mountains height by 10 and add more vegetation growth. it was too high…
Nice!!
-And thank you for thinking about the post flow for my MOD
I like your terrain background image, it reminds me of mid-autumn, my absolute favorite season!
And that’s what I have in mind for the biome
It will be fun to see your biome progress to ^^
Can I have some help also?
How can I change the color map of water for just a specific biome?
@8BitCrab, @BrunoSupremo, @Vargbane, any thoughts?
The color seen in the map where you chose a tile to start? That is hardcoded in lua.
At the file:
stonehearth/services/server/world_generation/biome.lua
At line number 278:
local color_map = {
water = '#1cbfff'
}
Change the hex color code to the color you want.
But doing this will change it to all biomes if the player has your mod, so you will also need to add a condition there to only change if the biome is selected…
In my case, I added I line to the biome json file with the color I want.
And in that biome.lua I read the json and get the color. If it fails (for example for default biomes that don’t have that new line in their json) it will then grab the default 1cbfff color.
That also helps but…
Not that, the color map for the water when in the actual world, like your past post were the water was red like lava and you were creating “canals” I think… I don’t remember.
how? sorry…
In game water color is at:
/stonehearth/renderers/water/water_renderer.lua
Line 14:
self._face_color = Color4(28, 191, 255, 192)
It is an argb color code (red,blue,green,alpha).
That screenshot I made by editing the stonehearth file. Sorry
The reason why is because even overriding the file, the game still calls the original from stonehearth mod. That was the reason that made me comeback to archipelago I was stuck at it for too long in another biome and couldn’t get it to work. I will go try it again later after archipelago gets a little more polished.
so pretty much basically is that I can’t make a custom water color for a specific biome unless I make a condition statement to detect the biome and change its water color in the lua…?
how about the palettes line in for example temperate biome
\stonehearth\data\biome\temperate.json
Line 45:
"palettes": { "spring": { "null": "#ff00ff", "unknown": "#25221a", "bedrock": "#514e45", "rock_layer_1": "#6B6860", "rock_layer_2": "#76726b", "rock_layer_3": "#82807b", "rock_layer_4": "#918d86", "rock_layer_5": "#b3b0aa", "rock_layer_6": "#c1c0bb", "rock_layer_7": "#c1c0bb", "rock_layer_8": "#c1c0bb", "soil_light": "#918154", "soil_dark": "#807147", "dirt": "#B3A16E", "dirt_edge_1": "#A29161", "grass": "#8BB270", "grass_edge_1": "#AFCC7C", "grass_edge_2": "#9DBF76", "grass_hills": "#75b370", "grass_hills_edge_1": "#99ce7c", "grass_hills_edge_2": "#87c076", "copper_ore": "#c87533", "tin_ore": "#b0a080", "iron_ore": "#90b0d0", "silver_ore": "#cccccc", "gold_ore": "#ffd700", "coal": "#021c24" } },
is their a way to insert the palette variable for water?
Yes. Else it will apply to everyone…
No, cause the game never tries to get the water from there.
But, you can insert any thing in json files,and then mod the file that will read the json to “teach” it into reading your new line.
That’s what I did to change the water color (at least) in the world map. The water color for the map is hard coded, so I added one line there in the json with (e.g.) “water”:“#ff0000” and then override the .lua that had the hard coded water color to get the color from this new line instead. If it don’t find it in the json, (meaning you are not using that biome) I made it simple fallback and use the default color. This way it became compatible with multiple biomes.
yup, pretty much this is what I was thinking about, just gonna find a way to reverse-engineer the code… (back to the cave)
(comes back out and leaves a like then come back in again) Thank you!
"palettes": { "spring": { "null": "#ff00ff", "unknown": "#25221a", "bedrock": "#514e45", "rock_layer_1": "#6B6860", "rock_layer_2": "#76726b", "rock_layer_3": "#82807b", "rock_layer_4": "#918d86", "rock_layer_5": "#b3b0aa", "rock_layer_6": "#c1c0bb", "rock_layer_7": "#c1c0bb", "rock_layer_8": "#c1c0bb", "soil_light": "#918154", "soil_dark": "#807147", "dirt": "#B3A16E", "dirt_edge_1": "#A29161", "grass": "#8BB270", "grass_edge_1": "#AFCC7C", "grass_edge_2": "#9DBF76", "grass_hills": "#75b370", "grass_hills_edge_1": "#99ce7c", "grass_hills_edge_2": "#87c076", "copper_ore": "#c87533", "tin_ore": "#b0a080", "iron_ore": "#90b0d0", "silver_ore": "#cccccc", "gold_ore": "#ffd700", "coal": "#021c24" } },
what’s the difference between soil and dirt?
I did a test with the terrain_colors mod and the soil colors pertain to the sides of the hills. So my guess would be that the dirt might be the colors from the spots without grass that appear in the terrain generation.
Not checked 100% but the dirt colors were noticeably brighter compared to the soil colors.
the map when choosing a settlement at the beginning or the world without the patch of grass?
I don’t remember the word for those patches
Here are some pics:
If you mine the dirt, you can see darker (soil) colors:
The colors for the Embark map are defined in the UI files (at least last time I tried to fiddle with it, it was like that).
Those colors (although still there in an array in some .js file) are not used anymore. (Its name was even changed to oldPalette).
The game now loads the colors from the biome .json files. (except for the water, hardcoded both for the mini-map and the in-game render)
At:
"terrain_detailer": {
"mountains": {
"__comment": "determines the height of the first layer",
"depth_function": {
"octaves": 2,
"persistence_ratio": 0.2,
"amplitude": 2.5,
"layer_thickness": 3,
"layer_count": 2,
"__comment": "determines how many adjacent blocks have the same depth",
"unit_length": 12
},
"height_function": {
"octaves": 4,
"persistence_ratio": 0.1,
"amplitude": 2.5,
"layer_thickness": 5,
"__comment": "determines how many adjacent blocks have the same depth",
"unit_length": 16
}
I’m low on time, if you need more explanation I will return later and detail each line function.
I’m not in a hurry, please and thank you!