#20 pre fabricated ruins for the ruins
1 messages · Page 1 of 1 (latest)
So these will spawn randomly on Nauvis for free resources? Cool
Destroying those should spawn group of bitters :p
currently you cant destroy them only mine them for resources, they are technically containers and will also have items in, I'm having weird behaviour with some not wanting to spawn with items if I set the items as random quantity but I can do it via mining result in these cases, I cant figure out why its occurring. I have also removed cliffs due to orientation problems when spawned.
They're so pretty!
wondering, I suppose the walls are not part of it, correct?
Also, are they supposed to connect to each other, in an harmonious way, or they appear far from each other?
yeah the walls were a guide for me to stay in a 32x32 bounds
they have a chance to spawn biters when mined 0-4 of them
having them spawn in a harmonious way is beyond my coding ability so they spawn just like any other ruin from the ruins mod
this mod will also exclude the other base planets
local function add_excluded_surfaces()
remote.call("AbandonedRuins", "exclude_surface", "vulcanus")
remote.call("AbandonedRuins", "exclude_surface", "gleba")
remote.call("AbandonedRuins", "exclude_surface", "fulgora")
remote.call("AbandonedRuins", "exclude_surface", "aquilo")
end
they should only spawn on nauvis
Honktown suggested forking the ruins mod to change the spawning to surface specific, I like this idea as it would give more control of the spawning but its a bit much for me atm