All I want to know is what are the exact settings just to have a flat land with a few mineable mountains?? I tirelessly messed around with HeightMultiplier, HeightOffset, DistantHeightOffset and CraterDensity. When I get it just about right, I find I'm not able to build a base properly because the flat ground is slightly elevated not allowing me to drop a structure.
Q: How to make terrain flat? A: Use only two settings from the Terrain tab: Crater Density % (set it to 0), and Height Multiplier % (I usually set it to 1). That will give you a completely flat map. I'd recommend setting height multiplier and the other one to at least 10% (play around to find a setting that suits you), otherwise, you won't have any hills to build a mine against. Also, you will see lots of rock props around that flat terrain. Once you build over them (you should be able to) they disappear.
So in short, what works perfectly for me is:
CraterDensity at 10% HeightMultiplier at 10% (max 15%)
leave everything else at default. You should get almost completely flat map with enough hills to make a mine.
One thing I've discovered that I can't seem to resolve is having a starting colony of only robots. As soon as they depart the ship in the opening I get a warning that all colonists are dead. I realize that this is a sim related to humans but wanted to experiment with having an all robot colony for trading purposes. Any ideas?
I don't think that's possible simply due to game mechanics limitations. I think core part of it is when you have zero people you loose the game. Also I don't think that would work since the drones require "maintenance" which can only be provided by engineers, but I think you should on game or steam forum.
Where are you getting this error? During challenge selection in game or the game just crashes? First time I see something like this, most likely internal game bug, but if you give me more information, or the challenge file you are using I might be able to debug.
I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :P)
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :)
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment:/
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water. It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet --> <terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] --> <terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] --> <terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. --> <terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] --> <!-- <terrain_modifier type="HeightMultiplier" value="1.2"/> -->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. --> <!-- <terrain_modifier type="HeightOffset" value="-0.175"/> -->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] --> <!-- <terrain_modifier type="DistantHeightOffset" value="-0.5"/> -->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 --> <!-- <terrain_modifier type="BackdropScale" value="1,1.5,1"/> -->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 --> <!-- <terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/> <terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/> -->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 --> <!-- <terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/> -->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water. It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet --> <terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] --> <terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] --> <terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. --> <terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] --> <!-- <terrain_modifier type="HeightMultiplier" value="1.2"/> -->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. --> <!-- <terrain_modifier type="HeightOffset" value="-0.175"/> -->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] --> <!-- <terrain_modifier type="DistantHeightOffset" value="-0.5"/> -->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 --> <!-- <terrain_modifier type="BackdropScale" value="1,1.5,1"/> -->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 --> <!-- <terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/> <terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/> -->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 --> <!-- <terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/> -->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
ok, I understood how it works, but when I tried to make the island something strange happened, the game generated an extensive plain without anything, the values that I put in the xml file were: <terrain_modifier type = "HeightMultiplier" value = "0.04" />
<terrain_modifier type = "CraterDensity" value = "0.0" />
<terrain_modifier type = "DistantHeightOffset" value = "0.0" />
<terrain_modifier type = "LiquidAmount" value = "0.99" />
how can i solve this? how do i edit the xml file directly? I have problems editing the HeightMultiplier
Not sure if making an ocean is possible with the scenario values. Anyway the challenge editor conversion works properly, from game devs docs:
LiquidAmount Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]
so when you set it to 100% max value in xml is set to 1.0 (float). so you need to use 1 for that. I've noticed if you put some crazy values in some fields the game sometimes silently defaults withouth giving an error.
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water. It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet --> <terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] --> <terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] --> <terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. --> <terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] --> <!-- <terrain_modifier type="HeightMultiplier" value="1.2"/> -->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. --> <!-- <terrain_modifier type="HeightOffset" value="-0.175"/> -->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] --> <!-- <terrain_modifier type="DistantHeightOffset" value="-0.5"/> -->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 --> <!-- <terrain_modifier type="BackdropScale" value="1,1.5,1"/> -->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 --> <!-- <terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/> <terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/> -->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 --> <!-- <terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/> -->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
WKV wrote: I had some problems with the function of adding lakes, I saw that apparently if the value is greater than 100 the value is reset to be a number of 2 digits, it makes sense because it has a symbol % on the side of the option of lakes, but I saw that 99,999 are still lakes, is there a way for me to make an ocean like in the Atlantis challenge? can you give me his "recipe"?
(if I said something grammatically incorrect it’s because I don’t speak English :tongue:)
provector wrote: Hi WKV,
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :smile:
WKV wrote: ok, i will be watching for bug fixes in the program, and thanks for the tool :smile:
Hi WKV, We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
I believe that in order to optimally create an interesting landscape, it is necessary: a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor" b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes". c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod (Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ). Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-) When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game! I will look at your map with great interest and play it! :-)
WKV wrote: thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment :/
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water. It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet --> <terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] --> <terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] --> <terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. --> <terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] --> <!-- <terrain_modifier type="HeightMultiplier" value="1.2"/> -->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. --> <!-- <terrain_modifier type="HeightOffset" value="-0.175"/> -->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] --> <!-- <terrain_modifier type="DistantHeightOffset" value="-0.5"/> -->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 --> <!-- <terrain_modifier type="BackdropScale" value="1,1.5,1"/> -->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 --> <!-- <terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/> <terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/> <terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/> -->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 --> <!-- <terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/> <terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/> -->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
WKV wrote: ok, I understood how it works, but when I tried to make the island something strange happened, the game generated an extensive plain without anything, the values that I put in the xml file were: <terrain_modifier type = "HeightMultiplier" value = "0.04" />
<terrain_modifier type = "CraterDensity" value = "0.0" />
<terrain_modifier type = "DistantHeightOffset" value = "0.0" />
<terrain_modifier type = "LiquidAmount" value = "0.99" />
how can i solve this? how do i edit the xml file directly? I have problems editing the HeightMultiplier
provector wrote: Hey guys,
Not sure if making an ocean is possible with the scenario values. Anyway the challenge editor conversion works properly, from game devs docs:
LiquidAmount Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]
so when you set it to 100% max value in xml is set to 1.0 (float). so you need to use 1 for that. I've noticed if you put some crazy values in some fields the game sometimes silently defaults withouth giving an error.
Below is a collection of examples of new challenges created using the "PBCE Planetbase Challenge (Mission) Editor"program. By the way, these are new challenges in the form of islands in the middle of the ocean.
NeoRider7 wrote: Wanted video blogger who will help make a video about this program "Planetbase Challenge (Mission) Editor"! Let me know if you can help. Thanks!
The first videos with a short preview and description of the PBCE program were released.
Is it possible to put the "PBCE Planetbase Challenge (Mission) Editor" program in the Steam workshop? https://steamcommunity.com/app/403190/workshop/ If the program PBCE appeared in the Workshop, much more users would know about it.
Hello sir, love this concept of making your own challenges !
Here are some issues i've been facing :
A) I didn't find the way of changing the ambient/sky colors, i click the chekbox, a gray square appear, but what after that ?...
B) when creating a challenge with thunderstorms, i didn't find the way to have the cloud cover indicator in game.
C) I'm using planetbase v 1.3.2b. When disabling the requirement for the cabin, the XML files spels it "cabeen", which create an error in game (which need "cabin"), i had to manually correct the XML file.
D) How can i disable specific type of robot, like drillers or builders ?
a) I'll look into that , it's possible there's a bug. b) I haven't seen that settings at all in the xml guide, so Im not sure if thats possible to set at all by game engine (anyone?) c) hmm, I wrote it with the latest version in mind, but I think I could add "compatibility" save option if many people are still using the older version. Do you know are there any more differences like that in spelling between versions? d) Just don't "tick" the required austronat or robot tick box next to the number. If they still appear it is possible it defaults to the "scenario settings". If that's the case try ticking the box and setting value to zero. For example if you don't want any driller bots to spaw tick the "Driller Bot" box and set value to 0.
B) i also noticed that the solar pannels are working all day at full efficiency, meaning that the fact of a variable atmosphere is ignored by the game, causing the cloud cover bar to be absent.
C) i checked all buildings in the "disable requirement" section and i got the errors following : "connection" (not allowed choice, seems logical) "roboticsfactory" which is spelled "roboticsfacility" in older versions
also tested all other modifiers just to be sure
D) i wasn't clear enough : i mean if i don't want a specific type of bot to be buildable or buyable (for example : no driller or builder allowed)
as for your original A) -> after the gray square appears click the square and a new window with color picker should appear :) b) Im still not sure if the devs made that changable. Im investigating if adding the value will make the game just accept it. Might need to decompile the game and check the strings so that might not be with the coming update. c) awesome thanks. Ill try making a backward compatibility save option. d) looking into it if the game engine will accept it as a param.
D) https://steamcommunity.com/sharedfiles/filedetails/?id=677895200 I don't think thats possible through a challenge (would require a mod). Just game doesnt allow that option. I think your best "workaround" would be to not give player those bots at start and disable the components needed to build them.
Thanks again for the reports. It turns out those "compatiblity" issues where just my brain farts in development. It somehow slipped the QA, all the Strings are same between those two versions, already fixed in the latest update. If you find more bugs please post them.
8 ) Proposal for improving the program "jPBCE Planetbase Challenge (Mission) Editor". What is the problem now: If the user has a specific map of the terrain of the game and the user wants to change this map of the terrain a little, keeping most of the characteristics as in the initial terrain map. The user does not want to enter all the characteristics of the terrain map, but only wants to change 1-2 parameters.
Options for solving the problem: - the jPBCE program receives from the user his terrain map and shows the user what values in this terrain map are in numbers. - it is possible to indicate to the jPBCE program a specific characteristic of the terrain map and to ask the jPBCE program about the value in figures for this characteristic.
Thus, the user will be able to figure out what value a certain characteristic will affect the resulting view of the final map of the area. The user will be able to figure out a few different value displays from different terrain maps when he will alternately show jPBCE several different terrain maps.
P.S.: Sorry if I explain poorly. I hope you understand my English :-)
I think reply will be similar to issue 7. All the values are applied in game based on planet type, while user can override any of them by ticking the box. (If the box is not ticked it will run default value in game, altough I do not know those values, it would take a bit pain of recompiling to find those, but please elaborate).
7) Proposal for improving the program "jPBCE Planetbase Challenge (Mission) Editor". What is the problem now: Now the jPBCE program offers the user to substitute the necessary numbers in all cells. The jPBCE program by default set zeros in all cells. But the user most often does not have so much experience and still does not remember the possible ranges of numbers that can be put in cells.
Options for solving the problem: A) The jPBCE program should set by default not zeros in the cells for numbers, but standard values for the selected planet. Then it will become much easier for the user to make his new map of the area. For example, if a user wants to only slightly change the conditions on a standard planet and he wants to change only one or two cells, then he should not remember the values of all the other cells.
B) The jPBCE program should prompt the user about what minimum and maximum values can be entered for each cell. Somewhere there should be a hint on acceptable values.
By the way, "Dawn of Man" is a game of the same developer who made the Planetbase game. And both of these games have one common game engine and a lot in common. So, perhaps from the development for the game "Dawn of Man" it is possible to transfer a lot of useful for developing our jPBCE program for the game Planetbase. "JustSomeCheatMods" - https://www.nexusmods.com/dawnofman/mods/1 "JustSomeCheatMods - fix" - https://www.nexusmods.com/dawnofman/mods/8
7) Could you explain that a bit better? I think the program does that at the moment. For example if choose a planet type D every setting for that planet will automatically applied in game. Any setting in the editor that you "tick" is basically an OVERRIDE, meaning that this value will appear in xml file and override the value during gameplay. So I don't really see a point in defaulting all the fields upon choosing a planet (if that's what you meant).
7.B) If you hover over a field for a few seconds a tooltip already appears. All the tooltips were built from description in the xml challenge guide. Most of them have ranges. If you (or someone) could provide with missing ranges I see no problem in adding them to the tooltips.
7.C) I was thinking about it as well. Since UI is kinda shite we might look at some stage into re-doing it.
47 comments
I tirelessly messed around with HeightMultiplier, HeightOffset, DistantHeightOffset and CraterDensity.
When I get it just about right, I find I'm not able to build a base properly because the flat ground is slightly elevated not allowing me to drop a structure.
Flat land and a few craters? Anyone? TYVM! :)
Q: How to make terrain flat?
A: Use only two settings from the Terrain tab: Crater Density % (set it to 0), and Height Multiplier % (I usually set it to 1). That will give you a completely flat map. I'd recommend setting height multiplier and the other one to at least 10% (play around to find a setting that suits you), otherwise, you won't have any hills to build a mine against. Also, you will see lots of rock props around that flat terrain. Once you build over them (you should be able to) they disappear.
So in short, what works perfectly for me is:
CraterDensity at 10%
HeightMultiplier at 10% (max 15%)
leave everything else at default. You should get almost completely flat map with enough hills to make a mine.
Any ideas?
I don't think that's possible simply due to game mechanics limitations. I think core part of it is when you have zero people you loose the game. Also I don't think that would work since the drones require "maintenance" which can only be provided by engineers, but I think you should on game or steam forum.
ERROR: NullReferenceException: Object reference not set to an instance of an object
INFO:
Game Version: 1.3.6
Build Time: 08 May 2020 - 20:29
OS: Windows 8.1 (6.3.18363) 64bit
CPU: Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz
GPU: AMD Radeon (TM) R9 380 Series
STACK TRACE:
Planetbase.AStar.heuristic (Planetbase.NavigationNode nodeA, Planetbase.NavigationNode nodeB, Single weight)
Planetbase.AStar.calculatePath (Planetbase.NavigationGraph graph, Planetbase.Character character, Vector3 startPosition, Vector3 endPosition, Int32 flags)
Planetbase.NavigationGraph.calculatePath (Planetbase.Character character, Vector3 startPosition, Vector3 endPosition, Int32 flags)
Planetbase.Character.updateWalkingPath ()
Planetbase.Character.updateWalking (Single timeStep)
Planetbase.Character.update (Single timeStep)
Planetbase.Human.update (Single timeStep)
Planetbase.Character.updateAll (Single timeStep, Int32 frameIndex)
Planetbase.GameStateGame.fixedUpdate (Single timeStep, Int32 frameIndex)
Planetbase.GameManager.fixedUpdate (Single timeStep)
Planetbase.GameBehaviour.FixedUpdate ()
Is this a problem?
Where are you getting this error? During challenge selection in game or the game just crashes? First time I see something like this, most likely internal game bug, but if you give me more information, or the challenge file you are using I might be able to debug.
(if I said something grammatically incorrect it’s because I don’t speak English :P)
Thanks for your report. It's possible it is a bug. If I remember right the value you are trying to set can have anything from 0 up to 10.000 so I changed that to percentage to make UI more foolproof. It's possible there's some issue with the value conversion. Let me look into it :)
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
thank you very much for the tips, but, I saw the guides and the mods, I saw that there is nothing talking about "adding water", do you know how I add water to the land? is the only thing I need at the moment:/
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water.
It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Blank XML for challenges with instructions: https://steamcommunity.com/app/403190/discussions/0/2119355556483427227/
Just move stuff out of the commented areas to turn them on.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet -->
<terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] -->
<terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] -->
<terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. -->
<terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] -->
<!--
<terrain_modifier type="HeightMultiplier" value="1.2"/>
-->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. -->
<!--
<terrain_modifier type="HeightOffset" value="-0.175"/>
-->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] -->
<!--
<terrain_modifier type="DistantHeightOffset" value="-0.5"/>
-->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 -->
<!--
<terrain_modifier type="BackdropScale" value="1,1.5,1"/>
-->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 -->
<!--
<terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/>
<terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/>
-->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 -->
<!--
<terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/>
-->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water.
It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Blank XML for challenges with instructions: https://steamcommunity.com/app/403190/discussions/0/2119355556483427227/
Just move stuff out of the commented areas to turn them on.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet -->
<terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] -->
<terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] -->
<terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. -->
<terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] -->
<!--
<terrain_modifier type="HeightMultiplier" value="1.2"/>
-->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. -->
<!--
<terrain_modifier type="HeightOffset" value="-0.175"/>
-->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] -->
<!--
<terrain_modifier type="DistantHeightOffset" value="-0.5"/>
-->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 -->
<!--
<terrain_modifier type="BackdropScale" value="1,1.5,1"/>
-->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 -->
<!--
<terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/>
<terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/>
-->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 -->
<!--
<terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/>
-->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
Check out this new topic guide: "Create an island map for Challenge" - https://steamcommunity.com/sharedfiles/filedetails/?id=1987002995
Here are text examples of writing XML-files to create various islands!
Enjoy! ;-)
<terrain_modifier type = "HeightMultiplier" value = "0.04" />
<terrain_modifier type = "CraterDensity" value = "0.0" />
<terrain_modifier type = "DistantHeightOffset" value = "0.0" />
<terrain_modifier type = "LiquidAmount" value = "0.99" />
how can i solve this?
how do i edit the xml file directly? I have problems editing the HeightMultiplier
Not sure if making an ocean is possible with the scenario values. Anyway the challenge editor conversion works properly, from game devs docs:
LiquidAmount
Specifies how many lakes there will be in the planet.
value: Number in the range [0, 1]
so when you set it to 100% max value in xml is set to 1.0 (float). so you need to use 1 for that. I've noticed if you put some crazy values in some fields the game sometimes silently defaults withouth giving an error.
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water.
It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Blank XML for challenges with instructions: https://steamcommunity.com/app/403190/discussions/0/2119355556483427227/
Just move stuff out of the commented areas to turn them on.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet -->
<terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] -->
<terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] -->
<terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. -->
<terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] -->
<!--
<terrain_modifier type="HeightMultiplier" value="1.2"/>
-->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. -->
<!--
<terrain_modifier type="HeightOffset" value="-0.175"/>
-->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] -->
<!--
<terrain_modifier type="DistantHeightOffset" value="-0.5"/>
-->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 -->
<!--
<terrain_modifier type="BackdropScale" value="1,1.5,1"/>
-->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 -->
<!--
<terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/>
<terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/>
-->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 -->
<!--
<terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/>
-->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
Hi WKV,
We will wait for the Provector's answer to this question. In the meantime, I can give you my recipe for creating the right map of the area.
Please see this
1) new Steam guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983521727
2) and here is the guide https://steamcommunity.com/sharedfiles/filedetails/?id=1983467709
3) and still this thread of discussion in discussions: https://steamcommunity.com/app/403190/discussions/0/1471969431589243652/
It talks about "The Art of Flattening Landscapes".
I believe that in order to optimally create an interesting landscape, it is necessary:
a) first set the necessary conditions in the program "jPBCE Planetbase Challenge (Mission) Editor"
b) then refine the resulting landscape using the method described in the manual "The Art of Flattening Landscapes".
c) when finalizing the landscape after the jPBCE program, you need to use the cheat mod
(Details about the cheat mod are described in this new guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1983401261 ).
Cheat mod allows you to draw lines for the construction of buildings across the map. Thus, you can pave roads in the mountains and replace water with earthy ones.
Sorry if I explain poorly. English is also not my native language :-)
When you look at the photos in the manuals, you will understand everything.
WKV, thank you very much for creating your challenge for the game!
I will look at your map with great interest and play it! :-)
1) create a map with the maximum value of the lakes. And also set the parameters for the absence of craters, make minimal mountains. Move the whole terrain down, set the maximum lowland. All other values ??where it is possible to choose the height of the terrain are configured so that there is a maximum lowland.
2) You get a map of the planet where there will be almost one water.
It is almost impossible to build anything on this terrain map since there is almost no land.
3) Next, turn on the cheat-mod and increase the amount of land on the map. Increase the amount of land to the value that you need and which will satisfy the possibility of creating buildings on this water planet.
Blank XML for challenges with instructions: https://steamcommunity.com/app/403190/discussions/0/2119355556483427227/
Just move stuff out of the commented areas to turn them on.
Below I give textual information where it is spoken about the formation of the surface of the map of the area. And, in particular, they say about the number of lakes on the planet:
<!-- Parameters to tweak terrain and create a variation of the original planet -->
<terrain_modifiers>
<!-- Specifies how many meteor craters there will be in the terrain. value: Number in the range [0, 1] -->
<terrain_modifier type="CraterDensity" value="0.25"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1] -->
<terrain_modifier type="LiquidAmount" value="0.0"/>
<!-- Specifies how many lakes there will be in the planet. value: Number in the range [0, 1]. A 0,0,0 value will be colorless. -->
<terrain_modifier type="LiquidColor" value="0,0,0"/>
<!-- Multiplies the terrain height of everything, it makes mountains higher or lower. value: Number in the range [0, 2] -->
<!--
<terrain_modifier type="HeightMultiplier" value="1.2"/>
-->
<!-- Moves the whole terrain up or down, it generates more or less mountains. value: Number greater than 0. Even small values will have a large effect. -->
<!--
<terrain_modifier type="HeightOffset" value="-0.175"/>
-->
<!-- Makes distant terrain higher or lower. value: Number. Reasonable values are in the range [-0.1, 0.1] -->
<!--
<terrain_modifier type="DistantHeightOffset" value="-0.5"/>
-->
<!-- Scales the backdrops (the mountains behind the heightmap) in the environment value: 3D vector: ie: 2.0,2.0,2.0 -->
<!--
<terrain_modifier type="BackdropScale" value="1,1.5,1"/>
-->
<!-- Changes the color of one of the textures, by multiplying it by another color param: Flat1, Flat2, Slope, Foundations, DetailRocks, CentralRocks, SideRocks value: Color. i.e: 255,0,0 -->
<!--
<terrain_modifier type="TintTexture" param ="Flat1" value="245, 245, 255"/>
<terrain_modifier type="TintTexture" param ="Flat2" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Slope" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="Foundations" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="DetailRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="CentralRocks" value="235, 235, 255"/>
<terrain_modifier type="TintTexture" param ="SideRocks" value="235, 235, 255"/>
-->
<!-- HslTransformTexture Changes the color of one of the textures, by applying a Hue, Saturation, Lighness transform param: Flat1, Flat2, Slope or Foundations value: HSL Values. i.e: 10,5,-7 -->
<!--
<terrain_modifier type="HslTransformTexture" param ="Flat1" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Flat2" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Slope" value="10,5,-7"/>
<terrain_modifier type="HslTransformTexture" param ="Foundations" value="10,5,-7"/>
-->
</terrain_modifiers>
Have you tried changing these values? Show screenshots showing what kind of planet you have and how many lakes and water surface there are.
Check out this new topic guide: "Create an island map for Challenge" - https://steamcommunity.com/sharedfiles/filedetails/?id=1987002995
Here are text examples of writing XML-files to create various islands!
Enjoy! ;-)
Below is a collection of examples of new challenges created using the "PBCE Planetbase Challenge (Mission) Editor"program.
By the way, these are new challenges in the form of islands in the middle of the ocean.
Collection of all missions with maps in the shape of islands: Collection "Challenges with ISLAND-shaped cards".
https://steamcommunity.com/sharedfiles/filedetails/?id=2032667288
You can view and download files with the source code of this Challenges at this link:
https://drive.google.com/drive/u/1/folders/1suCeBlbzmcLoNGUZZ3BMeLGCEnNajHTW
Let me know if you can help. Thanks!
The first videos with a short preview and description of the PBCE program were released.
1) [Eng] "Planetbase in 2020", Author: gearldc717
https://youtu.be/wqa8d7eLIZ4
2) [Rus] "What's New in 2020? OWN CARDS AND MISSIONS!", Author: "Cabalos Channel"
https://youtu.be/3XNzHrC3USw
In the future, it is planned to make more detailed and long videos with a description of each tab and program parameters.
https://steamcommunity.com/app/403190/workshop/
If the program PBCE appeared in the Workshop, much more users would know about it.
Here are some issues i've been facing :
A)
I didn't find the way of changing the ambient/sky colors, i click the chekbox, a gray square appear, but what after that ?...
B)
when creating a challenge with thunderstorms, i didn't find the way to have the cloud cover indicator in game.
C) I'm using planetbase v 1.3.2b. When disabling the requirement for the cabin, the XML files spels it "cabeen", which create an error in game (which need "cabin"), i had to manually correct the XML file.
D)
How can i disable specific type of robot, like drillers or builders ?
That's all, and thanks again for your work
Thanks for the report.
a) I'll look into that , it's possible there's a bug.
b) I haven't seen that settings at all in the xml guide, so Im not sure if thats possible to set at all by game engine (anyone?)
c) hmm, I wrote it with the latest version in mind, but I think I could add "compatibility" save option if many people are still using the older version. Do you know are there any more differences like that in spelling between versions?
d) Just don't "tick" the required austronat or robot tick box next to the number. If they still appear it is possible it defaults to the "scenario settings". If that's the case try ticking the box and setting value to zero. For example if you don't want any driller bots to spaw tick the "Driller Bot" box and set value to 0.
B) i also noticed that the solar pannels are working all day at full efficiency, meaning that the fact of a variable atmosphere is ignored by the game, causing the cloud cover bar to be absent.
C) i checked all buildings in the "disable requirement" section and i got the errors following :
"connection" (not allowed choice, seems logical)
"roboticsfactory" which is spelled "roboticsfacility" in older versions
also tested all other modifiers just to be sure
D) i wasn't clear enough : i mean if i don't want a specific type of bot to be buildable or buyable (for example : no driller or builder allowed)
as for your original A) -> after the gray square appears click the square and a new window with color picker should appear :)
b) Im still not sure if the devs made that changable. Im investigating if adding the value will make the game just accept it. Might need to decompile the game and check the strings so that might not be with the coming update.
c) awesome thanks. Ill try making a backward compatibility save option.
d) looking into it if the game engine will accept it as a param.
Thanks again for the reports. It turns out those "compatiblity" issues where just my brain farts in development. It somehow slipped the QA, all the Strings are same between those two versions, already fixed in the latest update. If you find more bugs please post them.
What is the problem now:
If the user has a specific map of the terrain of the game and the user wants to change this map of the terrain a little, keeping most of the characteristics as in the initial terrain map.
The user does not want to enter all the characteristics of the terrain map, but only wants to change 1-2 parameters.
Options for solving the problem:
- the jPBCE program receives from the user his terrain map and shows the user what values in this terrain map are in numbers.
- it is possible to indicate to the jPBCE program a specific characteristic of the terrain map and to ask the jPBCE program about the value in figures for this characteristic.
Thus, the user will be able to figure out what value a certain characteristic will affect the resulting view of the final map of the area.
The user will be able to figure out a few different value displays from different terrain maps when he will alternately show jPBCE several different terrain maps.
P.S.: Sorry if I explain poorly. I hope you understand my English :-)
I think reply will be similar to issue 7. All the values are applied in game based on planet type, while user can override any of them by ticking the box. (If the box is not ticked it will run default value in game, altough I do not know those values, it would take a bit pain of recompiling to find those, but please elaborate).
What is the problem now:
Now the jPBCE program offers the user to substitute the necessary numbers in all cells.
The jPBCE program by default set zeros in all cells.
But the user most often does not have so much experience and still does not remember the possible ranges of numbers that can be put in cells.
Options for solving the problem:
A) The jPBCE program should set by default not zeros in the cells for numbers, but standard values for the selected planet.
Then it will become much easier for the user to make his new map of the area.
For example, if a user wants to only slightly change the conditions on a standard planet and he wants to change only one or two cells, then he should not remember the values of all the other cells.
B) The jPBCE program should prompt the user about what minimum and maximum values can be entered for each cell.
Somewhere there should be a hint on acceptable values.
C) A hint on acceptable values will be good to do in the form of sliders. The sliders will have limit values for the lows and highs.
An example of how this is implemented is possible to see here:
"Dawn of Man - Mod Data Generator.
A simple app made on the top of React to generate environment / location data for easy modding. "
https://dawn-of-man-mod-gen.netlify.com/
Source code here: https://github.com/blacksmoke26/dawn-of-man-generator
Link to the NexusMod "Mod Data Generator (Web)" https://www.nexusmods.com/dawnofman/mods/11
By the way, "Dawn of Man" is a game of the same developer who made the Planetbase game. And both of these games have one common game engine and a lot in common.
So, perhaps from the development for the game "Dawn of Man" it is possible to transfer a lot of useful for developing our jPBCE program for the game Planetbase.
"JustSomeCheatMods" - https://www.nexusmods.com/dawnofman/mods/1
"JustSomeCheatMods - fix" - https://www.nexusmods.com/dawnofman/mods/8
7) Could you explain that a bit better? I think the program does that at the moment. For example if choose a planet type D every setting for that planet will automatically applied in game. Any setting in the editor that you "tick" is basically an OVERRIDE, meaning that this value will appear in xml file and override the value during gameplay. So I don't really see a point in defaulting all the fields upon choosing a planet (if that's what you meant).
7.B) If you hover over a field for a few seconds a tooltip already appears. All the tooltips were built from description in the xml challenge guide. Most of them have ranges. If you (or someone) could provide with missing ranges I see no problem in adding them to the tooltips.
7.C) I was thinking about it as well. Since UI is kinda shite we might look at some stage into re-doing it.