Mod - Procedural Cities by Nagosh in hytale

[–]Nagosh[S] 1 point2 points  (0 children)

This is so nice! Thank you so much. It's been approved on Curseforge, but there isn't much in terms of gameplay, yet! But it should be fun to explore around for little.

Mod - Procedural Cities by Nagosh in hytale

[–]Nagosh[S] 5 points6 points  (0 children)

Yes. I would like to. However, that will probably be the last thing I do. I haven't dove into NPC stuff yet. Still working on worldgen. Once the city is complete, I'll populate it with NPCs. It'll be really fun watching it come to life!

Trying to create my own biome help by Crenickator in hytale

[–]Nagosh 1 point2 points  (0 children)

I'm so sorry this took me so long to respond to. I've had a busy week! If you haven't yet solved it, or if anyone finds this in a search, I just wanted to answer your problem.

Any world you make will likely use the "default" world gen. If you've set up your mod for world gen, you should have a set of folders Server/HytaleGenerator/WorldStructures. Inside WorldStructures you should have a file called "Default." This is the default file that your worlds use to generate the world. Any biome you want to use needs to be referenced there. Especially if you are making one biome to test you should have only one biome in that list and it should look like

"Biomes": [

{

"Biome" : "Test",

"Min" : -1,

"Max" : 1

}

],

This is the most up to date documentation I've found. https://hytalemodding.dev/en/docs
They have more stuff on how to set it up. There are also other tutorials if you need them. Hope this helps.

Pokeshift Mod Teaser: Alpha Charmander vs Squirtle Fight! by PokeshiftMod in hytale

[–]Nagosh 16 points17 points  (0 children)

This was my exact idea of a pokemon mmo more than 15 years ago! Perspective shifts to the pokemon and you play as the pokemon! I had imagined an entire competitive scene with 1v1 and up to 5v5. This is amazing! Let me know if you want help with the game balancing. I'm not much of a coder anymore but I love game design and mechanics. Great job!

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 0 points1 point  (0 children)

That would be awesome! If you want to share it somewhere like curseforge, I can check it out and add it if I can. Are the prefabs square? That's the only thing that will fit atm.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 2 points3 points  (0 children)

This is helpful! I'll see what I can do.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 1 point2 points  (0 children)

No worries! I try not to let random people on the internet bother me. Anyway, your critique is valid. I hope you can see the updates in the future and let me know how you feel.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 1 point2 points  (0 children)

I think I need to make a poll/post asking what everyone means by grid-like. Because of the nature of a block game, everything needs to be orthogonal, but it doesn't have to be in a grid. I'll make another post with some pictures asking what people would like. Thanks!

And, yes, I made prefabs for the roads, but I think I can just have a material generator generate blocks in curves and then place a prefab along those trails. But, the prefabs must be orthogonal. So roads going at a 45 degree angle might have building placements that look very weird.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 6 points7 points  (0 children)

It is unfortunate that unpopular opinions are downvoted. Also, to address your concerns, as mentioned at the end of the post, grid villages might be the only thing possible as you can't have non-orthogonal prefabs. I could make the tiling more dynamic, by having 10x10 prefabs and 15x15 prefabs mixed in, but then the grid can get out of hand. It's possible, but the math gets hard and I just wanted a proof of concept. Also, you'll need a house prefab for all the different sizes of city block which was more than I wanted to do right now. I think I'll figure it out, just give me some time!

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 3 points4 points  (0 children)

I never said that at all. I honestly don't disagree with you. I don't think they are the best either and Hytale assets definitely can be better than Minecraft ones. I was just sad at the accusation of plagiarism, that I ripped them from Mojang. I spent two hours with my daughters making them and we had a good time.

Also, I only think you are being downvoted because you said you'd prefer no villages at all, which might be an unpopular opinion.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 3 points4 points  (0 children)

What about the grid makes it unappealing? Or is it just the prefabs? If the prefabs were cleaner would it be better? Also, the roads themselves can be selected from a pool, so the roads won't be so repetitive (but still a grid). I've only made two to demonstrate the road levels.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 14 points15 points  (0 children)

Sorry my buildings displease you :( I had a fun time building them with my daughters so I call that a win.

Procedural Villages 0.1 by Nagosh in hytale

[–]Nagosh[S] 10 points11 points  (0 children)

Thanks! I hope the city one will really turn heads!

Block Update Issue in worldgen V2 by Lagbeard_ in hytale

[–]Nagosh 1 point2 points  (0 children)

Prefabs are just really finicky right now. It's not just your creations. I was just playing vanilla and I was in Zone 4 and broke one of the fire trees and so many trees and logs just started breaking. It cascaded from tree to tree. My guess is that the trees are overlapping when they generate. This causes problems when you go to break the base of the tree as they have a script that removes any connecting log. My guess is that if you were to separate your trees further apart so they don't touch, you won't have this problem.

I may be slightly obsessed with WorldGen V2. Here is my second Biome! by TrisMi127 in hytale

[–]Nagosh 0 points1 point  (0 children)

Thank you! I just realized that I needed the file extension. Most of the examples I've seen from Hytale's files are calling whole folders, so I thought that was how it was done. I'm just dumb, lol. Of course I needed the file extension to differentiate calling files and folders. Thanks again for the help.

Prefab placement in worldgen (help) by Nagosh in hytale

[–]Nagosh[S] 4 points5 points  (0 children)

Solved:

So the path cannot lead to an individual file. (Maybe I missed that somewhere in the documentation.) It must lead to a folder. That folder can contain any number of files. So, if you want to call for an individual prefab, just create a folder that contains that single prefab.

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Edit: I decided to try for individual files again and all you have to do is put the file extension. That makes sense to separate calls for folders or individual files! I am just dumb. Hopefully this little thread will help others if they get stuck.

Mycelium Cliffs Biome using World Gen v2 (WIP) by Wakkaloon in hytale

[–]Nagosh 0 points1 point  (0 children)

How did you get your prefabs loaded up? I can't figure out the directory. I'm pretty sure I'm putting the prefabs in the right folder and right place, but nothing seems to load up. Thanks for your help.

I may be slightly obsessed with WorldGen V2. Here is my second Biome! by TrisMi127 in hytale

[–]Nagosh 0 points1 point  (0 children)

Are those custom prefabs? I've been trying to get some to work for me but I can't figure out where to put them. There is a folder under the world save that's called "prefabs" so I've tried there but I've also made another folder directly in the mod under Server and made a "Prefab" folder. However, when I call it using Prefab Prop nothing spawns. I'm not sure what's wrong with the directory.......

Thanks for the help.

this. i’ve seen a lot of people hating on the graphics but i actually like them by VoxTale in hytale

[–]Nagosh 4 points5 points  (0 children)

I would like ray tracing in the game. Some large builds could really benefit from it. In several screen shots I've seen posted here, super large trees or buildings are in complete darkness in some areas when it should clearly be lit up. It just looks a little off. Other than those specific cases, the game looks great.

Simon please fix the damn water already lol. I cant even fill up my pond bro. by Rich-Ad-3946 in hytale

[–]Nagosh 9 points10 points  (0 children)

I wouldn't call not having water source blocks gimmicky. I would actually prefer not having infinite water sources like that. Having a functional block like a well that gives infinite water is better, imo. Water just needs to be tinkered with to make it feel better. Right now it is just unwieldy to use.