update `geo_patch` set `Substance` = 1 where `Substance` = 6;
update `geo_patch` set `Substance` = 7 where `Substance` = 8;
update `geo_patch` set `Substance` = 1 where `Substance` = 6;
update `geo_patch` set `Substance` = 7 where `Substance` = 8;
TheZar wrote:what about changing soil into fertile soil
Eslake wrote:TheZar wrote:what about changing soil into fertile soil
Farming 90, Fertilize.
But to do it from the database..UPDATE geo_patch SET Substance=6 WHERE (Substance=9 or Substance=10) AND LevelFlags=0;
Will convert all depleted soil in your world into farmland.
To simulate Actually having fertilized the soil.. you might try something more like..UPDATE geo_patch SET Substance=6, Quality=LEAST(Quality+10), 96) WHERE (Substance=9 or Substance=10) AND LevelFlags=0;
(Changes all of the plain[depleted] soil in the world, flat and plowed, to rough[plowed] Fertile soil and adds 10 quality to it, with a maximum quality of 96 -- the limit to which you can fertilize in the game)
As with all operations from the database, however, none of this will change in the game itself unless you reboot the server.
I have been persistent in asking for a Responsive function on the server that allows Database actions to cause items to refresh into/out of the game (create, delete, change) while the server is running.
But so far, they only responded once, on Dev Vlog 2 where she said they would Look Into it AFTER the MMO is released.
I don't think they fathom just how vital a modding community can be for a game like this.. and without the ability to effect the live server, there won't be much of one.
Twiztedmike wrote:Is it possible to take this one step further and convert soil into, say clay, but add (a) conditional statement(s) that would basically define 8 points (x,y,z) that would contain a rectangle in which this soil would be converted to clay?
This way, more clay pits, granite, etc could be created around the map.
Perhaps you can build 4 buildings like Furnace and then Get the GEOID of the 4 furnaces to define the (x,y) portion of the 8 points, and then assign a Z parameter to make the clay pit 10 tiles deep or whatever & then do the conversion
Eslake wrote:TheZar wrote:what about changing soil into fertile soil
Farming 90, Fertilize.
But to do it from the database..UPDATE geo_patch SET Substance=6 WHERE (Substance=9 or Substance=10) AND LevelFlags=0;
Will convert all depleted soil in your world into farmland.
To simulate Actually having fertilized the soil.. you might try something more like..UPDATE geo_patch SET Substance=6, Quality=LEAST(Quality+10), 96) WHERE (Substance=9 or Substance=10) AND LevelFlags=0;
(Changes all of the plain[depleted] soil in the world, flat and plowed, to rough[plowed] Fertile soil and adds 10 quality to it, with a maximum quality of 96 -- the limit to which you can fertilize in the game)
As with all operations from the database, however, none of this will change in the game itself unless you reboot the server.
I have been persistent in asking for a Responsive function on the server that allows Database actions to cause items to refresh into/out of the game (create, delete, change) while the server is running.
But so far, they only responded once, on Dev Vlog 2 where she said they would Look Into it AFTER the MMO is released.
I don't think they fathom just how vital a modding community can be for a game like this.. and without the ability to effect the live server, there won't be much of one.
Eslake wrote:Twiztedmike wrote:Is it possible to take this one step further and convert soil into, say clay, but add (a) conditional statement(s) that would basically define 8 points (x,y,z) that would contain a rectangle in which this soil would be converted to clay?
This way, more clay pits, granite, etc could be created around the map.
Perhaps you can build 4 buildings like Furnace and then Get the GEOID of the 4 furnaces to define the (x,y) portion of the 8 points, and then assign a Z parameter to make the clay pit 10 tiles deep or whatever & then do the conversion
Yes and no.
If you have already 'touched' each of the GeoID locations in that square in the game -- gathered mushrooms/berries/seeds or raised/lowered the land -- then you could add layers on top of what is there without any difficulties.
But you cannot change the content of the ground lower than it has been used.
Picture it like this..
The world map is a skin, 0.1 deep.
When you dig down in a spot, you Lower the skin in that spot.
When you raise the ground level, you are placing the materials on top of the skin -- all of those materials can be edited as you like.
But everything Lower than the skin cannot be changed because it just doesn't exist yet.
(okay, it does exist in an external set of files, but I wouldn't advise editing those)
Twiztedmike wrote:But in many cases, you dig deep and sometimes the material underneath is different - for example: loose rock. Or, maybe you dig soil deep enough and you get rock
But yeah - I guess there is no practical way to create more "natural" (as opposed to infinity piles) occurrences of resources like clay and granite? Its a damn shame cause they only offer 1 map & the resource distribution is poor. It limits where people can build, especially if you want to play on a low multiplier server.
Aircode wrote:tested it again tonight, still works for me!
Eslake wrote:Alakarsiann wrote:
- Code: Select all
update `geo_patch` set `Substance` = 1 where `Substance` = 6;
update `geo_patch` set `Substance` = 7 where `Substance` = 8;
Everyone should have this in their daily maint script, but I would Strongly suggest that you add a limit.UPDATE geo_patch SET Substance=1 WHERE Substance=6 AND LevelFlags=0; --(fertile soil)
UPDATE geo_patch SET Substance=7 WHERE Substance=8 AND LevelFlags=0; --(forest soil)
UPDATE geo_patch SET Substance=9 WHERE Substance=10 AND LevelFlags=0; --(depleted soil)
Without limiting it to LevelFlags 0 you will eventually find some GeoData locations have become unusable.
They don't give a Terraforming message, they simply won't change or provide materials when you lower/level them, and the only action which will work there is Raise - which in some cases can only be done by double-clicking the material from inventory as clicking the land itself won't allow it.