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- Check you're running v0.9 of the mod.
- Check you're using the command correctly. Some examples of proper usage are:
/floodtheworld
/floodtheworld lava
If it still don't work, providing the error you're getting would help a lot~
Also, the Surface Adjustment config should behave a bit more logically now- there was a math issue causing it to not work properly on the above ground section of the world, resulting in a lot more of the surface being flooded than intended.
If you set Above Surface Percentage to 50, you are basically telling the mod: "Flood half of the world above the underground layer with water".
No idea about the usage bug though... seems like it might be a mod conflict, although I haven't encountered mods breaking / commands myself before. Curious to know what the fix was to get the command working~
Glad to know you've found the culprit though. Seems weird to me that such a mod would cause issues with a command...
If this command isn't working, it might be worth trying any other commands to see if they are also having issues, or if it's just this one.
/floodtheworld
You can also use:
/floodtheworld water
<water> is not valid as an input. Hope that helps~
I won’t be ‘fixing’ that functionality though- if that’s how the game works, then I’ll be leaving it as so. A note has been made in the description about this.
You can now specify a fluid to use. For example, '/floodtheworld lava'
You can also use '/floodtheworld all' to get a layered flood with water on top, then honey, then lava, then shimmer, from top to bottom.
I'll have to make it layered.
Regarding the ‘floodall’ command, would it just randomly choose a fluid per tile (resulting in complete chaos) or rather split the fluids into vertical layers- one fluid for each quarter of the vertical height covered?
If the latter, what would the fluid order be (eg. water first, lava next, then honey then shimmer?)
Please try just typing ‘floodtheworld’ into your server console. The / format is for in-game chat message commands.
I haven't reproduced cases where blocks don't get 'waterlogged'. Regardless, I found a small logic bug in my code that COULD be the cause? Fixed now, but don't know if it'll make a difference.
But yeah, water levels between areas of the map that are partitioned off from others (eg. by a living wood tree) may differ. For example, water may fall into deep cave systems after the water is generated, which could result in differing water levels, and also depending on your settings when flooding the world.
And yes, some caves may simply not get filled in with water, usually because they connect to Hell and all the water gets drained down into there instead. I'm yet to see surface level caves fail to flood unless they are connected by a vast network of caves to the bottom of the world.
But... it could also just be a mod conflict, somehow. Won't rule out that possibility.
Maybe I'll do more small mods like this in the future? Maybe? 🐲
You can specify the amount that it will flood, but ultimately the flooding happens instantly once you run the /floodtheworld command.