You're going to have to be more specific than that. Trees would just be placing a TileID.Sapling with WorldGen.PlaceObject then calling WorldGen.GrowTree. If GrowTree fails (returns false), WorldGen.KillTile the sapling if you want.
When rain is up, just randomly change a nearby tile's `LiquidAmount` to > 0. I don't recall exactly how that mod worked, but I think I just chose a random spot, moved down until I hit a solid tile, then placed liquid on it.
That definitely seems like a TerraGuardians issue. If the error persists and the developers over there don't know the fix, do let me know!
Yes. It's compatible with every mod except Polarities, Remnants and Builder's Essentials.
I'm afraid to say we do not take major suggestions like this...
You'd check the tile(s) at a location in order to well which biome you're in. Some biome have areas/positions for them, like the desert's WorldGen.UndergroundDesertLocation but that's not consistent and you shouldn't expect too much lol
Hello! Just here to update whoever may see this - Verdant will release on the 5th of October of this year!
Here's the release trailer:
Thank you all for waiting a while, and I hope you enjoy the mod soon!
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