Ant Hill generation with no queen ant chamber #27726
Labels
<Bug>
This needs to be fixed
Map / Mapgen
Overmap, Mapgen, Map extras, Map display
(S1 - Need confirmation)
Report waiting on confirmation of reproducibility
During map construction, an ant hill can be created that has no queen ant or queen ant chamber. It seems to be caused by the generation of an ant hill near the borders of the current overmap, and also when a lab is generated next to the anthill. Can not confirm so far if other structures 'overwrite' or 'block' queen ant and chamber creation as well. Sulfurous ant hills have the same generation results.
Tried to include a picture that illustrates the issue. Got super lucky to get both instances after 4 world generations. This was a fresh world created with no mods enabled other than the core DDA. Version # should be visible in the window title. First pic is illustrating the sulfurous antill to the right being generated at this border. The standard anthill to the left was near a lab. The second pic shows the reveal that indeed, the sulfurous antill underground generation did get clipped.
This situation will reproduce easily if you are just patient enough to regenerate enough times. It does seem to occur at random times, but the situation that creates it in the first place has been the same when it does occur.
It does take away from the 'end' experience of accomplishment, as well as leave a bit of a gap into how the ants got there with out a queen in the first place, I hypothesize the anthill is generated before these other structures, so even though the short term solution of reorganizing when the anthills are generated may produce the Queen chamber for spawning near the lab, it may not help with edge map generation. It may also overwrite key parts of the lab.
If feasible, I suggest a short term solution to simply recheck anthills generated after all other calls are completed to see if a Queen chamber was created, and if not, simply turn another chamber into one. The long term solution may be to expand this 'last check' call to where any structure created is allowed to flag a last minute check in order to verify if it has key components available or not, such as the Lab, Mineshaft, etc. This might mitigate any future problems of sprawling structures that are generated and at least ensure that the 'end objective' exists in each instance.
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