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Broken world generation with mods #50636
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Actually, I think Aftershock may remove some vanilla map extras; I don't think Magiclysm is supposed to, however. |
I noticed that aftershock prevented the generation of the big military base from the overrun scenario My guess is that aftershock, gradually becoming a total conversion mod, removes some spawns as they won’t fit in the total conversion I never noticed any generation problem that could’ve been caused by magiclysm DDoD blacklists mi-go and lab stuff so don’t use it if you want to start as a captive or experiment |
@Venera3: Would you happen to have run any testing on location generation with mods? |
Ping: @John-Candlebury, @Maleclypse, @Mom-Bun, @KorGgenT? |
Cannot replicate on - OS: Windows
So the interesting stuff happens with my download from yesterday.
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Aftershock includes no blacklists. If you are noticing a reduction is spawns its because the mod includes new overmap locations and each new location dilutes the spawns of previously existing ones. Probably the requirements for the base are too strict, and some Aftershock buildings occupy the same locations. The base would likely spawn given a few more tries. Also sorry for the comment edit, I misclicked and didnt notice, but I did restore your comment. |
So that's the weird thing I was describing, there haven't been any aftershock location changes in the last month and I have a version of the game from less than a month ago that doesn't have this happen at all. As of 7/18 you could spawn overrun every single start as far as I managed to test. |
Do you have the Aftershock Exoplanet mod enabled? this would be causing the issue if you did |
Thing is, many locations in these mods, including Aftershock and Magiclysm, have not been updated nor their spawn rates were drastically changed for quite a while, it does not seem to be a problem related to mods, something in vanilla code has been changed, highly likely |
No, it's a regular Aftershock, not an Aftershock exoplanet |
Hi its been a bit and as far as we know, this shouldn't be an issue with aftershock, a few questions:
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Tested on latest build today (bd2ce6b 64-bit to be exact) with vanilla world, no issues, and no issues so far with a world with aftershock loaded (however I had to go to the other overmap to find a refugee center and some military locations, but this could just be bad RNG) Booting up with MGS is the same, however when doing both it freezes and refuses to load, possible issue overall with competition on overmap locations and where to place them and/or overmap code changes. I could be wrong about this (Still an incredible novice at C++) but the past things in 30~ days that could've potentially be causing this issue I suspect are: As they've all recently touched upon overmap generation recently |
Ran a smallish test with Vanilla, AFS, Magiclysm and AFS+Magiclysm:
Because of the island prison's better performance on AFS I'm going to assume that it has something to do with lake frequency, but I have to admit I didn't dig into how much Aftershock changes in that regard. |
Describe the bug
Mods that add new locations to the map do not allow locations from vanilla cdda to appear normally or in normal numbers
Steps To Reproduce
Expected behavior
Vanilla locations spawn just fine with mods' locations, map generation is mixed with both mods and vanilla spawning their locations in a balanced way (as they should, since neither of these mods blacklist any vanilla locations nor change their spawn rates)
Screenshots
No response
Versions and configuration
Additional context
No response
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