Quest Items and "Item Spawn Scaling Factor" World Option #63030
Labels
(S1 - Need confirmation)
Report waiting on confirmation of reproducibility
stale
Closed for lack of activity, but still valid.
Describe the bug
Summary: I believe having the "item spawn scaling factor" world option less than 100% resulted in a quest item not dropping for me -- it seems to me that it'd be best for unique items (or, at the very least, quest items) to always spawn, regardless of the world option value.
[Minor Hub 01 spoilers ahead.]
During world generation for the world/character I'm currently playing, I set the "item spawn scaling factor" to 70% for a bit of additional challenge. My assumption as to what this means in practice is that any item that would spawn (after all other behind-the-scenes probabilities are considered) is again checked against a subsequent roll to see if it does end up spawning.
Upon reaching the final room of the Hub 01 collapsed tower mission, the target item mentioned in the mission description (
template_photonics
) was present -- I picked it up, returned to Hub 01, and finished the quest.Later, after completing more Hub 01 missions, I was surprised to see that I hadn't been offered the chance to requisition any additional prototype equipment besides the HWP. Digging into the code a little bit, I discovered that being offered additional prototype gear requires having found a unique item
template_armor
during the Hub 01 collapsed tower mission and giving that to the Hub 01 quest giver. Since I'm an obsessive looter, I didn't think that I'd missed anything in the collapsed tower final room -- I returned to the area to double-check, and I indeed had not missed thetemplate_armor
item or something like that.Looking into the code a bit more, I discovered that
template_photonics
andtemplate_armor
are both only ever spawned as part of thenano_templates
item group. Both of those items have a 100% chance to spawn withinnano_templates
, andnano_templates
has a 100% chance to spawn within the final room of the collapsed tower.So, why didn't a
template_armor
spawn for me when atemplate_photonics
did? My conclusion is that the rolls due to the world's 70% "item spawn scaling factor" resulted in success fortemplate_photonics
and failure fortemplate_armor
. In this particular instance, that meant that I could finish the Hub 01 quest (sincetemplate_photonics
is the required item andtemplate_armor
just seems to be a bonus). However, I didn't get the opportunity to get any of that sweet, sweet, more advanced Hub 01 gear.I personally think that unique items should always spawn, regardless of the "item spawn scaling factor" value. Items necessary to finish quests (such as
template_photonics
) should definitely always spawn so that players aren't prevented from finishing quests. However, I'd also argue that any unique-but-not-absolutely-necessary-to-progress-the-game items (such astemplate_armor
) should also always spawn. Otherwise, the player could inadvertently miss out on some portion of the game's content without being any the wiser.I would guess that the intention of the "item spawn scaling factor" world option is to make it more difficult to progress in the game due to fewer spawns of items being present -- that is, while you might not find that crafting tool you need in the first or second place you look where you'd normally find it, if you survive long enough to keep checking other places, you'll get it eventually. I'm assuming that it is NOT intended to unknowingly cut out some of the game's content.
(I've included some more thoughts about behind-the-scenes causes under "Steps to reproduce" below.)
Steps to reproduce
template_photonics
nortemplate_armor
spawned within the small wooden box:===============================
Note: given that both the prototype I/O recorder and the DARPA hard card did both spawn despite the "item spawn scaling factor" being set to only 10%, but neither
template_photonics
nortemplate_armor
spawned, I wondered if it's the way in which the items are forced to spawn that's the difference. Looking into the code a bit:robofac_test_data
:Part of item group
mon_robofac_prototype_drops
, which drops on death ofmon_robofac_prototype
Does have
MISSION_ITEM
flagrobofac_hardcase
:Spawn via mapgen under:
"nested_mapgen_id": "robofac_mi2_convoy_ambush_chunk",
Placed with:
"item": { "@": [ { "item": "rmi2_corpse" }, { "item": "robofac_hardcase" } ] },
Does NOT have
MISSION_ITEM
flagtemplate_photonics
nortemplate_armor
, which are under thenano_templates
item group:Spawn via mapgen under:
"nested_mapgen_id": "robofac_mi3_photonics_chunk",
Placed with:
"items": { "T": { "item": "nano_templates", "chance": 100 } }
Neither has
MISSION_ITEM
flag"chance": 100
qualifier for thenano_templates
item group matter?nano_templates
will always be directly spawned, but its individual contents are still checked against "item spawn scaling factor".)MISSION_ITEM
item flag matter?Expected behavior
Screenshots
No response
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
No Fungal Growth [no_fungal_growth],
Bionic Professions [package_bionic_professions],
Blaze Industries [blazeindustries],
Bionic Slots [cbm_slots]
]
Additional context
No response
The text was updated successfully, but these errors were encountered: