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Adds two new evac shelter basements and vandalize them #57061
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running tests (existing game install from me, replaced the whole data folder with yours), I'm getting an error message on starting a new game: DEBUG : shelter_under_1 (struct oter_type_t) has two definitions from the same source (dda)! FUNCTION : check_duplicate_entries |
@Inglonias I'm already working on it. It takes a while to compile sometimes. |
I still have concerns about spawn behavior. I spawned into a vandalized shelter in a world with a spawn rate of 1 and went to the basement. Then I used the debug menu's "spawn nested overmap" function for shelter_under_2_nest_zombies until it spawned something. It took eight to ten tries for it to spawn a single feral human. All of this is to say that I think those super-low densities are to blame for this behavior. Looking through the code shows that this is how spawn numbers are decided:
This suggests to me that densities of 0.0005 and 0.0001 are far, far, far too low for a good chance of getting monsters. Now, if that's what you were going for, that's fine. I'll stop bothering you about it if that's what you're going for, but considering that there's only a 10% chance of getting those dice to roll in the first place, getting a monster in the basement is supremely unlikely. If you don't mind not having precise placement control of your monsters, I suggest using the |
The previous behavior relied on the world's intensity, which from what I understand relates to how close you are to a city. This being a building that doesn't spawn in cities makes that never spawn any zombies, even though it was supposed to. I am happy with the low numbers of zombies spawning because I don't want these to become overwhelmed or full of zombies. This should be a light threat and I am happy with the behavior it is showing right now. |
In that case, I'll drop my objections. I was trying to avoid a situation where not understanding the nonsense that these numbers go through before they spawn anything resulted in undesired behavior (see parks and hospitals in 0.F for an example) |
I'm not going to pretend I fully understand them, but I referenced other locations' values and adjusted it a few times because there were too many with higher intensities and have tested it enough times that I'm fairly confident it's working as intended. Even with 10x scaling, it isn't too excessive. It can always be balanced in the future if there's some edge case that I'm not taking account of though. |
any idea what's going on with the automated tests? It looks like they're being cancelled after six hours. I guess they're hanging? |
This is the error message in the failed MODs loading test:
|
Shoot, I was hoping to avoid updating the No Hope one, but I'll take a look later today hopefully and see if I can get it updated as well. |
Updated the shelters for No Hope and Dark Skies Above. I did my best to keep them spawning as intended, but am open to modifications if necessary. |
Summary
Content "Adds two new evac shelter basements and vandalize them"
Purpose of change
Describe the solution
Describe alternatives you've considered
None
Testing
Spawned in several evac shelters of each variant and in each damage state. Verified they looked good. Teleported around to a few shelters to make sure they are generating correctly in the wild, which they are. Also verified the evac computer still operates since I moved that to a nested mapgen.
Also tested that No Hope and Dark Skies Above shelters are spawning correctly. I did my best to keep these as intended by the mod authors, but will update anything for either as necessary.
Additional context
Basement Screenshots (There are two copies of each one vertically):
Default:
Evac 1 - Evac 2 (Inglonias)
Evac 3 - Evac 4 (Both mine)
Evac 1 - Evac 2 (Inglonias)
Evac 3 - Evac 4 (Both mine)
Evac 1 - Evac 2 (Inglonias)
Evac 3 - Evac 4 (Both mine)
Main floor (Making sure I didn't break anything)
Default:
Used:
Vandalized: