CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Broken world generation with mods #50636

Closed aezakmq closed 3 years ago

aezakmq commented 3 years ago

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

  1. Activate mod/mods that add locations (Magiclysm, Aftershock, or others)
  2. Start actively exploring the map and try to find laboratories, military outposts, military bunkers, refugee camps, etc (everything that should be in the world without mods)
  3. You may be able to find locations in a single instance or find nothing at all
  4. If you turn off mods that add locations and play on the vanilla cdda, map generation will be fine

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

actual-nh commented 3 years ago

Actually, I think Aftershock may remove some vanilla map extras; I don't think Magiclysm is supposed to, however.

freijie commented 3 years ago

Noticing same issue, magiclysm special locations are plentiful but vanilla only has village houses and a few special structures, military facilities almost non-existent. Stable didnt have such issues for me, it had a healthy mix of magiclysm and vanilla locations. Also could be related to this issue I cannot start in frozen lab in most seeds with magiclysm enabled, location cannot be generated with error message: изображение

SariusSkelrets commented 3 years ago

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

actual-nh commented 3 years ago

@Venera3: Would you happen to have run any testing on location generation with mods?

actual-nh commented 3 years ago

Ping: @John-Candlebury, @Maleclypse, @Mom-Bun, @KorGgenT?

Maleclypse commented 3 years ago

Cannot replicate on - OS: Windows

So the interesting stuff happens with my download from yesterday.

Maleclypse commented 3 years ago

AFS last month

It doesn't look like any of the last month or so of Aftershock PRs could have caused this change.

John-Candlebury commented 3 years ago

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

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.

Maleclypse commented 3 years ago

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.

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.

Mom-Bun commented 3 years ago

Do you have the Aftershock Exoplanet mod enabled? this would be causing the issue if you did

aezakmq commented 3 years ago

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

aezakmq commented 3 years ago

Do you have the Aftershock Exoplanet mod enabled? this would be causing the issue if you did

No, it's a regular Aftershock, not an Aftershock exoplanet

Mom-Bun commented 3 years ago

Hi its been a bit and as far as we know, this shouldn't be an issue with aftershock, a few questions:

  1. Are you absolutely sure you only have Aftershock and Magiclysm loaded?
  2. Can we have your save please?
aezakmq commented 3 years ago

Hi its been a bit and as far as we know, this shouldn't be an issue with aftershock, a few questions:

  1. Are you absolutely sure you only have Aftershock and Magiclysm loaded?
  2. Can we have your save please?
  1. Yes, these 2 mods are loaded
  2. https://anonfiles.com/D54am5Cbu1/_rar - save https://anonfiles.com/Te77maC0u7/cata_old_save_rar - cdda+save
Mom-Bun commented 3 years ago

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:

48607

48628

48627

47071 (Not sure about this one, its been around recently since January and we've had no issues about it)

As they've all recently touched upon overmap generation recently

Venera3 commented 3 years ago

Ran a smallish test with Vanilla, AFS, Magiclysm and AFS+Magiclysm: There definitely is a significant difference in special spawns with AFS, Magiclysm is not significantly different apart from the Military Base (this might just be an artefact of the smallish sample size, but they have trouble spawning in vanilla already).

Special Control (n=275) AFS (n=291) Magiclysm (n=309) AFS + Magiclysm (341)
Lab (+Anthill Lab) 52 (19%) 19 (6%) 57 (18,4%) 25 (7,3%)
Prison (+Lab var.) 64 (23%) 22 (7,5%) 45 (14,5%) 26 (7,6%)
Island Prison 7 (2,5%) 24 (7,5%) 6 (1,9%) 17 (5%)
MilBase 20 (7,3%) 5 (1,7%) 11 (3,5%) 2 (0,6%)

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.