Closed aezakmq closed 3 years ago
Actually, I think Aftershock may remove some vanilla map extras; I don't think Magiclysm is supposed to, however.
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:
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.
It doesn't look like any of the last month or so of Aftershock PRs could have caused this change.
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.
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.
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
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
Hi its been a bit and as far as we know, this shouldn't be an issue with aftershock, a few questions:
Hi its been a bit and as far as we know, this shouldn't be an issue with aftershock, a few questions:
- Are you absolutely sure you only have Aftershock and Magiclysm loaded?
- Can we have your save please?
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: 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.
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