When starting with the Safe Place scenario and choosing a cabin, odds are good the cabin is not actually safe. You can find yourself in the cabin with the rogue kindred NPC, or a trashed cabin, and usually there is a corpse ready to get up and start trying to kill you in the shed out back.
Attach save file
N/A. Trivial to reproduce
Steps to reproduce
Make a character with the "Safe place" scenario start.
Choose the cabin as the safe place
It's not safe
Expected behavior
I would expect the Safe Place scenario to start in a safe place - The other locations are guaranteed to be safe. For instance, the industrial park is the variant without anyone in it.
Screenshots
No response
Versions and configuration
OS: Windows
OS Version: 10.0.19045.3803 (22H2)
Game Version: 2ae6aff [64-bit]
Graphics Version: Tiles
Game Language: System language []
Mods loaded: [
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Fewer Soldier Extras [Fewer_Soldiers],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth],
Inglonias Scenarios and Professions [Inglonias_Scenarios]
]
The reason this seems to happen is that cabins are using nested mapgen more than variants for spawning. It may be worth it to convert the nested mapgen back to different overmap IDs
Describe the bug
When starting with the Safe Place scenario and choosing a cabin, odds are good the cabin is not actually safe. You can find yourself in the cabin with the rogue kindred NPC, or a trashed cabin, and usually there is a corpse ready to get up and start trying to kill you in the shed out back.
Attach save file
N/A. Trivial to reproduce
Steps to reproduce
Expected behavior
I would expect the Safe Place scenario to start in a safe place - The other locations are guaranteed to be safe. For instance, the industrial park is the variant without anyone in it.
Screenshots
No response
Versions and configuration
Additional context
No response