Closed ubertpendragon closed 1 month ago
This does not seem to be in a mergeable state yet, as you commented
NOTE: STILL NEEDS ANYOUTPOST SUPPORT FOR MODS. THESE SHOULD BE USING requiredDestinationTypes="AnyOutpost" WITH THE ABILITY TO DEFINE IF A LOCATIONTYPE CAN BE USED BY ANYOUTPOST
The PR itself does solve the issue for vanilla, but I'm not competent enough to make the necessary "AnyOutpost" changes that would ensure mod compatibility (for example, in DynamicEuropa, we add and override many location types, so we'd have to override the whole missionevents as well)
Implemented this with AnyOutpost support (which is imo a lot better than configuring the outpost types one by one like this) in our private repo https://github.com/FakeFishGames/Barotrauma-development/pull/5341
Simply adds requiredDestinationTypes="outpost,city,research,military,mine" to all missionevents that give cargo/escort missions so they do not generate if there's no viable adjacent destination.
No more of this:![218220031-6ebe2701-3360-4565-b76e-107c0caac5bc](https://github.com/FakeFishGames/Barotrauma/assets/73229309/de6f1fe9-6b14-4661-854b-30464def7eef)
A side effect is that those missions will spawn less in practice as they will be picked at random by the eventset, but not trigger in the case of no adjacent outposts. If eventmanager generates its default 3 missionevents and 2 are cargo/escort, you will in practice only have 1 mission offered.
This is acceptable imo.
NOTE: STILL NEEDS ANYOUTPOST SUPPORT FOR MODS. THESE SHOULD BE USING requiredDestinationTypes="AnyOutpost" WITH THE ABILITY TO DEFINE IF A LOCATIONTYPE CAN BE USED BY ANYOUTPOST
https://github.com/FakeFishGames/Barotrauma/discussions/13941