Open Nevcairiel opened 1 year ago
Thinking about this some more, I believe this is likely the original cause for the duplicate planet entries, since it could no longer find its previous definition.
Negative IDs were somehow happening before I included the Math.Abs to this. If they're still coming up negative, I've got no idea why - but I'll continue to look into it
Ok, so I'm finding out Europa actually has a negative entity ID?? I've never seen that for any other entity in the game before, and assumed it was an error.
Gonna look into things more.
Negative Entity IDs are normal. My star system is customly generated with spawned in planets, and 3 got a negative ID. Should just be handled as-is, and not converted to positive.
In the default star system, Europa indeed has a negative ID (straight from SANDBOX_0_00.sbs)
<EntityId>-6999989728267602142</EntityId>
I do believe that I have encountered the same issue. I have checked the spawns with MES.Info.GetDiagnostics and MES.GESAP and could not identify anything out of the ordinary. On one Planet, with a positiv entity ID the spawns are working as expected. On another planet with a negativ entity ID no spawn at all is working.
@Nevcairiel would you be willing to point me towards the config files that you updated manually? I would like to try my luck as well
Planets with negative entity IDs will have their entries in the PlanetSpawnFilters array reset after saving/loading, as well as generally not working.
This is caused by this line, which breaks the planet id by taking the absolute value (for some reason?) https://github.com/MeridiusIX/Modular-Encounters-Systems/blob/1cf02fe4a6bc4a3f523f81fddfb02ce50f1bf5fa/Data/Scripts/ModularEncountersSystems/Configuration/ConfigBase.cs#L28
I see no reason the absolute value should be taken here.
If I manually update my config files and add the minus where needed, the config works properly, and remains intact after saving and reloading.