If you use a mod to increase the maximum value of colonist moods past the normal 100%, this causes some likely unanticipated behavior with archospore gifts. The game isn't throwing errors so there are no logs of it; the archospore just constantly gives gifts nonstop (or at least as fast as the base game can spit out new quests) when its mood is 150% or higher.
Poking around in the code, the culprit seems to be in \Building\Building_ArchotechSpore.cs on line 101:
if (tick-lastGiftTick > 90000 * (5- NumConnectedPillars) * (3-mood))
The way you calculate mood, if the archospore's in-game mood is 150% or higher this evaluates to a negative tick count since the last gift, resulting in endless gifts. This seems an easy enough fix with a slight change in logic.
If you use a mod to increase the maximum value of colonist moods past the normal 100%, this causes some likely unanticipated behavior with archospore gifts. The game isn't throwing errors so there are no logs of it; the archospore just constantly gives gifts nonstop (or at least as fast as the base game can spit out new quests) when its mood is 150% or higher.
Poking around in the code, the culprit seems to be in \Building\Building_ArchotechSpore.cs on line 101:
The way you calculate mood, if the archospore's in-game mood is 150% or higher this evaluates to a negative tick count since the last gift, resulting in endless gifts. This seems an easy enough fix with a slight change in logic.