Closed garrotte13 closed 2 years ago
May be my request will be too selfish, but can we have an option to completely turn off Death mutations code? (setting max mutations per faction to 0 doesn't make it). Other new features of 1.2.0 are too sweet to return to 1.1.1.
Can you describe why you don't want the death mutations and are you expecting the regional bases to change at all still? Setting the mutations to zero should work, what are you seeing?
There is a deeper problem around bases being recycled before all the chunks under a bases control have been destroyed.
just because this code leads to unexpected crashes and game over after a few hours of base building. The feature is very good and fun.
But from other point of view I played about 6 hours of new game, destroyed 21 spawners and didn't get this issue. Does it mean, that there must be a big map opened with a mass of spawners to get this issue (like in my old gamesave with 79% evo) - only in such situation script won't be in time processing all chunks?
It comes down to chance. In the version on github this issue hasn't been fixed.
this should be resolved on the master branch now
Yes, looks like it is ok now.
After working around problem #55 it gave a critical error in about half an hour of play with a little different stack, but looks like because of the same new feature (death mutations). I'm using that fixed gamesave with evo 79%, but will it happen with fresh new map created after some time?