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Fixed map generate bug #75270
Fixed map generate bug #75270
Conversation
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Oh, that definitely explains it, as the indices jump based on how coordinates are translated into indices. I thought emplace was equivalent to [] but using approved "modern" syntax. |
For 1:1 maps it behaves like you expect. For 1:many maps it will append. |
I'm still getting some phantom wasp nests casting shadows from higher levels in game post-fix, although other map notes now seem accurate. |
The bug fix does not deal with past damages, so if the nest roofs were generated before this fix was applied they'd still remain, unfortunately. Thus, I hope this is a case of lingering damage rather than freshly produced issues. |
Hi, long time player, first time commenter. It might not be a problem with new games, but i've noticed a bunch of Mapgen issues with the random encounters since updating with this patch. Some examples are the wasp nest roof thing, as mentioned above (which i don't recall having encountered previously in this save), as well as several erroneous entries for other things such as supply drops and the like that don't show up where the autonotes put them. |
Yes, lingering issues are not addressed. Levitating roofs shouldn't cause any problems beyond being weird. I've never used auto notes, but my guess is that ones representing overwritten features can simply be deleted manually? Really bad things would be if something overwrote something that's unique, but I don't think that can happen, because I think major features would just be overwritten by the same or similar features (like one shop replacing another), while things like wasp nests and supply drops are minor "decorations" that can be spawned on any field tile, so if the tile is generated again the feature may not show up (and things may show up where there wasn't anything previously). |
If I understand you correctly: no, unfortunately, I just observed the wasp nest issue happening in a fresh game post fix. |
Are you sure it actually happened after the fix, rather than you finding it after the fix (because you did only get close enough to actually see it later)? |
Positive. I play a very difficult start with world wipes each time, and frequently update experimentals, so I cycle through a lot of worlds. That said, the invisible floating wasp nest is the only issue of its kind I've run into, and only once now since the fix. Others have generated properly. I'll capture it if I see it again. |
Unfortunately, I don't think capturing it helps. The problem is that all the info we'd have is that the info on that tile has been wiped and replaced, but nothing to indicate why or how. I'll try to investigate further, but I'm not too optimistic about it at this stage. Edit: |
Thank you for the extra effort. I'll report if I see it again. Having been tech support in a past life, I fully appreciate one anecdotal event post-fix is not a good indicator of any kind of recurring problem :) (However, given I used to be tech support, I am absolutely sure of what I saw, and that it was indeed post-fix, given I know how annoying this kind of report can be.) |
Summary
None
Purpose of change
Fix #75265, fix #75262, fix #75256, fix #75258, i.e. map featured generated again when they should remain unchanged, including generation of duplicate NPCs.
Describe the solution
Describe alternatives you've considered
Testing
Additional context
I don't like the 'emplace' failure one bit.
I tracked it down using debug output to debug.log, and that showed that generate emplace at begin+52 was set to true and there was indeed a submap at the corresponding coordinates.
However, 11 iterations later, when the data for grid_pos 21 was emplaced, the data at grid_pos 52 was suddenly false (grid_pos 21 corresponds to pos (1, 0, -10), so it's the start of the next stack).