Using the "Out of Town" scenario, with default world gen settings and no mods, I cannot generate a world with the Farm start.
Getting error that the game cannot create a world with a suitable starting location.
Build 6475
Edit: Tried 200 times in a row, no luck
Can confirm, although I seem to be able to generate one after about 5-10 tries.
I have been unable to get any of the locations except swamp shacks and campsites to generate. Cabins and farms are both non functional.
Possible solutions:
First, regular cabins could be allowed to spawn in fields rather than only forests. Minimum and maximum city sizes may also be too restrictive.
Second, farms may also be subject to a too restrictive range of city sizes. Both use 4 to 12, when 1 to 20 might be a more usable range.
Oddly, I can reliably reproduce each scenario only spawning with the first location in its definition. For Out of Town, that's the Swamp Shack. Each successful start I've had so far has been at the Swamp Shack. Removing Swamp Shack from that file makes campground the first location in the array, and that then becomes the location of every successful start. It also makes finding a location easier – I've had a much easier time spawning when campground is first.
Then, I tried out Fled the Riots, whose first location is s_bookstore. And, yeah, across 5 starts each were at the bookstore.
Edit: yeah, looks like this is the case. Here's how I came to the conclusion:
First, survivalist_farm seems to spawn incredibly rarely. I've not seen it once across 10-20 starts. I set this as the first item in the array.
Then, I added to it the entire list of locations from the Missed and Evacuee scenarios.
Even with that massive list, I still get Could Not Generate World errors.
I do not think you did this correctly. Try additionally taking campgrounds out of that scenario.
Note that the Ambush scenario, which defaults to cabins, almost never works.
@DangerNoodle the list I used to test whether the first item matters or not was a follows:
"survivalist_farm", "shelter", "cabin_woods", "s_bookstore", "s_grocery", "police", "s_garage", "house", "s_grocery", "s_gun", "s_garage", "pawn", "bank", "mil_surplus", "furniture", "s_library", "s_bookstore", "boarded_house"
Even with all of those options, I still was unable to generate a starting location.
I am unsure what to make of this. That said, I am currently testing versions of Out of Town with both the survivalist farm as the first entry, and cabin as the first entry.

While this is an older build, this was the very first test with survivalist farms as the first entry.
Edit, and then on resetting the world to attempt a second test, the game crashed on selecting new game.
Crash seems to have been a one off anomaly, as selecting new game after opening the game again caused no issues.
Test repeated with cabins moved to first entry in scenario, after resetting world again. Same error occurred on first attempt.
While I do not know whether I will have the same results on the most recent build, I do believe that some alterations can make these occurrences less likely.
Debugging map reveal, moving to several different regions, I can't get a single farm to spawn.
I am sucessfully testing changes that are correcting this, I will have a pull request soon.
I can not get Shipwreck to spawn. Default Mods.
changing occurrences to [1, 1] result in endless retrys.
Can someone explain how city_distance is read? LMOE for example has city_distance [20, -1], i dont understand the minus 1 here.
If I recall, minus one is effectively infinite. So it should be read as demanding it stay at least twenty units away from cities, with no restriction on maximum distance from cities.
I will look into getting shipwrecks to spawn, then.
Testing with latest available build, unable to find any instances of shipwrecks so far, and having difficulty correcting this. This may be due to the location being in water, which restricts shipwrecks to specific areas.
thanks
Uncertain if this is due to any possible hard coded probelm with water spawns, or if this is a natural result of water spawns being so restrictive.
It seems like a lot of oh of town building aren't spawning anymore. Cabins,
lmoe, shipwrecks, farms off the top of my head
On May 28, 2017 4:02 PM, "DangerNoodle" notifications@github.com wrote:
Uncertain if this is due to any possible hard coded probelm with water
spawns, or if this is a natural result of water spawns being so restrictive.—
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As already noted. I have not yet had an issue with LMOE shelters so far though. But cabins, shipwrecks, and farms have been consistently problematic.
I noticed this as well, so I took a look through the overmap_specials.json file and noticed a pattern with all of these locations:
Every location with "locations" : [ "forest" ],", such as farms, cabins, bandit camps, campsites, etc, won't spawn on the overmap.
However, replacing "locations" : [ "forest" ], with "locations" : [ "wilderness" ], in the json returns them to their proper overmap behavior!
@pisskop once said this about that issue:
the issue is beehives are 3x3 forest only tiles, and mapgen doesnt respect the forest req when trying to lay out a map. it places the hive, then checks the forest req. when the hive fails that check the game despawns it and doesnt place a new one
And beehives also happen to have the "locations" : [ "forest" ], flag, along with "spider pit" and "triffid grove".
@Coolthulhu wanted to revamp mapgen; I think the idea was to solve this
Current pull request should resolve cabins, farms, bee hives, and anthills without needing to overhaul generation code.
Bandit cabins and camps are problematic because they are meant to be concealed from the player. Making them unconcealed will allow placing them in fields, allowing them to spawn more reliably through JSON changes alone.
@notafed you are wrong. Campsite is mandatory and it spawns each map without any problems.
I made some tests with the Farm (its wilderness by default). Changed it to forest and made it mandatory. It is 3x3 spawn and it spawned on 3rd map. That is without unlimited map generation.