Cataclysm-dda: Huge spike in monster spawns in recent builds.

Created on 6 Feb 2018  Â·  12Comments  Â·  Source: CleverRaven/Cataclysm-DDA

Game version: 7109

Operating system: Windows

Tiles or curses: Tiles

Mods active:

Expected behavior

Monsters spawn at a reasonable rate.

Actual behavior

Drug deals gone wrong and presumably other set pieces spawn with multiple migos and enough amoebic molds and blobs to cover the screen causing lag from the blobs/amoebic molds. Other players have reported roadblocks with dozens of turrets.

Steps to reproduce the behavior

Encounter drug deals gone wrong, dead scientists, road blocks, or likely other set pieces that spawn monsters in a recent build.

(S2 - Confirmed) <Bug> Spawn

All 12 comments

Probably falloff from the recent spawning changes? @ZhilkinSerg

i can confirm this bug.

i started a new game and went outside to see about 30 jabberwocks all in
one big cube.

that run didn't last long.

On Tue, Feb 6, 2018 at 14:10 Zireael07 notifications@github.com wrote:

Probably falloff from the recent spawning changes? @ZhilkinSerg
https://github.com/zhilkinserg

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Nathan Heller
Software Engineer
Blue Sages Inc.
3242 Rice St, St Paul, MN 55126
(651) 317-8072

Please test attached wip version (Windows version). Are spawn rates any better?

cdda-lib.zip
cdda-bin.zip

P.S.: Alternatively you can compile the following branch by yourself: https://github.com/ZhilkinSerg/Cataclysm-DDA/tree/mapgen-spawn-fix.

This is coregame, not ZhilkinSerg's changes:
turret_tercios

I was wondering what was going on with the 30+ amoebic molds and dozens of blobs I found today.
It happened at 3 different encounters. Definitely confirmed

i thought it have to do with map locations no longer hardcoded so my increased spawn rates now affect mi gos,turrets,blobs etc.zombies seem to be working fine.

i thoguht it have to do with map locations no logner hardcoded so my increasedspawn rates now affect mi gos,turrets,blobs etc.zombies seem to be working fine.

Locations are still hardcoded, but updated spawn functions have some wrong parameters and utilize spawn rate from options, which makes it even worse.

I think part of the problem here is the way density works in map::place_spawns

If density = 1.0 and world-wide SPAWN_DENSITY = 1.0, then map::place_spawns will try to put between 10 and 50 monsters in the specified area, regardless of the size of that area.

mapgen.cpp#map::add_spawns:

    float multiplier = density * get_option<float>( "SPAWN_DENSITY" );
    float thenum = ( multiplier * rng_float( 10.0f, 50.0f ) );
    int num = roll_remainder( thenum );

Seems like a fundamental problem with using that function to replace add_spawn

Seems like a fundamental problem with using that function to replace add_spawn

Yes, that it the issue, so I decided to roll the changes back for now.

While rollback PR is not merged yet, here is compiled exe and dll (SDL, Loc, Lua, Sound):

cdda-bin-2018-02-11.zip
cdda-dll-2018-02-11.zip

Please let's merge it--the lab challenge is unplayable with fifty turrets spawning for every lab turret.

Alternatively, does anybody know which build this started with so I can play the one before it?

Please let's merge it--the lab challenge is unplayable with fifty turrets spawning for every lab turret.

Should be good in build 7119.

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