Cataclysm-dda: Labs contain fungal furniture and terrain in worlds with No_Fungi mod active

Created on 13 Feb 2020  路  6Comments  路  Source: CleverRaven/Cataclysm-DDA

Describe the bug

The no_fungi mod is not preventing labs from spawning with fungal furniture & terrain, in the attached screenshot you can see fungal floors, walls, flowers, and clumps.

Steps To Reproduce

  1. Generate world with no_fungi mod active (can be the only mod or not, doesn't matter)
  2. Select scenario starting in lab or find a lab in game (may take a few tries but after generating about a dozen worlds I only got one lab that didn't have any fungus)
  3. Search lab until fungus is found

Expected behavior

Obviously for there to be no fungus because it seems to work everywhere else

Screenshots

Kenneth Arthur __04-13-10_Mountain Standard Time

Versions and configuration

  • OS: Windows 10
  • Game Version: 0.D-12218-g0ec17df
  • Graphics version: Tiles
  • Mods loaded: dda, No_Fungi
<Bug> Fields / Furniture / Terrain / Traps Mods

Most helpful comment

The internet: "but blacklist mods are just a single line, they don't require upkeep!"

It's probably reasonable to get this out with the blacklist mod. It's a product of the portal_in map extra, perhaps we can jsonize that and thereby flag the offending subtype for blacklisting.

All 6 comments

Oh yeah, I remember seeing that. Have you tried bashing them to see if they release spores? I believe they shouldn't and so are perfectly safe. It _is_ disconcerting. I feel like I'm doing a disservice to the community by using No Fungi but I find them an absolute pain.

Bashing them does cause spores to be released giving the spore dusted status.

Well TBF NoFungi doesn't stop fungal infection from flaming eyes either, so the question is, is this even a bug?

no_fungi is no fungal monsters. As you can see there are no fungal monsters

No_fungi is no fungal monsters and regions. Regardless, if you look at the No_Fungi json's you'll see that fungus furniture and terrain are supposed to be removed too. So there's no question about this being a bug; the question is, is it a bug anyone want to do something about. I personally don't mind since it seems unlikely to spread enough to affect performance (which is the only reason I use the mod it in the first place) but the mod isn't working as intended so I figured I'd raise the issue anyways especially since it was thought to be fixed already.

The internet: "but blacklist mods are just a single line, they don't require upkeep!"

It's probably reasonable to get this out with the blacklist mod. It's a product of the portal_in map extra, perhaps we can jsonize that and thereby flag the offending subtype for blacklisting.

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