[0.13.2] Game stops when spawners have no autoplace

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orzelek
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[0.13.2] Game stops when spawners have no autoplace

Post by orzelek »

In RSO I tried to remove autoplace from spawners to disable built in spawning and control it by hand.

This caused an unexpected issue:
When biters try to migrate (thats my assumption) game will close with following:

Code: Select all

Notice
No entity prototypes are available for this building.
Attached save and RSO version that will cause this to pop up within few minutes from loading.

If threre is a way to remove default spawn without causing this issue please give me some hints. I tried setting richness multiplier to 0 but it didn't work for enemy bases/turrets at all.
Attachments
Fiske Ernst - wtf.zip
(4.79 MiB) Downloaded 91 times
rso-mod_2.0.4.zip
(35.24 KiB) Downloaded 80 times
Oxyd
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Re: [0.13.2] Game stops when spawners have no autoplace

Post by Oxyd »

Well, yes. Biter expansion uses the autoplace list to determine what buildings they'll build. If that list is empty, expansion makes no sense.

You can disable enemy expansion by setting enemy_expansion.enabled = false in map-settings. I think it is better for a modder to disable expansion explicitly in order to make sure that's really what they intended.
orzelek
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Re: [0.13.2] Game stops when spawners have no autoplace

Post by orzelek »

Oxyd wrote:Well, yes. Biter expansion uses the autoplace list to determine what buildings they'll build. If that list is empty, expansion makes no sense.

You can disable enemy expansion by setting enemy_expansion.enabled = false in map-settings. I think it is better for a modder to disable expansion explicitly in order to make sure that's really what they intended.
I figured out that much after finding some attributes in autoplace like evolution thresholds.
My issue was that I do want migration to occur. I only don't want the noise generated ones.
I figured out that if I set peaks to empty table it will disable the noise generator. If I set it to nil or break it in any other way (previous method would insert peak with -1000 influence) generator will fill whole land with objects in question (worms or bases). Spawning in field of worms is an interesting surprise :D
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