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[0.13.x] [cube] game.regenerate_entity is just... wrong.

Posted: Sun Jul 03, 2016 11:35 pm
by bobingabout
I had a report in my subforum that when someone using my mods entered the following command, the entire map was covered with ores.

Code: Select all

/c remote.call("bobores", "Regenerate")
considering that command is basically just a series of game.regenerate_entity(<orename>) commands, I found that odd.

So I did a small experiment, base game and nothing else, started a new game, and entered the command:

Code: Select all

/c game.regenerate_entity("iron-ore")
The result was the whole starting area covered in iron ore.

Re: [0.13.x] game.regenerate_entity is just... wrong.

Posted: Mon Jul 04, 2016 12:41 am
by Loewchen
I can confirm

Re: [0.13.x] game.regenerate_entity is just... wrong.

Posted: Mon Jul 04, 2016 6:03 am
by ytsejam
copper

Re: [0.13.x] game.regenerate_entity is just... wrong.

Posted: Mon Jul 04, 2016 6:50 am
by Rseding91
What... that's not what you wanted? :D

Re: [0.13.x] game.regenerate_entity is just... wrong.

Posted: Mon Jul 04, 2016 9:12 pm
by ixnorp
I wonder if this is some how connected to the behavior I observed at viewtopic.php?p=174148#p174148 with "water in starting area only" where the starting area code seems to cover the entire map instead of being confined to, well, the starting area.

Re: [0.13.x] game.regenerate_entity is just... wrong.

Posted: Wed Jul 06, 2016 11:24 pm
by bobingabout
Rseding91 wrote:What... that's not what you wanted? :D
Well... no, it's not. I would expect that it regenerates something similar to how the map generates ore in the first place.

Re: [0.13.x] [cube] game.regenerate_entity is just... wrong.

Posted: Thu Aug 04, 2016 4:05 pm
by cube
Fixed for 0.13.14.