Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upOld Guard Quest - Bandit Camp couldn't spawn #16390
Comments
illi-kun
added
the
NPC / Factions
label
Apr 25, 2016
kevingranade
added this to the 0.D milestone
May 7, 2016
This comment has been minimized.
This comment has been minimized.
|
Isn't this related to the bug that would throw errors if it couldn't find a lab/cabin in which to spawn the player? How was that bug fixed? (I can't find the issue # right now.) |
This comment has been minimized.
This comment has been minimized.
|
http://smf.cataclysmdda.com/index.php?topic=12899.msg278391#msg278391 somebody else also had the same problem. I don't think this person had the hostile npc show up. |
illi-kun
added
the
<Bug>
label
Sep 18, 2016
This comment has been minimized.
This comment has been minimized.
|
I believe #18244 fixes this as well no? |
This comment has been minimized.
This comment has been minimized.
random313
commented
Sep 26, 2016
|
No. Still got this bug on 5583 build. |
This comment has been minimized.
This comment has been minimized.
|
Two possible solutions:
|
illi-kun
added
Missions
and removed
NPC / Factions
labels
Oct 7, 2016
This comment has been minimized.
This comment has been minimized.
eliotcougar
commented
Oct 7, 2016
|
If I understand it correctly, all we need is an overmap location bandit_cabin to spawn in the world... There's a bandit_cabin.json in mapgen... The mission worked almost fine when I placed it manually nearby before asking for a quest... (Bandits were friendly) |
codemime
added
the
Mapgen
label
Jan 15, 2017
This comment has been minimized.
This comment has been minimized.
|
@codemime did quite a bit of work on overmap gen and so probably has the most knowledge about current state of overmap gen. |
This comment has been minimized.
This comment has been minimized.
|
@Coolthulhu This can be done extremely easily by softening the distance requirements. All our cabins have certain difficulties with spawning. The condition "at least 20 tiles from any city in a forest" isn't easy to meet using completely randomized deployment. Though 10-15 tiles would almost guarantee reliable spawning under normal circumstances, it's still impossible in case of big and closely-grouped cities. I remember you were suggesting Voronoi diagrams. I like that suggestion very much, but it takes some time to implement properly. At the same time, @vache's suggestion would be easy to do and would suffice for now. |
This was referenced Feb 9, 2017
kevingranade
added this to Blockers
in 0.D Release
Mar 2, 2017
Rivet-the-Zombie
closed this
in
#20232
Mar 2, 2017
kevingranade
moved this from Blockers
to Closed Blockers
in 0.D Release
Mar 4, 2017
kevingranade
removed this from Closed Blockers
in 0.D Release
Apr 15, 2017
This comment has been minimized.
This comment has been minimized.
|
This just happened again in 0.C-22759 |
Lazasar commentedApr 24, 2016
Got a message after getting quest that the camp couldn't be found, or something like that, and then a hostile NPC spawned in the refugee center, which I killed, thus completing quest.