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OS: [e.g. Windows 10] Version: [e.g. 0.3.3] Commit/Build:16c10f6, and 0.3.3 release.
I attached the dump.gz file, as well, but I'm not sure it's related, as it's from 8 minutes before I saved the scenario. The save, which is the new format, should show the issue if you attempt to re-generate the terrain.
In the 0.3.3 release and the current testing build, selecting a bunch of objects results in a mix of trees, and one specific non-tree object, to be randomly scattered across the landscape in the Scenario Editor, if you go to generate terrain and select "Place Random Trees." This time, it was "Aboriginal Artifacts," after I was stress-testing the new save format and maxed out the objects. In "Pandaville," generated in 0.3.3, it was pandas.
Steps to reproduce:
Progress through the Object Selector and add every item. In 0.33, add as many as you can of everything.
OS: [e.g. Windows 10]
Version: [e.g. 0.3.3]
Commit/Build: 16c10f6, and 0.3.3 release.
I attached the dump.gz file, as well, but I'm not sure it's related, as it's from 8 minutes before I saved the scenario. The save, which is the new format, should show the issue if you attempt to re-generate the terrain.
In the 0.3.3 release and the current testing build, selecting a bunch of objects results in a mix of trees, and one specific non-tree object, to be randomly scattered across the landscape in the Scenario Editor, if you go to generate terrain and select "Place Random Trees." This time, it was "Aboriginal Artifacts," after I was stress-testing the new save format and maxed out the objects. In "Pandaville," generated in 0.3.3, it was pandas.
Steps to reproduce:
Dump file
a6d556f3-6590-45b6-9029-99f86865c4d3(16c10f6_x86-64).dmp.gz
Screenshots / Video:
In case they look different, here are some screenshots:
Save game:
These are the saves in question
Aborigine Gulch.txt, really .park
Pandaville.sc6.txt
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