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1.2.0 crash after a dozen of nests purged #57
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May be my request will be too selfish, but can we have an option to completely turn off Death mutations code? (setting max mutations per faction to 0 doesn't make it). Other new features of 1.2.0 are too sweet to return to 1.1.1. |
Can you describe why you don't want the death mutations and are you expecting the regional bases to change at all still? There is a deeper problem around bases being recycled before all the chunks under a bases control have been destroyed. |
just because this code leads to unexpected crashes and game over after a few hours of base building. |
But from other point of view I played about 6 hours of new game, destroyed 21 spawners and didn't get this issue. Does it mean, that there must be a big map opened with a mass of spawners to get this issue (like in my old gamesave with 79% evo) - only in such situation script won't be in time processing all chunks? |
It comes down to chance. In the version on github this issue hasn't been fixed. |
this should be resolved on the master branch now |
Yes, looks like it is ok now. |
After working around problem #55 it gave a critical error in about half an hour of play with a little different stack, but looks like because of the same new feature (death mutations). I'm using that fixed gamesave with evo 79%, but will it happen with fresh new map created after some time?
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