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ATMs spawned en masse #76200
Comments
Can't reproduce on the most recent experimental
|
I couldn't get it to happen on a new save at all. Either with my current modlist or otherwise. Only happened with an ongoing save, and I don't have another ongoing save. |
|
something fishy going on |
I was about to comment that I had just replicated the issue by downgrading to a build from the 2nd, finding an atm, upgrading again with a repo only list. |
Yes. Here is rough and only briefly tested draft patch to fix this: --- a/data/json/obsoletion_and_migration_0.I/obsolete_furniture.json
+++ b/data/json/obsoletion_and_migration_0.I/obsolete_furniture.json
@@ -91,6 +91,7 @@
{
"type": "ter_furn_migration",
"from_ter": "t_atm",
+ "to_ter": "t_thconc_floor",
"to_furn": "f_atm_off"
}
]
--- a/src/savegame_json.cpp
+++ b/src/savegame_json.cpp
@@ -4925,6 +4925,9 @@ void submap::load( const JsonValue &jv, const std::string &member_name, int vers
iid_furn = it->second.second.id();
}
}
+ else {
+ iid_furn = furn_str_id::NULL_ID().id();
+ }
if( terstr.is_valid() ) {
iid_ter = terstr.id();
} else { there is probably a better way to reset iid_furn |
Is there a good way to remove these ATMs from a save when this gets fixed? |
to remove furniture:
Alternatively, you can just regenerate the whole overmap chunk.
|
To me it looks like both |
Their value is used outside of the iteration it was assigned. Game checks if next tiles are same, writes amount of same tiles into checking --- a/src/savegame_json.cpp
+++ b/src/savegame_json.cpp
@@ -4951,6 +4951,9 @@ void submap::load( const JsonValue &jv, const std::string &member_name, int vers
if( iid_furn ) {
m->frn[i][j] = iid_furn;
+ if ( !remaining ) {
+ iid_furn = furn_str_id::NULL_ID().id();
+ }
}
}
}
if( remaining ) { When testing fix for this, it is important to have multiple ATM's in a row and one on the next line. I tested using this save: |
Oh, right, I was misreading things. So instead of resetting |
The latter is probably better given the number of spawned ATMs, thanks. |
Describe the bug
After downloading a newer version from the experimental branch, ATMs are appearing in unexpected places. Possibly only in previously explored areas. Going through walls, other unoccupied areas, etc. At first I noticed it in a newer area I was looting, but as I was returning home I found a spot where I was sure there weren't loads of ATMs before. I'm guessing it's a bug.
Attach save file
test-trimmed.tar.gz
Steps to reproduce
Drive around to previously explored places that spawn ATMs. or teleport to one like gas stations?
Get invaded by the ATM hoard?
Expected behavior
Not being invaded by the ATMtide
Screenshots
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth],
Magiclysm [magiclysm],
<color_cyan>Arcana and Magic Items [Arcana],
<color_light_blue>BL9-100%-monster-resilience-version [BL9_100monres],
Bionic Professions [package_bionic_professions],
Magiclysm Revamp and Additions [magicrevamp],
Mind Over Matter [mindovermatter],
DinoMod [DinoMod],
<color_cyan>Arcana/DinoMod Patchmod [Arcana_Dinomod_Patch],
<color_cyan>Arcana/Magiclysm Patchmod [Arcana_Magiclysm_Patch],
Mythical Martial Arts [MMA],
<color_yellow>Mythical Martial Arts - Mods Extension [MMA_Mods_Extension],
Crazy Cataclysm [crazy_cataclysm],
Vampiric Stuff [vamp_stuff],
Vampiric Stuff + Arcana Mod Extension [vamp_stuff+arcana],
Miscellaneous Magiclysm Expansions [demon_spider_a],
Bombastic Perks [bombastic_perks],
Xedra Evolved [xedra_evolved],
Stats Through Kills [stats_through_kills],
SpeedyDex [speedydex],
No Bionic Slots [no_cbm_slots],
<color_light_blue>Hamm's teaks for things [HammTweaks]
]
Additional context
No response
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