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garrotte13 avatar garrotte13 commented on June 3, 2024

Worked around this crash by temporary code change:
kept those 3 lines only

                base.mutations = 0
...
        base.damagedBy = {}
       base.deathEvents = 0

played some time, saved and rolled back the deaththreshold comparison code. Problem doesn't occur after it.

Offtop: is 3000 deaths enough to survive early game with physical damage only and not being obliterated by phys-resistant factions at evo values 30..50%? For example (probably not a good relation here) I killed 400k biters and 6.5k spawners+others before evo value reaches 80%.

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veden avatar veden commented on June 3, 2024

3000 was my initial guess, but may not be the final value. Open to suggestions, also the adaptation modifier allows for changing that setting by a percentage.

This issue is rooted in bases being recycled before the chunks under the bases control have been destroyed.

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garrotte13 avatar garrotte13 commented on June 3, 2024

so.. those 3000 killed - are they for particular faction or base (by base I mean a group of nests in a chunk) ? Or it is 3000 for entire game map? In last case 3000 is too small number.

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veden avatar veden commented on June 3, 2024

For the next release I will write up some documentation to go along with everything.
Regional bases are groups of chunks. Each chunk can have many spawners or worms. Regional bases can have upto two faction types at a time.
Typically on a brand new map, 4 or so regional bases are created that could be something like north, east, south, and west of the players position.
Each regional base keeps its own killed count.

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veden avatar veden commented on June 3, 2024

this should be resolved on the master branch now

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garrotte13 avatar garrotte13 commented on June 3, 2024

Verified.

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