Max mandatory overmap specials and mods #47036
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With the map special rebalance form #46701 I have found that my existing mod list now throws the too many mandatory overmap specials error from overmap.cpp on line 426 "There are too many mandatory overmap specials (%d > %d). Some of them may not be placed". From what I can find the maximum count of mandatory specials appears to be calculated with two different frequencies. Due to this, does the presence of the error mean that all of the mandatory specials are just less likely to be found, or does it mean that there is a chance that they simply do not spawn in the world at all? |
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Replies: 4 comments 6 replies
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What is your mod list, BTW? Ping: @Venera3 |
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There's technically a chance that a special can not spawn at all if it is not mandatory, but it's incredibly unlikely (if it has proper placement requirements). When there are too many mandatory specials, the mandatory ones will not be culled, so they will still have opportunities to be placed. |
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All optional specials are suppressed until all mandatory specials are placed, so your overmaps are gonna look pretty samey. |
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This has been resolved by #47071 Also, if you look at the PR, it essentially obsoletes the fewer farms mod by doing the same thing, greatly reducing the occurrence of farms. |
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This has been resolved by #47071
The consistency check was based on an old version of how specials worked, i.e. "if there is a minimum value, it's mandatory", which has since been changed just for specials with the UNIQUE flag, which never count as mandatory unless the min and max value are the same, for example if a mod author overloads the game with mandatory specials by setting them all to "occurrences": [ 1, 1 ], and then tries to get the warning to go away by setting "flags": [ "UNIQUE" ].
Also, if you look at the PR, it essentially obsoletes the fewer farms mod by doing the same thing, greatly reducing the occurrence of farms.